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Table of Contents
Dice Mob Home > Dice Mob Rules > Skills > Knowledge
Martial Arts
Basic Abilities
| Climbing | Character can climb walls and buildings at the same rate as they can run. |
|---|---|
| Falling | Characters take no damage from falling. |
Disciplines
Unless otherwise specified, all Knowledge in the Disciplines follow the Standard Effects of Degrees and Levels.
Attack Speed
Attack speed dice are added to standard initiative dice to decide who attacks first, but no more than the number of dice of their Speed attribute. At third degree and fifth degrees, the character receives an additional combat attack per round. This requires no mana.
Blindfighting
Characters can fight blind, of course, but not without a severe penalty. A non-proficient blindfighter would receive a penalty of four dice.
Instead of following the standard dice put towards the blindfighting ability, the degrees based on those dice are used exclusively. (i.e. there is no benefit to putting two dice toward blindfighting except that it gets a character closer to second-degree)
A first-degree blindfighter would fight at only a -2 dice penalty. At second degree, a one die penalty. At third degree, they fight as well blind as they do being able to see. And at fourth degree and beyond, they can take advantage of an opponent's lack of sight and inability to feint versus their own heightened senses and begin to gain bonuses of two dice per degree.
| Degree | Dice |
|---|---|
| Non-Proficient | -4 |
| First | -2 |
| Second | -1 |
| Third | 0 |
| Fourth | +2 |
| Fifth | +4 |
Evasion
If the character announces at the beginning of the round that they want to evade all attacks as their defensive action, they can roll a single evasion roll at the end of the round. The number of 4's, 5's, and 6's rolled signify how many of the attacks that would have struck the character that round were actually evaded, blocked, caught, or otherwise nullified. (Some attacks like area of effect spells may be impossible to evade.)
Light Step
Given a good running start, the character can jump equal to 5 meters + 2 meters / successful die rolled.
They can run across liquids for a distance of 5 meters / successful die rolled. At fifth degree, they are automatically successful for all distances.
Stunning Blow
For every successful attack, the opponent must roll a successful Stamina check or be stunned. The number of successes required is equal to the number of dice the character has put toward this skill.
Unarmed Combat
| Fist | Blunt attack causing additional damage based on dice. See Standard Effects of Degrees and Levels for additional ranged effects at higher levels. |
|---|---|
| Chop | Slashing attack causing additional damage based on dice. See Standard Effects of Degrees and Levels for additional ranged effects at higher levels. |
| Finger Strike | Piercing attack causing extra damage based on dice. See Standard Effects of Degrees and Levels for additional ranged effects at higher levels. |
| Block | Block all force attacks based on Standard Effects of Degrees and Levels. |
