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Tags: Visual edit apiedit
Tags: Visual edit apiedit
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==Stage 1: The Ceremony==
 
==Stage 1: The Ceremony==
===Phase 1: Hand against the stone===
+
===Phase 1: Hand Against the Stone===
   
 
1. You're ready to wake up now.
 
1. You're ready to wake up now.
Automatic : advance to phase 2
+
Automatic: advance to '''Phase 2'''
   
 
----
 
----
   
   
===Phase 2: Your hand drenched in runes===
+
===Phase 2: Your Hand Drenched in Runes===
   
 
1. Try to relax
 
1. Try to relax
Automatic : Pause Adventure
+
Automatic: pause Adventure
   
 
2. Theory of Enchantment.  Take a good look at your hand.
 
2. Theory of Enchantment.  Take a good look at your hand.
Automatic : +1 Orthography SS, access to stage 2.
+
Automatic: +1 Orthography SS, access to '''Stage 2'''
   
3. Hunting.  Stay in bed?  Relax?  Oh no.  You're going to have a talk with Rui da Casga
+
3. Hunting.  Stay in bed?  Relax?  Oh no.  You're going to have a talk with Rui da Casga.
Success:
+
Success: ?
 
Failure: ?
Fail:
 
   
   
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==Stage 2: The Red Ship==
 
==Stage 2: The Red Ship==
   
1.Courage.  This is something that you need to do if you're going to get your hand back to normal.  Just get it over with.   (Roll =< at most 11)
+
1. Courage.  This is something that you need to do if you're going to get your hand back to normal.  Just get it over with.   (Roll vs 11 at most)
Success: Courage SS +1, access to stage 3.
+
Success: Courage SS +1, access to '''Stage 3'''
  +
Failure: ?
Fail:x
 
   
2. Back out
+
2. Back out.
Automatic : Pause adventure
+
Automatic: pause Adventure
   
3. Glamour methods.  Magically ensure that you're calm and alert and carry on.  (Roll =< at most 4).
+
3. Glamour methods.  Magically ensure that you're calm and alert and carry on.  (Roll vs 4 at most)
Success: temporary +1 to courage SS, access to stage 3.
+
Success: temporary +1 to Courage SS, access to '''Stage 3'''
  +
Failure: ?
Fail:x
 
   
 
4. Social skills.  Ask delicately about the ship.  is it likely to be dangerous in some way?
 
4. Social skills.  Ask delicately about the ship.  is it likely to be dangerous in some way?
Success: x choose again.
+
Success: ?, ''choose another Option''
  +
Failure: ?
Fail:x
 
   
   
 
==Stage 3: Writing on the Wall==
 
==Stage 3: Writing on the Wall==
   
1. You Don't Want to Know
+
1. You Don't Want to Know [?]
 
Success: ?
 
Success: ?
  +
Failure: ?
Fail:x
 
 
   
 
2. Persuasion
 
2. Persuasion
 
Success: ?
 
Success: ?
  +
Failure: ?
Fail:x
 
 
   
 
3. Negation Spells
 
3. Negation Spells
 
Success: +1 Negation Methods SS
 
Success: +1 Negation Methods SS
  +
Failure: ?
Fail:x
 
   
 
==Stage 4: The Collapse==
 
==Stage 4: The Collapse==
   
1.Persuasion.  Demand more help than that. (Roll vs =< at most 14)
+
1. Persuasion.  Demand more help than that. (Roll vs 14 at most)
Success: temporary +7 Strength, temprary +7 Luck, +1 Leaddership SS, acccess to Stage 5.
+
Success: temporary +7 Strength, temporary +7 Luck, +1 Leadership SS, access to '''Stage 5'''
 
Failure: ?
 
Failure: ?
 
   
 
2. Climb.  Make your way down into the pit directly, and see what you can find. (Roll vs =< at least 8)
 
2. Climb.  Make your way down into the pit directly, and see what you can find. (Roll vs =< at least 8)
Success: +1 Leadership SS, access Stage 5
+
Success: +1 Leadership SS, access '''Stage 5'''
 
Failure: ?
 
Failure: ?
   
 
3. Scouting.  Look around through the adjacent buildings - maybe there's a less intimidating route down. (Roll vs 13 at most)
 
 
Success: Courage SS +1, access to '''Stage 5'''
3. Scouting.  Look around through the adjacent buildings - maybe there's a less intimidating route down. (Roll vs =< 13)
 
Success: Courage SS +1, access to stage 5
 
 
Failure: ?
 
Failure: ?
   
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1.Fine.  Yes.  Gate away.
 
1.Fine.  Yes.  Gate away.
Success: Move to Phase 3
+
Success: advance to '''Phase 3'''
  +
Failure: ?
Fail:x
 
 
   
 
2. What about the ship?  Is it still functional?
 
2. What about the ship?  Is it still functional?
Automatic: +1 relationship Orso Orsi advance to phase 2.
+
Automatic: +1 Relationship Orso Orsi, advance to '''Phase 2'''
   
===Phase 2: To pilot the Red Ship===
+
===Phase 2: To Pilot the Red Ship===
   
1.Flawless timing.   Don't crash into anything.   (Roll vs =< 12)
+
1. Flawless Timing.   Don't crash into anything.   (Roll vs 12 at most)
Success:
+
Success: ?
Fail: -2 Vitality, advance to phase 3.
+
Failure: -2 Vitality, advance to '''Phase 3'''
   
   
 
===Phase 3: Young Eustacio===
 
===Phase 3: Young Eustacio===
   
1.Persuasion.  try to talk Eustacio down.   (Roll =< less than 14)
+
1.Persuasion.  Try to talk Eustacio down.   (Roll ~14)
 
Success: ?
 
