Tactics

Left Branch

  1. Sprint (1-0-0): When you take the Travel action, you may spend 3 stamina to add your Stunt score to your Land travel for the rest of the action.
  2. Athlete (1-0-2): When you become the target of any effect, you may spend 3 stamina to take the Travel action using interrupt actions as if they were turn actions.
  3. Parkour (2-0-3): A source of kinetic force can not deal more damage to you than half of your maximum DHP, rounded down.

Middle Branch

  1. Reflexive (0-0-2): Choose either you Block Rating or Dodge Rating. The chosen rating increases by 1 die.
  2. Reflexive (0-0-2): Choose either you Block Rating or Dodge Rating that has not been chosen by the Reflexive talent. The chosen rating increases by 1 die.
  3. Illusive (0-0-4): Choose either you Block Rating or Dodge Rating. The chosen rating increases by 2 dice.
  4. Illusive (0-0-4): Choose either you Block Rating or Dodge Rating that has not been chosen by the Illusive talent. The chosen rating increases by 2 dice.
  5. Total Poise (0-0-7): Your Dodge Rating increases by 2d12 and your Block Rating increases by 2d4.

Right Branch

  1. Lively (0-1-1): You gain a point of favor on tests made to decide turn order.
  2. Parry (0-2-2): When you take the Block action against a melee attack, you may spend 1 additional Interrupt action and 5 stamina to roll your melee weapon's attack damage rather than your Block Rating.
  3. Armor Aptitude (0-3-3): When you take the Dodge action, you may spend 5 stamina to treat all of your defenses as if they were equal to your highest defense for the rest of the action.