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Dice Mob Home > Dice Mob Rules > Skills > Knowledge

Survival

Survival includes groups of techniques for surviving in different climates and populations.

Basic Abilities

Rope Use The character has a good knowledge of various types of ropes and their general strengths and weaknesses. They know a variety of different useful knots, both how to tie them and how to untie them.
Domestic Animals The character has a knowledge of domestic animals includes how to work with them and what they eat. They will know how to milk cows and goats, shear sheep, groom horses, train dogs to do simple tricks or to help them with their tasks.
Tinkering and Mending The character can repair damaged metal items, including weapons, armor, or horseshoes. They can also mend clothing, gloves, and shoes.

Disciplines

Aquatic Survival

Aquatic survival implies that the character has honed their abilities of surviving in aquatic conditions like rivers, lakes, seas, and oceans.

First Degree

Swimming Assuming they aren't a race that already knows how to swim, they can swim at a rate of slow (with the appropriate modifiers for speed).
Fishing They can successfully fish off the shore or from boats and ships. They generally know the appropriate bait or lure to use for such fishing unless there is some reason they shouldn't.
Holding Breath They can hold their breath equal to thirty seconds per die of Stamina.
Sailing They can sail boats, canoes, kayaks, and other smaller craft.

Second Degree

Boatbuilding They can build seaworthy boats, canoes, kayaks, and other smaller craft given the tools and time to do so.
Advanced Fishing They have an understanding crabbing, whaling, and other ways to get food and materials from the ocean.

Third Degree

Nautical Navigation They can chart coordinates for ships and sail them and read maps created for nautical voyages. They can also create their own maps that other knowledgeable seamen would be able to use.
Weather Sense They have a good sense of the weather at sea and can guess accurately what is to be expected for the next twenty-four hours, unless weather patterns prevent such.

Fourth Degree

Adverse Conditions They understand what's required to keep a ship aright in a storm and can do so with the proper skill checks, given they have whatever crew might be required to do so.
Animal Empathy They understand what a sea creature is likely thinking based on the current circumstances in which it finds itself.

Fifth Degree

Nautical Notoriety Within the community, they have garnered a certain amount of respect and notoriety and are able to call in favors where reasonable (at the GM's discretion).
Animal Friendship With intelligent water-based creatures, they may use their Persuasion dice to ask favors of sea creatures though the favors have to be something the creature might be willing to do.

Underworld Survival

Underworld survival includes caves and caverns and more natural underground environments. It could include dungeons as well if those dungeons are dug underground rather than constructed.

First Degree

Mining The character has a knowledge of mining equipment and how to use it. They are considered proficient with a pickaxe or hammer.
Finding Water The character has a knack for finding natural water underground if there is water to be found.
Spelunking The character is proficient with spelunking equipment.

Second Degree

Appraising The character can effectively appraise the worth of raw gemstones. They also have a good sense, based on materials they can see in an area, what other gems and minerals are likely common to the area where they are.
Poisonous Gases The character can detect poisonous gases with a successful skill check.
Detecting Slope They can detect the current grade or slope of the passage in which they are traveling, and, when starting at the surface, they have a fairly accurate sense of how far below the surface they are.

Third Degree

Direction Sense The character has a good sense of their current direction underground.
Passage of Time The character has a good sense of the passage of time underground.
Finding the Surface The character has a knack for finding the surface in an area, even if they didn't start at the surface nor have even seen the surface in the area they currently are.

Fourth Degree

Animal Empathy They understand what an underground creature is likely thinking based on the current circumstances in which it finds itself and what its reactions are likely to be.
Attuned Senses If the character finds themselves without the ability to see in an underground setting, they can use their other senses to compensate, reducing any dice penalties by two. (If the character already has blindfighting, they should use that instead.)

Fifth Degree

Animal Friendship With intelligent underground creatures, they may use their Persuasion dice to ask favors of underground creatures though the favors have to be something the creature might be willing to do.
Internal Map The character automatically creates an internal map in their heads and can use that to help with the discovery of secret passages or to find their way back out the way they came.

