2.6. Dodge, Shield, Recover

Dodge

You can use the Dodge Ability when someone targets you with an Ability. Dodge allows you to reduce any incoming Damage and possibly give yourself Advantage(s) on Saves.

From the Appendix:

Dodge

Time: Reaction Target: Self
Trigger: When you are a target of an Ability taking effect
Test: Artifice
Effect: Defense

Artifice Score:

Shields Up

The Defend Ability lets you reset your Shield to 1. Each Upgrade for the Ability lets you increase the amount you can set your Shield to by 1.

If ever you already have at least 1 Shield, you can instead set your Shield to double the base amount of the Ability. At its starting level, you can set your Shield to 2 instead. Once fully Upgraded, so long as your Shield is not 0, you can set your Shield to 8!

From the Appendix:

Defend

Time: Action Target: Self
Effect: Healing

Your Shield Max starts equal to half your Might, rounded up.

If your Shield is above 0 set your Shield to twice your Shield Max, otherwise set your Shield equal to your Shield Max.

Basic Ability or Fighter Upgrades:
  • Strong(1). Increase your Shield Max by 1.
  • Strong(2). Increase your Shield Max by 1.

Recover

The Recover Ability lets you regain Health or Vitality.

Recover Requires that you spend one Recovery before you can restore Health or Vitality. If you run out of Recoveries, you can use a First Aid Kit to gain more.

From the Appendix:

Recover

Time: Action Target: Self
Requirements: spend 1 Recovery
Effect: Healing

Spend 1 Recovery, then choose:

  • Gain 1 Vitality (up to your max.)
  • Gain 1d10 Health (up to your max.)
Recoveries reset during Closing Credits to your max. Default max is half your Tuning rounded down. If you have no Recoveries, see First Aid Kit.
Basic Ability Upgrades:
  • Reliable.
    • When restoring Health, count any roll lower than a 5 as a 5.
  • Hearty(1).
  • Hearty(2).

Next Up: 2.7. Stealth Ability