Builder's Manual · Chapter 4
Optional Modules
These modules are add-ons. Use any, skip all, mix freely. They are balanced to work standalone or in combination.
Module 1 — Combat Reactions
Once per round, before the attack roll, a character may declare one reaction. Reactions use the character's action economy — they still take their normal turn.
| Reaction | Requirement | Effect |
|---|---|---|
| Parry | Melee Light or Heavy weapon | Roll under Melee skill. On success, reduce incoming melee damage by 2d6 (minimum 0). |
| Intercept | Adjacent to an ally being attacked | Move into the attack's path. You become the target instead. You may then dodge normally. |
| Counterattack | Opponent misses you with a melee attack | Make one free melee attack (normal roll, no bonus). |
GMs may disallow reactions for certain monsters or situations where it does not make narrative sense.
Module 2 — Dice Substitution
The core rules use only d6, d10, and d100. You may substitute dice as long as average damage stays roughly the same — this changes nothing about the system's math.
| Original | Substitution Options | Average |
|---|---|---|
| 1d6 | 1d4+1 · 1d8–1 (min 1) | 3.5 |
| 2d6 | 1d12 · 3d4 | 7 → 6.5 / 7.5 |
| 1d10 | 1d8+1 · 1d12–1 (min 1) | 5.5 |
| 3d6 | 1d20 (risky) · 2d10 (safer) | 10.5 |
| 1d100 | 10d10 | ~50–55 |
Recommendation: stick to core dice for consistency. But if a player has a favourite d12, let them use it.
Module 3 — Luck Points
Each player starts each session with 3 Luck Points.
Spending Luck
- Reroll any d100 (attack, skill, dodge, etc.) after seeing the result — must take the new roll.
- Force an enemy to reroll a d100. Once per enemy per round.
Limitations
- Cannot reroll a critical failure (90+) unless the GM allows it — that is what makes crits dramatic.
- Luck refreshes at the start of each new session. Unused points do not carry over.
- GMs may award bonus Luck for exceptional roleplay.
Manual updated Sep 17, 2026.