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hand_eye_coordination

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Dice Mob Home > Dice Mob Rules > Skills > Skill Descriptions

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 Yes Standard Skill Check Catching thrown items; juggling; catching missile weapons requires a defensive action None, Per Degree Required
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 None
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
Throwing Yes Standard Skill Check, Non-Standard Damage Roll Throwing with accuracy; throwing for distance; thrown weapons add one damage roll per degree None

Catching

This involves all aspects of catching items out of the air, including even weapons thrown or shot at a character. It also involves juggling or other activities in which catching and rhythm would be important. Catching something requires a successful skill check if it is difficult or being performed in a stressful situation.

Juggling

At second degree, a character can juggle items of the same weight. At third degree, a character can juggle items of disparate weights.

Catching Weapons

At second degree, a character can catch thrown weapons like axes, daggers, darts, hammers, and knives with a defensive action and a successful Skill Check. For each degree after second, an additional weapon can be caught, though additional defensive actions are required.

At fourth degree, a character can catch projectile weapons like shot from slings, bolts from crossbows, and arrows with a defensive action and a successful Skill Check. For each degree after fourth, and additional weapon can be caught, though additional defensive actions are required.

At sixth degree, any number of weapons can be caught, but this requires the use of all actions and successful skill checks for all of the projectiles. (If the number of skill checks would take forever, the GM can optionally make a skill check count for more than one weapon, e.g. ten or twenty weapons at a time.)

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.

hand_eye_coordination.1567350405.txt.gz ยท Last modified: by dungeonmaster