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

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[[File:Passing Through (sage ability).jpg|right|630px|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 (sage ability)|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 [[Armour List|armoured]] or be carrying any visible [[Weapons List|weapons]].
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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.
  
: '''For example,''' Natasha wishes to enter the citadel inside town, where there are two [[Guard|guards]] posted.  She can see the large double door is slightly ajar, so that it's not actually closed. Knowing 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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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.
  
The ability recognizes that the real difficulty shouldn't be "getting in," it should be what the character can safely do once inside. There are other sage abilities that help with that, naturally. The 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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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.
  
== Noticed while Waiting ==
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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.
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 hour.  After 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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== 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.
  
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.
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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.
  
== Usefulness ==
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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.
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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[[Category: Sage Abilities]][[Category: Reviewed]]
See [[Guile (sage study)|Guile]]
 
 
 
[[Category: Don't Review until 2022]]
 

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.