world_effects
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[skill_descriptions|Skill Descriptions]] | ||
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| - | ====== World Effects ====== | ||
| - | World effects involve effects upon the natural world over and above what a natural man could be expected to perform. Generally none of these skills would be available in universes without magic, technology akin to magic, supernatural elements, or superhuman powers, so taking any of these skills would be per the GMs judgment. | ||
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| - | Although these powers may be used as attacks in many cases, they aren't generally used simply as mechanisms for damaging an opponent. Instead they are ways of subverting natural laws and the laws of physics to better deal with the dangers of the world and accomplish the purposes of a particular campaign. | ||
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| - | ^ Skill ^ Non-Proficient? | ||
| - | | [[world_effects_elemental# | ||
| - | | [[world_effects_life_and_death# | ||
| - | | [[world_effects_life_and_death# | ||
| - | | [[world_effects_elemental# | ||
| - | | [[world_effects_elemental# | ||
| - | | [[world_effects_life_and_death# | ||
| - | | [[world_effects_physics# | ||
| - | | [[world_effects_life_and_death# | ||
| - | | [[world_effects_physics# | ||
| - | | [[world_effects_physics# | ||
| - | | [[world_effects_physics# | ||
| - | | [[world_effects_elemental# | ||
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| - | * [[world_effects_elemental|World Effects - Elemental]] | ||
| - | * [[world_effects_elemental# | ||
| - | * [[world_effects_elemental# | ||
| - | * [[world_effects_elemental# | ||
| - | * [[world_effects_elemental# | ||
| - | * [[world_effects_life_and_death|Life and Death]] | ||
| - | * [[world_effects_life_and_death# | ||
| - | * [[world_effects_life_and_death# | ||
| - | * [[world_effects_life_and_death# | ||
| - | * [[world_effects_life_and_death# | ||
| - | * [[world_effects_physics|Physics]] | ||
| - | * [[world_effects_physics# | ||
| - | * [[world_effects_physics# | ||
| - | * [[world_effects_physics# | ||
| - | * [[world_effects_physics# | ||
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| - | ===== Air Manipulation ===== | ||
| - | Gusts of wind, forcing breathable air into otherwise unbreathable places, turning away projectiles, | ||
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| - | Generally the effects of air manipulation don’t cause damage directly but that doesn' | ||
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| - | When used for flying, normally special clothing for catching the wind is required. And the amount of wind required is usually enough to let everyone know that someone manipulating the air is present, so stealth is usually fairly impossible to accomplish. | ||
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| - | When used to turn away projectiles, | ||
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| - | When combined with the summoning ability, air elementals can be summoned. | ||
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| - | ===== Animals ===== | ||
| - | Characters have a general knowledge of animals and their habitats as well as ways of domesticating animals and treating and caring for domesticated animals; this skill is often combined with other skills including tracking, insight, trust, and summoning. Most actions can be performed without a skill check, but difficult actions would require one. Domesticating an already wild creature would involve the Trust skill and couldn' | ||
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| - | ===== Death ===== | ||
| - | Speaking with the dead, speaking with undead, assuming control over undead, determining the cause of death, sensing dead or dying bodies. When used in conjunction with summoning, undead can be raised. Even death magic causing instant death is not beyond a master of death. | ||
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| - | Necrotic damage requires an action and causes personal damage with a standard damage roll. Like nearly all skills, this is of course limited based on the degree and what can be affected (e.g. touch, point-to-point, | ||
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| - | As life is the antithesis of death, a character cannot have a skill over both life and death. | ||
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| - | ^ Degree ^ Abilities ^ | ||
| - | | First | Speaking with the recently dead or undead. Cause necrotic damage. | | ||
| - | | Second | Detecting recently dead or dying bodies within range and some sense of how they died (if it isn’t obvious by the scene itself) | | ||
| - | | Third | Detecting bodies much longer dead. ((When summoning the undead, this is generally the degree desired because of the increased ability to find dead bodies to animate. Summoning undead can be done as early as first degree with the summoning power and visible dead bodies.)) | | ||
| - | | Fourth Degree: | Undead within the area of effect and range can automatically be de-animated through a successful Win-Loss vs Personal Defense roll | | ||
| - | | Fifth Degree: | A successful Win-Loss vs Personal Defense can automatically kill an opponent no matter their hit points. ((In the case of attacks on player characters, they are knocked unconscious.)) ((This can also reduce a character with a skill over Life to zero hit points without an additional skill check.)) | | ||
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| - | ===== Earth Manipulation ===== | ||
| - | Moving earth around, detecting things within nearby earth, forming earth into usable weapons, tools, armor, or other items are among the powers of earth manipulation. It should go without saying that earth must exist nearby for this to be effective. Each effect takes an action and holding an effect already initiated takes a passive action. | ||
