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elemental_defense_skills

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

Elemental

Skill Non-Proficient Roll Type Effect in a Nutshell Mana?
Burning / Acid Defense Yes Defense Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action No; Per degree
Burning / Acid Resistance Yes Defense Automatic advantages to the character themselves No; Per degree
Electricity Defense Yes Defense Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action No; Per degree
Electricity Resistance Yes Defense Automatic advantages to the character themselves No; Per degree
Freezing Defense Yes Defense Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action No; Per degree
Freezing Resistance Yes Defense Automatic advantages to the character themselves No; Per degree
Poison / Disease Defense Yes Defense Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action No; Per degree
Poison / Disease Resistance Yes Defense Automatic advantages to the character themselves No; Per degree
Redirecting Conduit Yes Skill One projectile lightning (including arc) per degree per round Per Redirection

Burning / Acid 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.

Burning / Acid 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.

Electricity 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.

Electricity 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.

Freezing 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.

Freezing 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.

Poison / Disease 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.

Poison / Disease 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.

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.

elemental_defense_skills.1566576194.txt.gz · Last modified: by dungeonmaster