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Dice Mob Home > Dice Mob Rules > Skills > Skill Descriptions
Force Offense
Skills of Force Offense involve improvements specifically to slashing, bludgeoning, and/or piercing. Mostly they involve weapons, but some involve the use of unarmed combat to stun, incapacitate, and even kill an opponent.
Although the table below is useful, many of these skill involve more than can be listed in a simple table, so look over the descriptions carefully to get a good idea of what these skills can do.
| Skill | Non-Proficient? | Dice Type | Effect in a Nutshell | Mana? |
|---|---|---|---|---|
| Weapon Proficiency | No | Attack | Two dice per degree | No |
| Dual Wielding | Yes | None | 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 | Yes | Attack, Win-Loss | Two dice per degree; binding an opponent; third level - win/loss victory means stunned; fifth level - win/loss victory means unconscious | No |
| Blindfighting | Yes | Attack | Negative four dice + one die per degree | One |
| Retaliation | No | Attack | 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, etc. and adds two per skill degree for any weapon within that class of weapons.
Throwing an axe and wielding an axe are the same weapon proficiency, as it is with knives and daggers. The catching and throwing skill will add damage dice per the standard rate to thrown 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. Each degree thereafter, they reduce the penalty in their weak hand by one die unto fifth degree when they have no weakness in 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
This can be any form of unarmed combat from martial arts to boxing to wrestling. The player can decide what type of combat the character knows, but it really doesn't make much of a difference. When deciding damage, 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 gets 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 gets 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.
Binding
A player can also decide not to do damage, but rather to use the skill to bind an opponent with a successful win-loss roll vs self as long as the character is of the same size race or smaller than their opponent. Brute strength, acrobatics, and balance skills add dice to both the attacker and the defender's number of dice. If bound, both the character and the defender lose all further combat, non-combat, and defensive actions. Each round, the opponent can attempt to break free at the beginning of the round by rolling a successful win-loss roll.
Blindfighting
A non-proficient blindfighter would receive a penalty of four dice. A first-degree blindfighter would receive a bonus of one per skill degree for a total penalty of three dice. At second degree, two dice. Third degree, one die. And at fourth degree, no penalty. They continue to gain one die 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.
| Degree | Dice |
|---|---|
| Non-Proficient | -4 |
| First | -3 |
| Second | -2 |
| Third | -1 |
| Fourth | 0 |
| Fifth | +1 |
| Sixth | +2 |
Retaliation
Any attack which strikes a character can be retaliated using a free action up to one retaliation per round per skill degree with a character’s own melee attack assuming the character can reach their opponent with an attack of their own. This doesn't have to be an attack in kind, i.e. a melee attack for a melee attack. This costs one mana per retaliation.
