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*2. Give in to curiosity.
 
*2. Give in to curiosity.
   
Automatic: [[Curiosity (School Survival)|Curiosity]] +1 SS, inform [[Libri dalla Fossa]], advance to Stage 2.
+
Automatic: [[Curiosity (School Survival)|Curiosity]] +1 SS, inform [[Libri dalla Fossa]], access Stage 2.
   
 
==Stage 2: An Unwelcome Visitor==
 
==Stage 2: An Unwelcome Visitor==
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*2. [[Dispassion (Malice)|Dispassion]] vs 3 - Getting worked up isn't going to help you.
 
*2. [[Dispassion (Malice)|Dispassion]] vs 3 - Getting worked up isn't going to help you.
   
Success: [[Reason (Plot)|Reason]] +1 SS, gain [[The Curse of Thirteen Days]] ([[Concentration (Enspell)|Concentration]] -1; [[Chance of Failure]] at everything Increased by 3%, unless a successful [[Fitness]]/[[Willpower (Society)|Willpower]] roll vs 4), advance to Stage 3.
+
Success: [[Reason (Plot)|Reason]] +1 SS, gain [[The Curse of Thirteen Days]] ([[Concentration (Enspell)|Concentration]] -1; [[Chance of Failure]] at everything Increased by 3%, unless a successful [[Fitness]]/[[Willpower (Society)|Willpower]] roll vs 4), access Stage 3.
Failure: [[Stress]] +1, gain [[The Curse of Thirteen Days]] ([[Concentration (Enspell)|Concentration]] -1; [[Chance of Failure]] at everything Increased by 3%, unless a successful [[Fitness]]/[[Willpower (Society)|Willpower]] roll vs 4), advance to Stage 3.
+
Failure: [[Stress]] +1, gain [[The Curse of Thirteen Days]] ([[Concentration (Enspell)|Concentration]] -1; [[Chance of Failure]] at everything Increased by 3%, unless a successful [[Fitness]]/[[Willpower (Society)|Willpower]] roll vs 4), access Stage 3.
 
* 3. [[Concentration (Enspell)|Concentration]] vs 2 - Try to pull yourself together.
 
* 3. [[Concentration (Enspell)|Concentration]] vs 2 - Try to pull yourself together.
 
Success: ?
 
Success: ?
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*2. Spend 10 pims on a copy of 13 Days.
 
*2. Spend 10 pims on a copy of 13 Days.
   
Automatic: [[Money]] -10, advance to Phase 4.
+
Automatic: [[Money]] -10, [[Courage (Forge)|Courage]] +1 SS, remove [[The Curse of Thirteen Days]], advance to Phase 4.
 
*3. [[Conceal (Sleight-of-Hand)|Conceal]] vs 5 at least - Steal a copy of the book.
 
*3. [[Conceal (Sleight-of-Hand)|Conceal]] vs 5 at least - Steal a copy of the book.
   
 
Success: ?
 
Success: ?
Failure: ?
+
Failure: [[Vitality]] -2, advance to Phase 3.
   
 
=== Phase 3: An All Too Familiar Disruption ===
 
=== Phase 3: An All Too Familiar Disruption ===
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*2. (LIE) Fine I'll buy the stupid book.
 
*2. (LIE) Fine I'll buy the stupid book.
   
  +
Automatic: [[Stress]] +1, [[Deceit (Espionage)|Deceit]] +1 SS, pause Adventure (at this Phase).
Automatic: ?
 
 
*3. (TRUTH) Fine I'll buy the stupid book.
 
*3. (TRUTH) Fine I'll buy the stupid book.
   
  +
Automatic: [[Stress]] +1, pause Adventure (back to Phase 2).
Automatic: ?
 
   
 
=== Phase 4: A familiar plot ===
 
=== Phase 4: A familiar plot ===
 
*1. Toss the book into Arica Lake where at least this copy shall be unable to hurt anyone anymore.
 
*1. Toss the book into Arica Lake where at least this copy shall be unable to hurt anyone anymore.
   
Automatic: ?, advance to Phase 5a.
+
Automatic: [[Stress]] +1, advance to Phase 5a.
   
 
*2. March to the nearby firepit, and light this accoursed book on fire.
 
*2. March to the nearby firepit, and light this accoursed book on fire.
   
Automatic: [[Courage (Forge)|Courage]] +1 SS, remove [[The Curse of Thirteen Days]], advance to Phase 5b.
+
Automatic: [[Stress]] +1, advance to Phase 5b.
   
