vaelora/Rules/Ability Trees/Skills/Martial/Dodge (Agility).md
2025-08-01 09:16:36 +02:00

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Heres 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 (doesnt provoke attacks).
3. **Defensive Instinct** Mark a die as **Lucky** when making your first Dodge roll each round.
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### **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.
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### **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).
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### **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.
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### **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.
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🔥 **Next:** Should we tackle **Shields** (defensive mastery), **Tactics** (battlefield coordination), or **Throwing** (light ranged weaponry) next?