Starting Benefits
Quick Defense (Combo)
As a Combo, you can expend 1 Stamina to use the Defend Action and one other Action of your Choice.
Fast Hands (Combo)
You can use the Dexterity Skill Action or the Interact Action to use an Object, and one other Action of your choice.
Progression Benefits
Caution (Defend Technique)
When you use Quick Defense, you can use this Defend Technique. You have Advantage on Movement Checks and Dexterity Skill Checks you make before the Start of your Next Turn.
Defensive Fighter (Defend Technique)
When you use Quick Defense, you can use this Defend Technique. You have Advantage Attack Checks until the Start of your Next Turn.
Narrow Miss (Reaction)
When you take Damage from an Attack, you can as a Reaction add your Dexterity Bonus to your Deflection Bonus, potentially Blocking the Damage of the Attack.
Parkour (Reaction)
When you Fail a Movement Check, you can as a Reaction add your Dexterity Bonus to the Result, potentially changing the Failure into a Success.
Lucha Libre
You can initiate and maintain Grapples by making a Dexterity with Athletics Skill Check.
Slip Past (Movement Technique)
Until the End of this Turn, you can Move through the Spaces of Characters who are unwilling to let you past.
Narrow Escape (Reaction)
When you Fail a Body Defense Check, you can as a Reaction expend 1 Stamina to treat the Failure as a Success.