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Dice Mob Home > Dice Mob Rules > Skills

Skill Descriptions

So let’s get down to specifics and how each general piece can be used to affect a campaign. If it isn’t otherwise listed or if a character and GM are creating their own skills, items, or magic, they start with the general rules listed in the previous section. And honestly, those may be enough. If they aren’t, or if specific degrees add additional abilities over and above what is covered in the general section, this is where you’ll find them.

Although items are pretty much the same as skills and magic, we’re going to give them their own section because they generally fit into only a section or two and take up multiple pages. Also we’re going to cover mental skills in a separate section because they too need a lot more discussion and will take over whole subsections if not separated out. So for now, we’re just going to go over non-mental skills, including what might be considered magical or elemental skills.

Skill Category Non-Proficient? 1) Dice Type 2) Effect in a Nutshell Mana?
Acid Attack Elemental Attack No Standard Damage Roll Character produces a caustic acid with range, area of effect, and duration based on degree and level per general rules; has a residual effect where successful dice from previous round are rolled again each round thereafter until washed off Per degree
Acrobatics Fitness No Standard Skill Check Tumbling; Leaping; Spinning on bars; Flipping; As a defensive action, add dice to any attack where acrobatics might reasonably aid in avoiding the attack; Impossible in heavy armor One
Air Manipulation World Effects No None, Standard Skill Check Creating gusts of wind or pockets of air; generally no direct damage; can be used in conjunction with summoning One
Ambush Tactics, Action and Initiative, Stealth Yes Non-Standard Surprising an opponent using natural cover; one or two dice per degree added to initiative with proper preparation No
Artificial Hit Points Hit Points No Standard Potency Roll Stim-Pack; Temporarily add additional hit points above the maximum at the standard rate of two dice per degree and lasting one round per level One
Astral Projection Environmental Manipulation No Standard Skill Check Travel in Astral Realm; mana and additional checks required to maintain presence astrally One per Skill Check
Balance Fitness Yes Standard Skill Check Remain standing under difficult circumstances; tightrope walking; beams; walking across ice; can be used in conjunction with other skills where balance aids in its performance No
Berserking Action and Initiative No Non-Standard Lose all defensive actions, add one additional combat action added per degree Per Degree
Blindfighting Force Offense Yes Non-Standard Negative four dice + one die per degree No
Bludgeoning Defense Defense, Force Defense Skills No Standard Defense Roll Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action Per degree
Bludgeoning Resistance Defense, Force Defense Skills Yes Standard Defense Roll Automatic advantages to the character themselves None
Brute Strength Fitness No Non-Standard Damage Roll, Standard Skill Check A much greater than average strength increase all physical force melee attack rolls and other skills by one die per skill degree; move heavier and heavier objects with a skill check No
Burning Attack Elemental Attack, Defense, Elemental Defense Skills No Standard Damage Roll Character creates a burning heat with range, area of effect, and duration based on degree and level; residual effect causes one die of damage per round and ignites flammables for three dice of damage per round to the character and anyone touching them until extinguished or until flammables are consumed; can used as a defense to counteract residual effects of a freezing attack Per degree
Burning / Acid Defense Defense, Elemental Defense Skills No Standard Defense Roll Defend self or others based on general rules (touch, point to point, area of effect) as defensive action Per degree
Burning / Acid Resistance Defense, Elemental Defense Skills Yes Standard Defense Roll Automatic advantages to the character themselves No
Camouflage Stealth Yes Standard Skill Check, Standard Win-Loss Roll Camouflaging oneself and allies using natural elements and colors or the presence of low light and shadows to avoid visual detection No, One per ally
Catching Hand-Eye Coordination, Defense Yes Standard Skill Check, Non-Standard Damage Roll Catching thrown items; juggling; catching missile weapons requires a defensive action None, Per Degree Required
Chemist Trades Yes Standard Skill Check Mix potions, explosives, herbal remedies, poisons, and other substances; skill check required if difficult or non-proficient No
