No edit summary Tags: Visual edit apiedit |
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*2. Give in to curiosity. |
*2. Give in to curiosity. |
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− | Automatic: [[Curiosity (School Survival)|Curiosity]] +1 SS, inform [[Libri dalla Fossa]], |
+ | 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. |
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− | 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), |
+ | 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), |
+ | 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. |
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Success: ? |
Success: ? |
Latest revision as of 12:02, 5 September 2017
Something Overheard | ||
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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[]
- 1. Magical Appraisal vs 4 - What's going on?
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.
- 3. Concentration vs 2 - Try to pull yourself together.
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.