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Dice Mob Home > Dice Mob Rules > Skills
Knowledge
Knowledge implies not just the knowledge of how something might be done but also some sort of practical or working knowledge in how it is done through practice and experience gained from that practice. Knowledge of locks, for example, not only implies that a character has “read up” on how a lock functions, but also implies experience in building and/or picking locks.
In addition to mundane knowledge, there are five specialties of knowledge that all have disciplines beneath them towards which Skill Points may be spent after they themselves have been purchased:
Specialty Knowledge
Academia
- Prerequisites: None
- Skill Point Cost to Learn: 2
- Mana Cost: Special
Arcane Knowledge
- Prerequisites: Perception: 3, Dexterity: 3
- Skill Point Cost to Learn: 5
- Mana Cost: Special
Divine Knowledge
- Prerequisites: Insight: 4
- Skill Point Cost to Learn: 5
- Mana Cost: Special
Martial Arts
- Prerequisites: Dexterity: 4, Perception: 4, Speed: 3, Strength: 3
- Skill Point Cost to Learn: 5
- Mana Cost: Special
Medicine
Psionics
- Prerequisites: None
- Skill Point Cost to Learn: 10
- Mana Cost: Special
Survival
- Prerequisites: None
- Skill Point Cost to Learn: 2
- Mana Cost: Special
Weapon Proficiency
- Prerequisites: Dexterity: 3, Strength: 3
- Skill Point Cost to Learn: 2
- Mana Cost: Special
Mundane Knowledge
Anatomy
Knowledge of anatomy and physiology of animals and humanoids the character has come in contact with frequently or read about. If it is unknown whether or not the character would have knowledge, use a successful insight check.
A character gains a +1 die advantage in all attacks vs creatures of which it understands the physiology.
They can also perform First Aid to heal any character of injuries once per battle for up to 3 dice. (Effects of this ability are not cumulative with other knowledge which also allows First Aid.)
- Prerequisites: Perception: 3
- Skill Point Cost to Learn: 2
- Mana Cost: 0
Call in Favor
Calling in a favor refers to having done political favors in the past with the expectation that others will reciprocate in the future. Once per city, a character can call in a favor to accomplish something difficult (per the GMs discretion) with a successful Persuasion check. It's like deus ex machina on a smaller scale.
- Prerequisites: Persuasion: 4
- Skill Point Cost to Learn: 1
- Mana Cost: 10
Diplomacy
An understanding of diplomacy and the various beliefs and customs of any known culture. Successful perception checks can guess correctly on unknown cultures. +4 bonus to Persuasion attack vs Emotional when trying to come up with a diplomatic solution to a problem and prevent a fight before it has started.
- Prerequisites: Persuasion: 4
- Skill Point Cost to Learn: 1
- Mana Cost: 2
Domestic Animals
Knowledge of domestic animals includes how to work with them, how to identify them, and knowing what they eat. They will know how to milk cows and goats, sheer sheep, groom horses, herd sheep or cows, train dogs to do simple tricks, or anything with which they might reasonably have learned to do in their past. They will recognize the tracks of various domestic animals. With a successful Perception check, they will be able to guess at what might be ailing a domestic animal.
- Prerequisites: Perception: 2
- Skill Point Cost to Learn: 1
- Mana Cost: 0
Forging
Forging implies techniques for molding metal into useful objects including horseshoes, plows, keys, and even weapons or armor. (To ACTUALLY build weapons or armor in Dice Mob, however, the character would have to have the profession of Weaponsmith or Armorer.) The character can repair damaged metal weapons or armor with a successful Strength or Dexterity check, whichever is lower.
- Prerequisites: Strength: 3, Stamina: 3, Dexterity: 3
- Skill Point Cost to Learn: 2
- Mana Cost: 1
History
History implies knowing a great deal about history, not just in the area in which they've lived most of their life but also some knowledge of the history beyond, which they've gotten from reading, listening to travelers, or by other means. For history they haven't likely heard, they can make a Perception or Insight check (whichever is lower), to guess correctly at what the history might have been.