Clairvoyance / Clairaudience Cognitive Attacks, Environmental Manipulation No Standard Skill Check, Standard Win-Loss Roll View and/or listen to a known person or area Per degree
Climbing Fitness Yes Standard Skill Check Climb up or down at a rate equal to walking; two dice per degree; skill check required if difficult; brute strength applies to skill check if appropriate; acrobatics applies to skill check if appropriate; balance applies to skill check if appropriate No
Cognitive Disruption Cognitive Attacks No Standard Win-Loss Roll Hold, feeblemind, loss of immediate memory; effects vary One plus one per defense success
Cognitive Domination Cognitive Attacks No Standard Win-Loss Roll Obey understood commands; defensive dice increase as commands become more abhorrent One plus one per defense success
Cognitive Defense Defense, Mental Defense Skills No Standard Defense Roll Defend self or others based on general rules (touch, point to point, area of effect) as defensive action Per degree
Cognitive Shielding Defense, Mental Defense Skills Yes Standard Defense Roll Automatic advantages to the character themselves No
Computers and Engineering Trades Yes Standard Skill Check Program, hack, or engineer; skill check required if difficult or non-proficient No
Controller Use Hand-Eye Coordination Yes Standard Skill Check Use a controller effectively in gaming, flying a drone, or other activities; skill check required if difficult or non-proficient One
Craftsman - Ironworking Trades Yes Standard Skill Check Forging, fixing dents, sharpening swords; skill check required if difficult or non-proficient No
Craftsman - Jeweler Trades Yes Standard Skill Check Appraising, cutting, fashioning gems and jewelry; skill check required if difficult or non-proficient No
Craftsman - Leatherworking Trades Yes Standard Skill Check Making leather goods; taxidermy; repairing leather armor; skill check required if difficult or non-proficient No
Craftsman - Woodworking Trades Yes Standard Skill Check Woodcarving, carpentry; skill check required if difficult or non-proficient No
Curing Defense, Elemental Defense Skills No Standard Skill Check, Standard Damage Roll Cure one disease or poison infection per skill degree if caught early; curing some diseases could kill the host making it an effective weapon against undead, lycanthropes, and other creatures One
Defensive Maneuvering Tactics, Defense No Non-Standard, Standard Skill Check Defensive benefits to the character based on allies; defensive benefits to allies; tactical retreat with skill check No or One per character
Discernment Perception Yes Standard Skill Check Reading obscure clues in the environment; finding secret doors, pressure plates, and traps. One
Disease Attack Elemental Attack No Standard Damage Roll Character produces a disease (e.g. bacterial, viral, etc) with range, area of effect, and duration based on degree and level; residual effect based on disease type until cured Per degree
Dual Wielding Force Offense, Action and Initiative Yes Non-Standard Each combat action becomes two combat actions, one for each weapon; negative four dice with weak hand + one die per degree; gain one die in each hand per degree after fourth No
Earth Manipulation World Effects No Standard Damage Roll, Standard Skill Check Create barriers; move earth; skill check required if difficult; bludgeoning damage; can be used in conjunction with summoning One
Electricity Attack Elemental Attack No Standard Damage Roll Character produces electricity with range, area of effect, and duration based on degree and level; residual effect where successful dice from projectile attack continue to arc to friend or foe until all dice are defended Per degree
Electricity Defense Defense, Elemental Defense Skills No Standard Defense Roll Defend self or others based on general rules (touch, point to point, area of effect) as defensive action Per degree
Electricity Resistance Defense, Elemental Defense Skills Yes Standard Defense Roll Automatic advantages to the character themselves No
Emotional Defense Defense, Mental Defense Skills No Standard Defense Roll Defend self or others based on general rules (touch, point to point, area of effect) with defensive action Per degree
Emotional Shielding Defense, Mental Defense Skills Yes Standard Defense Roll Automatic advantages to character themselves No
Endurance Fitness Yes Standard Skill Check Intense cardiovascular activity can continue to be performed at the highest level until a skill check fails; skill checks are required at intervals of around five minutes; hold breath for two minute per degree resting, or one minute per degree with physical exertion No
Entertainer Trades Yes Standard Skill Check, Non-Standard Sing, dance, entertain; skill check if difficult or non-proficient; increase all dice rolls of party for one round once per combat if proficient No; Per degree
