trades
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[skill_descriptions|Skill Descriptions]] | ||
| - | ====== Professions and Trades ====== | ||
| - | Generally these professions are just an assortment of skills that a certain profession might have at their disposal to accomplish campaign tasks and even sometimes affect NPCs or monsters in some way advantageous to the character. If this action isn’t necessarily desired by those being affected, it would require a Win-Loss roll (if they have more than just a generic resistance) or a Skill Check otherwise. With professions, | ||
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| - | Obviously this isn't the limit of professions, | ||
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| - | ^ Skill ^ Non-Proficient? | ||
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| - | ===== Chemist ===== | ||
| - | Cook, alchemist, chemist. Making explosives and chemical poisons. Making potions or powders. Combat skills can be stored in potions or powders to be used as non-combat or passive actions, but they also take up inventory slots. Ability to determine the nature of potions and powders. | ||
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| - | ===== Computers and Engineering ===== | ||
| - | Although mechanical engineering, | ||
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| - | ===== Craftsman - Ironworking ===== | ||
| - | Includes blacksmithing, | ||
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| - | Weaponsmithing involving precious metals like silver, gold, and platinum would additionally require the jeweler skill. | ||
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| - | ===== Craftsman - Jeweler ===== | ||
| - | Includes jewelry, gemcutting, silversmithing, | ||
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| - | Weaponsmithing involving precious metals like silver, gold, and platinum would additionally require the ironworking skill. | ||
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| - | ===== Craftsman - Leatherworking ===== | ||
| - | Includes fashioning and repairing leather goods as well as leather and studded leather armor and weapons like slings. Also detection of the quality or magic of leather weapons and armor would be among skills requiring a skill check. | ||
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| - | ===== Craftsman - Woodworking ===== | ||
| - | Includes woodworking and carpentry as well as fashioning wooden weapons like staves, bows, crossbows, bolts, and arrows. Detecting the stability of wooden bridges or the quality or magic of wooden weapons would be within the wheelhouse of a woodworker with a successful skill check. | ||
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| - | ===== Entertainer ===== | ||
| - | Entertainment can include singing, dancing, stand-up comedy, story-telling, | ||
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| - | ===== Farmer ===== | ||
| - | The farmer trade obviously includes being a skillful farmer, but it also includes related skills including gardening, shepherding, | ||
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| - | A farmer can read the weather on land equal to the abilities of a mariner at sea, knowing when a dangerous storm could be coming or when to expect periods of rain, pestilence, or drought. Depending on the difficulty, these could require a successful skill check. | ||
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| - | In desolate areas, farmers can make a skill check to find water. | ||
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| - | A farmer is automatic first degree proficiency with a staff and a sling, but actual proficiency is required for a higher degree. | ||
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| - | ===== Firearms and Explosives ===== | ||
| - | Firearms and explosives experts are proficient in gunsmithing, | ||
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| - | Firearms experts would automatically be proficient with pistols, rifles, and shotguns at first degree, though higher degrees would have to be attained through actual proficiency. They can also determine the abilities of magical firearms with a successful skill check. | ||
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| - | Note: This trade skill doesn' | ||
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| - | ===== Mariner ===== | ||
| - | Mariners are able to sail and navigate a ship, even in treacherous waters, at night or during the day. They can maneuver a ship into position to battle against other ships and any canons or other ship-mounted weaponry would be used at an advantage of two degrees per degree. | ||
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| - | Mariners understand the weather at sea, including detecting when dangerous storms are coming with a successful skill check. | ||
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| - | Mariners are familiar with areas frequented by pirates, sea lore, good fishing locations, and any history or knowledge related to the sea with a successful skill check. | ||
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| - | Rope-work including tying knots and untying knots, mending nets, building fishing or crabbing equipment and effectively catching fish, lobsters, crabs, and other edible sea life. | ||
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| - | Mariners are automatically proficient with nets and harpoons at first degree. | ||
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| - | Depending on the genre, they are proficient at using scuba equipment and snorkeling. If combined with the mining trade skill, they would be proficient at cave diving. | ||
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| - | If combined with a merchant skill, Mariner merchants are familiar with local guilds associated with shipping, both legal and illegal. | ||
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| - | ===== Merchant ===== | ||
| - | Economics, basic mathematics, | ||
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| - | Haggling has the ability to favorably affect purchase prices in the favor of the character to a reasonable degree with a successful skill check or win-loss roll vs cognitive or emotional defense, whichever is higher. Successful haggling increases selling prices by 10% per degree or reduces purchase prices by 10% per degree. | ||
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| - | ===== Miner ===== | ||
| - | Mining, caving, spelunking, assaying, underground direction sense, finding an exit underground, | ||
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| - | When using a pick in combat, they are automatically considered proficient in a pick at first degree proficiency, | ||
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| - | Secret passages in stone can be found with an additional two dice per degree of proficiency. | ||
| - | ===== Politician ===== | ||
| - | Political history, etiquette, writing, reading, law, understanding political documents, and other skills belong to the politician. Like an entertainer, | ||
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| - | Politicians can use a free action at the beginning of a round to decrease the dice rolls of all opponents by the number of dice equal to their skill degree for one round once per battle assuming the monsters could reasonably be expected to understand the character. (High scholar abilities would help him be understood by a larger number of creatures.) Affecting an opponent' | ||
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| - | ===== Scholar ===== | ||
| - | Many scholars are either clergy or scientists, and abilities include history, art, architecture, | ||
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| - | Using magical scrolls or spells in spell books, even if the skill on the scroll isn't actually available to the character reading the scroll. Most scrolls would require a successful skill check. | ||
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| - | At third degree, scholars can make a skill check to decipher writing in any language including dead and ancient languages. This may simply be understanding approximately what something is saying or it could be a word for word translation ability depending on how likely they would be to be able to do either. | ||
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| - | At sixth degree, scholars can make a skill check to speak and understand any spoken language including dead and ancient languages. This may simply be understanding approximately what someone is saying and generally conveying words back to someone else, or it could be speaking and understanding something close to fluently depending on how likely they would be to do so. | ||
trades.1567874729.txt.gz · Last modified: by dungeonmaster
