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fitness

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

Fitness

Fitness skills are generally related to the strength, dexterity, and overall health and stamina of a character and their ability to extend their abilities for longer and longer periods of time. Many of these skills can also benefit other skills where strength or dexterity might reasonably increase the number of dice rolled, including Damage Rolls, Skill Checks, and Win-Loss Rolls.

Skill Non-Proficiency? Dice Rolls Effect in a Nutshell Mana?
Acrobatics No Standard Skill Check Tumbling; Leaping; Spinning on bars; Flipping; As a defensive action, add dice to any attack where acrobatics might reasonably aid in avoiding the attack One
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 Damage, Standard Skill Check 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 Yes Standard Skill Check Intense cardiovascular activity can continue to be performed at the highest level until a skill check fails; skill checks are required at intervals of around five minutes; hold breath for two minute per degree resting, or one minute per degree with physical exertion No
Flying Speed No None See description No
Running Speed No None See description No
Swimming 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 the standard two dice per skill degree. Defense against blunt damage caused by falling is likewise increased by two dice 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 also a useful skill against attacks seeking to unbalance a character in order to cause them harm. This simply requires a successful skill check and never requires the use of mana.

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 until a skill check fails. Skill checks are performed around every five minutes the activity is maintained.

For oxygen-breathing races, breath can be held for two minutes relaxed or one minute under exertion. Each degree adds an additional two minutes per degree relaxed and one minute per degree under exertion.

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. It also means that attacks where movement could conceivably add damage dice to a roll are done at a standard rate of two dice per skill degree.

Any character can move to the next highest degree for a short period of time (around five minutes). To maintain that level, a character would have to roll endurance checks against their endurance.

Running Speed

Average running speed is increased to by one level per degree, as specified under movement speed above. Races can always “hurry” at a rate one beyond that, but endurance checks are required to maintain that pace.

Swimming Speed

Average swimming speed is increased to by one level per degree, as specified under movement speed above. Races can always “hurry” at a rate one beyond that, but endurance checks are required to maintain that pace.

Flying Speed

Average flying speed is increased to by one level per degree, as specified under movement speed above. Races can always “hurry” at a rate one beyond that, but endurance checks are required to maintain that pace.

Vitality

See hit points skills

fitness.1566590597.txt.gz · Last modified: by dungeonmaster