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defense_skills [2019/08/11 20:41] – dungeonmasterdefense_skills [2019/12/28 17:21] (current) – removed dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[specific_rules_skills|Specific Rules of Skills and Magic]] 
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-====== Defense ====== 
-Defenses and resistances are either automatic or performed as defensive actions to defend the character themselves or their allies around them. Based on genre, these can often also be imbued on allies with the general effects (i.e. touch at first degree, point to point at second degree, area of effect at fourth degree as described in the General Rules of Skills and Magic), affecting each ally by the appropriate number of dice based on their degree and level. 
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-The resistances generally affect the character automatically without any requirement of mana. Use of those skills on allies generally does require the use of mana. 
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-The two points of resistance that each character has on their defenses to begin with is based on being non-proficient in many of these skills. As defensive dice are of the ultimate importance in this Dice Mob, becoming proficient in these skills becomes very important very fast to avoid taking damage. 
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-^ Skill ^ Non-Proficient ^ Roll Type ^ Effect in a Nutshell ^ Mana? ^ 
-| [[defense_skills#piercing_resistance|Piercing Resistance]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#bludgeoning_resistance|Bludgeoning Resistance]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#slashing_resistance|Slashing Resistance]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#parry|Parry / Disarm]] | Yes | Skill, Win-Loss vs Self to Disarm | Negate damage of one melee weapon per degree; 2nd degree - disarm possible; 3rd degree - also ranged; 4th degree - two directions; 5th degree - all directions; 6th degrees - projectile spells | Per Weapon | 
-| [[force_offense_skills#retaliation|Retaliation]] | No | None | A hit by a melee strike allows for an immediate melee strike by the character struck without regard for initiative as a free action | Per retaliation | 
-| [[defense_skills#poison_disease_resistance|Poison / Disease Resistance]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#freezing_resistance|Freezing Resistance]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#burning_acid_resistance|Burning / Acid Resistance]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#electricity_resistance|Electricity Resistance]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#redirecting_conduit|Redirecting Conduit]] | Yes | Skill | One projectile lightning (including arc) per degree per round | Per Redirection | 
-| [[defense_skills#cognitive_shielding|Cognitive Shielding]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[defense_skills#emotional_shielding|Emotional Shielding]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
-| [[cognitive_attacks#psionic_attack|Psionic Attack]] | No | Attack vs Cognitive | Mental damage; retributive defense vs mental attacks | One plus one per defense success | 
-| [[defense_skills#defense_of_self|Defense of Self]] | Yes | Defense | Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) | No; Per degree | 
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-===== Force ===== 
-As a special effect, all force resistances can be cast in tandem as one defensive action to emulate a forcefield as long as all defenses are of a sufficient skill degree to affect the individuals. This is done at the mana of only one of the defenses. (Picture Violet from the Incredibles or Susan Storm of the Fantastic Four.) 
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-==== Piercing Resistance ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Bludgeoning Resistance ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Slashing Resistance ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Parry ==== 
-Parrying involves using a melee weapon like a sword or a staff against an attack by another weapon. It can also be used by a character with a proficiency in unarmed combat. 
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-At lower degrees, this is used to parry other melee weapons or fists. At higher levels, the melee weapons or forearms can also parry ranged weapons and even spells. The maximum number of attacks that can be parried is determined by the skill degree. 
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-  * First: One attack; melee only; one direction 
-  * Second: Two attacks; disarm possible (see below)  
-  * Third: Three attacks; can parry ranged attacks 
-  * Fourth: Four attacks; from at most two directions 
-  * Fifth: Five attacks; not limited by direction 
-  * Sixth: Six attacks or can parry at most one physical projectile spell (though some damage might be done to the weapon) 
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-=== Disarm === 
-Disarming can only be performed on melee weapons that have already been successfully parried with a skill check. If a character chooses to also disarm the opponent, a win-loss vs self is rolled, but both the attacker and defender can add any dice from hand-eye coordination, brute strength, and, in the case of the defender, their own parry skill to aid in preventing themselves from being disarmed. 
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-==== Retaliation ==== 
-For more information on retaliation see Retaliation under Force Offense. 
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-===== Elemental ===== 
-==== Poison / Disease Resistance ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Freezing Resistance ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Burning / Acid Resistance ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Electricity Resistance ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Redirecting Conduit ==== 
-Using a defensive action, a user with the redirecting conduit skill can redirect one electrical attack per skill degree per round to an ally or opponent of their choice except for the one from whom they are receiving the electrical attack. The conduit won’t have to roll any of their own defense dice, but rather the new defender will be defending against the electrical attacker. This requires one mana point. 
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-===== Mental ===== 
-As a special effect, both mental resistances can be cast in tandem as one defensive action to emulate a forcefield as long as all defenses are of a sufficient skill degree to affect the individuals. This is done at the mana of only one of the defenses. 
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-==== Cognitive Defense ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-==== Psionic Attack ==== 
-See Psionic Attack under Cognitive Attacks for more information on how this can be used as a defense as well. 
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-==== Emotional Defense ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
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-===== Self ===== 
-==== Defense of Self ==== 
-The defense against this type of attack is increased by two per skill degree with no mana cost. 
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-Based on genre, this resistance can be imbued on others or as a shield or forcefield with a cost of one mana per skill degree required. 
  
defense_skills.1565556077.txt.gz · Last modified: by dungeonmaster