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

Fitness

Skill Non-Proficiency? Dice Rolls Effect in a Nutshell Mana?
Acrobatics No Standard Skill Check Tumbling; As a defensive action, decrease opponent's attack dice by one per degree on successful Skill Check Per degree
Balance No Standard Skill Check, Standard Win-Loss Roll Two dice per degree as Skill Check or Win-Loss dice roll if being pushed No
Brute Strength No Non-Standard All physical force melee attack rolls increase by one die per skill degree; move heavier and heavier objects No
Climbing No Standard Skill Check Two dice per degree as Skill Check to move up or down at a rate equal to walking No
Endurance No None Cardiovascular activities can be performed at highest level for 2x degree No
Flying Speed No None See description No
Run Speed No None See description No
Swim Speed No None See description No
Vitality No None A combination of excellent health, toughness, and increased body mass give the character and additional two hit points per degree without actually increasing the size of the character from one size to another No

Acrobatics

Acrobatics and tumbling could be useful just for entertainment, but a character proficient in acrobatics is also more able to dodge and evade projectile (including magical and elemental) and melee attacks by increasing the defense vs such attacks by one die per skill degree. Defense against blunt damage caused by falling is likewise increased by one die per skill degree.

Balance

Stepping across a narrow tree fallen over a ravine. Tightrope walking between two buildings. It could make for a daring rescue, successful robbery, or a timely escape. This is just a Skill roll.

Brute Strength

Increase all physical force attack rolls by one die per skill degree. Move heavy items of one hundred kilograms without difficulty. Each skill degree doubles the weight of heavy items which can be carried. (If the race is greater than medium-sized, the weight is doubled per size above medium.)

Climbing

Climbing not only includes finding handholds in brick or dungeon walls or climbing cliff faces, but also includes scaling buildings, mazes of pipes, parkour, or anything else where a strong grip and healthy arm and leg strength would aid in moving up or down structures, man-made or natural. This is just a skill roll. In general, a character can move up or down at a rate equal to walking as an action and increasing by +100% per degree.

Endurance

Running, jogging, swimming, flying and really any aerobic, cardiovascular activity can be performed at the highest level for 100% more time per skill degree.

Movement Speed

As a practical measure, an increase in movement speed means that a slow character would list their speed as S1. A second degree increase would be S2. A third degree increase would be S3. A fourth degree increase would move the character to the next highest division, from small to average or from average to fast. So what does an S1, S2, and S3 mean. It means they are faster than S or any Sn lower than the one they are. For catching an NPC or monster, this could be important.

Foot Speed

Maximum foot speed is increased as shown above.

Swim Speed

Maximum swim speed is increased as shown above.

Flying Speed

Maximum flying speed is increased as shown above.

Vitality

See hit points skills

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