Farmer Trades Yes Standard Skill Check Farming, herding, ranching, gardening, agriculture, butchering, weather sense; skill check required if difficult or non-proficient No
Fear / Bravery / Anger Manipulation Emotional Manipulation Yes Standard Win-Loss Roll Scare or anger an opponent One
Fire Manipulation World Effects No Standard Skill Check Create funnels of fire; redirect fire; skill check if difficult; can cause burning damage; can be used in conjunction with summoning One
Firearms and Explosives Trades Yes Standard Skill Check Build weapons and ammunition; build non-technical explosives and deploy them effectively; skill check if difficult or non-proficient No
First Aid Hit Points, Defense, Elemental Defense Skills Yes Standard Potency Roll Heal damage; cure poison or disease; cannot be performed during combat No
Flying Fitness Yes Standard Skill Check Flying faster; flying for longer distances; increased maneuverability; this is granting not the ability to fly, but the ability to fly well since flying requires racial characteristics like wings or the levitation skill No
Freezing Attack Elemental Attack, Defense, Elemental Defense Skills No Standard Damage Roll Cause freezing damage to opponents with range, area of effect, and duration based on degree and level; residual effect causes entrapment with successful dice from previous round rolled again with any successes meaning continued loss of action but no further damage; residual effect negated by warmth; can be used as a defensive action to combat the residual effects of a burning attack Per degree
Freezing Defense Defense, Elemental Defense Skills No Standard Defense Roll Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action Per degree
Freezing Resistance Defense, Elemental Defense Skills Yes Standard Defense Roll Automatic advantages to the character themselves No
Healing Hit Points No Non-Standard Potency Heal damage, even during combat; touch, point-to-point, area of effect based on degree; five dice per degree level Per Degree
Heroism Experience Levels No Non-Standard Potency Unnaturally increase in experience level for a limited period of time at a rate of five dice per degree level; useful for increasing effectiveness of skills based on experience level; usually a skill of magical items like potions, not of a character or race By degree
High Ground Tactics Yes Standard Defense Roll, Standard Damage Roll Characters with an obvious high ground advantage gain dice to appropriate attacks and defenses No
Increased Reaction Time Action and Initiative No Non-Standard Improved reaction speed yields one initiative die per degree; 4th degree - Never surprised No
Insight Perception Yes Standard Skill Check, Standard Win-Loss Roll Understanding what a person or people might do under a certain situation; detecting moods; reading tells and quirks One
Joy / Sadness Manipulation Emotional Manipulation Yes Standard Win-Loss Roll Cheering someone up or bringing them down; skill check if difficult or non-proficient Per degree
Levitation Environmental Manipulation No Standard Skill Check The ability through magic or technology to move oneself around in the air without wings None, One per Skill Check
Life and Death World Effects No Standard Skill Check Speaking with the dead, speaking with undead, assuming control over undead, determining the cause of death, sensing dead or dying bodies; see description for details and degree levels Per degree
Life Stealing Hit Points No None or Standard Damage Roll vs Self Use opponent's damage to heal oneself; if already part of a damage roll, no additional damage is caused by the damage is automatically taken to be used by the character; if performed by itself, it is itself a damage roll with the same effect One
Light and Darkness World Effects No Standard Skill Check Create light or darkness; skill check if difficult; can cause damage to some creatures with light sensitivity; can enhance stealth abilities of self or adversely affect those of an opponent One
Luck Dice Rolls No Non-Standard Re-roll one die per degree per round on self or opponent Per Die Affected
Mana Regeneration Mana No Non-Standard Potency One die per degree per round reduced from mana used (rolled before initiative) No
Mana Restoration Mana No Non-Standard Potency Five dice per degree level No on self; Per degree on others
Mana Stealing Mana No Standard Damage Roll vs Self Causes mana usage in opponent rather than physical damage; reduce the same amount from self, less what was required to use the skill Yes
Mariner Trades Yes Standard Skill Check Sailing, knots, weather sense; skill check required if difficult or non-proficient No
Mechanisms Hand-Eye Coordination Yes Standard Skill Check Enabling, altering, understanding, and disabling traps, locks, clockworks, snares, mines, and other mechanisms One