Success: ?
Failure:x
+
Failure: ?
   
 
2.Incantation Spells.  Professor Briardi's taking care of defence.  Bring on the magical attacks!    (Roll vs 12 at most)
 
Success: +1 Concentration SS, +1 Relationship Polisena Briardi, advance to '''Phase 4'''
  +
Failure: ?
   
 
3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  (Roll vs ?)
2.Incantation Spells.  Professor Briardi's taking care of defence.  Bring on the magical attacks!    (Roll =< less than 12)
 
Success: +1 Concentration SS, +1 relationship Polisena Briardi,advance to phase 4.
 
Failure:x
 
 
 
3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  red
 
 
Success: ?
 
Success: ?
Failure:x
+
Failure: ?
   
   
   
===Phase 4: the Dragon and the Wall===
+
===Phase 4: The Dragon and the Wall===
   
 
1. There's a dragon coming.  A real one.  What can you do?
 
1. There's a dragon coming.  A real one.  What can you do?
 
Success: ?
 
Success: ?
Failure:x
+
Failure: ?
   
 
2.Incantation Spells.  Professor Briardi's taking care of defence.  Bring on the magical attacks!    (Roll vs 12 at most)
 
Success: +1 Fitness, +10 Merit, ''conclude Adventure''
  +
Failure: ?
   
 
3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  (Roll vs ?)
2.Incantation Spells.  Professor Briardi's taking care of defence.  Bring on the magical attacks!    (Roll =< less than 12)
 
Success: +1 Fitness, +10 Merit, conclude adventure.
 
Fail:x
 
 
 
3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  red
 
 
Success: ?
 
Success: ?
Failure:x
+
Failure: ?
 
[[Category:Adventure]]
 
[[Category:Adventure]]
 
[[Category:Adventure - Fitness]]
 
[[Category:Adventure - Fitness]]

Revision as of 06:26, 12 September 2017

The Keystone
Prerequisites : College Vernin
Begin Date : Unknown
End Date : Unknown
Days : 5
ModTools Name : The Aultrine Problem
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

This is an adventure for Vernin students in which the side effect of a prank requires somewhat extreme actions to overcome.  At least 5 adventure actions are required, a successful adventurer can gain multiple skill-ups, relationship with Orso Orsi and Briardi, Merit, and a point of Fitness.

Stage 1: The Ceremony

Phase 1: Hand Against the Stone

1. You're ready to wake up now.

Automatic: advance to Phase 2


Phase 2: Your Hand Drenched in Runes

1. Try to relax

Automatic: pause Adventure

2. Theory of Enchantment.  Take a good look at your hand.

Automatic: +1 Orthography SS, access to Stage 2

3. Hunting.  Stay in bed?  Relax?  Oh no.  You're going to have a talk with Rui da Casga.

Success: ?
Failure: ?


Stage 2: The Red Ship

1. Courage.  This is something that you need to do if you're going to get your hand back to normal.  Just get it over with.   (Roll vs 11 at most)

Success: Courage SS +1, access to Stage 3
Failure: ?

2. Back out.

Automatic: pause Adventure

3. Glamour methods.  Magically ensure that you're calm and alert and carry on.  (Roll vs 4 at most)

Success: temporary +1 to Courage SS, access to Stage 3
Failure: ?

4. Social skills.  Ask delicately about the ship.  is it likely to be dangerous in some way?

Success: ?, choose another Option
Failure: ?


Stage 3: Writing on the Wall

1. You Don't Want to Know [?]

Success: ?
Failure: ?

2. Persuasion

Success: ?
Failure: ?

3. Negation Spells

Success: +1 Negation Methods SS
Failure: ?

Stage 4: The Collapse

1. Persuasion.  Demand more help than that. (Roll vs 14 at most)

Success: temporary +7 Strength, temporary +7 Luck, +1 Leadership SS, access to Stage 5
Failure: ?

2. Climb.  Make your way down into the pit directly, and see what you can find. (Roll vs =< at least 8)

Success: +1 Leadership SS, access Stage 5
Failure: ?

3. Scouting.  Look around through the adjacent buildings - maybe there's a less intimidating route down. (Roll vs 13 at most)

Success: Courage SS +1, access to Stage 5
Failure: ?


Stage 5: The Prisoner's Choice

Phase 1:  Gate or Fly?

1.Fine.  Yes.  Gate away.

Success: advance to Phase 3
Failure: ?

2. What about the ship?  Is it still functional?

Automatic: +1 Relationship Orso Orsi, advance to Phase 2

Phase 2: To Pilot the Red Ship

1. Flawless Timing.   Don't crash into anything.   (Roll vs 12 at most)

Success: ?
Failure: -2 Vitality, advance to Phase 3


Phase 3: Young Eustacio

1.Persuasion.  Try to talk Eustacio down.   (Roll ~14)

Success: ?
Failure: ?

2.Incantation Spells.  Professor Briardi's taking care of defence.  Bring on the magical attacks!    (Roll vs 12 at most)

Success: +1 Concentration SS, +1 Relationship Polisena Briardi, advance to Phase 4
Failure: ?

3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  (Roll vs ?)

Success: ?
Failure: ?


Phase 4: The Dragon and the Wall

1. There's a dragon coming.  A real one.  What can you do?

Success: ?
Failure: ?

2.Incantation Spells.  Professor Briardi's taking care of defence.  Bring on the magical attacks!    (Roll vs 12 at most)

Success:  +1 Fitness, +10 Merit, conclude Adventure
Failure: ?

3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  (Roll vs ?)

Success: ?
Failure: ?