2.6 KiB
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+)
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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.
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Sidestep – When you succeed on a Dodge, you may immediately move 2m without spending APR (doesn’t provoke attacks).
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Defensive Instinct – Mark a die as Lucky when making your first Dodge roll each round.
Tier 2 (Dodge 2+)
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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.
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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.
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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+)
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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+.
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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.
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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+)
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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.
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Flicker Reflexes – You may Dodge multiple attacks per round without cumulative defense penalties (except the base –2/–4 dice rule no longer applies).
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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
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Survival focus: Heavy on avoiding damage and repositioning without spending APR.
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Synergy: Counterattacks pair with Melee/Brawl; teamplay options (Mirror Movement, Turn the Tide) tie to Tactics.
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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?