Response (Defender style)
As target creature in Reach would suffer Grit Injury, you suffer 1 + TT/2 of it instead of them.
Boost: Then the creature can advance as a reaction.
Aspect (Defender style)
You can use Guard to benefit other creatures in Reach of the source of the Guard up to 1 + TT times each round.
Boost: Reduce the Skill Tier requirement of abilities that have Radiant or Space Affinity by 1.
Response - Suppression (Defender style)
Requirements: 11 Combined Tiers of Endure and Elude
As another target creature in 1 + TT range would become Unconscious, they don't.
Boost: They heal 1 + TT/3 Grit.
Stance (Defender style)
After an Ally moves from within Reach, you can advance in the same direction.
Boost: As an Ally in Reach would roll defense against a physical attack, roll 1d12 to give them +1 on the defense, DL 9 - TT.
Response (Defender style)
After a roll for a part is made against another target creature in Reach, roll 1d12 to reduce the part roll by 1, DL 9 - TT/2. If this reduces the roll to 0, prevent the effect.
Boost: Reduce the roll by an additional 1.
Response - Infusion (Defender style)
Requirements: 9 Combined Tiers of Endure and Elude
1 Resolve: As target creature in Reach would suffer Injury, prevent 2 + TT/2 Injury. Heal Grit equal to half the Injury prevented.
Boost: Prevent Injury to each of 2 target creatures.
Trick (Defender style)
Requirements: 7 Combined Tiers of Endure and Elude
While an Ally in Reach has Wounded, gain +1 on Skill rolls.

3 + TT rounds
Boost: After an Ally in Reach becomes Wounded, heal 1 Resolve.
Aspect (Defender style)
Gain +1 + TT/2 on Hinder Attack rolls.
Boost: Cause an additional TT/3 penalty on attack rolls you hinder.
Spell - Transference (Defender style)
Requirements: 7 Combined Tiers of Endure and Elude
Creatures in an Aura 1 gain 6 Mystical Reduction. After the first time this Reduction is applied, this ends.

3 + TT rounds
Boost: After a Spell succeeds against a creature, reduce its duration to half and this effect ends.
Spell - Mutation (Defender style)
Requirements: 7 Combined Tiers of Endure and Elude
Target creature in Reach gains +1 + TT/2 d12 on defense again non-magical diseases and corrosive poisons.

6 + TT x 2 rounds

Nature
Boost: They gain TT/3 Physical Reduction.
Trick (Defender style)
Attack with 1 + TT/3 d12 to switch positions with target creature in Reach unless either of you is Held or unable to move.

Athletics
Boost: 1 Resolve: For 1 round, gain +2 on defense against reactions.
Response (Defender style)
Requirements: 9 Combined Tiers of Endure and Elude
As target creature in 3 + TT range is attacked, roll the same defense. They can use your result in place of their own.
Boost: If the attack fails, heal 1 + TT/3 Resolve.