Meditation Mana Yes Standard Potency Only performed on self; cannot be performed during combat; unlike first aid, this can be performed multiple times No
Merchant Trades Yes Standard Skill Check Buying, selling, haggling; skill check if difficult or non-proficient No
Miner Trades Yes Standard Skill Check Mining minerals, gems; detecting direction underground; detecting poisonous gases underground; detecting stability of caves and caverns; skill check if difficult or non-proficient No
Mounted Combat Tactics No Standard Damage Roll Always used in conjunction with a force attack capable of being performed while mounted; When first action is mounted movement, attack adds two dice per degree No
Move Silently Stealth Yes Standard Skill Check, Standard Win-Loss Roll Avoid audible detection; can be used in conjunction with hide in shadows / camouflage No
Offensive Maneuvering Tactics, Action and Initiative No None The character can lend to or borrow combat and non-combat actions from allies up to one per degree per round. One
Parry / Disarm Defense, Force Defense Skills No Standard Skill Check, Standard Win-Loss Roll Negate damage of one melee weapon per degree; 2nd degree - disarm possible; 3rd degree - also ranged; 4th degree - two directions; 5th degree - all directions; 6th degrees - projectile spells Per Weapon
Personal Resistance Defense, Personal Defense Skills Yes Standard Defense Roll Automatic advantages to the character themselves No
Pickpocketing Hand-Eye Coordination Yes Standard Skill Check, Standard Win-Loss Roll Remove something without affecting the environment, take something from an unsuspecting victim; skill check if difficult or non-proficient One
Piercing Defense Defense, Force Defense Skills No Standard Defense Defend self or others based on general rules (touch, point to point, area of effect) with defensive action No; Per degree
Piercing Resistance Defense, Force Defense Skills Yes Standard Defense Automatic advantages to character themselves No
Plants and Fungi World Effects No Standard Skill Check, Standard Win-Loss Roll Entangling or tripping someone with plant-life; growing plants to climb or to eat; speaking with plants; can be combined with summoning; skill check if difficult; acrobatics and balance apply to defensive rolls One
Poison Attack Elemental Attack No Standard Damage Roll Poison opponents with range, area of effect, and duration based on degree and level; for residual effect, successful dice from previous round rolled again at end of each consecutive round (unless cured) Per degree
Poison / Disease Defense Defense, Elemental Defense Skills No Standard Defense Defend self or others based on general rules (touch, point to point, area of effect) using defensive action No; Per degree
Poison / Disease Resistance Defense, Elemental Defense Skills Yes Standard Defense Automatic advantages to character themselves No
Politician Trades No Standard Skill Check, Standard Win-Loss Roll Politics; law; skill check if difficult; decrease all dice rolls of opponents for one round once per combat No; Per degree
Polymorph Other Race No Standard Win-Loss Roll Change race of ally or opponent; First Degree: Creatures must be the same size class; Second Degree: One size class higher or lower; Third Degree: Two size classes higher or lower; Etc. By degree
Prescience Dice Rolls, Environmental Manipulation No None Increase or decrease defense dice by two per degree to match offense dice being rolled. Per Die Affected
Prophecy Dice Rolls, Environmental Manipulation No None Specify two dice per degree in a pattern of 6, 4, 5, 4… Per Degree
Psionic Attack Cognitive Attacks, Defense Skills No Standard Damage Roll Mental damage; retributive defense vs mental attacks One plus one per defense success
Psychic Dice Rolls, Environmental Manipulation No None Modify dice comparisons to make them match up more favorably. Modify one comparison per degree per round Per Comparison
Redirecting Conduit Defense, Elemental Defense Skills No None One projectile lightning (including arc) per degree per round rerouted to an ally, opponent, or structure Per Redirection
Regeneration Hit Points No Non-Standard Potency One potency die per degree per round reduces damage (rolled before initiative) No
Retaliation Force Offense, Defense, Action and Initiative No None A hit by a melee strike allows for an immediate melee strike by the character struck without regard for initiative as a free action Per retaliation
Running Fitness Yes Standard Skill Check Running faster, running long distance, hurdling obstacles while running No
Scholar Trades No Standard Skill Check Read, write, use magical scrolls; skill check if difficult No; Per degree
