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environmental_manipulation [2019/09/01 15:59] – dungeonmasterenvironmental_manipulation [2019/12/28 18:26] (current) – removed dungeonmaster
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-[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[skill_descriptions|Skill Descriptions]] 
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-====== Environmental Manipulation ====== 
-Environmental Manipulation in this sense regards mental manipulation of the environment in which a character currently exists. In all of these cases except one, there is no opponent being directly attacked or from which a character is directly defending themselves. That's not to say that an opponent cannot be adversely affected by the character's ability to alter the world to suit their purposes, but with the exception of Telekinesis, an opponent has no direct way of preventing the character using these skills from accomplishing them. The only opponent to most of these skills is the character themselves. 
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-^ Skill ^ Non-Proficient? ^ Dice Type ^ Effect in a Nutshell ^ Mana? ^ 
-| [[environmental_manipulation#astral_projection|Astral Projection]] | No | Standard Skill Check | Travel in Astral Realm; two dice per degree to travel astrally and remain in astral realm | One per skill check | 
-| [[environmental_manipulation#levitation|Levitation]] | No | Standard Skill Check | The ability through magic or technology to move oneself around in the air without wings | None, One per Skill Check | 
-| [[dice_roll_skills#prescience|Prescience]] | No | None | Increase or decrease defense dice by two per degree to match offense dice being rolled. | Per Die Affected | 
-| [[dice_roll_skills#prophecy|Prophecy]] | No | None | Specify two dice per degree in a pattern of 6, 4, 5, 4... | Per Degree | 
-| [[dice_roll_skills#psychic|Psychic]] | No | None | Modify dice comparisons to make them match up more favorably. Modify one comparison per degree per round | Per Comparison | 
-| [[environmental_manipulation#telekinesis|Telekinesis]] | No | Standard Skill Check, Standard Win-Loss Roll | The ability to move items or even other creatures through the air through the use of mind, magic, or technology | Per degree | 
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-===== Astral Projection ===== 
-The ability to project consciousness into the astral plane, which looks just like the plane from which a character is astrally projecting except for the fact that most creatures cannot interface with them or even sense their presence. Movement can be slower than clairvoyance, which happens almost instantaneously, but the character, at higher degrees, also optionally has the ability to interface with or even cause harm to opponents they meet astrally. To reach the astral plane, a character must make a Skill Check with at least two successes. To stay on the astral plane, a character must continue to make Skill Checks each hour or each round of combat but with only one success required. Mana is used at a rate equal to one per Skill Check.  
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-At second degree, characters can talk to others, though their chance of being heard requires a successful Skill Check. 
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-At third degree, characters cause harm by using an opponent's mana at a rate or one per success die using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character. 
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-At fourth degree, characters can cause physical damage at the normal rate using whichever attack method they choose and the character defending as appropriate. Opponents cannot attack the character, however, unless they can also travel astrally, exist on both planes simultaneously, or find the actual body of the astrally projecting character. 
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-At sixth degree, characters attacks do both mana and physical damage. 
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-Any characters taking damage on the astral plane can only recover that damage through rest. 
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-===== Prescience ===== 
-See prescience under Hit Points for more information. 
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-===== Prophecy ===== 
-See prophecy under Hit Points for more information. 
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-===== Psychic ===== 
-See psychic under Hit Points for more information. 
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-===== Telekinesis / Levitation ===== 
-Telekinesis and levitation are essentially the same thing. It’s just a difference between lifting and moving something else versus lifting and moving oneself. Along with the duration, area of effect, and range discussed in the general rules, first degree skill-users can move one kilogram per level. Second degree skill-users can move ten times as much, or ten kilograms per level. Third degree are ten times second degree or one hundred kilograms per level. As shown below. 
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-   * First Degree: One kilogram per level 
-   * Second Degree: Ten kilograms per level 
-   * Third Degree: One hundred kilograms per level 
-   * Fourth Degree: One thousand kilograms per level 
-   * Fifth Degree: Ten thousand kilograms per level 
-   * And so forth 
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-The one exception to this is that the skill-user can always move themselves without counting against this limit. 
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-Opponents being moved via telekinesis have two ways of countering being moved via a character's telekinesis. First, they can hold onto something immovable. If they attempt this, the character must make a successful Win-Loss roll versus their opponent's personal defense (with benefits from the opponent's brute strength). Second, they can attempt to counteract the telekinesis with their own, forcing a Win-Loss roll versus their own telekinesis roll. In these rolls, the telekinesis dice are the standard amount of "two for trying" plus two per degree. 
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environmental_manipulation.1567353555.txt.gz · Last modified: by dungeonmaster