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Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Hand-eye Coordination
Hand-eye coordination encompasses skills which require a keen eye and a steady hand. In many RPGs, these skills often correspond to thieves, assassins, and acrobats, but in Dice Mob this isn't the case. A locksmith, a gamer, and a clock repair person are all honorable people who would be proficient in one or more of these skills.
| Skill | Non-Proficient? | Dice Type | Effect in a Nutshell | Mana? |
|---|---|---|---|---|
| Catching and Throwing | Yes | Standard Skill Check | Throwing with accuracy; catching thrown items; juggling; catching missile weapons requires a defensive action | None or One |
| Controller Use | Yes | Standard Skill Check | Use a controller effectively in gaming, flying a drone, or other activities; skill check required if difficult or non-proficient | One |
| Mechanisms | Yes | Standard Skill Check | Enabling, altering, understanding, and disabling traps, locks, clockworks, snares, mines, and other mechanisms | One |
| Pickpocketing | Yes | Standard Skill Check | Remove something without affecting the environment, take something from an unsuspecting victim; skill check if difficult or non-proficient | One |
Catching and Throwing
This involves all aspects of throwing with accuracy and catching items out of the air, including even weapons. It also involves juggling or other activities in which catching and throwing with accuracy and rhythm would be important.
At second degree, a character can juggle items of the same weight.
At third degree, a character can juggle items of disparate weights as well as catch weapons like arrows, bolts, throwing axes, daggers, knives, and darts out of the air. A defensive action is required for this, and only one weapon can be caught per round with a successful skill check.
For each degree after third an additional weapon can be caught out of the air using the same defensive action up to sixth level, where any number of weapons can be caught out of the air.
Controller Use
There might not be much in the medieval world to require this skill, but in other genres this could be very important. 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.
Mechanisms
Working with mechanisms requires a steady hand, small movements, and an understanding of how the mechanics of the device work. Clockworks, electronics, computer hardware, locks, traps, snares, or other tiny mechanisms all fall under the purview of this skill and generally require a standard skill check and the proper equipment to succeed.
Pickpocketing
Pickpocketing, for lack of a better term, not only involves trying to take something from someone but also trying to take something from an environment where a deft and steady hand could prevent something from happening. A successful pickpocket requires a standard skill check against environmental impact from the pickpocket or a successful standard Win-Loss roll versus an opponent. Like most standard skill checks, two successes are required, but in the case of a pickpocket, a one could allow for everything to remain unchanged (if that's possible) while zero successes would mean an actual failure and all of the repercussions associated with it.
