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Dice Mob Home > Dice Mob Rules > Skills > Skill Descriptions

Professions and Trades

Generally these professions are just an assortment of skills that a certain profession might have at their disposal to accomplish campaign tasks and even sometimes affect NPCs or monsters in some way advantageous to the character. If this action isn’t necessarily desired by those being affected, it would require a Win-Loss roll (if they have more than just a generic resistance) or a Skill Check otherwise. With professions, generally the only improvement obtained by higher degrees is the increase in dice rolled.

Obviously this isn't the limit of professions, simply a generic list of professions that might have application in assorted campaign genres. For any that seem to be missing, lump them in with something close or make another skill with its own list of expertise. Generally professions are just lumps of barely useful skills with no general progression for higher and higher skill degrees other than the number of dice rolled. In the list of provided trades, each of the listed trades generally have one particularly useful skill. With any new professions or trades, it's generally only useful to list them if at least one important skill can be associated with them.

Skill Non-Proficient? Dice Type Effect in a Nutshell Mana?
Chemist No Standard Skill Check Mix potions, explosives, herbal remedies, poisons, and other substances; skill check required if difficult or non-proficient No
Computers and Engineering No Standard Skill Check Program, hack, or engineer; skill check required if difficult or non-proficient No
Craftsman - Ironworking No Standard Skill Check Forging, fixing dents, sharpening swords; skill check required if difficult or non-proficient No
Craftsman - Jeweler No Standard Skill Check Appraising, cutting, fashioning gems and jewelry; skill check required if difficult or non-proficient No
Craftsman - Leatherworking No Standard Skill Check Making leather goods; taxidermy; repairing leather armor; skill check required if difficult or non-proficient No
Craftsman - Woodworking No Standard Skill Check Woodcarving, carpentry; skill check required if difficult or non-proficient No
Entertainer No Standard Skill Check 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 No Standard Skill Check Farming, herding, ranching, gardening, agriculture, butchering, weather sense; skill check required if difficult or non-proficient No
Firearms and Explosives No Standard Skill Check Build weapons and ammunition; build non-technical explosives and deploy them effectively; skill check if difficult or non-proficient No
Mariner No Standard Skill Check Sailing, knots, weather sense; skill check required if difficult or non-proficient No
Merchant No Standard Skill Check Buying, selling, haggling; skill check if difficult or non-proficient No
Miner No 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
Politician No Standard Skill Check Politics; law; skill check if difficult; decrease all dice rolls of opponents for one round once per combat No; Per degree
Scholar No Standard Skill Check Read, write, use magical scrolls; skill check if difficult No; Per degree

Chemist

Cook, alchemist, chemist. Making explosives and chemical poisons. Making potions or powders. Combat skills can be stored in potions or powders to be used as non-combat or passive actions, but they also take up inventory slots. Ability to determine the nature of potions and powders.

Computers and Engineering

Although mechanical engineering, electrical engineering, civil engineering, aerospace engineering, software engineering, networking, hacking and cybersecurity, architectural engineering, and plumbing generally aren't all the talents of a single individual, we're going to cover all of them here for the sake of simplicity.

Craftsman - Ironworking

Includes blacksmithing, weaponsmithing, and making armor. Detecting the stability of an iron construction and the quality or the magic of metal weapons and armor would also be among the skills requiring a skill check.

Weaponsmithing involving precious metals like silver, gold, and platinum would additionally require the jeweler skill.

Craftsman - Jeweler

Includes jewelry, gemcutting, silversmithing, goldsmithing, and appraising skills as well as determining if jewelry might have magical properties.

Weaponsmithing involving precious metals like silver, gold, and platinum would additionally require the ironworking skill.

Craftsman - Leatherworking

Includes fashioning and repairing leather goods as well as leather and studded leather armor and weapons like slings. Also detection of the quality or magic of leather weapons and armor would be among skills requiring a skill check.

Craftsman - Woodworking

Includes woodworking and carpentry as well as fashioning wooden weapons like staves, bows, crossbows, bolts, and arrows. Detecting the stability of wooden bridges or the quality or magic of wooden weapons would be within the wheelhouse of a woodworker with a successful skill check.

Entertainer

Entertainment can include singing, dancing, stand-up comedy, story-telling, an ability with any number of musical instruments, or any combination of those. This can be used to cause a distraction or earn money. It can also be used in a group setting to shift the emotions of a group slightly in one direction or another. Entertainers can use a free action at the beginning of a round to increase the dice rolls of all characters in the entertainer's party by the number of dice equal to their skill degree for one round once per battle with a successful skill check.

Farmer

Farming, gardening, shepherding, animal handling, edible and poisonous plants, weather sense, herding, footprints of predators, and all things agriculture. Automatic proficiency with a staff equal to the farmer's degree of proficiency.

Firearms and Explosives

Gunsmithing, bullet making, building and deploying explosive devices, determining the type and strength of triggered explosives and explosive traps are all available to a character skilled in firearms and explosives with a successful skill check.

Note: Doesn't involve making explosives, but does involve using C4, gunpowder, or other readily explosives; a chemist would be required to make the explosives, especially chemical explosives.

Mariner

Sailing and navigating a ship, even in treacherous waters, at night or during the day. Maneuvering a ship into position to battle against other ships. Understanding of the weather. Rope-work including tying knots and untying knots, mending nets, building fishing or crabbing equipment and effectively catching fish, lobsters, crabs, and other edible sea life. Harpooning.

Merchant

Economics, haggling, pricing, and appraising are among the skills of a merchant. Haggling has the ability to favorably affect purchase prices in the favor of the character to a reasonable degree with a successful skill check or win-loss roll vs cognitive or emotional defense, whichever is higher. Successful haggling increases selling prices by 10% per degree or reduces purchase prices by 10% per degree.

Miner

Mining, caving, spelunking, underground direction sense, finding an exit underground, detecting toxic gases, and anything other skills a miner is likely to have developed. When using a pick in combat, they are automatically considered proficient in a pick at first degree proficiency, though any increases above first degree would require an actual proficiency in picks.

Politician

Political history, etiquette, writing, reading, law, understanding political documents, and other skills belong to the politician. Like an entertainer, a politician can also use his or her skill as an orator to sway the emotions of a group in one direction or another.

Politicians can use a free action at the beginning of a round to decrease the dice rolls of all opponents by the number of dice equal to their skill degree for one round once per battle assuming the monsters could reasonably be expected to understand the character. (High scholar abilities would help him be understood by a larger number of creatures.) Affecting an opponent's dice rolls requires a successful win-loss roll vs cognitive defense.

Scholar

Many scholars are either clergy or scientists, and abilities include history, art, architecture, clerical and religious knowledge, reading and writing (if it isn’t common), astronomy, geology, and physics.

Using magical scrolls or spells in spell books, even if the skill on the scroll isn't actually available to the character reading the scroll. Most scrolls would require a successful skill check.

At third degree, scholars can make a skill check to decipher writing in any language including dead and ancient languages. This may simply be understanding approximately what something is saying or it could be a word for word translation ability depending on how likely they would be to be able to do either.

At sixth degree, scholars can make a skill check to speak and understand any spoken language including dead and ancient languages. This may simply be understanding approximately what someone is saying and generally conveying words back to someone else, or it could be speaking and understanding something close to fluently depending on how likely they would be to do so.

trades.1567872757.txt.gz · Last modified: by dungeonmaster