Table of Contents
Dice Mob Home > Dice Mob Rules
Attributes
When it comes to adventuring, especially adventuring in Dice Mob, characters ability to attack, defend, and otherwise act are summed up using Skills, Knowledge, and Special Abilities with special groupings of Skills and Knowledge falling under categories Dice Mob refers to as Professions and Attributes. This specific section details more of how Attributes are used.
Attributes are a way to group a character's non-attack and non-defense abilities into ten distinct categories: Strength, Speed, Dexterity, Stealth, Stamina, Insight, Perception, Intimidation, Performance, and Persuasion. Each of these categories provides a non-exclusive group of skills that a character can perform based on their abilities in these categories, assuming, of course, that they also have the knowledge and ability to perform such.
The best way to talk about the ten attributes is to take each of them one at a time and describe what they can do by themselves, but it should be mentioned that they are also important when it comes to Knowledge that requires minimums in certain attributes to perform correctly.
Dexterity
Dexterity is a combination of hand-eye coordination, balance, and agility. Balancing on a tightrope or a rickety bridge, climbing hand-holds on the side of a treacherous wall, putting together the intricate pieces of a clock or mechanical trap, disarming said trap, and aiming a bow or crossbow are among some of the activities that Dexterity measures. Success in most of these activities are simply measured with a successful skill check.
Ranged Weapon Advantage
High dexterities grant advantages in wielding ranged weapons and firearms effectively. Every four dice of Dexterity grant an additional die to ranged weapon and firearms attacks.
Nimble Defense
High dexterities allow unencumbered creatures greater advantage against force attacks. If a character is wearing light armor or no armor at all, every four dice of Dexterity grant an additional die of defense to Blunt, Slashing, and Piercing.
Insight
Insight describes the character's ability to read people including verbal cues an ally or opponent is giving off. A skill check in insight could give you a good idea of someone is lying or hiding something. You could use it to figure out if they might have committed a crime or what they might do for a living based on what they're wearing, their mannerisms, and how they talk.
As a good rule of thumb, use the Insight attribute when the character is trying to determine something about a person or other sentient creature, use the Perception attribute when a character is trying to determine something about the environment, including investigating a crime scene, following a trail, or determining if some food might be poisoned.
Increased Emotional Awareness
Creatures with high insight are more able to realize if they are being emotionally manipulated by another creature. Every 4 points of Insight increases Emotional Defense by 1.
Intelligence
Intelligence describes a character's ability to gain knowledge through study and apply that knowledge in real world situations. High intelligence is required for academia, arcane knowledge and psionics.
Applying Knowledge
Creatures with a high intelligence are better able to use their knowledge to advance certain disciplines. Every 4 points of Intelligence increases dice towards Academic, Arcane, or Psionic Skill Checks and Attacks by one die.
Shielding the Mind
Creatures with high intelligence are better able to shield their minds from logical manipulation by others. Every 4 points of Intelligence increases Cognitive Defense by 1.
Perception
Perception describes the character's ability to study the environment and perceive aspects about it that could be important to an investigation or even keeping that character alive. Successful skill checks could help a character to track footprints, find a secret door, see a pit trap before stepping into it, etc. But Perception isn't just limited to the sense of sight. Hearing, smell, touch, and even taste could be important factors in answering a question the character's has or discovering a dangerous situation before it actually becomes dangerous.
As describe under Insight, Perception is generally used for Environmental Factors, Insight for factors involving living creatures.
Highly Attuned
Although Perception generally governs environmental factors, a highly perceptive individual has trained their mind to be ready for anything thrown at it. Every 4 points of Perception increases Cognitive Defense by 1.
Persuasion
Persuasion describes a character's ability to invoke emotion in allies or opponents. The emotions evoked could be happiness, sadness, anger, trust, mistrust, fear, or bravery. Persuasion is performed against a creature's Emotional Defense unless the creatures is willing, in which case it is performed as a Skill Check vs two dice (or more if the GM judges it to be difficult.) The emotions are varied, so there are also a variety of attacks acts can be performed to invoke/evoke/provoke those emotions.
Charm
“Charm” spells would definitely be considered persuasive, but being charming does not necessarily require magic. Con artists and best friends both get others to trust them, sometimes because they have their best interests in mind, sometimes so they can swindle them. A shopkeeper could be persuaded to part with something at a lower price by a particularly charming individual. A troll under a bridge could be persuaded to allow the party to pass unharmed.
In battle, charm can prevent an attacker from attacking the persuading creature or their party if the defender fails their Emotion Defense roll. And they cannot attack them until they successfully defend against the attack in a later round. Any creature who fails more more than four dice is considered charmed and fights on the side of the persuading creature until it falls unconscious or makes a successful defense in a later round. Persuasion attacks are generally made against a single creature (not a group) and cannot be performed against the same creature more than once in a given day.
