Tactics
Left Branch
- 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.
- 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.
- 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
- Reflexive (0-0-2): Choose either you Block Rating or Dodge Rating. The chosen rating increases by 1 die.
- 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.
- Illusive (0-0-4): Choose either you Block Rating or Dodge Rating. The chosen rating increases by 2 dice.
- 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.
- Total Poise (0-0-7): Your Dodge Rating increases by 2d12 and your Block Rating increases by 2d4.
Right Branch
- Lively (0-1-1): You gain a point of favor on tests made to decide turn order.
- 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.
- 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.