 
=== Phase 5a: Super-aggressive marketing enchantment glamour ===
 
=== Phase 5a: Super-aggressive marketing enchantment glamour ===
 
*1. Respond with good grace.
 
*1. Respond with good grace.
   
Automatic: [[Intelligence|'''Intelligence''']]''' +1''', [[Infiltration (Espionage)|Infiltration]] +1 SS, conclude Adventure.
+
Automatic: [[Intelligence|'''Intelligence''']]''' +1''', conclude Adventure.
   
 
=== Phase 5b: Let it burn ===
 
=== Phase 5b: Let it burn ===
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Success: ?
 
Success: ?
Failure: [[Stress]] +2, advance to Phase 5a.[[Category:Adventure]]
+
Failure: [[Stress]] +1, advance to Phase 5a.[[Category:Adventure]]
 
[[Category:Adventure - Intelligence]]
 
[[Category:Adventure - Intelligence]]
 
[[Category:Adventure - Fitness]]
 
[[Category:Adventure - Fitness]]

Latest revision as of 12:02, 5 September 2017

Something Overheard
Prerequisites : Luck < 2
Begin Date : Athonos, Juvenalia
End Date : Kaliri 28
Days : 3
ModTools Name : Thirteen Days
Excludes : ?
Roll Levels : 11 at most
Automatic Benefits : Inform Libri dalla Fossa.
Possible Benefits : Fitness or Intelligence.
Previous Adventure : None
Next Adventure : ?


This is an adventure for the students of bad fortune.

The adventure takes at least 3 sessions, a successful adventure can gain some skill-ups, and a point of Intelligence.

Unlocked by: Having less than 2 luck.

Stage 1: Something Overheard[]

  • 1. You're not going to get sucked in by this insane prattle.
Automatic: ?
  • 2. Give in to curiosity.
Automatic: Curiosity +1 SS, inform Libri dalla Fossa, access Stage 2.

Stage 2: An Unwelcome Visitor[]

Success: ?, select another option.
Failure: No effect, select another option.
  • 2. Dispassion vs 3 - Getting worked up isn't going to help you.
Success: Reason +1 SS, gain The Curse of Thirteen Days (Concentration -1; Chance of Failure at everything Increased by 3%, unless a successful Fitness/Willpower roll vs 4), access Stage 3.
Failure: Stress +1, gain The Curse of Thirteen Days (Concentration -1; Chance of Failure at everything Increased by 3%, unless a successful Fitness/Willpower roll vs 4), access Stage 3.
Success: ?
Failure: ?

Stage 3: A Sound Night's Sleep[]

Phase 1: Thirteen Days[]

  • 1. I'm going back to bed.
Automatic: Composure +1 SS, Stress +1, pause Adventure.
  • 2. Sleuthing vs 5 - You said thirteen days before. Why aren't you saying less days today?
Success: Stress +1, Memorization +1 SS, advance to Phase 2.
Failure: Stress +2, inform Sleuthing, pause Adventure.

Phase 2: Back to that Bookstore[]

  • 1. Ten pims? I got better things to do with my money!
Automatic: Passion +1 SS, advance to Phase 3.
  • 2. Spend 10 pims on a copy of 13 Days.
Automatic: Money -10, Courage +1 SS, remove The Curse of Thirteen Days, advance to Phase 4.
  • 3. Conceal vs 5 at least - Steal a copy of the book.
Success: ?
Failure: Vitality -2, advance to Phase 3.

Phase 3: An All Too Familiar Disruption[]

  • 1. Go away!
Automatic: Stress +1, Willpower +1 SS, pause Adventure (at this Phase).
  • 2. (LIE) Fine I'll buy the stupid book.
Automatic: Stress +1, Deceit +1 SS, pause Adventure (at this Phase).
  • 3. (TRUTH) Fine I'll buy the stupid book.
Automatic: Stress +1, pause Adventure (back to Phase 2).

Phase 4: A familiar plot[]

  • 1. Toss the book into Arica Lake where at least this copy shall be unable to hurt anyone anymore.
Automatic: Stress +1, advance to Phase 5a.
  • 2. March to the nearby firepit, and light this accoursed book on fire.
Automatic: Stress +1, advance to Phase 5b.

Phase 5a: Super-aggressive marketing enchantment glamour[]

  • 1. Respond with good grace.
Automatic: Intelligence +1, conclude Adventure.

Phase 5b: Let it burn[]

  • 1. Incantation vs 5 at least - Light this accursed book on fire!
Success: ?
Failure: Stress +1, advance to Phase 5a.