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dice_roll_skills

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Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic

Dice Roll Skills

Generally we don’t have skills affect the actual rolling of the dice directly but rather simply add to the number of dice rolled, either offensively or defensively. So what does it mean to affect the rolling of the dice directly? This could take the form of re-rolling dice, manually changing or setting dice to a certain number of pips, or storing dice rolls for later. And it could be used for attack or defense, for one’s own dice or those of an ally, or even to affect the dice rolls of an opponent or the GM. All modifications to dice rolls require a passive, active, or defense action.

Skill Affects Effect in a Nutshell* Mana?
Luck Dice Rolls One die per degree per round Per Die Affected
Prescience Dice Rolls, Environmental Manipulation One die per degree per round Per Die Affected
Psychic Dice Rolls, Environmental Manipulation One comparison per degree per round Per Comparison
Prophecy Dice Rolls, Environmental Manipulation Two dice per degree Per Degree

Luck

An attack or defensive die of the character or an opponent is re-rolled. Each degree allows an additional die from the previous roll to be re-rolled, including the die just re-rolled. Faerie creatures are known to use this power. Gremlins, in particular, like to use this power for affecting opponents’ dice rolls.

Prescience

A rolled die on the attack or defense side is turned from one side to an adjacent side per degree.

Psychic

Defense decides how dice are matched up. They don’t have to be matched up highest to lowest. Each degree decides how many individual dice matchups may be changed by the character. See also psychic under Mental Attacks in Detail.

Prophecy

The first two defense dice are not rolled but are instead set at 6 and 4. Each additional degree adds an extra die in the pattern 5, 4, 5, 4, etc.

dice_roll_skills.1565374755.txt.gz · Last modified: by dungeonmaster