Difference between revisions of "Find Place (sage ability)"

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Provides the character with deceptive social skills, ensuring the character will be liked and treated with respect by potential employers and members of a committee, who are there to decide upon the viability of the character as a candidate. Effectively, the character is able to talk themselves into the desired position, thereafter becoming a functional member of the organization.
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'''Find Place''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Guile (sage study)|Guile]], granting the character an exceptional talent for ingratiating themselves with others, gaining trust and securing a position within social circles, workplaces or religious communities. Through charm, quick thinking and a gift for persuasive speech, the character can convince others of their worth, even if they lack the necessary skills, experience or genuine belief in the group's ideals. Whether by feigned enthusiasm, subtle deception or sheer likability, the character becomes a welcome presence, blending seamlessly into organisations, guilds, congregations or coteries of like-minded individuals.
  
This presumes a certain amount of pretense, artifice and outright lying, as the character says what's required to conform to the circumstance — and therefore any break in the dissimulation would ultimately expose the character as a fraud.  This said, the character's ability to fit in ensures that, after an appropriate time, depending on the institution, that the character could rise to considerable influence in the organization.
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This ability allows the character to infiltrate a group from the inside, becoming familiar with its inner workings, structure and key figures. While initially entering through minor roles or casual affiliations, a particularly shrewd individual can navigate the social and political landscape of the organisation, forming relationships with those in positions of influence. With the right actions — well-placed flattery, strategic alliances and carefully managed deceit — the character could climb the ranks, securing power, influence and access to privileged information.  
  
The ability also allows for the character to be easily liked by persons in minor positions of authority and especially amongst those who manage taverns, inns and theatres.  The character, through convivial efforts, is usually able to obtain two or three free drinks, the best rooms, the best seats, and be welcomed as a friend after having visited such establishments only one time before. It is not unusual for thieves and assassins to use false names in such instances, and to cleverly use a tavernkeeper as an alibi or as a character reference, such is the strength of the deception.
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However, such ambition requires a commitment that might separate the character from the party, making this course practical only if the character is willing to step away from adventuring, either temporarily or permanently. In some cases, a loyal [[Henchfolk|hench]] may be the one to wield this ability, embedding themselves within a group on behalf of their employer.
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Until the character is exposed for their deception, their magnetic personality and ability to entertain make them a welcome figure in social settings, particularly among tavern owners and innkeepers. After frequenting a particular establishment three or four times, it is common for the character to receive a few free drinks each night, a token of appreciation for their storytelling, humour and camaraderie. Whether their presence is genuinely appreciated or merely tolerated due to their ability to keep an audience engaged, the character enjoys a reputation as a likeable, engaging and seemingly trustworthy figure, at least for as long as their ruse remains intact.
See [[Guile (sage study)|Guile]]
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See [[Streetwisdom (sage field)]]
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[[Category: Reviewed]]

Latest revision as of 16:11, 11 March 2025

Find Place (sage ability).jpg

Find Place is an amateur-status sage ability in the study of Guile, granting the character an exceptional talent for ingratiating themselves with others, gaining trust and securing a position within social circles, workplaces or religious communities. Through charm, quick thinking and a gift for persuasive speech, the character can convince others of their worth, even if they lack the necessary skills, experience or genuine belief in the group's ideals. Whether by feigned enthusiasm, subtle deception or sheer likability, the character becomes a welcome presence, blending seamlessly into organisations, guilds, congregations or coteries of like-minded individuals.

This ability allows the character to infiltrate a group from the inside, becoming familiar with its inner workings, structure and key figures. While initially entering through minor roles or casual affiliations, a particularly shrewd individual can navigate the social and political landscape of the organisation, forming relationships with those in positions of influence. With the right actions — well-placed flattery, strategic alliances and carefully managed deceit — the character could climb the ranks, securing power, influence and access to privileged information.

However, such ambition requires a commitment that might separate the character from the party, making this course practical only if the character is willing to step away from adventuring, either temporarily or permanently. In some cases, a loyal hench may be the one to wield this ability, embedding themselves within a group on behalf of their employer.

Until the character is exposed for their deception, their magnetic personality and ability to entertain make them a welcome figure in social settings, particularly among tavern owners and innkeepers. After frequenting a particular establishment three or four times, it is common for the character to receive a few free drinks each night, a token of appreciation for their storytelling, humour and camaraderie. Whether their presence is genuinely appreciated or merely tolerated due to their ability to keep an audience engaged, the character enjoys a reputation as a likeable, engaging and seemingly trustworthy figure, at least for as long as their ruse remains intact.


See Streetwisdom (sage field)