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martial_arts

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Dice Mob Home > Dice Mob Rules > Skills > Knowledge

Martial Arts

Basic Abilities

Acrobatics

Acrobatics involves any of the maneuvers one might see in parkour, a circus, or gymnastics competition, including tumbling, climbing, tightrope or balance beam walking, trapeze, hurdling over barriers, or swinging on bars. In Dice Mob, this equates to a two dice bonus for dodging or performing skill checks that might reasonably be considered acrobatics. Climbing or brachiating can be performed at one full Movement Speed above the standard speed for the Race. And damage taken from falls is halved.

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 while blind or partially blind against invisible or partially invisible opponents without a severe penalty. A non-proficient blindfighter would receive a penalty of four dice against invisible opponents and two dice for partially invisible opponents. See the sections on completely hidden and partially hidden for more on the actual rules.

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 Attacking Hidden Opponents Attacking Partially Hidden Opponents
Non-Proficient -4 -2
First -2 -1
Second -1 0
Third 0 0
Fourth +2 +2
Fifth +4 +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.)

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.

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.
martial_arts.1598906775.txt.gz · Last modified: by dungeonmaster