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hit_points_skills

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

Hit Points

These are skills which modify the number of standard hit points allotted by the size of a character's race or remove the hit point damage a character has taken. Hit points are a pretty limited commodity in Dice Mob, so any way of keeping those hit points above zero is generally a good thing. Usually this is accomplished by defending against attacks trying to damage a character, but one shouldn't overlook the ability for a character to try to recover those hit points as often and as quickly as possible. Many of these skills are also among the effects of magical items, technology, and potions.

Skill Non-Proficient? Dice Roll Effect in a Nutshell Mana?
Artificial Hit Points No Standard Potency Roll Stim-Pack; Temporarily add additional hit points above the maximum at the standard rate of two per degree and lasting one round per level One
First Aid Yes Standard Potency Roll Heal damage; cure poison or disease; cannot be performed during combat No or One
Healing No Non-Standard Potency Heal damage, even during combat; touch, point-to-point, area of effect based on degree; five dice per degree level Per degree
Life-Stealing No None, Standard Damage Roll Use opponent's damage to heal oneself; if already part of a damage roll, no additional damage is caused by the damage is automatically taken to be used by the character; if performed by itself, it is itself a damage roll with the same effect One or per degree
Regeneration No Non-Standard Potency One potency die per degree per round reduces damage (rolled before initiative) No
Vitality No None A combination of hardiness, toughness, and/or increased body mass give the character two additional hit points per degree without actually increasing the size of the character from one size to another No

First Aid

This skill uses first aid techniques, bandages, herbs, medicines, antiseptics, anti-venoms, anti-bacterials, anti-fungals, and other natural items and skills to heal oneself or an ally. Unlike healing, this can only be used once on an ally per encounter in which that character or their ally has sustained injury. (e.g. first aid could be used after a battle and then ten minutes later after the clumsy ally falls off a cliff, but not once per time an ally was hit in a single battle). First Aid takes time, though, so this cannot be done in the middle of a battle and the character must administer it to a person by touch; this cannot be performed at a distance.

Healing is rolled as potency roll of “two for trying” plus two dice per degree. No mana is required for the use of this skill.

Curing poisons, infections, diseases, or other maladies can be done by a proficient character with a Skill Roll assuming the cure is reasonably assumed to be on hand or administered properly if it can be located. One mana is required for the use of this skill.

Healing

This skill uses magic or technology to perform instantaneous healing. Unlike first aid, this can be performed as many times as the mana a character has at their disposal and can be done in the middle of a battle by use of a non-combat action. Unlike first aid, which must always be performed as a touch, this can be used as other magics or tech including as a point to point or even an area of effect.

Life-Stealing

Life-stealing is performed in one of two ways, as part of another attack or on its own.

As part of a weapon attack, health is transferred at a rate of two per skill degree from the damage taken during the attack up until the maximum degree the character has in life-stealing. This requires one mana.

As its own attack, it is made as an attack vs self equal to “two for trying” + two per skill degree. Like similar skills, this can be a touch, point-to-point, or even an area of effect attack. This requires mana equal to the required skill degree.

Damage recovered can never be reduced below zero (to gain extra hit points, even temporarily).

Regeneration

Regeneration is simply the ability to automatically regain hit points not just while resting but at any time, even during combat. Regeneration adds a lot more complexity to hit points than just standard hit points and damage because it adds the concept of a finite regeneration pool where recovery is pulled from. It can also generally be more powerful than other skills, so this skill is only available outside of certain races like trolls, vampires, and werewolves at the GMs discretion. It also requires the character have a weakness which not only cannot be regenerated but also causes the character damage. (More about that later.)

The character regenerates at a rate of one potency die roll per degree per round up until the regeneration pool is depleted.

Additionally at third degree, the character not only regenerates up to three hit points per round, but they can also regrow lost limbs, though not after death.

Additionally at fifth degree, the character not only regenerates up to five hit points and lost limbs, but can return from the dead if not destroyed with fire, acid, or some other weakness the character might have.

No mana cost is required for the use of this skill.

Regeneration Pool

Regeneration pulls from a limited pool of available hit points called the Regeneration Pool. After the pool is depleted, no hit points can be recovered through regeneration until the pool is replenished.

The pool begins at zero and is increased by 10x the degree of regeneration. At first degree, the pool would be ten hit points. At second degree, the pool would be ten hit points plus twenty hit points or thirty total hit points. Characters cannot continue to pull from the pool when they are dead (unless they are at least fifth degree), but they may pull from it while unconscious.

The pool replenishes after the character sleeps at least six hours (including sleeping due to being unconscious or even dead).

Regeneration cannot pull from the regeneration pool if the damage was caused by fire, acid, or the weakness of the character.

Regeneration Weakness

The regeneration weakness is similar to other weaknesses except that it does not grant an additional skill point and it has to be a substance that adversely affects the character when it comes in contact with them. Suggestion on weaknesses include those from folklore (i.e. silver for werewolves or sunlight for vampires), but they don't have to be. They just have to be something a character could come in contact with. Any time a character comes in contact with its weakness, it takes five potency dice of both damage and mana used and those hit points and mana can only be recovered by non-natural means.

Vitality

If any skill could be deemed the hit point skill, this is it.

This is meant to represent a combination of excellent health, hardiness, toughness, and/or increased body mass. It gives the character two additional hit points per degree without actually increasing the size of the character from one size to another. As levels don't actually increase the number of hit points a character has, this is really the only way of increasing hit points. Like all skills, degrees cost more and more, so it becomes prohibitively expensive to increase any character's hit points all that much beyond whatever is standard for their size.

Aside from the hit point gain, this skill allots no other abilities.

hit_points_skills.1566591578.txt.gz · Last modified: by dungeonmaster