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	<id>http://wiki.alexissmolensk.com/index.php?action=history&amp;feed=atom&amp;title=%C3%89lan_%28sage_ability%29</id>
	<title>Élan (sage ability) - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.alexissmolensk.com/index.php?action=history&amp;feed=atom&amp;title=%C3%89lan_%28sage_ability%29"/>
	<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;action=history"/>
	<updated>2026-05-04T17:49:51Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.34.0</generator>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30340&amp;oldid=prev</id>
		<title>Tao alexis at 17:33, 17 April 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30340&amp;oldid=prev"/>
		<updated>2025-04-17T17:33:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:33, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[File:Elan (sage ability).jpg|right|525px|thumb]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for [[Ability Checks|checks]] under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for [[Ability Checks|checks]] under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30338&amp;oldid=prev</id>
		<title>Tao alexis at 17:27, 17 April 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30338&amp;oldid=prev"/>
		<updated>2025-04-17T17:27:07Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:27, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for [[Ability Checks|checks]] under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for [[Ability Checks|checks]] under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters employing the sage ability cannot be [[Encumbrance|encumbered]] beyond a penalty of -1 to their [[Action Points|action points]] (AP). Clothing and gear must leave the shoulders, hips, knees and ankles unobstructed.  Armour, even [[Padded Armour|padded]] or [[Leather Armour (sage study)|leather types]], cannot be worn at all — not only is it cumbersome, but the bulk and lack of flexibility disallows the character&amp;#039;s free movement through crowds.  Characters are permitted a tunic, a smock or other upper-body garments of this sort, that are tight to the body; trousers or hose should fit closely and without binding, particularly at the knees and hips, without cords that have loose ends that may catch on passed objects.  Footwear must be soft-soled and flexible, such as slippers, espadrilles or light boots without hobnails or reinforcement. Capes and cloaks must be removed; likewise, anything that wraps or cinches around the joints is forbidden. Jewellery or ornaments must not bounce or swing.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters employing the sage ability cannot be [[Encumbrance|encumbered]] beyond a penalty of -1 to their [[Action Points|action points]] (AP). Clothing and gear must leave the shoulders, hips, knees and ankles unobstructed.  Armour, even [[Padded Armour|padded]] or [[Leather Armour (sage study)|leather types]], cannot be worn at all — not only is it cumbersome, but the bulk and lack of flexibility disallows the character&amp;#039;s free movement through crowds.  Characters are permitted a tunic, a smock or other upper-body garments of this sort, that are tight to the body; trousers or hose should fit closely and without binding, particularly at the knees and hips, without cords that have loose ends that may catch on passed objects.  Footwear must be soft-soled and flexible, such as slippers, espadrilles or light boots without hobnails or reinforcement. Capes and cloaks must be removed; likewise, anything that wraps or cinches around the joints is forbidden. Jewellery or ornaments must not bounce or swing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Speed of Movement ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Speed of Movement ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters with the ability are considered able to move through an urban or dense environment as though the ground were flat and open, with a [[Movement (stride)|speed of stride-5]].  This overrides hindrance from crowding, obstacles like crates, fences, stalls&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;or elevation shifts like stairs or balconies — not by ignoring them, but by treating them as traversable at speed.  In denser urban environments, the skill allows vertical changes upwards or downwards, from street-level to rooftops, with a lateral loss of movement of stride-1 per ten foot climb or drop in height.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters with the ability are considered able to move through an urban or dense environment as though the ground were flat and open, with a [[Movement (stride)|speed of stride-5]].  This overrides hindrance from crowding, obstacles like crates, fences, stalls or elevation shifts like stairs or balconies — not by ignoring them, but by treating them as traversable at speed.  In denser urban environments, the skill allows vertical changes upwards or downwards, from street-level to rooftops, with a lateral loss of movement of stride-1 per ten foot climb or drop in height.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &amp;#039;&amp;#039;&amp;#039;For example&amp;#039;&amp;#039;&amp;#039;, Bork is running flat out at stride-5, with 4 AP, or 20 [[Combat Hex|combat hexes]] per [[Combat Round|round]], in a horizontal trajectory.  Deciding to leap upwards to get onto a roof 20 feet above him, his physical speed doesn&amp;#039;t change; but the level trajectory suffers a loss of stride-2, so that in terms of a person running below him, he moves only 12 hexes forward; but he&amp;#039;s on the roof now, out of reach of a person running on the ground.  This action is assumed to be possible, and is done without a dexterity check.  The same would be true if Bork were dropping from the rooftop to street level.