urban_survival
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Dice Mob Home > Dice Mob Rules > Skills > Knowledge > Survival
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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
1)
not including Magical or Pits
urban_survival.1599941641.txt.gz · Last modified: by dungeonmaster
