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Table of Contents
Dice Mob Home > Dice Mob Rules > Specific Rules of Skills and Magic
Stealth
Stealth involves a variety of methods of surprising opponents
| Skill | Non-Proficient | Dice Type | Effect in a Nutshell | Mana? |
|---|---|---|---|---|
| Ambush | Yes | Non-Standard | One or two dice per degree added to initiative with proper preparation | No |
| Covering Tracks | Yes | Standard Skill Check, Standard Win-Loss Roll | Covering up having been in a location in both urban and rural environments | One |
| Hide in Shadows / Camouflage | Yes | Standard Skill Check, Standard Win-Loss Roll | Hide in shadows or camouflage self to avoid visual detection | No |
| Move Silently | Yes | Standard Skill Check, Standard Win-Loss Roll | Avoid audible detection; can be used in conjunction with hide in shadows / camouflage | No |
| Surprise Strike | No | Standard Damage Roll | Surprise attack from behind causes additional damage to an opponent; at third degree, blunt weapons knock unconscious; at fifth degree, blunt weapons knock unconscious without alerting allies | No |
Move Silently
Determining whether or not a character can move silently is generally a Win-Loss roll, but the defense gets an additional die for every piece of metal armor worn by the character trying to move silently and for crunchy leaves or other noisy impediments. Characters get two additional dice if the characters are not expected or the guards are not paying attention. If a character has a Perception skill, the “two for proficiency” and skill degree are also added to the defense.
In cases where both the visual and the audible are an important piece of remaining unnoticed, the Hide in Shadows / Camouflage skill's dice are added to those of Move Silently, assuming the character has both skills.
Hide in Shadows / Camouflage
Like move silently, camouflaging oneself or hiding in shadows is generally a Win-Loss roll with additional dice awarded to one side or another based on the blending with the background or the relative attention being paid by any trying to find them.
In cases where both the visual and the audible are an important piece of remaining unnoticed, the Move Silently skill's dice are added to those of this skill, assuming the character has both skills.
Covering Tracks
In much the way that moving silently and camouflaging oneself protect a character from being noticed in the moment, covering tracks is used to hide a character after they have already passed.
Covering tracks is the ability of making it looked as if nobody has been there. This skill can also be used (and often is used) to create false trails to lead anyone following down a wrong path, given that there is enough time for the person to do so. The hiding of the trail and the creating of one or more false trails each take their own successful roll.
In the Country
This is as much a skill of perception as it is a skill or stealth, recognizing what the woodlands, wastelands, or marshlands might have looked like previous to passage and how it might look after passage. When leading a party, they would choose to lead over terrain like rock and hard dirt where few footprints are left, and then moving along afterward to hide those footprints. For each character in a party without the covering tracks ability, the success of the skill check requires an additional success up to a maximum of five successes.
In the City
In the city, this could simply moving through the area undetected, but it is more often used to search a house or a business for some clue and then leaving the scene much the way it was before the investigation–so much so, in fact, that characters without any sort of extra perception do not even get a chance to realize what has happened. With perception, it becomes a win-loss check between the character's covering track skill and the opponent's perception skill.
Surprise Strike
If a character has gone unnoticed (via move silently, hide in shadows, ambush, teleportation), they can surprise strike an opponent from behind with a melee weapon to gain an additional two dice per skill degree added onto the weapon skill, weapon, and other dice that are already part of the attack roll.
At third degree, any roll of all successes with a blunt instrument automatically knocks an opponent unconscious.
At fifth degree, this adds the additional ability to knock the opponent unconscious silently such that they alert no allies of the attack.
