Dexterity
The Dexterity skill is a Core skill every character receives in their starting package. A character’s Dexterity skill represents their general ability to control their body movements and perform actions that require finesse. Characters with high Dexterity typically are very agile and graceful in their actions and are capable of fine motor control.
Dexterity covers several finesse actions and abilities such as: acrobatics, dodging, quick reflexes, and fine motor control.
Skill Levels
Apprentice 1-25
People with low Dexterity tend to be rather clumsy. Their balance begins at being rather poor, they have difficulty performing basic acrobatic maneuvers like rolling, their reflexes are a bit dull, and their fine motor control is good enough for basic living. Improvements they see as an Apprentice usually fall within two of the four aspects listed above.
Journeyman 26-50
People whose Dexterity are in the early stages of Journeyman are in the average range regarding their balance, ability to perform acrobatics, reflexes, and fine motor control. As they improve two, or even three, of the aspects reflect the improvement. A person may have more graceful movement, they could perform a single complex acrobatic maneuver well (i.e. a handstand), their reflexes surprise even themselves, and their fine motor control could play an instrument without needing to think about finger placement.
Expert 51-75
People with expert Dexterity begin to inadvertently draw the attention, or impress the average person. They demonstrate excellent balance and graceful movements even under duress. Difficult acrobatics like flips and handsprings are feasible. Their reflexes are sharp, particularly when they are able to see the source that they are reacting to. Control over their motor functions is high enough that they can prevent their hands and fingers from shaking, even under extreme emotional duress.
Master 76-100
People with this level of Dexterity show nearly perfect control of their own body. Their balance is only lost by extenuating circumstances of an extreme nature. Every possible acrobatic maneuver is within their capability and they only need to perfect the form. Their reflexes are capable of reacting to things that are too quick to be seen by the naked eye, like dodging a cannonball. And their fine motor control allows them to do things others didn’t think was possible, like opening a round doorknob with your toes.
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