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Dice Mob Home > Dice Mob Rules > Skills > Knowledge

Performance Arts

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.

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.

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

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
performance_arts.1599022195.txt.gz · Last modified: by dungeonmaster