Intimidation
Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, or to provoke a creature to attack the taunter rather than a weaker member of the party. This intimidation attack is treated as a non-combat action against the creature or creatures' emotional defense. Based on what the character is trying to accomplish, the creature failing the attack is forced to attack the taunter, runs in fear for two rounds, or has a two dice penalty on attack rolls for the round.
When used to cause fear, intimidation can prevent an attacker from attacking if they fail their Emotion Defense roll, instead running or cowering in fear for two rounds or fighting tentatively with a two dice disadvantage on all attack rolls, whichever the taunter prefers. Likewise, when used to provoke anger, a creature failing their Win-Loss check must attack the Intimidating creature, whether or not it makes logical sense to do so.
Intimidation generally affects all enemy creatures who can see or hear the Intimidator, so all of them would have to make the Win-Loss defense roll, though potentially one creature could be singled-out if that is the Intimidator's intent. Per the GM's discretion, this act could automatically fail if there is no way the defending creatures could understand the intimidator or would in nowise be intimidated.
Morale
Given time for preparation, leaders can inspire bravery and success in their party before a battle.
On four dice of success on a skill check, a pep-talk before battle does one of the following: reduces all damage taken by attacks by one, increases all attack dice by one, or increases Emotional Defense by two until the battle is over or until the character so emboldened fails an Emotional Defense check. Each additional four dice of success allows the pep-talker to pick an additional advantage from the three listed above (or the same one, if they prefer).
Speed
Speed describes how quick a character can move their body from one position to another, generally with some sense of accuracy (although accuracy is ultimately measured by the Dexterity attribute if high precision is required). There aren't generally many skill checks against Speed. Speed is generally something that automatically affects an individual.
Increased Reaction
Speed itself may help with defensive skill checks which require speed, such as dodging as a defensive maneuver. Each four dice of Speed grants the acrobat an additional dice for determination on whether the dodge was successful.
Also every four dice of Speed grants a character an additional die on their Initiative rolls.
Moving Quickly
Although each character has a movement speed associated with their race, Speed is the factor that measures how fast a character is amongst members of the same race. Characters with a Speed of 10 are considered one higher movement speed (e.g. from Slow to Average or from Fast to Very Fast).
Stamina
Stamina describes the overall health and endurance ability of a character. Holding one's breath, running for long distances without having to rest, hiking up a mountain, crossing a wilderness, and increased ability in fighting off an infection, poison, and the elements.
Taking a Hit
Although hit points are mostly affected by size, there is some correlation between hit points and health as well. Every four dice of Stamina increases the total Hit Points of a character by one die,
Elemental Resistance
Increased health and endurance has improved the body's resistance against elemental effects. Every four dice of Stamina also increases Poison/Disease, Burning/Acid, Freezing, and Electricity by one die.
Stealth
Stealth is the attribute for moving without being seen or heard. It is not generally very effective in combat situations, except under certain circumstances. That might lead it to be overlooked when a character is choosing to improve attributes, but it can be very effective in performing surveillance or avoiding fights that aren't necessary.
Moving silently, hiding in shadows, pickpocketing, camouflaging into the environment, sneaking up on a victim, criminal, or deer, and ambushing prey are all activities of Stealth. If a creature is actively searching for a character, the GM can choose to instead treat it as a Stealth attack vs the opposing creature's Perception in a Win-Loss roll. If not, a simple check is all that's required, even if there are creatures in the area.
Sneak Attack
If a character is attacking from an undetected location, such as during a prepared ambush, the character adds their Stealth dice to the first attack from that location.
Hinderances to Moving Stealthily
Stealth can be hindered by metal armor or generally anything else that makes a lot of noise as well as bright colors or anything else that might draw attention to a character rather than allow them to blend into the background. Generally these penalties are two dice or four dice or, if severe enough, the GM could choose to just make them fail without a skill check.
Strength
Strength describes the overall arm strength and leg strength of a character. Strength skill checks could be used in bending bars, pulling themselves or allies up a ledge, or holding up a portcullis to allow allies to escape. Strength attacks could be used to arm wrestle an opponent in order to win the betting pool or in pinning an enemy to the floor. Strength also aids a character in more mundane functions like wearing heavy armor and carrying heavy equipment, especially when it comes to what functions can be properly done while wearing such.
Hitting Hard
In addition to skill checks, strength also grants a character a dice advantage with melee and pole-arm weapons. For every four dice of Strength, a character gets an additional die added to their melee weapon and pole-arm attacks.