- Prerequisites: Perception: 3, Insight: 3
- Skill Point Cost to Learn: 1
- Mana Cost: 0
Holding Breath
A character can hold their breath for five rounds. This could be useful for use underwater or in an area with harmful vapors. It is generally considered that they can do this even under strenuous conditions. To go beyond five rounds, they have to make a Stamina check each round beginning with the sixth round at two successful dice and increasing by two successful dice per round after that (i.e. at the beginning of the seventh round the character would roll their Stamina check and need at least four dice showing 4, 5, or 6.)
- Prerequisites: Stamina: 4
- Skill Point Cost: 2
- Mana Cost: 1 / round
Hunting and Snaring
Hunting and snaring implies the ability to hunt for edible game and/or snare it using a variety of snares or deadfalls. It also implies the knowledge of where best to set up snares or to hunt for game as well as a knowledge of what game might be around in what areas. There is also an implied knowledge that the character would recognize the tracks of popular game animals and be able to track them. If a character is in an area with plentiful game, it is assumed that they have unlimited food for them and their party.
- Prerequisites: Stealth: 3, Dexterity: 3
- Skill Point Cost to Learn: 1
- Mana Cost: 0
Juggling
Character may catch a ranged projectile with a successful Speed or Dexterity check (whichever is worse) with at least two successes. Each subsequent catch in a given round requires an additional success, so the second catch would require three successes, the third four successes. Each catch requires a Combat, Non-Combat, or Defensive action. In the case of thrown weapons, these weapons may be thrown back at no cost of an additional Action.
- Prerequisites: Speed: 4, Dexterity: 4
- Skill Point Cost to Learn: 2
- Mana Cost: 2
Law
A character with the knowledge of Law will be able to understand legal documents and see loopholes in the legal constraints contained in those documents. They will also be able to write legal documents with the proper constraints. When dealing with constables, guards, lawyers, judges, and bureaucrats, their Persuasion rolls will have +2 dice in helping them to argue their way out of a legal problem for themselves or their party.
- Prerequisites: Perception: 4, Persuasion: 3
- Skill Point Cost to Learn: 1
- Mana Cost: 1
Literature
Literature implies the ability to both understand and to write literature, including the meanings of symbolism within. It also implies the ability to read and write poetry. They also have a knowledge of the myths and legends of their own culture as well as other cultures with which they'd have a reasonable chance of coming in contact with.
- Prerequisites: Reading/Writing knowledge, Perception: 3
- Skill Point Cost to Learn: 1
- Mana Cost: 0
Locks
Characters with a knowledge of locks are assumed to have knowledge of how a variety of different locks might function as well as locks associated with safes. With a successful Perception or Dexterity check (whichever is worse), they can open a lock. (The number of successes on locks is determined by the strength of the lock, as determined by the GM.)
- Prerequisites: Perception: 3, Dexterity: 3
- Skill Point Cost to Learn: 2
- Mana Cost: 1
Mathematics
This knowledge of mathematics not only assumes addition and subtraction of small numbers or the ability to make purchases with money through addition and subtraction, which every character is assumed to know, but also addition and subtraction of very large numbers, multiplication and division, and whatever higher math might reasonably known in the culture and genre.
- Prerequisites: None
- Skill Point Cost to Learn: 1
- Mana Cost: 0
Medicine
Medicine assumes more than just herbal teas, poultices, and concoctions. These are medicines prescribed in certain doses with known effects. That's not to say that none of these are made of herbs, since many of them are, but the character with this medical knowledge can heal more and cure better than those with other knowledge.
They can Cure Poison or Disease. Character tended to may re-roll the poison/disease defense vs poison with a +2 advantage. (Effects of this ability are not cumulative with other knowledge which also allows Cure Poison or Disease.)
They can also perform First Aid to heal any character of injuries once per battle for up to 5 dice. (Effects of this ability are not cumulative with other knowledge which also allows First Aid.)
- Prerequisites: Insight: 4
- Skill Point Cost to Learn: 2
- Mana Cost: 1
Military Tactics
Characters with this knowledge are assumed to have had military training, either as a soldier or in a militia or army. They have learned various techniques to take advantage of cases where they have superior numbers as well as when they are vastly outnumbered. All attacks when allies are present are made with a +1 die advantage. All defenses vs force attacks are made with a +1 die advantage as well when allies are present. This advantage is nullified if the character cannot communicate with allies either visually or verbally.
