Here’s the **Dodge (Agility)** tree, designed to maximize **mobility, survival, and counterattacks**—with plenty of synergy to Melee, Brawl, and Shields: ### **Tier 1 (Dodge 1+)** 1. **Evasive Roll** – Mark a die as **Risky** when defending; on success, you avoid all Injury this round and reposition 2m. On failure, you fall prone. 2. **Sidestep** – When you succeed on a Dodge, you may immediately move 2m without spending APR (doesn’t provoke attacks). 3. **Defensive Instinct** – Mark a die as **Lucky** when making your first Dodge roll each round. --- ### **Tier 2 (Dodge 2+)** 1. **Mirror Movement (Dodge/Cooperative)** – When you successfully Dodge, mark a die as **Cooperative**; an ally fighting the same enemy may reroll 1 die on their next action. 2. **Acrobatic Escape (Dodge/Climbing)** – When Engaged, you may spend 1 APR to leap or vault out of melee range; roll Dodge to avoid triggering opportunity attacks. 3. **Counter Lunge (Dodge/Melee)** – After successfully Dodging, you may spend 1 APR to make a single retaliatory strike at +1 die. --- ### **Tier 3 (Dodge 3+)** 1. **Blink Step (Dodge/Stealth)** – Once per scene, you may Dodge and vanish into cover (line of sight broken) if you roll a margin of success 2+. 2. **Flow State** – Each consecutive successful Dodge grants +1 die to the next Dodge, up to +3; the bonus resets when you fail or are hit. 3. **Redirect (Dodge/Brawl)** – When Dodging a melee attack, mark one die as **Effectful**; on success, you may push the attacker into a new position (swap or shove 2m). --- ### **Tier 4 (Dodge 4+)** 1. **Impossible Evasion** – Mark a die as **Persistent**; on a success margin 3+, you ignore all attacks targeting you until the start of your next turn. 2. **Flicker Reflexes** – You may Dodge multiple attacks per round without cumulative defense penalties (except the base –2/–4 dice rule no longer applies). 3. **Turn the Tide (Dodge/Tactics)** – When you successfully Dodge a Critical Hit (margin 3+), you may choose 1 ally to immediately take a free action or reroll their entire dice pool. --- ### **Why It Fits** - **Survival focus:** Heavy on avoiding damage and repositioning without spending APR. - **Synergy:** Counterattacks pair with Melee/Brawl; teamplay options (Mirror Movement, Turn the Tide) tie to Tactics. - **Escalation:** Higher tiers grant near-supernatural evasiveness, letting Dodge specialists become untouchable in key moments. --- 🔥 **Next:** Should we tackle **Shields** (defensive mastery), **Tactics** (battlefield coordination), or **Throwing** (light ranged weaponry) next?