knowledge
This is an old revision of the document!
Table of Contents
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:
Academia
- Prerequisites: Intelligence: 4
- 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
- Prerequisites: None
- Skill Point Cost to Learn: 2
- Mana Cost: Special
Performance Arts
- Prerequisites: Insight: 4
- Skill Point Cost to Learn: 2
- Mana Cost: Special
Psionics
- Prerequisites: None
- Skill Point Cost to Learn: 10
- Mana Cost: Special
Survival
- Prerequisites: None
- Skill Point Cost to Learn: 2
- Mana Cost: Special
Weapons and Warfare
- Prerequisites: Dexterity: 3, Strength: 3
- Skill Point Cost to Learn: 2
- Mana Cost: Special
knowledge.1599024344.txt.gz · Last modified: by dungeonmaster