- Prerequisites: None
- Skill Point Cost to Learn: 2
- Mana Cost: 1 / round
Mining
This is the knowledge of mining techniques and what precious metals and/or precious stones might be available in an area, both above the surface as well as, more importantly, underground. It also implies the ability to successfully mine the ore at a sensible rate. Perception checks could be used by the GM to decide the success of mining attempts.
- Prerequisites: None
- Skill Point Cost to Learn: 1
- Mana Cost: 1 / Perception check
Music
Knowledge of the Music skill implies that the character has trained in singing as well as in percussion instruments. It implies the ability to be able to listen to and repeat music that was heard through whistling, humming, or singing it. It also implies at least a basic knowledge of Music Theory to the point of being able to compose simple songs, though only the Composer profession would have a deeper knowledge of it to be able to compose more difficult pieces.
- Prerequisites: Personality: 3
- Skill Point Cost to Learn: 1
- Mana Cost: 0
Musical Instruments
Knowledge of one or more string, woodwind, or other music instruments. If the character chooses to specify them, they may, but in a general sense this allows a character to play with some degree of competency any string or woodwind instrument and with precision any instrument they own.
- Prerequisites: Music, Dexterity: 3
- Skill Point Cost to Learn: 1
- Mana Cost: 0
Plants and Herbs
For the purposes of Dice Mob, a character with knowledge of plants and herbs has a knowledge of plants and herb sufficient to make poultices and mash up bitter teas for first aid and to aid with curing poison. In areas where edible roots and berries are plentiful, they are generally considered to have unlimited food for them and their party. With a successful Perception check, they can identify other plants unless there is some reason they shouldn't be able to.
They can Cure Poison or Disease. Character tended to may re-roll the poison/disease defense vs poison. (Effects of this ability are not cumulative with other knowledge which also allows Cure Poison or Disease.)
They can also perform First Aid to heal any character of injuries once per battle for up to 3 dice. (Effects of this ability are not cumulative with other knowledge which also allows First Aid.)
- Prerequisites: Perception: 3
- Skill Point Cost: 2
- Mana Cost: 1
Poison
Characters with this knowledge can administer poison in food or drink (rolling a successful Stealth check to determine how successfully they've masked it vs another's Perception check to detect it.) They can also Detect Poison administered to them with a successful Perception check. They can identify common poisons and their antidotes, though that doesn't mean they'd have the antidote on hand. They can coat weapons in poison in a round. See Poison for more information on poisons in Dice Mob.
- Prerequisites: Stealth: 4, Perception: 3
- Skill Point Cost: 2
- Mana Cost: 0
Potions and Powders
Powers and potions are a type of arcane storage. They use the mana of the “caster” at the time the potions and powers are created instead of at the time they are used, thus allowing a character to carry magic with them to be used when they have no residual mana as well as to give them to other players or even to sell them. Storage in this way requires encumbrance slots, one per potion or powder, though there are ways to expand the standard limited encumbrance with a backpack or other storage item.
- Prerequisites: Arcana or other applicable knowledge
- Skill Point Cost: 3
- Mana Cost: Based on skill being stored
Reading / Writing
This implies the ability to be able to read and write in any language that the character can speak. This does not imply any ability to read or write other language except, at the GMs judgment, some language that is very close to one of the ones they already speak, read, and write.
- Prerequisites: None
- Skill Point Cost: 1
- Mana Cost: 0
Religion
This implies a knowledge of religious texts, ordinances, rites, hierarchies, beliefs and laws of the character's religion as well as other known religions, holy days, and other more mundane elements of religion.
It should be noted that this is not Divine Knowledge. Religion is a knowledge of the character's religions as well as other religions. Divine Knowledge implies that the character has faith in certain deities and has been granted certain abilities based on that faith.
- Prerequisites: Reading/Writing
- Skill Point Cost: 1
- Mana Cost: 0
Riding
This implies the ability to ride horses or any domestic creature that has been broken or is intelligent enough to allow the character to ride it, but it additionally implies a higher level knowledge than just simple riding.
A character may avoid being unhorsed in combat with a successful Defense vs Personal. (Any character without this Knowledge will always be unhorsed when successfully hit.)
Additionally, characters with Riding knowledge may use weapons designed for mounted combat (e.g. Lance, Flail, Mace) with an additional die of attack.
With a successful Persuasion roll and a Speed higher than 2 can urge their mounts at a rate equal to their Speed.