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &amp;#039;&amp;#039;&amp;#039;For example&amp;#039;&amp;#039;&amp;#039;, Bork is running flat out at stride-5, with 4 AP, or 20 [[Combat Hex|combat hexes]] per [[Combat Round|round]], in a horizontal trajectory.  Deciding to leap upwards to get onto a roof 20 feet above him, his physical speed doesn&amp;#039;t change; but the level trajectory suffers a loss of stride-2, so that in terms of a person running below him, he moves only 12 hexes forward; but he&amp;#039;s on the roof now, out of reach of a person running on the ground.  This action is assumed to be possible, and is done without a dexterity check.  The same would be true if Bork were dropping from the rooftop to street level.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments can&amp;#039;t reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;character’s &lt;/del&gt;movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments can&amp;#039;t reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;character&amp;#039;s &lt;/ins&gt;movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the DM wishes to specify what in the environment might cause a roll of 1 to turn up, this shouldn&amp;#039;t be done until after the die indicates this applies. But since the DM wouldn&amp;#039;t know the malady table&amp;#039;s answer to the trouble, this isn&amp;#039;t suggested; the DM should just allow the metric to work as is, and perhaps specify details only after full knowledge is obtained.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If the DM wishes to specify what in the environment might cause a roll of 1 to turn up, this shouldn&amp;#039;t be done until after the die indicates this applies. But since the DM wouldn&amp;#039;t know the malady table&amp;#039;s answer to the trouble, this isn&amp;#039;t suggested; the DM should just allow the metric to work as is, and perhaps specify details only after full knowledge is obtained.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l15&quot; &gt;Line 15:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 15:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are few obstacles that truly prevent a character from employing élan, but those that exist are absolute. A sheer wall that provides no purchase, such as a citadel tower or curtain, cannot be surmounted with speed and must be navigated with [[Climb Walls (sage ability)|climb walls]] instead, with the rules applying there.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are few obstacles that truly prevent a character from employing élan, but those that exist are absolute. A sheer wall that provides no purchase, such as a citadel tower or curtain, cannot be surmounted with speed and must be navigated with [[Climb Walls (sage ability)|climb walls]] instead, with the rules applying there.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Open water can be crossed by [[Swimming (sage ability)|swimming]], but again a different set of rules must cover that movement. Finally, the presence of an open void — a chasm, a broken bridge&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;or an atrium with the floor removed — constitutes an absence of physical medium, denying any possibility for running, leaping or vaulting through. Unless some tangible structure bridges that space, such as a rope, beam or series of fixtures, the movement cannot continue and must be resolved by other means.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Open water can be crossed by [[Swimming (sage ability)|swimming]], but again a different set of rules must cover that movement. Finally, the presence of an open void — a chasm, a broken bridge or an atrium with the floor removed — constitutes an absence of physical medium, denying any possibility for running, leaping or vaulting through. Unless some tangible structure bridges that space, such as a rope, beam or series of fixtures, the movement cannot continue and must be resolved by other means.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In most cases, characters should be made aware of the presence of these obstacles in a given direction, particularly when running with intent — and the DM should feel free to specify, preferably in advance of the character&amp;#039;s arrival, that the wall, drop or pond lies somewhere ahead. This prevents the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;barrier’s &lt;/del&gt;appearance from seeming arbitrary. While most such obstacles can be avoided or turned away from in time, doing so may still give an advantage to pursuing forces, increasing the chance that the character might be surrounded or trapped.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In most cases, characters should be made aware of the presence of these obstacles in a given direction, particularly when running with intent — and the DM should feel free to specify, preferably in advance of the character&amp;#039;s arrival, that the wall, drop or pond lies somewhere ahead. This prevents the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;barrier&amp;#039;s &lt;/ins&gt;appearance from seeming arbitrary. While most such obstacles can be avoided or turned away from in time, doing so may still give an advantage to pursuing forces, increasing the chance that the character might be surrounded or trapped.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Escape ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Escape ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30337&amp;oldid=prev</id>
		<title>Tao alexis: /* Check Requirement */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30337&amp;oldid=prev"/>
