Difference between revisions of "Olfactory Acuity (sage ability)"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 1: Line 1:
 +
[[File:Olfactory Acuity (sage ability).jpg|right|490px|thumb]]
 
'''Olfactory Acuity''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Medicine (sage study)|Mosses & Ferns]], providing the ability to perceive and interpret odours with unusual sensitivity, so as to judge the condition of living bodies and the nature of substances by scent. Through this faculty, the character may detect changes not readily apparent to sight or touch, recognising the presence of corruption, imbalance or alteration in a patient, as well as the general character of preparations that act upon the body, such as poisons, salves and potions.
 
'''Olfactory Acuity''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Medicine (sage study)|Mosses & Ferns]], providing the ability to perceive and interpret odours with unusual sensitivity, so as to judge the condition of living bodies and the nature of substances by scent. Through this faculty, the character may detect changes not readily apparent to sight or touch, recognising the presence of corruption, imbalance or alteration in a patient, as well as the general character of preparations that act upon the body, such as poisons, salves and potions.
 
__TOC__
 
__TOC__

Revision as of 05:05, 12 April 2026

Olfactory Acuity (sage ability).jpg

Olfactory Acuity is an amateur-status sage ability in the study of Mosses & Ferns, providing the ability to perceive and interpret odours with unusual sensitivity, so as to judge the condition of living bodies and the nature of substances by scent. Through this faculty, the character may detect changes not readily apparent to sight or touch, recognising the presence of corruption, imbalance or alteration in a patient, as well as the general character of preparations that act upon the body, such as poisons, salves and potions.

As the character advances from amateur to authority and beyond, this acuity becomes more refined, permitting the recognition of fainter odours and the distinction between conditions that would otherwise seem alike. What is first perceived as a general taint or quality comes to be understood in more exact terms, so that the character may judge not only the presence of a condition, but its nature, degree and likely course.

Leaving a Scent

For a scent to endure in an area, the source of the odour must remain in one place for at least half an hour. This condition is readily met by diseases of the body, or by the presence of feces or urine, which, once deposited, persist for some time. Moving creatures do not ordinarily leave such a trace; a single orc passing through a tunnel, for example, would not produce an odour that could be reliably detected once it has gone.

That said, if an area is used repeatedly by orcs as a place of relief, the accumulation of their presence may allow the character to distinguish not merely the smell of urine, but that it is specifically orc-derived. From this, the character may recognise the presence of orcs in the vicinity, or identify rooms where they have habitually gathered. Where objects used by a creature are present, such as bedding, cups or tables, these may likewise be examined, as they retain the odour of those who have handled or occupied them.

Sniffing the Air

To capture a scent from an ailing person or from the general ambient air, the character must close their eyes and draw two deep breaths, then remain still while attending to whatever odour presents itself. This act of concentration requires 2–5 rounds. If a roll for surprise is required during this time, the character is considered to have failed it automatically; it is therefore advisable that companions remain on guard while the effort is undertaken.

When sniffing the air, something will always be smelled, even if only dust or the general taint of the air itself. From this, Success that something will be smelled is assured, if only dust or the taint of the air itself. Other smells that emerge can be separated by the character, but only the two strongest — those most easily detected on the table below — can be identified. To grasp more subtle odours, characters must take steps to isolate an area by clearing it of stronger odours, perhaps by cleaning, freshening the air or otherwise neutralising competing smells. Because of this, practitioners will often take steps to clear lingering odours before making an assessment. Though soap is not commonly employed for this purpose, surfaces may be washed with water or tables sluiced between examinations, so that the scent of one patient does not interfere with that of the next.

Once an odour is identified, the character may hold to it, keeping that scent distinct from others so long as attention is maintained. This allows the source to be tracked, compared against nearby impressions or used to judge changes in the same subject over time, provided the air is not so disturbed as to disperse it. Thus, once a character has identified that orcs have passed through an area, the direction of their movement may be judged by proceeding towards where the scent is strongest, allowing a form of tracking. If the trail crosses ground where the orcs have not lingered, however, the character is not the equal of a bloodhound; the scent is lost, and with it the benefit of the sage ability.

Olfactory Perception Table

The list below is not to be considered exhaustive; as this rule is newly introduced, continued play will reveal additional creatures that ought to be included. Revisions may be made as needed. For the present, sufficient examples are provided to guide the placement of unlisted cases.

Olfactory Perception
Status Disease Types Severity Corruptions Creatures & Substances Poisons & Venoms Potions
amateur blood, breathing, sinuses, skin, stomach & colon presence fecal, injury, intoxication, spoiled food, urine, vomit, wound canines, goblinish, orcish, rodents, troglodytes, ursine presence of venom extra-healing, healing, sweet water
authority bladder, muscles, joints, heart, hormonal nature addiction, dehydration, fever, gangrene, necrosis felines, humans biliosis, ictus, somnikus, vexation; venoms that cause paralysis, tissue damage, heart failure climbing, fire resistance, flying, growth, heroism, longevity, poison potion, speed, super-heroism, water breathing
expert ears, eyes, skeletal degree battlefield injury, death by poison avians, beasts, demi-humans, giants, lycanthropes, slimes, undead carroder, suurbite; spider, snake, scorpion all control potions, all oils, all philters, clairaudience, clairvoyance, delusion, ESP, levitation
sage brain & nerves death by magic dragons, magic-based creatures everything relevant to the venom diminution, gaseous form, giant strength, invisibility, invulnerability, polymorph self, treasure finding