Gaming
 

Defense

From Neverend

Power struggle, swords: Two combatants are directly pushing swords against each other until one gives.

Power struggle, fists: Two combatants are directly pushing fists, hands, wrists, or forearms against each other until one gives.

Power struggle, magic projectiles: Multiple projectiles are being fired rapidly from two combatants, and are all being intercepted by each other. (perfectly matched skill from both opponents will have no projectiles hit the other target. A less skilled opponent will be hit by stray projectiles occasionally, and an unkilled target will be hit consistently)

Power struggle, magic beam: Two casters are using their magic force directly against each other until one gives.

Power struggle, magic ball: Two casters are at close range and have a ball of energy in the middle of a power struggle.

Power struggle, mental force: Two combatants stare at each with opposing mental force until one gives.

Block, forearm

Block, double forearms

Block, knee

Block, crouch

Block, weapon, a weapon is used to block

Block, other, a wing, tendril or other part is used to block

Deflection punch, a punch is used in deflecting a melee or projectile attack

Deflection kick, a kick is used in deflecting a melee or projectile attack

Deflect, weapon, a weapon is used to deflect

Deflect, other, a wing, tendril or other part is used to deflect

Block, shield

Block, crouching shield

Block, overhead shield

Magic barrier/force field, all magic force is blocked by an invisible sphere surrounding the defender, who is either concentrating to maintain the forcefield, or can confidently use it while standing.

Damage barrier, a circle of fire, wind, leaves, hail, sleet, mist, water, electricity, or magic energy surrounds the defender. The barrier can be penetrated, but will deal damage, push someone away, or paralyze them temporarily.

Stop momentum barrier, the defender raises a hand and stops any projectiles or magic in midair a short distance from him.

Disperse energy/magic, the defender confidently stands as a spell or energy projectile is dispersed into tiny particles, doing no damage but appearing to hit the target lightly.

Nullification, defender is immune to a type of attack such as magic, electricity, light based, dark based, element based, fire, etc. Defender gains confidence while attacker loses confidence.

Deflect projectile, the defender uses hands, magic, psychic force, or a shield to deflect a projectile

Reflect projectile, the defender uses magic or a special shield that reflects a projectile or spell directly on the attacker for the same amount of damage.

Catch projectile, the defender catches an arrow or a magic projectile, and throws it back.

Dodge melee attack, the character moves out of the way or jumps out of the way

Dodge projectile attack, the character moves out of the way or jumps out of the way

Baseball deflection, the defender uses a weapon, fists, or shield to directly hit an oncoming melee attack or projectile, with the intent of sending a projectile back at the attacker

Lucky dodge, the character is extremely lucky and manages to not get hit by projectiles or magic, when a normal person would

Clumsy dodge, the character is extremely unlucky and manages to not get hit by projectiles or magic, when a normal person would

Skilled dodge, the character can dodge projectiles due to dexterity skills

Immune to melee or projectile, the defender takes no damage from a melee or projectile attack, and the attack bounces off

Ward, the character uses a charm, item, meditation, prayer, ritual, or spell in order to prevent anything from crossing an invisible circle around the defender, including attacks and projectiles. usually specific to warding against a certain element, such as holy, demon, magic, fire, spirit, undead, electricity, metal, etc.

Item based shielding, the character activates some piece of armor that creates an additional magical form of shielding to that body part

Magic based shielding, the character uses a spell that provides an additional shield made of magic, can be located at any body part

Skill based shielding, the character is using a flurry of hand to hand or sword moves to create a shield of movement that lets no attacks get through

Magic struggle, the character is resisting most magic attacks

Physical struggle, the character is resisting most physical attacks and damage

Poison struggle, the character is resisting most poison damage

Confidence wounds, the character is severely wounded but continues onward

Desperation wounds, the character is so close to death that he continues onward

Mental resist, the character is resisting most mental attacks

Mental block, the character is blocking oncoming mental attacks

Mental reversal, the character is sending oncoming mental attacks back at the attacker

Presence of fear, attackers become terrified when trying to attack target

Presence of terror, attackers become terrified when trying to attack target

Presence of harmony, attackers lose the will to attack

Presemce of sexiness, attackers lose the will to attack but become more aroused

Presence of sexuality, attackers lose the will to attack but have more will to have sex

Presence of confidence, attackers hesitate to attack

Presence of compliance, attackers do not want to attack, and will listen to orders

Presence of harmlessness, attackers would rather attack something else more threatening

Presence of sympathy, attackers will defend the character from attack

Intimidate: threat, character visibly yells or points to catch target off gaurd

Intimidate: distraction, character uses explosive powder to catch target off gaurd

Intimidate: sexiness, character uses sexiness level to catch target off gaurd

Intimidate: dance, character dances to catch target off gaurd

Intimidate: confuse, character uses strange magic or items to catch target off gaurd

Intimidate: vanish, character uses items or magic to appear to be gone