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An adventure set in the school with Philip Hauck and Professor Alazzo of House Vernin.  At least 7 adventure actions are required to conclude the adventure and a successful adventurer will gain multiple skill-ups, relationship with Philiip Hauck and +1 Charm.

Stage 1. The Endless Class and the Studious Student[]

Phase 1: The Endless Class and the Studious Student[]

  • Join the Perfectionist?
 Automatic: Advance to Phase 2


Phase 2: Mapping Phillip[]

  • 1. Help Philip
 Automatic: +1 Relationship Philip Hauck, access to Stage 2.


  • 2. Put it off for a bit
 Automatic:


Stage 2: Square One.[]

  • 1. Persuasion.  Talk to the Mapmaking Guild.  (Roll vs =< no more than 16)
 Success: +1 Persuasion SS, Advance to Stage 3
 Failure:


  • 2. Library knowledge.  Visit the library.  (Roll vs =< no more than 19)
 Success: +?, Advance to Stage 3
 Failure:


  • 3. Research.  Check Philip's files.  (Roll vs =< no more than 21)


  Success: open option 4, choose again
 Failure:


  • 4. Cartography. Use the Notes (Roll vs =< ?)
 Success: ?
 Failure: +1 Stress?, pause adventure

Stage 3: A fit subject for mapping[]

  • 1. Courage.  Go with the Imperial Palace.  (Roll vs =< no more than 13)


  Success: +1 Cartography SS, access to Stage 4.
 Failure:


  • 2. Competition.  Take the Academagia Campus and do it better than anyone else.  (Roll vs =< no more than 8)
 Success: +1 Planning SS, access to Stage 4.
 Failure:


  • 3. Creativity.  Look for somewhere really different to map. (Roll vs =< at least 6)
 Success: ?
 Failure:


Stage 4: Starting the exploration[]

  • 1. Persuasion.  Get an assistant.  (Roll vs =< no more than 6?)
 Success: +2 planning SS, access to Stage 5.
 Failure:


  • 2. Persuasion.  Get a team of helpers?  (Roll vs =< no more than 6?)
 Success: ?
 Failure:


  • 3. Creativity. Think up the best way to map the city. (Roll vs =< at least 5?)
 Success: ?
 Failure:


Stage 5: Nitty Gritty[]

  • 1. Explore.  The Great Hall.   (Roll vs =< 9)
 Success: ?
 Failure:


  • 2. Explore.  The Venalicium Library  (Roll vs =< 9)
 Success: 1 Scouting SS, access to Stage 6.
 Failure:


  • 3. Observation.  Look outside. (Roll vs =< at least 5?)
 Success: ?
 Failure: Gain sports Hall Key, choose again (oddly not with the Hall as an option)


  • 4. Explore.  Garden Gallery  (Roll vs =< 9)
 Success: +1 Scouting SS, access to Stage 6.
 Failure:


Stage 6: Trouble.[]

  • 1. Persuasion. Question your classmates.   (Roll vs =< 18)
 Success: ?
 Failure: +1 stress, pause adventure.


  • 2. Reason.  Think things through.  (Roll vs =< 13)


  Success: Open option 4, choose again
 Failure: +0 chance of success, choose again


  • 3. Enspell. Try a spell! (Roll vs =< at least 4)
 Success: +1 Incantation Spells, access to Stage 7.
 Failure: ?


  • 4. Planning. Search your desk (Roll vs <= ?)
 Success: +?, access to Stage 7.
 Failure: ?

Stage 7: Complications.[]

  • 1. Oratory.  What would be the best way to present this?   (Roll vs =< 21)
 Success: ?, choose again.
 Failure: ?


  • 2. Rhetoric.  Go with the detailed explanation. (Roll vs =< at least 9)


  Success: +1 Charm, +2 Merit, +1 Relationship Maximum Philip Hauck, +1 relationship Philip Hauck
 Failure: -1 Famous Speeches SS, pause adventure.


  • 3. Storytelling.  Get into the story of the map. (Roll vs =< at least 4)
 Success: ?
 Failure: -1 Relationship Philip Hauck, -1 Merit, pause adventure.


  • 4. Famous Speeches.  Go with a very simple speech. (Roll vs =< 7?)
 Success: +1 Charm, +1 Relationship Maximum Philip Hauck, +1 relationship Philip Hauck
 Failure: ?
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