[FOCI]

Masters Defense

Cypher System Rulebook 1e

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1

Shield Master Enabler

When you use a shield, in addition to the asset it gives you (easing Speed defense tasks), you can act as if you are trained in Speed defense tasks. However, in any round in which you use this benefit, your attacks are hindered.

Sturdy Enabler

You are trained in Might defense tasks.

Tier 2

Dodge and Resist (3 Speed points) Enabler

You can reroll any of your Might, Speed, or Intellect defense rolls and take the better of the two results.

Tier 3

Dodge and Respond (3 Might points) Enabler

If a melee attack misses you, you can immediately make a melee attack in return, but no more than once per turn.

Tier 4

Tower of Will Enabler

You are trained in Intellect defense tasks and gain +3 points to your Intellect Pool.

Tier 4

Experienced in Armor Enabler

The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2.

Tier 5

Nothing but Defend Action

If you do nothing on your turn but defend, you are specialized in all defense tasks for one round.

Tier 6

Defense Master Enabler

Every time you succeed at a Speed defense task, you can make an immediate attack against your foe. (If you have Dodge and Respond, you can exchange that ability for Dodge and Resist.) Your attack must be the same type (melee weapon, ranged weapon, or unarmed) as the attack you defend against. If you don't have an appropriate type of weapon ready, you can't use this ability.

Wear It Well Enabler

When you wear armor of any kind, you gain an additional +1 to Armor.

GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.