Dodge represents your reaction speed, and how well you avoid debilitating or damaging effects aimed in your direction.
Tumble, roll, duck, or dive out of the way of an attack. Dodge is usually used as a Reaction, to measure how quickly you can react to a situation, and how gracefully you can avoid effects that have been thrown at you. This is triggered when you are subjected to a Basic Check targeting your Dodge.
Critical Success: You completely dodge the triggering ability. You take no damage and suffer no ill effects.Success: You successfully dodge the worst of it. You take half damage and ignore secondary conditions.Failure: You suffer the full normal effects of the ability.Critical Failure: You dive directly into the blast. You take double damage, and any negative conditions have their duration doubled.Special (Active Dodge) ⬤ ◌ ◌: You can use Dodge as a 1-Action activity on your turn to actively prepare for incoming attacks. Until the start of your next turn, you gain a +1 Circumstance Bonus to your Dodge Defense for every Proficiency Tier you possess in Dodge (e.g., +2 at Advanced, +4 at Master).
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. Make a Dodge check against the Climb DC of the surface.
Critical Success: You grab the edge, even if your hands are full (e.g., catching a truncheon on a ledge). You still take damage from the distance fallen so far, treating the fall as 9 meters shorter.Success: If you have at least one hand free, you grab the edge. You treat the fall as 6 meters shorter. If no hands are free, you continue to fall.Critical Failure: You continue to fall, taking 1d6 bludgeoning damage from the strain of trying and failing to catch yourself.