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elemental_defense_skills [2019/08/30 18:30] – dungeonmasterelemental_defense_skills [2019/12/28 17:23] (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]] > [[defense_skills|Defense Skills]] 
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-====== Elemental ====== 
-Elemental defense skills involving improving a character's resistance to heat, cold, electricity, acid, poison, and disease. The resistance skills are automatic and require no mana and increases in these skills are considered some sort of improvement of the character themselves. The defense skills, on the other hand, require mana as well as a defensive action to perform, but can be used on allies or even as areas of effect to improved the defenses of the entire party assuming the skill degree is sufficient to do such (as described in the General Rules for Skills and Magic).   
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-As a special effect, two to four elemental defenses 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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-^ Skill ^ Non-Proficient? ^ Dice Type ^ Effect in a Nutshell ^ Mana? ^ 
-| [[defense_skills#burning_acid_defense|Burning / Acid Defense]] | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action | Per degree | 
-| [[defense_skills#burning_acid_resistance|Burning / Acid Resistance]] | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No | 
-| [[elemental_attack_skills#burning_attack|Burning Attack]] | No | None | Can used as a defense to counteract residual effects of a freezing attack | Per degree | 
-| [[elemental_defense_skills#curing|Curing]] | No | Standard Skill Check, Standard Damage Roll | Cure one disease or poison infection per skill degree if caught early; curing some diseases could kill the host making it an effective weapon against undead, lycanthropes, and other creatures | One | 
-| [[defense_skills#electricity_defense|Electricity Defense]] | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action | Per degree | 
-| [[defense_skills#electricity_resistance|Electricity Resistance]] | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No | 
-| [[hit_points_skills#first_aid|First Aid]] | Yes | Standard Potency Roll | Heal damage; cure poison or disease; cannot be performed during combat | No | 
-| [[elemental_attack_skills#freezing_attack|Freezing Attack]] | No | None | Can be used as a defensive action to combat the residual effects of a burning attack | Per degree | 
-| [[defense_skills#freezing_defense|Freezing Defense]] | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action | Per degree | 
-| [[defense_skills#freezing_resistance|Freezing Resistance]] | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No | 
-| [[defense_skills#poison_disease_defense|Poison / Disease Defense]] | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action | Per degree | 
-| [[defense_skills#poison_disease_resistance|Poison / Disease Resistance]] | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No | 
-| [[defense_skills#redirecting_conduit|Redirecting Conduit]] | No | Standard Skill Check | One projectile lightning (including arc) per degree per round | Per Redirection | 
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-===== Burning / Acid Defense ===== 
-This is a defense against burning and/or acid attacks that can employed using a defensive action and it adds to any other defenses the character already has including burning / acid resistance. The actual method for performing this defense is left purposefully vague to be filled in by the player in any way they feel appropriate for their character from martial arts to magical, supernatural, or superhuman force shields. 
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-===== Burning / Acid Resistance ===== 
-The defense against burning and/or acid is increased by "two for trying" and two per skill degree with no mana cost and is the basis for a race's initial two points of burning / acid defense. This resistance happens automatically without requiring a defensive action. If a player so chooses, they can justify the reason behind higher degrees of this resistance (e.g. tougher skin) or they can just leave it nebulous. 
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-===== Burning Attack ===== 
-For all specifics involving a burning attack as an actual attack, see the information under Burning Attack on Elemental Attacks. For the purposes of this section, this can be used to counteract the residual affects of a freezing attack. This is a milder use of this power and no damage is taken from the affects of this "attack". A defensive action must be available for the use of this skill in this way. No dice roll is required; the residual effect of the freezing attack is simply nullified. 
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-===== Curing ===== 
-The actual method for curing can be based on the character and the genre of the campaign, but through magical, technological, supernatural, superhuman, or other means, the character can cure any poison or disease that hasn't fully run its course and become lethal and/or transformative. Curing against creatures transformed by the means of a poison or disease into the current natural state (e.g. lycanthropes, vampires, zombies) take damage as if from a standard attack versus personal defense. Curing damage cannot be healed via natural means. 
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-===== Electricity Defense ===== 
-This is a defense against electrical attacks that can employed using a defensive action and it adds to any other defenses the character already has including electrical resistance. The actual method for performing this defense is left purposefully vague to be filled in by the player in any way they feel appropriate for their character from martial arts to magical, supernatural, or superhuman force shields. 
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-===== Electricity Resistance ===== 
-The defense against electrical is increased by "two for trying" and two per skill degree with no mana cost and is the basis for a race's initial two points of electrical defense. This resistance happens automatically without requiring a defensive action. If a player so chooses, they can justify the reason behind higher degrees of this resistance (e.g. tougher skin) or they can just leave it nebulous. 
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-===== First Aid ===== 
-For the purposes of this section, curing poisons, infections, diseases, or other maladies can be done by a proficient character with a Skill Roll assuming the cure is reasonably assumed to be on hand or administered properly if it can be located. One mana is required for the use of this skill. 
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-===== Freezing Attack ===== 
-For all specifics involving a freezing attack as an actual attack, see the information under Freezing Attack on Elemental Attacks. For the purposes of this section, this can be used to counteract the residual affects of a burning attack. This is a milder use of this power and no damage is taken from the affects of this "attack". A defensive action must be available for the use of this skill in this way. No dice roll is required; the residual effect of the burning attack is simply nullified. 
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-===== Freezing Defense ===== 
-This is a defense against freezing attacks that can employed using a defensive action and it adds to any other defenses the character already has, including freezing resistance or clothing. The actual method for performing this defense is left purposefully vague to be filled in by the player in any way they feel appropriate for their character from martial arts to magical, supernatural, or superhuman force shields. 
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-===== Freezing Resistance ===== 
-The defense against freezing is increased by "two for trying" and two per skill degree with no mana cost and is the basis for a races initial two points of freezing defense. This resistance happens automatically without requiring a defensive action. If a player so chooses, they can justify the reason behind higher degrees of this resistance (e.g. tougher skin) or they can just leave it nebulous. 
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-===== Poison / Disease Defense ===== 
-This is a defense against poison or disease attacks that can employed using a defensive action and it adds to any other defenses the character already has, including poison / disease resistance, armor, and shields. The actual method for performing this defense is left purposefully vague to be filled in by the player in any way they feel appropriate for their character from martial arts to magical, supernatural, or superhuman force shields. 
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-===== Poison / Disease Resistance ===== 
-The defense against poison or disease is increased by "two for trying" and two per skill degree with no mana cost and is the basis for a races initial two points of poison / disease defense. This resistance happens automatically without requiring a defensive action. If a player so chooses, they can justify the reason behind higher degrees of this resistance (e.g. built up immunity to iocane powder) or they can just leave it nebulous. 
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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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elemental_defense_skills.1567189851.txt.gz · Last modified: by dungeonmaster