A character cannot have an Art level higher than their Soul.
Damaging Parry (Defensive 1): The defender can block or parry with such force or precision that it threatens to wound their attacker.
System: When the defender successfully Parries an Attack, they can treat excess Successes as an Attack roll without needing to use an additional Action. If the Attack lands, they roll damage as normal for their weapon.
Defensive (Defensive 2): It is nearly impossible to land a proper strike on the defender.
System: The defender gains an additional Action each Turn that can only be used to roll Dodge or Parry.
Armor Training (Defensive 3): The defender has trained at length to move in armor.
System: The penalty to Dexterity from the defender’s Armor is reduced by 1, letting them wear up to Class 4 Armor without penalty.
Tripping Dodge (Defensive 4): The defender can break the stance of their attack in the same motion that they avoid a strike.
System: When rolling Dodge, reflexively roll Dexterity + Athletics(difficulty 5). The creature being dodged can roll Dexterity + Dodge(difficulty 4) as an opposed roll. On a Success, the creature is tripped and loses the Dodge action from its next Turn. If the defender gains 5 or more Successes, the creature falls to the ground and must use an Action to stand.
Shield Ally (Defensive 5): The defender jumps in front of a nearby ally, protecting their ally from harm.
System: Reflexively spend 1 Soul. A target within a number of feet equal to the Defensive level of the defender adds their Resist pool to its Resist pool.
Greater Armor Training (Defensive 6): The defender has trained at length to move in armor.
System: The penalty to Dexterity from the defender’s Armor is reduced by 2 (Defensive minimum 0), letting them wear up to Class 5 Armor without penalty.
Rock Solid (Defensive 7): The defender is practically immune to attempts to knock them over.
System: The difficulty of all rolls to resist being tripped, knocked over or otherwise forced to the ground is reduced by half the Defensive level of the defender minus 2, rounded down. The difficulty for other creatures to force them to the ground is increased by half the Defensive level of the defender minus 2, rounded down.
Total Defense (Defensive 8): The defender is impossible to overwhelm by mere numbers.
System: Reflexively spend 1 Soul. For the Turn, the defender can Dodge or Parry every Attack against them without using an Action.
Supreme Armor Training (Defensive 9): The defender has trained at length to move in armor.
System: The penalty to Dexterity from the defender’s Armor is reduced by 3 (Defensive minimum 0), letting them wear up to Class 6 Armor without penalty.
Immovable Titan (Defensive 10): The defender is made of stirner stuff.
System: Reflexively spend 1 Soul. All Resist dice from Armor and Shields are automatic Successes.