		<updated>2025-04-17T17:18:41Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Check Requirement&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:18, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l26&quot; &gt;Line 26:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 26:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This might result in a [[Stun Lock|stun]], which might in turn might mean the character is caught if being pursued.  It might feasibly mean the character&amp;#039;s being covered in mud or slop thrown from a window above; it might mean the same damage being caused to an innocent bystander. It might mean any number of things... but for game purposes, the character must again roll a d6, after the check fails; if that, too, comes up a &amp;quot;1&amp;quot;, then a roll must be made on the [[Malady Checks|malady table]], to see what else might have occurred.  Thereafter, the character can rise and initiate élan again, as a fresh start (no check on first round).&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This might result in a [[Stun Lock|stun]], which might in turn might mean the character is caught if being pursued.  It might feasibly mean the character&amp;#039;s being covered in mud or slop thrown from a window above; it might mean the same damage being caused to an innocent bystander. It might mean any number of things... but for game purposes, the character must again roll a d6, after the check fails; if that, too, comes up a &amp;quot;1&amp;quot;, then a roll must be made on the [[Malady Checks|malady table]], to see what else might have occurred.  Thereafter, the character can rise and initiate élan again, as a fresh start (no check on first round).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;See [[Skulduggery (sage field)]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category: Sage Abilities]][[Category: Reviewed]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30336&amp;oldid=prev</id>
		<title>Tao alexis: /* Speed of Movement */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30336&amp;oldid=prev"/>
		<updated>2025-04-17T17:17:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Speed of Movement&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:17, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot; &gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments can&amp;#039;t reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the character’s movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments can&amp;#039;t reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the character’s movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If the DM wishes to specify what in the environment might cause a roll of 1 to turn up, this shouldn&amp;#039;t be done until after the die indicates this applies. But since the DM wouldn&amp;#039;t know the malady table&amp;#039;s answer to the trouble, this isn&amp;#039;t suggested; the DM should just allow the metric to work as is, and perhaps specify details only after full knowledge is obtained.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Impassable Obstacles ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are few obstacles that truly prevent a character from employing élan, but those that exist are absolute. A sheer wall that provides no purchase, such as a citadel tower or curtain, cannot be surmounted with speed and must be navigated with [[Climb Walls (sage ability)|climb walls]] instead, with the rules applying there.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Open water can be crossed by [[Swimming (sage ability)|swimming]], but again a different set of rules must cover that movement. Finally, the presence of an open void — a chasm, a broken bridge, or an atrium with the floor removed — constitutes an absence of physical medium, denying any possibility for running, leaping or vaulting through. Unless some tangible structure bridges that space, such as a rope, beam or series of fixtures, the movement cannot continue and must be resolved by other means.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In most cases, characters should be made aware of the presence of these obstacles in a given direction, particularly when running with intent — and the DM should feel free to specify, preferably in advance of the character&amp;#039;s arrival, that the wall, drop or pond lies somewhere ahead. This prevents the barrier’s appearance from seeming arbitrary. While most such obstacles can be avoided or turned away from in time, doing so may still give an advantage to pursuing forces, increasing the chance that the character might be surrounded or trapped.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;== Escape ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Escape can be managed by outrunning pursuers, particularly with the use of élan; but characters may also attempt to evade by finding a place to hide. This is best determined before the chase begins, so that the intention is clear and the opportunity reasonably prepared — darting suddenly into a hiding place might work, but it relies on the assumption that such a space exists and is immediately accessible. As the mechanics for hiding fall under the sage study [[Concealment (sage study)|concealment]], they need not be addressed here, except to note that élan may serve as a means of reaching a viable hiding spot that would otherwise be difficult or impossible to reach without it.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Check Requirement ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Check Requirement ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30335&amp;oldid=prev</id>
		<title>Tao alexis at 17:03, 17 April 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30335&amp;oldid=prev"/>