- Prerequisites: Persuasion: 3, Dexterity: 3
- Skill Point Cost: 1
- Mana Cost: 1 / Skill Check
Sailing
Sailing a ship is quite a bit different than sailing a boat, mostly due to the size of the craft being piloted. To sail a rowboat, canoe, kayak, or other small craft would require a Dexterity check and require no Mundane Skill. This Sailing knowledge implies knowledge on how to navigate a larger boat or ship through difficult currents at sea and through shoals, sandbars, and coral reefs near land. Characters with this knowledge can repair ships to keep them seaworthy and never suffer any sea sickness. This does not give the character the ability to solo sail a ship that requires more than one person, but they can instruct characters without this skill on what they need to do to help the ship go to the location desired. They are generally considered proficient in sailing a smaller boat, requiring no specific skill check at all unless in treacherous waters.
- Prerequisites: None
- Skill Point Cost: 1
- Mana Cost: 0
Sleight-of-Hand Illusions
This is different than illusions created via Arcane Knowledge. It implies a great deal of Dexterity, Stealth, and practice to deceive the eyes and ears of others. These illusions can be used in a variety of ways including to camouflage the character, to mesmerize those watching the character, or even to force opponents to attack the wrong location.
A successful Stealth check would normally allow for a character to camouflage themselves, but with the Sleight-of-Hand Illusions knowledge, the character would do so with an additional two dice of effectiveness.
With a successful Dexterity or Stealth attack (whichever is worse) vs Cognitive Defense, a character can freeze all opponents who fail for that round. This implies that either they are mesmerized, distracted, or they attacked the illusion instead of a real target.
- Prerequisites: Dexterity: 5, Stealth: 4
- Skill Point Cost to Learn: 3
- Mana Cost: 2
Swimming
Most characters are assumed to be able to at least keep themselves afloat for a short period of time, long enough to cross a slowly moving river or small lake. Anything beyond that would require Swimming knowledge. If conditions are bad, including swiftly flowing rivers, a Strength skill check would be required. If conditions are long and arduous, including swimming across a large lake, a Stamina skill check would be required.
- Prerequisites: Strength: 2, Stamina: 2
- Skill Point Cost: 1
- Mana Cost: 1 per Skill Check
Underground
This character has spent large amounts of time underground and attacks and defends against attacks in underground settings with a one die advantage. They have a better than normal sense of direction and the passage of time underground as well.
- Prerequisites: Perception: 3
- Skill Point Cost: 1
- Mana Cost: 1 per Skill Check
Urban
This implies an exceptional knowledge of urban environments including allies, narrow streets, and other elements. Characters with this knowledge fighting in an urban environment get one die added to all Attacks and Defenses. They can also catch a fleeing opponent or flee from an opponent with a successful Speed skill check, no matter the speed of the opponent, as long as they are both using the same mode of transportation.
- Prerequisites: Stealth: 3
- Skill Point Cost: 1
- Mana Cost: 1 per Skill Check
Weather
Character's with Weather knowledge can predict the weather accurately an hour ahead of the onset of inclement weather, including the strength of the weather to be encountered. They also know the weather patterns of their own area and can guess to what kind of weather other unknown areas are likely to have.
- Prerequisites: Perception: 3
- Skill Point Cost: 1
- Mana Cost: 0
Wild Animals
The character understands wild animals and what they are likely to do in various situations. For animals they are likely to have seen before, they can identify them based on seeing them up close or at a distance or by examining their tracks or scat. For animals they aren't familiar with, they can also guess correctly as to what they might be through a successful Perception check. Through a successful Persuasion or Personality check (whichever is better), they can also discourage an attack by all wild animals of standard animal intelligence unless they are starving.
- Prerequisites: Perception: 3
- Skill Point Cost: 1
- Mana Cost: 1 per Skill Check
Wilderness
This character has spent large amounts of time in the wilderness and attacks and defends against attacks in wilderness settings with a one die advantage. In rough or forested terrain, they can also catch a fleeing opponent or flee from an opponent with a successful Speed skill check, no matter the speed of the opponent, as long as they are both using the same mode of transportation.
- Prerequisites: Perception: 3
- Skill Point Cost: 1
- Mana Cost: 1 per Skill Check
