[[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] > [[knowledge|Knowledge]] ====== Martial Arts ====== ===== Basic Abilities ===== ^ Meditation | Hit points and mana can be replenished after one hour of meditation rather than a long rest. | ===== Disciplines ===== Unless otherwise specified, all Knowledge in the Disciplines follow the [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. ==== Attack Speed ==== Attack speed dice are added to standard initiative dice to decide who attacks first, but no more than the number of dice of their Speed attribute. At third degree and fifth degrees, the character receives an additional combat attack per round. This requires no mana. ==== Blindfighting ==== Characters can fight while blind or partially blind against invisible or partially invisible opponents without a severe penalty. A non-proficient blindfighter would receive a penalty of four dice against invisible opponents and two dice for partially invisible opponents. See the sections on [[offense#completely_hidden|completely hidden]] and [[offense#partially_hidden|partially hidden]] for more on the actual rules. Instead of following the standard dice put towards the blindfighting ability, the degrees based on those dice are used exclusively. (i.e. there is no benefit to putting two dice toward blindfighting except that it gets a character closer to second-degree) A first-degree blindfighter would fight at only a -2 dice penalty. At second degree, a one die penalty. At third degree, they fight as well blind as they do being able to see. And at fourth degree and beyond, they can take advantage of an opponent's lack of sight and inability to feint versus their own heightened senses and begin to gain bonuses of two dice per degree. ^ Degree ^ Attacking Hidden Opponents ^ Attacking Partially Hidden Opponents ^ | Non-Proficient | -4 | -2 | | First | -2 | -1 | | Second | -1 | 0 | | Third | 0 | 0 | | Fourth | +2 | +2 | | Fifth | +4 | +4 | ==== Evasion ==== Dodges are now performed as bonus actions and the degree dice of evasion are added to the defensive dice (in addition to the speed dice bonus). ==== Light Step ==== Given a good running start, the character can jump equal to 5 meters + 2 meters / successful die rolled. They can run across liquids for a distance of 5 meters / successful die rolled. At fifth degree, they are automatically successful for all distances. ==== Stunning Blow ==== For every successful attack, the opponent must roll a successful Stamina check or be stunned. The number of successes required is equal to the number of dice the character has put toward this skill. ==== Unarmed Combat ==== ^ Fist | Blunt attack causing additional damage based on dice. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for additional ranged effects at higher levels. | ^ Chop | Slashing attack causing additional damage based on dice. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for additional ranged effects at higher levels. | ^ Finger Strike | Piercing attack causing extra damage based on dice. See [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] for additional ranged effects at higher levels. | ^ Block | Block all force attacks based on [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]]. |