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| - | The effects of earth manipulation may cause bludgeoning or piercing damage if used as an attack with damage calculated as a standard damage roll. | ||
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| - | If used as protection using a defensive action, earth offers standard defense dice vs piercing, slashing, bludgeoning, | ||
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| - | When combined with the summoning ability, earth elementals can be summoned. | ||
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| - | ===== Fire Manipulation ===== | ||
| - | Moving fire from one place to another and increasing or decreasing the strength of a fire are among the powers of fire manipulations. It should go without saying that fire must exist nearby for this to be effective. Each effect takes an action and holding an effect already initiated takes a passive action. | ||
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| - | Although this could be mistaken for the burning skill, it isn't really that. The effects of fire manipulation can cause burning damage with a standard damage roll, but whereas burning is more the ability to generate searing and damaging heat out of nothing to a point where items can spontaneously combust, fire manipulation is more the ability to use existing fire to do whatever needs to be done. | ||
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| - | When combined with the summoning ability, fire elementals can be summoned. | ||
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| - | ===== Life ===== | ||
| - | A character proficient in life has the ability to detect life in creatures and plants as well as has the ability to bring creatures and plant life back from the dead. Bringing plant life back from the dead simply requires mana equal to the degree required to accomplish it. | ||
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| - | Bringing life back to creatures, however, is different. Unlike most skills, bringing creatures back to life drains actual hit points from the person using the skill at a rate equal to the degree required. Hit points lost will be return with at least six hours of rest. Any creature brought back from the dead only has one hit point and must sleep for a day or more to recover most of their functions. Only plants and creatures dead for less than three days can be revived. Others are too long dead to return to life. | ||
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| - | At higher levels, a skilled master of life can even prevent themselves from dying. | ||
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| - | As life is the antithesis of death, a character cannot have a skill over both life and death. | ||
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| - | ^ Degree ^ Revive Plants ^ Revive Creatures ^ Additional Abilities ^ | ||
| - | | First | Flowers | | Detect life in plants and creatures, even if they' | ||
| - | | Second | Shrubs, Bushes | Tiny | A character will not drop below one hit point on the first attack that would do so. If they don't recover hit points prior to a second attack, they will be dropped unconscious on the subsequent attack. | | ||
| - | | Third | Small Trees | Very Small, Small | Immune to Necrotic Damage | | ||
| - | | Fourth | Flower patches, gardens | Medium | Life can be detected within an area of effect equal to the degree and level per the General Rules, including invisible creatures. | | ||
| - | | Fifth | Large Trees | Large | Character cannot drop below one hit point unless they fail a skill check. | | ||
| - | | Sixth | | Extra-Large | | | ||
| - | | Seventh | | Gargantuan | | | ||
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| - | ===== Light and Darkness ===== | ||
| - | Creating light in the dark, adversely affecting the undead, thrusting a battlefield into chaotic darkness, creating circumstances favorable to blindfighters, | ||
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| - | Characters with this ability can see in the dark without aid and are not affected by sudden changes between light and darkness, both of these abilities without the use of mana. Imbuing this ability on others, however, would however require the use of mana appropriate to the degree being affected. | ||
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| - | Races with a weakness to light are affected as if this is a standard damage roll, and because this generally affects a weakness, the defenders often get no defending dice unless they manage to find something in the environment to obstruct the direct line of the light. | ||
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| - | Light is not limited to white light. Any color within the light spectrum, which is to say all of them besides black, can be created with this power, and characters with this skill often have an affinity for a certain color over all others. | ||
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| - | ===== Plants and Fungi ===== | ||
| - | Entangling an opponent with vines, weeds, or other plant life, growing plants to climb or to eat, speaking with plants, identifying plants and fungi. There isn't really any limit to what can be done with this skill when it comes to plants except whatever limitations the GM places on this except that there must be plant life available to affect unless used in conjunction with the summoning ability. | ||
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| - | Generally plants are not very intelligent, | ||
