defense_skills
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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 ====== | ||
| - | Resistances (and in in the case of emotions, shielding) are the natural ability of a character or a natural barrier a character has put up to avoid harm from a certain type of attack. This happens automatically without the need of a defensive action, but is only effective on the person themselves, no matter what degree of the skill is attained. Resistances require no use of mana. | ||
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| - | In fact, the two points of resistance that each character has on their defenses to begin with is based on being non-proficient in all 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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| - | Defenses are performed as defensive actions to defend the character themselves or their allies around them. They could be forcefield-like powers as seen in various superhero movies or some other manner of being invoked. Like the majority of skill, these can be imbued on allies based on the rules discussed under the General Rules of Skills and Magic (i.e. touch at first degree, point to point at second degree, area of effect at fourth degree). Defenses require the use of mana. The only resistance that doesn' | ||
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| - | Defenses and resistances are primarily divided into four categories: force defense, elemental defense, mental defense, and defense of self. There isn't generally a reason this is required, but often subtypes of these defenses have similarities to them. | ||
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| - | ^ Skill ^ Non-Proficient ^ Roll Type ^ Effect in a Nutshell ^ Mana? ^ | ||
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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, | ||
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| - | ==== Retaliation ==== | ||
| - | For more information on retaliation see Retaliation under Force Offense. | ||
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| - | ==== Defensive Maneuvering ==== | ||
| - | See Tactics - Defensive Maneuvering | ||
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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.1566510408.txt.gz · Last modified: by dungeonmaster
