Difference between revisions of "Passing Through (sage ability)"

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[[File:Passing Through (sage ability).jpg|right|560px|thumb]]
'''Passing Through''' is an amateur-status ability, enabling the character to "slip past" others without being seen.  This is possible even in broad daylight, even if a character is [[On Guard|on guard]] — though requires waiting for one's "moment."  To determine when the moment occurs, a d100 is rolled, giving a time of 1 to 100 minutes.  An attempt may be made to pass a given site once per day.  The maximum number of guards that may be moved past are four, and access has to be largely unblocked.  Additionally, the character cannot be armoured or be carrying any visible weapons.
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'''Passing Through''' is an amateur-status ability, enabling the character to "slip past" others without being seen.  This is possible even in broad daylight, even if a character is [[On Guard (sage ability)|on guard]] — though the trick requires waiting for the right "moment."  To determine when the moment occurs, a d100 is rolled, giving a time of 1 to 100 minutes.  This indicates how long the character must wait; this number is withheld from the player.
  
: '''For example,''' Natasha wishes to enter the citadel inside town, where there are two [[Guard|guards]] postedShe can see the large double door is slightly ajar, so that it's not actually closedKnowing this may take a lot of time, Natasha dresses so that she can be nearby while remaining largely unnoticed — she is selling flowers, or [[Busking (sage ability)|busking]], or has brought along two companions to enable her to appear engaged in a conversation.  She rolls the die, feeling if the number is more than 30, a patrol might come along (experienced guards know all about the sage ability).  She waits.  The DM rolls a die and tells Natasha that 30 minutes have gone by, without a chance presenting itself.  Keeping up the conversation with her friends, mindful of others on the street, she decides to give it another ten minutes.  At 37 minutes (the number rolled), the DM tells her the guards have become distracted by a citizen asking questions.  Natasha blithely makes her move.  There is no roll.  Easing one door open wide enough for her body, she enters the citadel.  She isn't noticed.
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One attempt can be made to pass a given site per dayUp to four guards may circumvented; more offer too many chances for the passing character to be seen.
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Access must be unblockedThe passing character cannot be visibly [[Armour List|armoured]] or seen to be carrying [[Weapons List|weapons]].
  
The ability recognizes that the real difficulty shouldn't be "getting in," it should be what the character can safely do once insideThere are other sage abilities that help with that, naturallyThe ability, therefore, solves one problem while creating another; at the same time, it advances the capability of the individual to overcome obstacles, improving the game being played.
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== Example of Movement ==
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Natasha wishes to enter a citadel inside a town, where there are two [[Guard|guards]] postedShe can see the large double door is slightly ajar, giving her enough room to slip insiderBecause it may take a lot of time before her chance occurs (1 to 100 minutes), Natasha dresses in a way that doesn't attract attention.  She posits a reasonable cover: selling flowers, [[Busking (sage ability)|busking]] or having two companions along that engage her in conversation.
  
== Noticed while Waiting ==
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For each 30-minute period that Natasha waits, '''one random person''' present — someone in authority — '''will make a wisdom check'''If successful, the guard, or other person responsible, will approach Natasha and make inquiries.  If so, she must either make haste to leave or explain her presence.  A bad explanation could produce bullying or threats against Natasha, who must decide what to do.  In any case, the opportunity to pass has been lost.
Quality guards will increase the amount of time required before an opportunity to slip past will arise; and depending on the creativity of the player, a plausible explanation for why a character is "hanging around" outside a gate or private home will become suspect after an hourAfter the first 30 minutes waiting, grant one observer (a guard, a resident inside the house, a nearby shopkeeper, whomever seems best) a [[Ability Checks|wisdom check]], encouraging a direct investigation of the character's presence.  The character may have a good explanation; the DM should play it out fairly.
 
  
After 60 minutes, the first observer will bring the matter up with an authority, while a ''second observer'' should make a wisdom check.  This pattern should continue at 90 minutes, so that the longer the character waits around, the more difficult it will be to explain away his or her presence.  The player should realise after a certain time that it's best to give up and try another day — adopting a disguise, of course, since hanging around as the same recognizable person would be foolhardy.
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== Creating a Distraction ==
 
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If a distraction is made by another character, using whatever means is available, characters able to pass through will get one brief chance to do so without having to wait.  They must, however, make a dexterity check.  If successful, the passing through is accomplished; otherwise, the character will be noticed and immediately confronted, perhaps chased or arrested, depending on the circumstance.
Having a confederate with skill as a [[Lookout (sage ability)|lookout]] will reduce wait time by 5-40 minutes (5d8x10), as the lookout waits for an opportunity to distract the guards.
 
  
 
== Usefulness ==
 
== Usefulness ==
The ability can be used to avoid paying [[Toll|tolls]] at a [[Town Gate|town gate]], as well as other like inconveniences.  Because this is an ability and not a spell, the character can move past one obstruction after another, so long as each obstruction is passed once per day.
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The ability can be used to avoid paying [[Toll|tolls]] at a [[Town Gate|town gate]], as well as other like inconveniences.  Because this is an ability and not a spell, the character can move past one obstruction after another, so long as each obstruction is passed no more than one time per day.
  
  
 
See [[Guile (sage study)|Guile]]
 
See [[Guile (sage study)|Guile]]
  
[[Category: Don't Review until 2022]]
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[[Category: Sage Abilities]][[Category: Don't Review until 2024]]

Latest revision as of 04:30, 6 May 2022

Passing Through (sage ability).jpg

Passing Through is an amateur-status ability, enabling the character to "slip past" others without being seen. This is possible even in broad daylight, even if a character is on guard — though the trick requires waiting for the right "moment." To determine when the moment occurs, a d100 is rolled, giving a time of 1 to 100 minutes. This indicates how long the character must wait; this number is withheld from the player.

One attempt can be made to pass a given site per day. Up to four guards may circumvented; more offer too many chances for the passing character to be seen. Access must be unblocked. The passing character cannot be visibly armoured or seen to be carrying weapons.

Example of Movement

Natasha wishes to enter a citadel inside a town, where there are two guards posted. She can see the large double door is slightly ajar, giving her enough room to slip insider. Because it may take a lot of time before her chance occurs (1 to 100 minutes), Natasha dresses in a way that doesn't attract attention. She posits a reasonable cover: selling flowers, busking or having two companions along that engage her in conversation.

For each 30-minute period that Natasha waits, one random person present — someone in authority — will make a wisdom check. If successful, the guard, or other person responsible, will approach Natasha and make inquiries. If so, she must either make haste to leave or explain her presence. A bad explanation could produce bullying or threats against Natasha, who must decide what to do. In any case, the opportunity to pass has been lost.

Creating a Distraction

If a distraction is made by another character, using whatever means is available, characters able to pass through will get one brief chance to do so without having to wait. They must, however, make a dexterity check. If successful, the passing through is accomplished; otherwise, the character will be noticed and immediately confronted, perhaps chased or arrested, depending on the circumstance.

Usefulness

The ability can be used to avoid paying tolls at a town gate, as well as other like inconveniences. Because this is an ability and not a spell, the character can move past one obstruction after another, so long as each obstruction is passed no more than one time per day.


See Guile