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performance_arts [2020/09/02 04:49] – dungeonmasterperformance_arts [2020/09/02 05:12] (current) – [Basic Abilities] dungeonmaster
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 ====== Performance Arts ====== ====== Performance Arts ======
  
-==== Acrobatics ====+Performance arts include knowledge of the best ways of performing in front of others to illicit the responses desired from the audience. Studies in the performance arts imply practice in singing, dancing, playing an instrument, and acting. More rigorous studies can be learned through spending points on disciplines. 
 +===== Basic Abilities =====
  
-Acrobatics involves any of the maneuvers one might see in parkour, a circus, or gymnastics competition, including tumbling, climbing, tightrope or balance beam walking, trapeze, hurdling over barriers, or swinging on bars. In Dice Mob, this equates to a two dice bonus for dodging or performing skill checks that might reasonably be considered acrobatics. Climbing or brachiating can be performed at one full Movement Speed above the standard speed for the Race. And damage taken from falls is halved. +^ Music | The character has trained in singing as well as in an instrument of their choosing. It implies the ability to be able to listen to and repeat music that was heard through whistling, humming, or singing it. It also implies at least a basic knowledge of Music Theory to the point of being able to compose simple songs. | 
 +^ Acting | The character has trained in acting out parts, such as in a play, musical, circus, etc. | 
 +^ Dancing | The character has trained in dance, including dances common to regions in which they have lived or where those who have taught them have lived. |
  
-==== Juggling ====+===== Disciplines =====
  
-Character may catch a ranged projectile with a successful Speed or Dexterity check (whichever is worse) with at least two successes. Each subsequent catch in a given round requires an additional success, so the second catch would require three successes, the third four successes. Each catch requires a Combat, Non-Combat, or Defensive action. In the case of thrown weapons, these weapons may be thrown back at no cost of an additional Action.+==== Acrobatics ====
  
-==== Music ====+ * **Prerequisites:** Dexterity: 5, Strength: 4
  
-Knowledge of the Music skill implies that the character has trained in singing as well as in percussion instruments. It implies the ability to be able to listen to and repeat music that was heard through whistling, humming, or singing it. It also implies at least a basic knowledge of Music Theory to the point of being able to compose simple songs, though only the Composer profession would have a deeper knowledge of it to be able to compose more difficult pieces.+Acrobatics involves any of the maneuvers one might see in parkour, a circus, or gymnastics competition, including tumbling, climbing, tightrope or balance beam walking, trapeze, hurdling over barriers, or swinging on bars. Climbing or brachiating can be performed at one full Movement Speed above the standard speed for the Race. Damage taken from falls is halved. For every degree of proficiency, the dice may be added to any defensive action.
  
-  * **Prerequisites:** Personality: 3 +==== Juggling ====
-  * **Skill Point Cost to Learn:** 1 +
-  * **Mana Cost:** 0+
  
-==== Musical Instruments ====+ * **Prerequisites:** Dexterity: 5
  
-Knowledge of one or more string, woodwind, or other music instruments. If the character chooses to specify them, they may, but in a general sense this allows a character to play with some degree of competency any string or woodwind instrument and with precision any instrument they own. +Characters know the art of juggling and perform as a juggler. The practice has also given them the uncanny ability to catch a ranged projectile with a successful Dexterity Check with at least two successes as a Defensive Action assuming the character has their hands free. In cases where the character has more than one defensive action (or chooses to modify a higher tiered action to be a defensive action), each subsequent catch in a given round requires an additional success, so the second catch would require three successes, the third four successes.
- +
-  * **Prerequisites:** Music, Dexterity: 3 +
-  * **Skill Point Cost to Learn:** 1 +
-  * **Mana Cost:** 0+
  
 ==== Sleight-of-Hand Illusions ==== ==== Sleight-of-Hand Illusions ====
 +
 + * **Prerequisites:** Dexterity: 5, Stealth: 4
  
 This is different than illusions created via Arcane Knowledge. It implies a great deal of Dexterity, Stealth, and practice to deceive the eyes and ears of others. These illusions can be used in a variety of ways including to camouflage the character, to mesmerize those watching the character, or even to force opponents to attack the wrong location. This is different than illusions created via Arcane Knowledge. It implies a great deal of Dexterity, Stealth, and practice to deceive the eyes and ears of others. These illusions can be used in a variety of ways including to camouflage the character, to mesmerize those watching the character, or even to force opponents to attack the wrong location.
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 With a successful Dexterity or Stealth attack (whichever is worse) vs Cognitive Defense, a character can freeze all opponents who fail for that round. This implies that either they are mesmerized, distracted, or they attacked the illusion instead of a real target. With a successful Dexterity or Stealth attack (whichever is worse) vs Cognitive Defense, a character can freeze all opponents who fail for that round. This implies that either they are mesmerized, distracted, or they attacked the illusion instead of a real target.
  
-  * **Prerequisites:** Dexterity: 5, Stealth: 4 
-  * **Skill Point Cost to Learn:** 3 
-  * **Mana Cost:** 2 
  
  
  
performance_arts.1599022195.txt.gz · Last modified: by dungeonmaster