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An  adventure with Flore Yveuillet.   At least 6 adventure actions are required and a successful adventurer will gain several skill-ups, relationship with Flore and a point of Luck.


Stage 1: Tarnishing her reputation[]

Phase 1: Daddy's little princess[]

  • 1. Noteworthy Mischief
 Automatic: Advance to phase 2.


Phase 2: The Bad Girl - Goody Two Shoes[]

  • 1. Perception.  Look around the hallway for a place to talk. (Roll v. ≤  at most 21)
 Success: open option 3, choose again.
 Failure: ?


  • 2. Logistics.  The Library. (Roll ≤  25)
 Success: ?
 Failure: ?


  • 3. Negotiate.  Secure use of Professor Knoht's classroom!  (Roll ≤  at most 24)
 Success: +1 Negotiate SS, access stage 2.
 Failure: ?



Stage 2: The Bad Girl - Media Coverage[]

  • 1. Intimidation.  Scare him into submission. (Roll v. ≤  at most 15)
 Success: ?
 Failure: ?


  • 2. Gossip.  Gather information on Plumbum. (Roll ≤  25)
 Success: open option 4, choose again.
 Failure: ?


  • 3. Blackmail.  Lean on the unwilling reporter. (Roll ≤  12)
 Success: +1 Journalism SS, access stage 3.
 Failure: ?


  • 4. Study Habits.  Help Ronnie with his schoolwork. (Roll ≤  at most 26)
 Success: +1 Study Habits, access stage 3.
 Failure: ?

Stage 3: The Bad Girl - The Plan[]

  • 1. Plot.  Use her idea to orchestrate an Itchleaf Vine infestastion. (Roll v. ≤  at most 29)


  Success: This plan, if successfully completed (for which it is useful to have high skill in Botany), has the following rewards: + 1 Intelligence, + 1 Relationship Maximum with Flore Yveuillet
 Failure: ?


  • 2. Plot.  Go with your idea to start a food fight of legendary proportions. (Roll ≤  at most 29)
 Success: ?  access Stage 4.
 Failure: ?


  • 3. Confidence.  Weigh the benefits.  (Roll ≤  at most 18)
 Success: ?  choose again.
 Failure: ?



Stage 4: The Bad Girl - Ammunition Adventure![]

  • 1. Observation.  Peer through the kitchen window to see what you have to work with. (Roll v. ≤  at most 23)
 Success: open option 4, choose again.
 Failure: ?


  • 2. Deceit.  Get on a chef's good side. (Roll ≤  17)
 Success: ?  access Stage 4.
 Failure: ?


  • 3. Raid.  Steal the food.  (Roll ≤  13)
 Success: ?  choose again.
 Failure: ?


  • 4. Sabotage.  Clear out the kitchen with a chilli powder mishap.  (Roll ≤  18)
 Success: +2 practical jokes SS, access Stage 5.
 Failure: ?



Stage 5: The Bad Girl - Stirring the Pot[]

  • 1. Journalism.  Find out which teacher is least popular with Durand Students. (Roll v. ≤ 8)
 Success: open option 4, choose again.
 Failure: ?


  • 2. Painting.  Write slanderous graffitti in each common room. (Roll ≤  at least 10)
 Success: ?
 Failure: ?


  • 3. Zoology.  Kidnap Flore's College mascot. (Roll ≤  21)
 Success: +2 Mammals SS, access stage 6.
 Failure: ?


  • 4.  Gossip.  Start rumours about merit point sabotage. (Roll ≤  at least 25)
 Success: ?
 Failure: ?


Stage 6: The Bad Girl - Food Fight[]

  • 1. Acting.  Start the fight yourself. (Roll ≤  at least 20)
 Success: ?
 Failure: ?


  • 2. Practical Jokes.  Have Flore throw food at a Vernin student. (Roll ≤  at least 18)
 Success: +1 relationship Flore Yveuillet, +1 Luck, conclude adventure.
 Failure: ?


  • 3. Conversation.  Find a rumour about a Vernin student. (Roll ≤  26)
 Success: ? unlock option 4, choose again.
 Failure: ?
  • 4. Gossip.  Get a Vernin student to insult Flore. (Roll ≤  at least  17)
 Success: ?
 Failure: ?
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