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

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'''Passing Through''' is an amateur-status ability.
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'''Passing Through''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] within the [[Sage Study|study]] of [[Guile (sage study)|Guile]]. It allows a character to move past watchers without being seen, not by speed or concealment, but by recognising and exploiting a moment when attention lapses. This may occur in full daylight and even when those present are [[On Guard (sage ability)|on guard]], provided the character is patient enough to wait for the opportunity.
  
Empowers the character with the ability to move past a single person that is "[[On Guard|on guard]]," even in broad daylight, so long as expedience is not a condition.  Essentially, the character watches, and waits for the right moment, having observed the habits of the person that is bypassed. Then, moving at normal speed, the character simply ''walks past,'' without being noticed.
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The right moment cannot be chosen at will, but must be waited for. A d100 is rolled to determine how many minutes must pass before the chance occurs; this number is not revealed to the player. During this time, the character must remain in the vicinity without drawing notice. Only one attempt may be made to pass a given point per day.
  
This may require waiting for a second guard to take a break; or waiting for a changing of the guard. If multiple guards are engaged in a discussion, and one or fewer are actively on guard, the moment of passing remains possible.  The character's distance from the single guard is not relevant; it is a matter of timing.  This may take a hour or more to accomplish — but the ability promises that it will be accomplished, and without a die roll.
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No more than four guards or watchers may be circumvented in this manner; additional observers create too many lines of attention to avoid. The path must already be open. Doors must be ajar, gates unbarred and obstacles unmoved. Any visible interference with the environment results in immediate notice. Likewise, the character must not appear prepared for conflict; visible [[Armour List|armour]] or carried [[Weapons List|weapons]] will prevent the ability from functioning.
  
If a second guard is actively watching also, the ability will be foiled; as well, if an action is taken beyond moving pass, this will also draw immediate attention.  Nor will the ability enable the character to smuggle other persons past.  If more than one character with the ability wishes to move past, the act will have to take place at different moments.  The timing typically requires a die roll of 1 to 100 minutes between opportunities to successfully move past a guard.
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This ability allows a character to bypass controlled access points such as [[Town Gate|town gates]] or avoid obligations like paying a [[Toll|toll]]. As an ability rather than a spell, it may be used repeatedly at different locations, provided no single point is attempted more than once per day.
  
If someone distracts the guards, so that they cease to be actively on guard, of course this will provide the character with a more immediate opportunity.
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== Example of Passing Through ==
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Natasha seeks entry into a citadel within a town, where two [[Guard|guards]] stand watch at a partially open double door. She positions herself nearby, adopting a plausible reason to remain, such as selling flowers, [[Busking (sage ability)|busking]] or conversing with companions. Since the delay may be considerable, her behaviour must remain natural and unremarkable.
  
Characters can thus move right through a [[Town Gate|town gate]] or past a [[Toll|toll]] without paying. Because this is an ability and not a spell, the skill can be repeated as often as necessary, within the time frame provided. Note that repeated attempts in a single day will increase the amount of time waiting for the next opportunity by 25 minutes, cumulatively. Thus, once entering a space, the character with the ability would have to wait d100 +25 minutes to slip out again; and then d100 +50 minutes to enter a second time that day.
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For each 30-minute interval she waits, '''one random person in authority''' present must make a wisdom check. If successful, that individual becomes suspicious, approaches Natasha and demands an explanation. At this point, she must withdraw or respond convincingly. Failure to do so results in scrutiny or harassment, and the opportunity to pass is lost for that day.
  
Once inside a facility, the character would be able to rely upon the sage [[Acceptance (sage ability)|acceptance]] to remain in that place unmolested.
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If another character '''creates a distraction''', the need to wait is removed. The passing character gains a single opportunity to slip through immediately, but must make a dexterity check. Success allows passage; failure results in being seen and challenged at once, with consequences depending on the situation.
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[[Category: Sage Abilities]][[Category: Reviewed]]
See [[Guile (sage study)|Guile]]
 

Latest revision as of 11:56, 14 April 2026

Passing Through (sage ability).jpg

Passing Through is an amateur-status sage ability within the study of Guile. It allows a character to move past watchers without being seen, not by speed or concealment, but by recognising and exploiting a moment when attention lapses. This may occur in full daylight and even when those present are on guard, provided the character is patient enough to wait for the opportunity.

The right moment cannot be chosen at will, but must be waited for. A d100 is rolled to determine how many minutes must pass before the chance occurs; this number is not revealed to the player. During this time, the character must remain in the vicinity without drawing notice. Only one attempt may be made to pass a given point per day.

No more than four guards or watchers may be circumvented in this manner; additional observers create too many lines of attention to avoid. The path must already be open. Doors must be ajar, gates unbarred and obstacles unmoved. Any visible interference with the environment results in immediate notice. Likewise, the character must not appear prepared for conflict; visible armour or carried weapons will prevent the ability from functioning.

This ability allows a character to bypass controlled access points such as town gates or avoid obligations like paying a toll. As an ability rather than a spell, it may be used repeatedly at different locations, provided no single point is attempted more than once per day.

Example of Passing Through

Natasha seeks entry into a citadel within a town, where two guards stand watch at a partially open double door. She positions herself nearby, adopting a plausible reason to remain, such as selling flowers, busking or conversing with companions. Since the delay may be considerable, her behaviour must remain natural and unremarkable.

For each 30-minute interval she waits, one random person in authority present must make a wisdom check. If successful, that individual becomes suspicious, approaches Natasha and demands an explanation. At this point, she must withdraw or respond convincingly. Failure to do so results in scrutiny or harassment, and the opportunity to pass is lost for that day.

If another character creates a distraction, the need to wait is removed. The passing character gains a single opportunity to slip through immediately, but must make a dexterity check. Success allows passage; failure results in being seen and challenged at once, with consequences depending on the situation.