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A Chance at Extracurricular Activities
Prerequisites : College Vernin
Begin Date : Unknown
End Date : Unknown
Days : 1
ModTools Name : Today's Specials
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

An adventure in the city of Mineta to protect a Merchant from a protection racket.  It results in a skill-up or two and either 400 or 800 pims, and requires a single Adventure action.

Phase 1: A Chance at Extracurricular Activities[]

  • Hear him out.
  Automatic: +1 Curiosity SS, inform Viceroy's, gain Ability: Stand Guard at Viceroy's, advance to Phase 2a
  • "I feel terribly for your situation, but...I fear that your needs are beyond my abilities"
 Automatic: -1 Courage SS, inform Viceroy's, gain Ability: Stand Guard at Viceroy's, end Adventure



Phase 2a: The Offer[]

  • 1. Agree.
  Automatic: go to Phase 3
  • 2. "I feel terribly for your situation, but...I fear that your needs are beyond my abilities"
  Automatic: Diplomacy +1 SS, Courage -1 SS, end Adventure
  • 3. Persuasion.  "For all the risk involved, 400 coins is a paltry sum, double it to 800 coins and you'll have a deal"? (roll vs 17 at most)
  Success: +1 Negotiate SS, go to Phase 3
 Failure: -1 Persuasion SS, +1 Stress, go to Phase 2b
  • 4. Tease.  You burst out into a fit of laughter and contain yourself just long enough to reply "Four hundred?...Seriously?...no, I'd clearly need twice that much minimum." (roll vs ~7)
 Success: +1 Negotiate SS, go to Phase 3
 Failure: -1 Persuasion SS, go to Phase 2b



Phase 2b: [Extra Round of Negotiations][]

  • "I'm sorry to hear that. No offense, but I'm afraid I'm not comfortable risking my life for the cost of a mid-range wand."
Automatic:  +1 Passion SS, end Adventure
  • Bluff. Start to walk away.
Success:  ?  //  Failure:  -1 Intimidation SS, go to Phase 2c
  • Blackmail. Exert some leverage of your own.
Failure:  -1 Intimidation SS, go to Phase 2c

Phase 2c: [Last Chance!][]

  • Take the offer.
Automatic:  
  • Pass.
Automatic:  +1 Willpower SS, +1 Stress, end Adventure

Phase 3: Making the Magic[]

  • 1. Enchantment is the way to go.
 Automatic:  go to Phase 4a
  • 2. Perhaps you'll try some Glamour.
Automatic:  go to Phase 4b
  • 3. What?  a Plan?  Plans suck.  Quit.
Automatic: -1 Confidence SS, end Adventure



Phase 4: The Store at War[]

Phase 4a [Enchantment plan][]

  • 1. Theory of Enchantment.  You watch, in hope that your earlier efforts shall yield the precise response your enchantments have programmed.  (roll vs 17 at most)
  Success:  +400 (or 800 if 2.3 or 2.4 chosen) pims, conclude Adventure  //  Failure:  +1 Stress, go to Phase 5



Phase 4b [Glamour plan][]

  • 1. Glamour Spells.  you begin casting the spell with the desired nightmare looming in the back of your mind.  (roll vs 12 at most)
  Automatic: +400 (or 800 if 2.3 or 2.4 chosen) pims, conclude Adventure



Phase 5 [oops][]

  • Wake up.
Automatic:  -2 [or more?] Vitality, +1 Willpower SS, end Adventure
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