Urban Survival

Surviving on the streets may seem easier than surviving in the wilderness, on a vast ocean, or in a monster-infested dungeon, but it comes with its own set of challenges. Urban survivalists know where they can go to obtain information and generally who they might be able to trust and not trust within a typical city. They have an understanding for architecture and they have a general sense for what things might be worth in any given city–food, supplies, treasure, or otherwise.

First Degree

Locating Traps Characters have a propensity for discovering traps with the goal of avoiding or disarming them. This includes mechanical or magical traps as well as pits and snares.
Haggling When haggling over the prices for buying and selling of items, urban survival dice are added to the Persuasion check to determine whether or not a character succeeds.
Architectural Integrity Characters automatically detect whether buildings are structurally sound. When searching for secret passages in buildings and urban environments, they add their Urban Survival dice to Perception checks for determining success.
Driving Team Characters can drive a wagon or carriage with a team of one to two pack animals with no skill check (unless the GM requires it for perilous conditions).

Second Degree

Locks A knowledge of how a variety of different locks might function as well as locks associated with safes. When trying to pick a lock, the character is considered proficient and Urban Survival dice are added to the Dexterity check to determine success.
Disarming Mechanical 1) Traps Having found a trap of a mechanical nature, characters are proficient at disarming them. They add their Urban Survival dice to their Dexterity check when determining success for disarming a trap.

Third Degree

Appraisal Characters can recognize the general worth of cut gemstones, jewelry, art, and other collectable items.
Advanced Team Driving Character can handle teams of more than two animals with no proficiency check (or with a skill check under perilous conditions).
Poisons Characters are familiar with different types of common poisons and their effects and symptoms. They can effectively coat weapons with poison they possess to add poison damage to any other damage the weapon already does, the Urban Survival dice being used as the Poison attack vs the opponent's Poison Defense.

Fourth Degree

Fifth Degree

Rare Poisons Characters are familiar with different types of rare poisons and their effects and symptoms. They are likely to know which creatures they face are poisonous, optionally with a skill check at the GM's discretion.
Call in Favor Characters have enough clout that they can call in favors among the legitimate or lawless pieces of the community, per the GM's discretion, to get something done that they wouldn't normally be able to accomplish.

Wilderness Survival

A wilderness survivalist knows how to make a fire using mundane means as well as how to fish (from the shore), forage, hunt, and snare. They know plants and herbs and how to identify ones that are poisonous as well as ones that can be used for medicinal purposes. They can identify wild animals, by sight as well as by tracks or scat. They have a good sense of the weather in wilderness environments, assuming the weather in the region is at all predictable based on the sky and other conditions. They can ride horses across wilderness landscapes, though not necessarily into battle. Plant and animal based poisons.

First Degree

Foraging Locate and identify common varieties of edible roots, berries, fruit, nuts, and other plants.
Fishing Fish from shore, either in rivers, lakes, or oceans using bait or lures. Prepare lures or flies. Can identify better places to obtain fish.
Fire-building Can build a fire using a bow-drill or other crude tools. Understands which woods are best for building a primitive fire.
Crude Shelter Can build a crude shelter to stay out of the weather.
Pack Animals Character can drive a wagon or plow with a team of one to two pack animals with no skill check (unless the GM requires it for perilous conditions).

Second Degree

Hunting and Snaring Find food to hunt based on signs in the environment: trails, scat, etc. Set various types of snares in good locations for obtaining hoods. Know how to skin and prepare meat, cure hides, etc.
Wild Animals Can identify common types of wild animals by tracks, scat, or sight.
Ambush Add wilderness survival dice to to stealth checks for surprising game or other prey.

Third Degree

Plants and Herbs Can identify edible, poisonous, and medicinal herbs and under what conditions and where they might be found.
Advanced Shelter Shelters can be built to withstand low temperatures, including building shelters with built in fires for warmth that will not burn down the shelter.
Horseback Riding Has been trained to ride horses for long distances. Understands proper care for mounts ridden such distances.

Fourth Degree

Detect Pits and Snares With a successful Perception check, can detect pits and scares without actively searching for them.
Wild Animals (advanced) Can identify uncommon types of wild animals and wilderness creatures by tracks, scat, or sight.
Weather Sense Can determine what weather conditions will be within the next few hours based on a variety of factors in the environment. Understand what typical weather conditions are for the region.

Fifth Degree

1)
not including Magical or Pits
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