Difference between revisions of "Acceptance (sage ability)"

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[[File:acceptance (ability).jpg|right|440px|]]
 
[[File:acceptance (ability).jpg|right|440px|]]
By means of this ability, either through charisma or by grovelling in such a manner as to seem harmless (even if the character has an absurdly low charisma), the character will be able to form a brief relationship with an official, administrator or person of authority, in order to obtain information.
 
  
This relationship may be initiated so long as the character is able to directly approach the person of influence, either by engaging them in a reasonable conversation (which can be lightly role-played) or through finding a place as some sort of servant or employee (and thus being in the same room for a time). The relationship cannot last longer than it takes to ask three questions or for the length of a day, whichever is accomplished first. After this time, the official will begin to doubt the presence of the character, asking that they depart or be removed.
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Provides the character with the skill necessary to walk among an organization of people and be accepted as one of them, so that their presence isn't questioned.  The ability will not grant the character with credentials (which would require role-playing), but it will be assumed that the character has told the necessary lies and provided the necessary shibboleth in order to obtain a minimal level of trust.  This will allow the character to approach leaders, officials and administrators in the group to initiate a relationship, and thus spy and obtain information. Again, this will require some role-playing.
  
Any question can be asked and will be answered, but it is probable that any distinctly obvious question that will later cause the official to reconsider the experience may lead to a search for the character no sooner than the day after the information was gotten. Therefore, it is suggested that characters be subtle in the questions they ask, to avoid such consequences.
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As a guideline, the character should be able to ask up to three simple questions of a given person within the organization, with the presumption that an hour or two has been spent maneuvering the individual into a conversational mood.  These questions must be worded carefully, and not be overt or especially telling, as this will arouse suspicions and start an investigation into the character's legitimacy.  Direct questions, such as, "Where do you keep the weapons?"; or questions that reveal the character's ignorance, such as, "How many members does the organization have?", when this would be known by any member — are especially telling.  As such, the questions should be indirect; and yes, this must be judged by the DM, as these sorts of conditions defy clear lines of demarcation.
  
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Know, however, that the questions will be answered if asked.  As well, the character will be given the opportunity to witness the doings of the organization, and take part as well.  Role-played adequately, the character might even rise in the organization, obtaining the necessary papers or patents that would overcome most inquiries, even if they should occur.
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The ability is therefore a free pass into many types of organization, of all types.  A cabal, however, which usually requires that every person's pedigree and name is known to every member, would deny the opportunities that the Acceptance ability allows.<br>
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See [[Guile (sage study)|Guile]]
 
See [[Guile (sage study)|Guile]]

Revision as of 20:13, 9 March 2020

Acceptance (ability).jpg

Provides the character with the skill necessary to walk among an organization of people and be accepted as one of them, so that their presence isn't questioned. The ability will not grant the character with credentials (which would require role-playing), but it will be assumed that the character has told the necessary lies and provided the necessary shibboleth in order to obtain a minimal level of trust. This will allow the character to approach leaders, officials and administrators in the group to initiate a relationship, and thus spy and obtain information. Again, this will require some role-playing.

As a guideline, the character should be able to ask up to three simple questions of a given person within the organization, with the presumption that an hour or two has been spent maneuvering the individual into a conversational mood. These questions must be worded carefully, and not be overt or especially telling, as this will arouse suspicions and start an investigation into the character's legitimacy. Direct questions, such as, "Where do you keep the weapons?"; or questions that reveal the character's ignorance, such as, "How many members does the organization have?", when this would be known by any member — are especially telling. As such, the questions should be indirect; and yes, this must be judged by the DM, as these sorts of conditions defy clear lines of demarcation.

Know, however, that the questions will be answered if asked. As well, the character will be given the opportunity to witness the doings of the organization, and take part as well. Role-played adequately, the character might even rise in the organization, obtaining the necessary papers or patents that would overcome most inquiries, even if they should occur.

The ability is therefore a free pass into many types of organization, of all types. A cabal, however, which usually requires that every person's pedigree and name is known to every member, would deny the opportunities that the Acceptance ability allows.

See Guile