Fade
Fade | |
---|---|
Command information | |
GP Cost | 25 initially
10 periodically thereafter |
Learnt At | Guild level 30 |
Skills Used | covert.hiding.person |
Items Needed | None |
Guild | Witches' Guild |
Fade is a witch command which allows a witch to 'fade into the foreground'. As such, she may be overlooked by others despite remaining in plain sight.
Contents
Acquisition
Fade should be learned automatically. Probably at guild level 30.
You realize that the knowledge of how to fade into your surroundings has been lurking in the foreground of your mind for some time.
Effects
Fade is similar to hide in that it causes the witch not to be immediately visible. Where it differs from hide is that a successfully faded witch (who defeats the observer's perception skillcheck) does not disappear completely; rather, she is incorporated into the long room description. The fading witch can provide a description to assist with this.
If the observer defeats the witch in their skillcheck, then they will see the witch as per usual, but with a qualifier based on her guild level.
Example
Let us assume that Alice the level 300 witch fades, providing the description 'next to the door', inside Granny's scullery.
The normal description of this room is:
Granny's scullery, complete with en suite well and pump, connects her kitchen to the east with the goats' lean-to to the west. Shelves containing bottles and jars of ingredients suggest, quite correctly, that this is where some of the more physical, "take one spoonful at night and another if you wake up in the morning" aspects of witchcraft are carried out. Beneath the window there's an unbroken run of worktops on which stands a serviceable food grinder. A big copper still snuggles in a corner under the worktops, and a small wicker basket has been nailed to a shelf next to the grinder. There are three obvious exits: south, east and west.
Bob the Unobservant enters the room, and fails his skillcheck. He sees:
Granny's scullery, complete with en suite well and pump, connects her kitchen to the east with the goats' lean-to to the west. Alice is next to the door. Shelves containing bottles and jars of ingredients suggest, quite correctly, that this is where some of the more physical, "take one spoonful at night and another if you wake up in the morning" aspects of witchcraft are carried out. Beneath the window there's an unbroken run of worktops on which stands a serviceable food grinder. A big copper still snuggles in a corner under the worktops, and a small wicker basket has been nailed to a shelf next to the grinder. There are three obvious exits: south, east and west.
Now Charles the Ever Watchful enters the room, and passes his skillcheck. He sees:
Granny's scullery, complete with en suite well and pump, connects her kitchen to the east with the goats' lean-to to the west. Shelves containing bottles and jars of ingredients suggest, quite correctly, that this is where some of the more physical, "take one spoonful at night and another if you wake up in the morning" aspects of witchcraft are carried out. Beneath the window there's an unbroken run of worktops on which stands a serviceable food grinder. A big copper still snuggles in a corner under the worktops, and a small wicker basket has been nailed to a shelf next to the grinder. There are three obvious exits: south, east and west. Alice the witch (aten't here) is standing here.
Entering fade
A witch can enter fade via the following syntax:
fade into [the] foreground fade into [the] foreground by <position>
The first of these syntaxes fades the witch in while standing; the second sets her position to whatever is specified.
Entering fade costs 25 covert GP, and periodically consumes 10 GP to remain faded.
Faded messages
You can check your fading message in score while faded or by looking at yourself.
Guild level | Score message | Look line |
---|---|---|
0-50 | You are sticking out like a sore thumb. | She is sticking out like a sore thumb. |
51-100 | You are obvious as a very obvious thing. | She is obvious as a very obvious thing. |
101-150 | You are clear as day. | She is clear as day. |
150-200 | You are dim. | She is dim. |
201-250 | You are vague. | She is vague. |
251-300 | You are obscure. | She is obscure. |
301-350 | You aten't here. | She is not here. |
351+ | You are out the other side. | She is out the other side. |
Leaving fade
A witch can leave fade via one of many means:
- She can simply fade out, using 'fade out of the foreground'.
- She can take any action, which will cause her to fade out.
- If she stays faded for a long time, her legs will cramp, forcing her to fade out.
- This is probably caused by a failed magic.methods.elemental.earth skill check.
- If she runs out of covert GP, she will fade out.
Covert actions
Performing covert actions (such as steal) without coming out of fading seems to be harder than if you sneak high or if you hide.
It is likely that either the skill checks are harder, there are skill checks against more or different skills or both.
Skillchecks
In order to see a faded witch, an observer must pass a skillcheck of their adventuring.perception skill against the witch's covert.hiding.person.
In order to successfully fade in the first place and at intervals to stay faded, the witch must pass a magic.methods.elemental.earth skillcheck.