Difference between revisions of "Falsifying (sage ability)"

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'''Falsifying''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Forgery (sage study)|Forgery]] and an expert-status ability in the study of [[Heraldry, Signs & Sigils (sage study)|Heraldry, Signs & Sigils]].
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[[File:Falsifying (sage ability).jpg|right|560px|thumb]]
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'''Falsifying''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Forgery (sage study)|Forgery]] and an expert-status sage ability in the study of [[Heraldry, Signs & Sigils (sage study)|Heraldry, Signs & Sigils]]. It describes the creation of false "letters patent" — formal documents that assert a person’s identity, status or right to act — that enables the character the right to status and address, to speak and be heard in a court, the right of movement or passage through regions with immunity, while expressing expectation over servants, officials and even soldiers when making requests or giving instructions. The patents, once created, sustains the illusion that the individual has these rights, so long as that individual is able to appear believable in the role.
  
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Recognition is, in the time period, performed as much as it is declared. The person must carry themselves correctly, with posture and confidence to match their "position." They would need to speak in the expected manner, knowing correct forms of address for other persons, possess appropriate gear and appearance in the way of arms, armour and clothing, in a condition that signals status and know the boundaries of their rank. They would need to be surrounded by servants who were as adept at carrying out the charade as the charlatan. And they would need to betray the sort of education that persons of this rank are given as a matter of course.
  
The practice of either accurately duplicating designs for pre-existing heraldry, in order to employ its use in nefarious purposes, or the creation of non-existent proof of lineage.
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== Being Caught Out ==
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Should any of these things arouse suspicion, those concerned would be liable to seek a form of verification. While sending a rider to the character's supposed place of origin (and the character must have an accent that matches that place, or be given away by that alone), to see if the character is known there, the easiest method would be to subject the character to the spell, [[Know Intent (spell)|know intent]], which can be performed non-invasively and without much difficulty, as it is only a second-level spell. This would reveal that the character's intent is to deceive, which would arouse alarms against the character at once, so that he or she would find themselves put in irons despite their station.
  
In the case of the former, while many signs or sigils are easily reproduced, many are not. To reproduce a symbol accurately enough that it would pass the inspection of an authority of heirarchy requires the aid of an expert. While the ability does not confer any craftmaking skills that would be necessary in creating a forged item (such as a [[Seal|seal]] or a [[Coin (monetary unit)|coin]]), engaging a heraldic expert would be a necessity if the forgery were to withstand inspection. Work that is prepared with the help of an expert will withstand even scruitiny from an authority – but the truth of the manufacture will reveal itself to an expert – though this will take 2-8 days of thorough inspection and research to reveal itself (unless sufficient magic is employed).
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For this reason, the disguise works best for short periods of a day or less, or in parts of the world where knowledge about all of the land is flattened to the point where the character appears believable. For example, pretending to be a member of a French barony in the French Court itself is far more difficult that pretending to be a French noble in the Holy Land. Credibility depends on how much the surrounding people are able to recognise what is normal.
  
Falsifying proof of lineage is likely to be more successful, so long as the forged details of descendence do not make themselves known to the family or families involved. The character's knowledge of heraldry will enable to character to postulate a logical but false relation to an existing royal or noble family, detailing how the patents and heraldic symbols for that individual ought to appear. These can then be drawn out and manufactured by a competent crafter. Such documentation would fool even another expert, unless that expert happened to be of the falsified nationality or be in continuous communication with the actual family. Depending on the geographical location where the falsification is taking place, this may be very unlikely.
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== Notes for Play ==
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Alas, such judgment and response must be left up to the Dungeon Master. The player should be indulged in using the skill within reason; after all, they are entitled to their sage abilities, which in turn are designed to give the players an edge when employed in the manner for which they are intended. A thief choosing to falsify patents is not someone breaking the game's rules, since plainly this rule has been written to allow this — for the purpose of creating exciting, unusual and adaptable methods of problem solving. A character obviously shouldn't be punished for acting accordingly. But the player should also be councilled against "overdoing it," as it is a sham, and therefore subject to being found out, which the DM shall rightly justify if the player simply refuses to employ the ability carefully.
  
As already stated, the ability is available to experts.
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[[Category: Sage Abilities]][[Category: Reviewed]]
 
 
 
 
See also,<br>
 
[[Forgery (sage study)]]<br>
 
[[Heraldry, Signs & Sigils (sage study)]]
 
 
 
[[Category: Lacks Image]]
 

Latest revision as of 15:43, 13 April 2026

Falsifying (sage ability).jpg

Falsifying is an authority-status sage ability in the study of Forgery and an expert-status sage ability in the study of Heraldry, Signs & Sigils. It describes the creation of false "letters patent" — formal documents that assert a person’s identity, status or right to act — that enables the character the right to status and address, to speak and be heard in a court, the right of movement or passage through regions with immunity, while expressing expectation over servants, officials and even soldiers when making requests or giving instructions. The patents, once created, sustains the illusion that the individual has these rights, so long as that individual is able to appear believable in the role.

Recognition is, in the time period, performed as much as it is declared. The person must carry themselves correctly, with posture and confidence to match their "position." They would need to speak in the expected manner, knowing correct forms of address for other persons, possess appropriate gear and appearance in the way of arms, armour and clothing, in a condition that signals status and know the boundaries of their rank. They would need to be surrounded by servants who were as adept at carrying out the charade as the charlatan. And they would need to betray the sort of education that persons of this rank are given as a matter of course.

Being Caught Out

Should any of these things arouse suspicion, those concerned would be liable to seek a form of verification. While sending a rider to the character's supposed place of origin (and the character must have an accent that matches that place, or be given away by that alone), to see if the character is known there, the easiest method would be to subject the character to the spell, know intent, which can be performed non-invasively and without much difficulty, as it is only a second-level spell. This would reveal that the character's intent is to deceive, which would arouse alarms against the character at once, so that he or she would find themselves put in irons despite their station.

For this reason, the disguise works best for short periods of a day or less, or in parts of the world where knowledge about all of the land is flattened to the point where the character appears believable. For example, pretending to be a member of a French barony in the French Court itself is far more difficult that pretending to be a French noble in the Holy Land. Credibility depends on how much the surrounding people are able to recognise what is normal.

Notes for Play

Alas, such judgment and response must be left up to the Dungeon Master. The player should be indulged in using the skill within reason; after all, they are entitled to their sage abilities, which in turn are designed to give the players an edge when employed in the manner for which they are intended. A thief choosing to falsify patents is not someone breaking the game's rules, since plainly this rule has been written to allow this — for the purpose of creating exciting, unusual and adaptable methods of problem solving. A character obviously shouldn't be punished for acting accordingly. But the player should also be councilled against "overdoing it," as it is a sham, and therefore subject to being found out, which the DM shall rightly justify if the player simply refuses to employ the ability carefully.