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Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Force Offense
| Skill | Affects | Effect in a Nutshell* | Mana? |
|---|---|---|---|
| Weapon Proficiency | Force Offense | Two dice per degree | No |
| Dual Wielding | Force Offense, Action and Initiative | Each combat action becomes two combat actions, one for each weapon; negative four dice with weak hand + one die per degree; gain one die in each hand per degree after fourth | No |
| Unarmed Combat | Force Offense | Two dice per degree; third level - win/loss victory means stunned; fifth level - win/loss victory means unconscious | No |
| Blindfighting | Force Offense | Negative four dice + one die per degree | One |
| Retaliation | Force Offense, Defense | A hit by a melee strike allows for an immediate melee strike by the character struck without regard for initiative as a free action | Per retaliation |
Weapon Proficiency
Skill with weapons in limited to a class of weapons like swords, bows, crossbows, axes, throwing axes, etc. and adds two per skill degree for any weapon within that class of weapons.
No mana cost is required for the use of this skill.
Increased Range
Additionally with ranged weapons, a third degree skill allows a character to shoot at a longer range than normally allowed with no penalty.
Naming Your Spot
A fifth degree proficiency would allow a character to name the spot where they strike and if they win more attacking dice than the defender, the weapon would hit the named spot.
Dual-Wielding
Characters are able to dual wield without proficiency, but do so with a penalty of two dice with the strong hand and four dice on the weak hand. At first degree, the character has no penalty to their strong hand and a penalty of four dice on their weak hand. At second degree, a penalty of three dice. At third degree a penalty of two dice. At fourth degree, a penalty of one die. And at fifth degree, no penalty with either hand.
At sixth degree and thereafter, the dual wielder receives a bonus of one die to both hands plus one die to each hand per degree beyond sixth as they blend the attacks in such a way to complement each other.
No mana cost is required for the use of this skill.
| Degree | Strong Hand | Weak Hand |
|---|---|---|
| Non-Proficient | -2 Dice | -4 Dice |
| First | 0 Dice | -4 Dice |
| Second | 0 Dice | -3 Dice |
| Third | 0 Dice | -2 Dice |
| Fourth | 0 Dice | -1 Die |
| Fifth | 0 Dice | 0 Dice |
| Sixth | +1 Die | +1 Die |
| Seventh | +2 Dice | +2 Dice |
Unarmed Combat
The standard “two for trying” plus two dice per skill degree apply.
At third level, if the attacker gets more successful hits than the defender successful defenses, the opponent is stunned for a round, assuming stunning of the opponent is possible.
At fifth degree, if the attacker gets more successful hits and the defender successful defenses, the opponent is knocked unconscious assuming the attacker can hit the defender in a location that could cause unconsciousness.
No mana cost is required for this use of this skill.
Blindfighting
A non-proficient blindfighter would receive a penalty of eight dice. A first-degree blindfighter would receive a bonus of two per skill degree for a total penalty of six dice. At second degree, four dice. Third degree, two dice. And at fourth degree, no penalty. They continue to gain two dice per degree after fourth, so they actually get bonuses to fighting blind versus being able to see because they can take advantage of an opponent's lack of sight and inability to feint versus their own heightened senses.
Retaliation
Any melee attack which strikes a character can be retaliated with a free action up to one retaliation per round per skill degree with a character’s own melee attack. This costs one mana per retaliation.
