fitness
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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? | ||
| - | | [[fitness# | ||
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| - | | [[hand_eye_coordination# | ||
| - | | [[hit_points_skills# | ||
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| - | ===== Acrobatics ===== | ||
| - | Acrobatics and tumbling could be useful just for entertainment, | ||
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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, | ||
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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# | ||
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| - | Increased maneuverability in the air allows for standard skill checks to avoid obstacles. This doesn' | ||
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| - | ===== Running ===== | ||
| - | Average running speed is increased to by one level per degree, as specified under [[races# | ||
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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# | ||
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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# | ||
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| - | ===== Vitality ===== | ||
| - | See [[hit_points_skills# | ||
fitness.1567356199.txt.gz · Last modified: by dungeonmaster