		<updated>2025-04-17T17:03:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 17:03, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for checks under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed, and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Ability Checks|&lt;/ins&gt;checks&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed, and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters employing the sage ability cannot be [[Encumbrance|encumbered]] beyond a penalty of -1 to their [[Action Points|action points]] (AP). Clothing and gear must leave the shoulders, hips, knees and ankles unobstructed.  Armour, even [[Padded Armour|padded]] or [[Leather Armour (sage study)|leather types]], cannot be worn at all — not only is it cumbersome, but the bulk and lack of flexibility disallows the character&amp;#039;s free movement through crowds.  Characters are permitted a tunic, a smock or other upper-body garments of this sort, that are tight to the body; trousers or hose should fit closely and without binding, particularly at the knees and hips, without cords that have loose ends that may catch on passed objects.  Footwear must be soft-soled and flexible, such as slippers, espadrilles or light boots without hobnails or reinforcement. Capes and cloaks must be removed; likewise, anything that wraps or cinches around the joints is forbidden. Jewellery or ornaments must not bounce or swing.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters employing the sage ability cannot be [[Encumbrance|encumbered]] beyond a penalty of -1 to their [[Action Points|action points]] (AP). Clothing and gear must leave the shoulders, hips, knees and ankles unobstructed.  Armour, even [[Padded Armour|padded]] or [[Leather Armour (sage study)|leather types]], cannot be worn at all — not only is it cumbersome, but the bulk and lack of flexibility disallows the character&amp;#039;s free movement through crowds.  Characters are permitted a tunic, a smock or other upper-body garments of this sort, that are tight to the body; trousers or hose should fit closely and without binding, particularly at the knees and hips, without cords that have loose ends that may catch on passed objects.  Footwear must be soft-soled and flexible, such as slippers, espadrilles or light boots without hobnails or reinforcement. Capes and cloaks must be removed; likewise, anything that wraps or cinches around the joints is forbidden. Jewellery or ornaments must not bounce or swing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l8&quot; &gt;Line 8:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &amp;#039;&amp;#039;&amp;#039;For example&amp;#039;&amp;#039;&amp;#039;, Bork is running flat out at stride-5, with 4 AP, or 20 [[Combat Hex|combat hexes]] per [[Combat Round|round]], in a horizontal trajectory.  Deciding to leap upwards to get onto a roof 20 feet above him, his physical speed doesn&amp;#039;t change; but the level trajectory suffers a loss of stride-2, so that in terms of a person running below him, he moves only 12 hexes forward; but he&amp;#039;s on the roof now, out of reach of a person running on the ground.  This action is assumed to be possible, and is done without a dexterity check.  The same would be true if Bork were dropping from the rooftop to street level.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: &amp;#039;&amp;#039;&amp;#039;For example&amp;#039;&amp;#039;&amp;#039;, Bork is running flat out at stride-5, with 4 AP, or 20 [[Combat Hex|combat hexes]] per [[Combat Round|round]], in a horizontal trajectory.  Deciding to leap upwards to get onto a roof 20 feet above him, his physical speed doesn&amp;#039;t change; but the level trajectory suffers a loss of stride-2, so that in terms of a person running below him, he moves only 12 hexes forward; but he&amp;#039;s on the roof now, out of reach of a person running on the ground.  This action is assumed to be possible, and is done without a dexterity check.  The same would be true if Bork were dropping from the rooftop to street level.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can’t &lt;/del&gt;reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the character’s movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;can&amp;#039;t &lt;/ins&gt;reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the character’s movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Check Requirement ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Check Requirement ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Whatever the character&amp;#039;s skill, there&amp;#039;s always the unexpected — a cart that rolls into the character&amp;#039;s path, a patch of wet around a blind corner, a rail that&amp;#039;s loose and comes free when pressure is put upon it.  For this reason, excepting the first round of performing the ability, the character must roll a d6 &amp;#039;&amp;#039;prior&amp;#039;&amp;#039; to movement.  If a &amp;quot;1&amp;quot; turns up, the character must make a dexterity check to avoid the consequences of whatever unexpected obstacle might suddenly occur.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Whatever the character&amp;#039;s skill, there&amp;#039;s always the unexpected — a cart that rolls into the character&amp;#039;s path, a patch of wet around a blind corner, a rail that&amp;#039;s loose and comes free when pressure is put upon it.  For this reason, excepting the first round of performing the ability, the character must roll a d6 &amp;#039;&amp;#039;prior&amp;#039;&amp;#039; to movement.  If a &amp;quot;1&amp;quot; turns up, the character must make a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Dexterity (ability stat)|&lt;/ins&gt;dexterity&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;check to avoid the consequences of whatever unexpected obstacle might suddenly occur&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.  Success indicates the character continues forward with a loss of 1 stride due to the obstacle; a failure indicates that the character has [[Collisions and Crashes|crashed]], suffering 2-12 damage due to the speed and danger courted by the character in practicing élan.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This might result in a [[Stun Lock|stun]], which might in turn might mean the character is caught if being pursued.  It might feasibly mean the character&amp;#039;s being covered in mud or slop thrown from a window above; it might mean the same damage being caused to an innocent bystander. It might mean any number of things... but for game purposes, the character must again roll a d6, after the check fails; if that, too, comes up a &amp;quot;1&amp;quot;, then a roll must be made on the [[Malady Checks|malady table]], to see what else might have occurred.  Thereafter, the character can rise and initiate élan again, as a fresh start (no check on first round)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30334&amp;oldid=prev</id>
