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

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[[File:passing through (ability).jpg|right|440px|]]
 
[[File:passing through (ability).jpg|right|440px|]]
Enables a character to move past persons of authority without receiving notice for the briefest of time, when moving at a perfectly normal and unrushed pace, for a period no longer than one round ~ 12 seconds ~ per level.
 
  
This means that a largely unencumbered character of second level with 5 action points (AP) could move a total of 10 hexes before a guard or resident of a complex, facility or other place of importance would notice them and move to ask their reasons for being there. This means that if the character is able to lose themselves in a crowd, say, before the number of rounds expires, or otherwise move out of sight, that they could potentially move right through a town gate without paying, or right into a castle yard, without receiving any notice whatsoever.
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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.
  
Because this is an ability and not a spell, the skill can be repeated as often as necessary, except ~ and this is most important ~ not with the same person in the space of a full day. This means that while the character could move right past a guard, once (selecting the exact moment to do so), the character could not do so again within a 24-hour period, no matter how much skill they possessed.
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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.
  
Still, the total number of rounds needed is important in this calculation. If a 4th level character needed two rounds to move past a particular individual, that character could then move past that individual again, so long as no more than two rounds were needed the second time.
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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.
  
It is granted that this could get to be a complex set of calculations, what with a hundred persons moving about a given complex, each potentially running across the character more than once and thus noticing them. Therefore, it is suggested that the skill apply only to very special circumstances: entrances and exits, restricted areas and the like. If the character is freely moving about a castle yard, say, where there are dozens of other persons, moving hither and yon, once there the character could be reasonably exempted from any notice, so long as the character did not draw attention.
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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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Characters can thus move right through a town gate or past a 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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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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See [[Guile (sage study)|Guile]]
 
See [[Guile (sage study)|Guile]]

Revision as of 21:08, 9 March 2020

Empowers the character with the ability to move past a single person that is "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.

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.

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.

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.

Characters can thus move right through a town gate or past a 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.

Once inside a facility, the character would be able to rely upon the sage acceptance to remain in that place unmolested.

See Guile