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Dice Mob Home > Dice Mob Rules > Skills > Knowledge
Performance Arts
Performance arts include knowledge of the best ways of performing in front of others to illicit the responses desired from the audience. Studies in the performance arts imply practice in singing, dancing, playing an instrument, and acting. More rigorous studies can be learned through spending points on disciplines.
Basic Abilities
| Music | The character has trained in singing as well as in an instrument of their choosing. 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. |
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| Acting | The character has trained in acting out parts, such as in a play, musical, circus, etc. |
Disciplines
Acrobatics
* Prerequisites: Dexterity: 5, Strength: 4
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. Climbing or brachiating can be performed at one full Movement Speed above the standard speed for the Race. Damage taken from falls is halved. For every degree of proficiency, the dice may be added to any defensive action.
Juggling
* Prerequisites: Dexterity: 5
Characters know the art of juggling and perform as a juggler. The practice has also given them the uncanny ability to catch a ranged projectile with a successful Dexterity Check with at least two successes as a Defensive Action assuming the character has their hands free. In cases where the character has more than one defensive action (or chooses to modify a higher tiered action to be a defensive action), each subsequent catch in a given round requires an additional success, so the second catch would require three successes, the third four successes.
Sleight-of-Hand Illusions
* Prerequisites: Dexterity: 5, Stealth: 4
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.
