User Tools

Site Tools


defense_skills

This is an old revision of the document!


Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic

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.

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.

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't have a corresponding defense is defense of self. There is no ability to protect an ally's person through one of these abilities. The character themselves must protect themselves.

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.

Force

As a special effect, all force 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.)

Skill Non-Proficient Roll Type Effect in a Nutshell Mana?
Bludgeoning 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
Bludgeoning Resistance Yes Standard Defense Roll Automatic advantages to the character themselves No
Defensive Maneuvering No None, Standard Skill Check Defensive benefits to the character; defensive benefits to allies; tactical retreat No or One per character
Parry / Disarm Yes Standard Skill Check, Standard Win-Loss Roll 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
Piercing 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
Piercing Resistance Yes Standard Defense Roll Automatic advantages to the character themselves No; Per degree
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
Slashing 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
Slashing Resistance Yes Standard Defense Roll Automatic advantages to the character themselves No

Bludgeoning Defense

This is a defense against bludgeoning attacks that can employed using a defensive action and it adds to any other defenses the character already has, including bludgeoning 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.

Bludgeoning Resistance

The defense against this bludgeoning 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 bludgeoning 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.

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.

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.

  • 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)

Defensive Maneuvering

See Tactics - Defensive Maneuvering

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.

Piercing Defense

This is a defense against piercing attacks that can employed using a defensive action and it adds to any other defenses the character already has, including piercing 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.

Piercing Resistance

The defense against this piercing 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 piercing 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.

Retaliation

For more information on retaliation see Retaliation under Force Offense.

Slashing Defense

This is a defense against slashing attacks that can employed using a defensive action and it adds to any other defenses the character already has, including slashing 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.

Slashing Resistance

The defense against this slashing 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 slashing 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.

Elemental

Skill Non-Proficient Roll Type Effect in a Nutshell Mana?
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
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
Electricity Resistance Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
Electricity Resistance Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
Freezing Resistance Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
Freezing Resistance Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
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
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
Redirecting Conduit Yes Skill One projectile lightning (including arc) per degree per round Per Redirection

Poison / Disease Resistance

The defense against this type of attack is increased by two per skill degree with no mana cost.

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.

Freezing Resistance

The defense against this type of attack is increased by two per skill degree with no mana cost.

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.

Burning / Acid Resistance

The defense against this type of attack is increased by two per skill degree with no mana cost.

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.

Electricity Resistance

The defense against this type of attack is increased by two per skill degree with no mana cost.

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.

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.

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.

Skill Non-Proficient Roll Type Effect in a Nutshell Mana?
Cognitive Shielding Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
Cognitive Shielding Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
Emotional Shielding Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
Emotional Shielding Yes Defense Two dice per degree; imbue others based on general rules (touch, point to point, area of effect) No; Per degree
Psionic Attack No Attack vs Cognitive Mental damage; retributive defense vs mental attacks One plus one per defense success

Cognitive Defense

The defense against this type of attack is increased by two per skill degree with no mana cost.

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.

Psionic Attack

See Psionic Attack under Cognitive Attacks for more information on how this can be used as a defense as well.

Emotional Defense

The defense against this type of attack is increased by two per skill degree with no mana cost.

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.

Self

Skill Non-Proficient Roll Type Effect in a Nutshell Mana?
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

Defense of Self

The defense against this type of attack is increased by two per skill degree with no mana cost.

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.1566573089.txt.gz · Last modified: by dungeonmaster