Miridon Hunters RPG
 
 

Defensive Actions:


Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Block Stance].

See the "Stances" page for details.



Heavy Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Heavy Block Stance].

See the "Stances" page for details.



Super Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Super Block Stance].

See the "Stances" page for details.



Obstruct Movement:
Trigger Action: Any [Movement Action]

This [Defensive Action] can be performed when a target within range of the character attempts to use a [Movement Action].

The target's [Movement Action] is cancelled. The target still spends the [Strength Cost] and [Speed Cost] for the [Movement Action]. The target cannot perform another [Movement Action] this [Action Block].



Dodge:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple]

This [Defensive Action] can be performed when a character is attacked with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], an [Aimed Attack], or an [Initiate Grapple]. The character can choose to use this ability before the [To Hit Roll] is rolled.

The character will use their [Active Evasion] instead of their [Passive Evasion] in an attempt to dodge the attack.



Magic Shield Deflection:
Trigger Action: [Elemental Spell], Attack with [Elemental Weapon], Attack with [Tesla], [Elemental Riposte]
Condition: [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]

This [Defensive Action] can be performed when a character receives any [Damage Dealt] that would be reduced with [Spell Damage Reduction]. The character can choose to use this ability after then [Damage Dealt] is rolled.

The character will increase their [Spell Damage Reduction] by the bonus to [Physical Damage Reduction] applied by the [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance] for this single attack.

After [Magic Shield Deflection] is performed by a character in [Shield Block Stance], the character enters the [Block Stance].

After [Magic Shield Deflection] is performed by a character in [Heavy Shield Block Stance], the character enters the [Heavy Block Stance].

After [Magic Shield Deflection] is performed by a character in [Super Shield Block Stance], the character enters the [Super Block Stance].

See the "Stances" page for details.



Maintain Grapple:

This [Defensive Action] can be performed by someone that is [Grappling]. This action is performed when a target that is [Grappled] uses [Break Grapple].

The [Strength Cost] of this action can be determined by the character.

The [Strength Cost] can be any number between 0 and the character's [Maximum Grapple Strength]. The [Maximum Grapple Strength] is found on the "Grappling" page.

The character then adds 1d6 to [Strength Cost] to calculate the [Maintain Grapple Power].

See the "Stances" page for details.