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Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic > Defense Skills
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).
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.)
| 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.
