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fitness [2019/09/01 16:42] – dungeonmasterfitness [2019/12/30 06:07] (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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-====== Fitness ====== 
-Fitness skills are generally related to the strength, dexterity, and overall health and stamina of a character and their ability to extend their abilities for longer and longer periods of time. 
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-Many of these skills can also benefit other skills where strength or dexterity might reasonably increase the number of dice rolled, including Damage Rolls, Skill Checks, and Win-Loss Rolls. Some examples are listed under the individual skills, but players and the GM can agree to cases not listed where skills might reasonably by considered to aid in the damage or skill of another skill. These are almost always at the standard rate of two dice per degree unless otherwise listed.  
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-^ Skill ^ Non-Proficient? ^ Dice Type ^ Effect in a Nutshell ^ Mana? ^ 
-| [[fitness#acrobatics|Acrobatics]] | No | Standard Skill Check | Tumbling; Leaping; Spinning on bars; Flipping; As a defensive action, add dice to any attack where acrobatics might reasonably aid in avoiding the attack | One | 
-| [[fitness#balance|Balance]] | No | Standard Skill Check, Standard Win-Loss Roll | Remain standing under difficult circumstances; tightrope walking; beams; walking across ice; can be used in conjunction with other skills where balance aids in its performance | No | 
-| [[fitness#brute_strength|Brute Strength]] | No | Non-Standard Damage, Standard Skill Check | All physical force melee attack rolls increase by one die per skill degree; move heavier and heavier objects | No | 
-| [[fitness#climbing|Climbing]] | No | Standard Skill Check | Two dice per degree as Skill Check to move up or down at a rate equal to walking | No | 
-| [[fitness#endurance|Endurance]] | Yes | Standard Skill Check | Intense cardiovascular activity can continue to be performed at the highest level until a skill check fails; skill checks are required at intervals of around five minutes; hold breath for two minute per degree resting, or one minute per degree with physical exertion  | No | 
-| [[fitness#flying|Flying]] | Yes | Standard Skill Check | Flying faster; flying for longer distances; increased maneuverability; this is granting not the ability to fly, but the ability to fly well since flying requires racial characteristics like wings or [[environmental_manipulation|levitation]] magic or technology | No |  
-| [[fitness#running|Running]] | Yes | Standard Skill Check | Running faster, running long distance, hurdling obstacles while running | No |  
-| [[fitness#swimming|Swimming]] | Yes | Standard Skill Check | Swim faster; increased stamina in swimming through swimming conditioning and techniques; treading water indefinitely | No | 
-| [[hand_eye_coordination#throwing|Throwing]] | Yes | Standard Skill Check, Non-Standard Damage Roll | Throwing with accuracy; throwing for distance; thrown weapons add one damage roll per degree | None |  
-| [[hit_points_skills#vitality|Vitality]] | No | None | A combination of excellent health, toughness, and increased body mass give the character and additional two hit points per degree without actually increasing the size of the character from one size to another | No | 
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-===== Acrobatics ===== 
-Acrobatics and tumbling could be useful just for entertainment, but a character proficient in acrobatics is also more able to dodge and evade projectile (including magical and elemental) and melee attacks by increasing the defense vs such attacks by the standard two dice per skill degree. Defense against blunt damage caused by falling is likewise increased by two dice per skill degree. 
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-===== Balance ===== 
-Stepping across a narrow tree fallen over a ravine. Tightrope walking between two buildings. It could make for a daring rescue, successful robbery, or a timely escape. This is also a useful skill against attacks seeking to unbalance a character in order to cause them harm. This simply requires a successful skill check and never requires the use of mana. 
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-===== Brute Strength ===== 
-Increase all physical force attack rolls by one die per skill degree. Move heavy items of one hundred kilograms without difficulty. Each skill degree doubles the weight of heavy items which can be carried. (If the race is greater than medium-sized, the weight is doubled per size above medium.) 
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-===== Climbing ===== 
-Climbing not only includes finding handholds in brick or dungeon walls or climbing cliff faces, but also includes scaling buildings, mazes of pipes, parkour, or anything else where a strong grip and healthy arm and leg strength would aid in moving up or down structures, man-made or natural. This is just a skill roll. In general, a character can move up or down at a rate equal to walking as an action and increasing by +100% per degree. 
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-===== Endurance ===== 
-Running, jogging, swimming, flying and really any aerobic, cardiovascular activity can be performed at the highest level for until a skill check fails. Skill checks are performed around every five minutes the activity is maintained. 
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-For oxygen-breathing races, breath can be held for two minutes relaxed or one minute under exertion. Each degree adds an additional two minutes per degree relaxed and one minute per degree under exertion. 
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-===== Flying ===== 
-Average flying speed is increased to by one level per degree, as specified under [[races#increasing_movement|Increasing Movement]] under races. Races can always "hurry" at a rate one beyond that, but endurance skill checks are required to maintain that pace with the standard bonus dice added for both flying and endurance with penalties added. 
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-Increased maneuverability in the air allows for standard skill checks to avoid obstacles. This doesn't include dodging weapon attacks but it would lend the standard dice to any dodging skill that is performed in the air. 
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-===== Running ===== 
-Average running speed is increased to by one level per degree, as specified under [[races#increasing_movement|Increasing Movement]] under races. Races can always "hurry" at a rate one beyond that, but endurance skill checks are required to maintain that pace with the standard bonus dice added for both running and endurance with penalties added. 
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-Running also includes hurdling obstacles, which are done as a standard skill check. 
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-===== Swimming ===== 
-Average swimming speed is increased to by one level per degree, as specified under [[races#increasing_movement|Increasing Movement]] under races. Races can always "hurry" at a rate one beyond that, but endurance skill checks are required to maintain that pace with the standard bonus dice added for both swimming and endurance with penalties added. 
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-Swimmers can also tread water indefinitely pending a successful standard skill check. 
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-===== Throwing ===== 
-See [[hand_eye_coordination#throwing|Throwing]]. 
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-===== Vitality ===== 
-See [[hit_points_skills#vitality|Vitality]]. 
  
fitness.1567356172.txt.gz · Last modified: by dungeonmaster