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hand_eye_coordination

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

Hand-eye Coordination

Skill Non-Proficiency? Dice Type Effect in a Nutshell Mana?
Catching and Throwing Hand-Eye Coordination Throwing with accuracy; catching thrown items; juggling; catching missile weapons requires a defensive action None or One
Mechanisms Hand-Eye Coordination Enabling, altering, understanding, and disabling traps, locks, clockworks, snares, mines, and other mechanisms One
Pickpocketing Hand-Eye Coordination Two dice per degree vs opponent's Defense of Self One
Controller Use Hand-Eye Coordination Two dice per degree as Skill Check One

Pickpocketing

This is an attack against defense of self. No successes mean that the character was noticed in the attempt. One success means that nothing was taken, but the attempted pickpocketing went unnoticed. Two or more successes means that something was taken. Increases to the opponents defense of self can be added based on the difficulty of the item or the circumstances of the pickpocketing attempt.

Opening Locks

This is a Win-Loss roll against defense of self, where self is the lock being picked. It is pretty much up to the GM to decide how many dice represent the degree of difficulty of the lock.

Disable/Enable Mechanisms

Working with clockworks, electronics, computers, or other tiny mechanisms is Skill Check against the difficulty of the device being repaired or the modification being made. Also disabling traps may fall under this category depending on the trap.

Controller Use

There might not be much in the medieval world to require this skill, but flying drones, playing video games, and other tests could require a character to not only be familiar with but also do what is required to manipulate data through the use of agile fingers and a keen eye.

Juggling

The ability to grab things out of the air and throw them back requires agility and timing may not seem as if it would be all that useful in an RPG, but masquerading as an entertainer to enter a celebration or earning a few coins on a corner while acting as a lookout could be useful. Because of their skill and practice, they can also snatch missile weapons like arrows, bolts, and darts out of the air at a rate of one per defensive action per skill degree

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