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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.