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| - | When used to entangle an opponent, the standard entrapment effect is used, and the type of the plant in the vicinity should be able to be used to entrap an opponent. | ||
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| - | When used in combination with summoning, plants can be grown to eat or can be used as minions though careful control has to be maintained over them or they will lose their animation and just become regular plants again as they have no real mind of their own. | ||
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| - | ===== Sound ===== | ||
| - | The sound skill involves the creating of sound as well as the absence of sound. It ranges to anything from modifying conversations to creating deafening claps of thunder and from totally removing any sound to allow a party to pass undetected to amplifying nearby sounds sound the character can understand them. But a player shouldn' | ||
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| - | Like most skills, the general rules apply, so there' | ||
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| - | At later degrees, however, much more can be accomplished. | ||
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| - | When conversations are modified, only a successful skill check is required unless there is some reasonable reason why an opponent might notice the change, such as reading lips and seeing the words don't match. In such cases, the Win-Loss check would be made against Reading Others. | ||
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| - | Thunder claps can cause dice of bludgeoning damage equal to the standard damage roll, and have the additional effect of deafening opponents with more losses than wins when treated as a Win-Loss check. Thunderclaps require the ability to affect an area, so higher degrees are required for this and similar effects. | ||
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| - | ===== Space ===== | ||
| - | Skill over space includes the ability to interact with other planes and dimensions including summoning from those planes (if the caster also has the summoning skill), teleporting, | ||
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| - | ^ Degree ^ Affected ^ Distance ^ Other Information ^ | ||
| - | | First | Self | Line of Sight and One Meter per Level | If used as an active or defensive action, this results in an automatic miss by an opponent. | | ||
| - | | Second | Touch | One Meter per Level | Opponents not wishing to be teleported must make a Win-Loss check using Personal Defense | | ||
| - | | Third | Portal ((Maintenance of portals, wormholes, and planar rifts requires a passive action and mana)) | Well-Known Location on Same World | | | ||
| - | | Fourth | Area of Effect | Location Visited or Seen on Same World ((Knowledge of the “landing” location can be obtained by some other means other than having been there, such as astral projection, clairvoyance, | ||
| - | | Fifth | Wormhole ((Maintenance of portals, wormholes, and planar rifts requires a passive action and mana)) | Infinite ((Knowledge of the “landing” location can be obtained by some other means other than having been there, such as astral projection, clairvoyance, | ||
| - | | Sixth | Planar Rift ((Maintenance of portals, wormholes, and planar rifts requires a passive action and mana)) | Another Plane ((Knowledge of the “landing” location can be obtained by some other means other than having been there, such as astral projection, clairvoyance, | ||
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| - | ===== Time ===== | ||
| - | Skill over time includes the ability to hasten or slow oneself or others in comparison to the real flow of time or to view a place at a specific instant of time, if that time is known. | ||
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| - | Slowing and speeding up time is available to first degree users, increasing or decreasing the number of actions (relative to others) by one action per degree and costing one mana per opponent affected. Such effects, if used often however, have been known to abnormally age the creature affected. | ||
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| - | Because it is so difficult, stopping time requires a fourth degree user at at least four successes on a standard skill check. | ||
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| - | Reversing time requires a sixth degree user and requires at least six successes on a standard skill check. Even with a success, it is extremely dangerous because it can cause paradoxes with effects only the GM could know. When used in conjunction with illusion abilities, this particular ability could be advantageous for reconstructing a crime scene in such a way that the character and others can figure out what happened, but it would require the skill of time with an area of effect element. | ||
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| - | Because of the dangers inherent in the use of this skill, rolling no successes should cause something unwanted and dangerous, perhaps even life-threatening, | ||
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| - | ===== Water Manipulation ===== | ||
| - | Water-breathing, | ||
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| - | The effects of water manipulation are unlikely to cause much damage unless they are used to float obstacles at an opponent, but that isn't to say that the water manipulator is powerless against opponents. Water can be used to blind, slow, and even drown opponents if used properly. | ||
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| - | When combined with the summoning ability, water elementals can be summoned as can fresh, drinkable water. | ||
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world_effects.1567378144.txt.gz · Last modified: by dungeonmaster