		<title>Tao alexis: /* Check Limitations */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30334&amp;oldid=prev"/>
		<updated>2025-04-17T16:56:21Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Check Limitations&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:56, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l10&quot; &gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments can’t reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the character’s movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments can’t reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the character’s movement to flow without interruption.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Check &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Limitations &lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Check &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Requirement &lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Whatever the character&amp;#039;s skill, there&amp;#039;s always the unexpected — a cart that rolls into the character&amp;#039;s path, a patch of wet around a blind corner, a rail that&amp;#039;s loose and comes free when pressure is put upon it.  For this reason, excepting the first round of performing the ability, the character must roll a d6 &amp;#039;&amp;#039;prior&amp;#039;&amp;#039; to movement.  If a &amp;quot;1&amp;quot; turns up, the character must make a dexterity check to avoid the consequences of whatever unexpected obstacle might suddenly occur.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30333&amp;oldid=prev</id>
		<title>Tao alexis at 16:51, 17 April 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30333&amp;oldid=prev"/>
		<updated>2025-04-17T16:51:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:51, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for checks under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed, and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Élan&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] that grants the character the practiced ability to navigate complex, obstacle-filled terrain at full movement speed without the need for checks under normal or lightly pressured conditions.  Walls may be scaled, ledges crossed, and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility without breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__TOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters employing the sage ability cannot be [[Encumbrance|encumbered]] beyond a penalty of -1 to their [[Action Points|action points]]. Clothing and gear must leave the shoulders, hips, knees and ankles unobstructed.  Armour, even [[Padded Armour|padded]] or [[Leather Armour (sage study)|leather types]], cannot be worn at all — not only is it cumbersome, but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it narrows &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;space &lt;/del&gt;the character &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can easily &lt;/del&gt;move through.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Characters employing the sage ability cannot be [[Encumbrance|encumbered]] beyond a penalty of -1 to their [[Action Points|action points]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(AP)&lt;/ins&gt;. Clothing and gear must leave the shoulders, hips, knees and ankles unobstructed.  Armour, even [[Padded Armour|padded]] or [[Leather Armour (sage study)|leather types]], cannot be worn at all — not only is it cumbersome, but the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bulk and lack of flexibility disallows &lt;/ins&gt;the character&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;s free movement through crowds.  Characters are permitted a tunic, a smock or other upper-body garments of this sort, that are tight to the body; trousers or hose should fit closely and without binding, particularly at the knees and hips, without cords that have loose ends that may catch on passed objects.  Footwear must be soft-soled and flexible, such as slippers, espadrilles or light boots without hobnails or reinforcement. Capes and cloaks must be removed; likewise, anything that wraps or cinches around the joints is forbidden. Jewellery or ornaments must not bounce or swing.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;== Speed of Movement ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Characters with the ability are considered able to &lt;/ins&gt;move through &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an urban or dense environment as though the ground were flat and open, with a [[Movement (stride)|speed of stride-5]].  This overrides hindrance from crowding, obstacles like crates, fences, stalls, or elevation shifts like stairs or balconies — not by ignoring them, but by treating them as traversable at speed.  In denser urban environments, the skill allows vertical changes upwards or downwards, from street-level to rooftops, with a lateral loss of movement of stride-1 per ten foot climb or drop in height.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;: &amp;#039;&amp;#039;&amp;#039;For example&amp;#039;&amp;#039;&amp;#039;, Bork is running flat out at stride-5, with 4 AP, or 20 [[Combat Hex|combat hexes]] per [[Combat Round|round]], in a horizontal trajectory.  