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Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Environmental Manipulation
As mentioned above, some mental “attacks” are not actually attacks against another brain but are rather a manipulation of the environment. Here are some of those skills.
| Skill | Affects | Effect in a Nutshell* | Mana? |
|---|---|---|---|
| Telekinesis / Levitation | Environmental Manipulation | Self can always be levitated.
| Per degree |
| Astral Projection | Environmental Manipulation | Two dice per degree vs Skill Check | Per Degree |
Telekinesis / Levitation
Telekinesis and levitation are essentially the same thing. It’s just a difference between lifting and moving something else versus lifting and moving oneself. Along with the duration, area of effect, and range discussed in the general rules, first degree skill-users can move one kilogram per level, second degree skill-users can move ten kilograms per level, third degree skill-users can move one hundred kilograms per level, fourth degree skill-users can move one thousand kilograms per level, and so on. The one exception to this is that the skill-user can always move themselves without counting against this limit (though any equipment worn would). Rather than figure out the weights of equipment exactly, the GM should just make a reasonable guess of whether or not the weight limit might reasonably include the amount the character wants to move.
Astral Projection
The ability to project consciousness into the astral plane.
Psychic
“Being psychic” is anticipating the future based on a “sixth sense”. We’ve already discussed how this can be used in dice rolls in combat and for other skill checks. The character can also ask the GM questions about what path they might take or whether an action might result in a positive outcome and receive reasonable responses along the line of “feeling good” about it. Of course, feeling good about something might now always be exactly what the person thinks it means, and the GM should feel that they can be pretty liberal about responses to keep this power from becoming too powerful or being used too often to disrupt the game.
