hand_eye_coordination
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[skill_descriptions|Skill Descriptions]] | ||
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| - | ====== Hand-eye Coordination ====== | ||
| - | Hand-eye coordination encompasses skills which require a keen eye and a steady hand. In many RPGs, these skills often correspond to thieves, assassins, and acrobats, but in Dice Mob this isn't the case. A locksmith, a gamer, and a clock repair person are all honorable people who would be proficient in one or more of these skills. | ||
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| - | ^ Skill ^ Non-Proficient? | ||
| - | | [[hand_eye_coordination# | ||
| - | | [[hand_eye_coordination# | ||
| - | | [[hand_eye_coordination# | ||
| - | | [[hand_eye_coordination# | ||
| - | | [[hand_eye_coordination# | ||
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| - | ===== Catching ===== | ||
| - | This involves all aspects of catching items out of the air, including even weapons thrown or shot at a character. It also involves juggling or other activities in which catching and rhythm would be important. Catching something requires a successful skill check if it is difficult or being performed in a stressful situation. | ||
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| - | ==== Juggling ==== | ||
| - | At second degree, a character can juggle items of the same weight. At third degree, a character can juggle items of disparate weights. | ||
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| - | ==== Catching Weapons ==== | ||
| - | At second degree, a character can catch thrown weapons like axes, daggers, darts, hammers, and knives with a defensive action and a successful Skill Check. For each degree after second, an additional weapon can be caught, though additional defensive actions are required. | ||
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| - | At fourth degree, a character can catch projectile weapons like shot from slings, bolts from crossbows, and arrows with a defensive action and a successful Skill Check. For each degree after fourth, and additional weapon can be caught, though additional defensive actions are required. | ||
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| - | At sixth degree, any number of weapons can be caught, but this requires the use of all actions and successful skill checks for all of the projectiles. (If the number of skill checks would take forever, the GM can optionally make a skill check count for more than one weapon, e.g. ten or twenty weapons at a time.) | ||
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| - | ===== Controller Use ===== | ||
| - | There might not be much in the medieval world to require this skill, but in other genres this could be very important. Flying drones, playing video games, and other tests could require a character to not only be familiar with but also do what is required to manipulate data through the use of agile fingers and a keen eye. | ||
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| - | ===== Mechanisms ===== | ||
| - | Working with mechanisms requires a steady hand, small movements, and an understanding of how the mechanics of the device work. Clockworks, electronics, | ||
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| - | ===== Pickpocketing ===== | ||
| - | Pickpocketing, | ||
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| - | ===== Throwing ===== | ||
| - | Throwing involves both throwing for accuracy and throwing for distance. This could just be throwing something to aid an ally or throwing a weapon at an opponent. | ||
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| - | When throwing for accuracy, an ally will make all catching rolls with an advantage equal to two dice per degree of the thrower in addition to any other catching advantages the ally might already have. | ||
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| - | When throwing for distance, a thrown item can be thrown for an additional five meters per degree beyond the maximum range appropriate for the aerodynamics of the item thrown. The brute strength skill would add an additional five meters per degree of brute strength. | ||
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| - | ==== Throwing Weapons ==== | ||
| - | Weapons thrown within range add an additional die of damage per degree of the thrower. Weapons can also be thrown at a range of 5 meters per degree beyond the maximum range disregarding the additional die of damage. | ||
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hand_eye_coordination.1567351211.txt.gz · Last modified: by dungeonmaster