Sensory Disruptions - Auditory Cognitive Attacks No Standard Win-Loss Roll Auditory illusions (e.g. voices, sounds) with range, area of effect, and duration based on level Per max degree of all sensory disruptions
Sensory Disruptions - Olfactory Cognitive Attacks No Standard Win-Loss Roll Create illusions to smell and taste with range, area of effect, and duration based on degree Per max degree of all sensory disruptions
Sensory Disruptions - Tactile Cognitive Attacks No Standard Win-Loss Roll Illusions to the sense of touch with range, area of effect, and duration based on degree Per max degree of all sensory disruptions
Sensory Disruptions - Visual Cognitive Attacks No Standard Win-Loss Roll Illusions affecting visual senses, invisibility, dreams with range, area of effect, and duration based on degree Per max degree of all sensory disruptions
Shape-shifting Race No None First Degree: Two Races; Second Degree: Five Races; Five additional races per degree after second; Duration: As long as desired, but unnatural shifts begin to modify character after being in a shape for longer than a day Natural: no; Unnatural: one + one per size class difference
Slashing Defense Defense, Force Defense Skills No Standard Defense Defend self or others based on general rules (touch, point to point, area of effect) using defensive action Per degree
Slashing Resistance Defense, Force Defense Skills Yes Standard Defense Automatic advantages to character themselves No
Sound World Effects No Standard Skill Check, Standard Damage Roll Sound in environment is actually altered; sonic blast; silence One
Space World Effects No Standard Skill Check, Standard Win-Loss Roll Teleportation of self or others; creating portals; can be used in conjunction with summoning Per degree
Summon Animals Summoning No Standard Skill Check Summon animals to aid character; used in conjunction with trust skill over a certain animal Per degree
Summon Plants Summoning No Standard Skill Check Summon plants to aid character; used in conjunction with plants and fungi skill Per degree
Summon Undead Summoning No Standard Skill Check Summon undead to aid character; used in conjunction with life and death skill Per degree
Summon Elemental Summoning No Standard Skill Check Summon elementals; used in conjunction with elemental skills Per degree
Summon Extraplanar Entity Summoning No Standard Skill Check Summon extra-planar creatures to aid character; used in conjunction with space skill Per degree
Surprise Strike Stealth No Standard Win-Loss Roll Damage from attack X skill degree; at third degree, blunt weapons knock unconscious; at fifth degree, blunt weapons knock unconscious without alerting allies; defense modified by perception of environment No
Swimming Fitness Yes Standard Skill Check Swim faster; increased stamina in swimming through swimming conditioning and techniques; treading water indefinitely No
Telekinesis Environmental Manipulation No Standard Skill Check, Standard Win-Loss Roll The ability to move items or even other creatures through the air through the use of mind, magic, or technology; weights moved are powers of ten per degree (see description) Per degree
Telepathy Cognitive Attacks No Standard Win-Loss Roll Project thoughts as well as read the thoughts of others; win-loss roll if unwanted No
Time World Effects No Standard Skill Check, Standard Win-Loss Roll Time slowing or even stopping and reversing at higher levels Per degree
Tracking Stealth, Perception Yes Standard Skill Check, Standard Win-Loss Roll Covering up having been in a location in both urban and rural environments One
Throwing Hand-Eye Coordination, Fitness Yes Standard Skill Check, Non-Standard Damage Roll Throwing with accuracy; throwing for distance; throwing weapons adds one die per degree None
Trust / Disgust Manipulation Emotional Manipulation No Standard Win-Loss Roll Charm, repel opponent Per degree
Unarmed Combat Force Offense Yes Standard Damage Roll Punch, kick, martial arts, and other non-weapon combat; third level - win/loss victory means stunned; fifth level - win/loss victory means unconscious No
Water Manipulation World Effects No Standard Skill Check Create waves, funnel or push back water; skill check if difficult; generally no direct damage; can be used in conjunction with summoning One
Vitality Fitness, Hit Points No None A combination of excellent health, toughness, and increased body mass give the character and additional two hit points per degree without actually increasing the size of the character from one size to another No
Weapon Proficiency Force Offense No None Skilled with a type of weapon No
1)
Can a person without this skill try to perform it with the standard “two for trying”?
2)
Standard means “two for trying” plus “two dice per degree”
skill_descriptions.1567356051.txt.gz · Last modified: by dungeonmaster