Deciding to leap upwards to get onto a roof 20 feet above him, his physical speed doesn&amp;#039;t change; but the level trajectory suffers a loss of stride-2, so that in terms of a person running below him, he moves only 12 hexes forward; but he&amp;#039;s on the roof now, out of reach of a person running on the ground.  This action is assumed to be possible, and is done without a dexterity check.  The same would be true if Bork were dropping from the rooftop to street level.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Because D&amp;amp;D is a turn-based system, Bork&amp;#039;s move is resolved simply as a change of location — from where he was to where he is — in exactly the same manner as any other movement. There’s no need to explain how the vertical change occurred: a pipe grasped, a window-sill reached, a crate vaulted. The assumption of seamless traversal is necessary for practical gameplay, as urban environments can’t reasonably be mapped in detail. The ability bypasses that grittiness by treating the space as accessible, allowing the character’s movement to flow without interruption&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;== Check Limitations ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30332&amp;oldid=prev</id>
		<title>Tao alexis at 16:19, 17 April 2025</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30332&amp;oldid=prev"/>
		<updated>2025-04-17T16:19:46Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:19, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Parkour&lt;/del&gt;&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]]&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. It is a skill by which characters aim to move from one point &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;another in a &lt;/del&gt;complex, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;jumbled environment&lt;/del&gt;, without &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;equipment &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fastest &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;most efficient way possible&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Élan&lt;/ins&gt;&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that grants the character the practiced ability &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;navigate &lt;/ins&gt;complex, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;obstacle-filled terrain at full movement speed without the need for checks under normal or lightly pressured conditions.  Walls may be scaled&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ledges crossed, and sudden drops managed with instinctive precision, whether moving through urban spaces, ruins, forest debris or battlefield wreckage. under pursuit or in dangerous environments, the character may perform extraordinary feats of agility &lt;/ins&gt;without &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;breaking stride, though magical or clearly supernatural obstacles may still require adjudication.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;__TOC__&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Characters employing the sage ability cannot be [[Encumbrance|encumbered]] beyond a penalty of -1 to their [[Action Points|action points]]. Clothing &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gear must leave &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shoulders, hips, knees &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ankles unobstructed.  Armour, even [[Padded Armour|padded]] or [[Leather Armour (sage study)|leather types]], cannot be worn at all — not only is it cumbersome, but it narrows the space the character can easily move through&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30331&amp;oldid=prev</id>
		<title>Tao alexis: Tao alexis moved page Parkour (sage ability) to Élan (sage ability) without leaving a redirect</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=30331&amp;oldid=prev"/>
		<updated>2025-04-17T16:11:23Z</updated>

		<summary type="html">&lt;p&gt;Tao alexis moved page &lt;a href=&quot;/index.php?title=Parkour_(sage_ability)&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Parkour (sage ability) (page does not exist)&quot;&gt;Parkour (sage ability)&lt;/a&gt; to &lt;a href=&quot;/index.php/%C3%89lan_(sage_ability)&quot; title=&quot;Élan (sage ability)&quot;&gt;Élan (sage ability)&lt;/a&gt; without leaving a redirect&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:11, 17 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=19876&amp;oldid=prev</id>
		<title>Maxwell: Created page with &quot;&#039;&#039;&#039;Parkour&#039;&#039;&#039; is an expert-status sage ability in the study of Sure-footedness. It is a s...&quot;</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=%C3%89lan_(sage_ability)&amp;diff=19876&amp;oldid=prev"/>
		<updated>2022-07-18T23:43:50Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Parkour&amp;#039;&amp;#039;&amp;#039; is an &lt;a href=&quot;/index.php/Knowledge_Points&quot; title=&quot;Knowledge Points&quot;&gt;expert&lt;/a&gt;-status &lt;a href=&quot;/index.php/Sage_Ability&quot; title=&quot;Sage Ability&quot;&gt;sage ability&lt;/a&gt; in the &lt;a href=&quot;/index.php/Sage_Study&quot; title=&quot;Sage Study&quot;&gt;study&lt;/a&gt; of &lt;a href=&quot;/index.php/Sure-footedness_(sage_study)&quot; title=&quot;Sure-footedness (sage study)&quot;&gt;Sure-footedness&lt;/a&gt;. It is a s...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Parkour&amp;#039;&amp;#039;&amp;#039; is an [[Knowledge Points|expert]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Sure-footedness (sage study)|Sure-footedness]]. It is a skill by which characters aim to move from one point to another in a complex, jumbled environment, without equipment and in the fastest and most efficient way possible.&lt;/div&gt;</summary>
		<author><name>Maxwell</name></author>
		
	</entry>
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