Action!/Schtick/Proficiency/Dodge

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Dodge[edit | edit source]

Confidence[edit | edit source]

Tier 1
Regain a Shot at the end of a Sequence where you only Actively Dodged and didn't get Hit.
Advancement: 2-5 Shots (+3/Shot), Remove Active Dodge (1), Remove didn't get Hit (1).

Fox Defense[edit | edit source]

Tier 1
Active Defense: Opponent pays 1 Shot to Attack you. You only gain +3 Defense from your Active Defense
Progression: Shots points (Progression 15), Raise your bonus from Active Defense up to +5 (2).

Move Away[edit | edit source]

Tier 2
Dodge: Free Move if successful.
Progression: Full Move (3), Always gain the Move (1), May perform non-Attack Action instead (8), May perform any Action instead (8, requires non-Attack Action).

Nimble[edit | edit source]

Tier 2
Successful Dodge: Opponent may not perform Attack or Defense as next Action.
Progression: Opponent must save before performing Attacks/Defenses (8), Opponent has -1 on the save (10).

Agile[edit | edit source]

Tier 3
Active Dodge: You gain +5 Defense and Agility EV if hit.
Progression: Gain +1 EV (1, up to Skill Max).

Setup[edit | edit source]

Tier 3
Successful Dodge: If you perform an Action against the Dodged target as your next Action, gain an extra Effect die.
Advancement: Gain Effect die 2-5 (5/die, Progression 25), Gain an extra d10 AV (10).

Lightning Reflexes[edit | edit source]

Tier 3
Once per Sequence, Shot: You may make an +8 Defense Active Dodge with +5 Defensive EV.
Advancement: Not once per Sequence (7), No Shot Cost (8), +Defense (Progression 5), .

Zig-Zag[edit | edit source]

Tier 4
Full Move: Active Dodge Defense.
Advancement: Only any specific Action (2), Only any Action (4), Only Move required (4), No Move required (8).

Elusive target[edit | edit source]

Tier 4
Any unsuccessful Attack against you Stymies the opponent.
Advancement: Stymied until save (8), -1 on the save (10), instead of Stymie (also raises cost of until save) Stagger (2/10) or Freeze (8/16), Adding Stagger (10/18).

Retaliation[edit | edit source]

Tier 5
Counterattack against the opponent when Hit.
Advancement: When Attacked (6), Before Attack (12).

Quicksilver Stance[edit | edit source]

Tier 5
Quicksilver Stance: Free Active Defenses, each with a Move. (-5+8+2)
Advancement: Shot: Free Active Defense instead of Stance (2), Quicksilver is not a Stance (37), Full Move (2), Triple Move (4).