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Failure: ?
 
Failure: ?
 
2. [[Bully]] vs 4 - Force another student to act as a distraction while you sneak past the guards.
 
2. [[Bully]] vs 4 - Force another student to act as a distraction while you sneak past the guards.
  +
Success: [[Bully#Intimidation|Intimidation]] +1, advance to Phase 3.
Success: ?
 
Failure: Vitality -1, pause Adventure.
+
Failure: Vitality -1, restart Adventure.
 
3. [[Ambush#Move Silently|Move Silently]] vs 5-23 - Sneak past the guards and see if the airship is real.
 
3. [[Ambush#Move Silently|Move Silently]] vs 5-23 - Sneak past the guards and see if the airship is real.
 
Success: [[Plot#Flawless Timing|Flawless Timing]] +1 SS, advance to Phase 3.
 
Success: [[Plot#Flawless Timing|Flawless Timing]] +1 SS, advance to Phase 3.
Failure: Merit -3, pause Adventure.
+
Failure: Merit -3, restart Adventure.
   
 
===Phase 3: The Search for the Ship===
 
===Phase 3: The Search for the Ship===
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1. [[Blackmail#Observation|Observation]] vs 9 - Just look for it!
 
1. [[Blackmail#Observation|Observation]] vs 9 - Just look for it!
 
Success: [[Patrol#Scouting|Scouting]] +1 SS, advance to Phase 4.
 
Success: [[Patrol#Scouting|Scouting]] +1 SS, advance to Phase 4.
Failure: Stress +1, pause Adventure.
+
Failure: Stress +1, restart Adventure.
 
2. [[Bully#Interrogation|Interrogation]] vs 5-7 - Ask around for information on the airship.
 
2. [[Bully#Interrogation|Interrogation]] vs 5-7 - Ask around for information on the airship.
 
Success: [[Rhetoric#Passion|Passion]] +1 SS, advance to Phase 4.
 
Success: [[Rhetoric#Passion|Passion]] +1 SS, advance to Phase 4.
Failure: Stress +1, pause Adventure. (Storytelling? +1 SS)
+
Failure: Stress +1, restart Adventure. (Storytelling? +1 SS)
 
3. [[Calligraphy#Illustration|Illustration]] vs 5-6 - Sketch a drawing of the airship and ask if anyone has seen it.
 
3. [[Calligraphy#Illustration|Illustration]] vs 5-6 - Sketch a drawing of the airship and ask if anyone has seen it.
  +
Success: [[Bully#Interrogation|Interrogation]] +1 SS, advance to Phase 4.
Success: ?
 
Failure: Stress +1, pause Adventure.
+
Failure: Stress +1, restart Adventure.
   
 
===Phase 4: The Challange===
 
===Phase 4: The Challange===
 
1. [[Dialectic#Logic|Logic]] vs 0 - Reason with them and make the case that they shouldn't report you.
 
  +
Success: [[Law#Debate|Debate]] +1 SS, advance to Phase 5.
1. [[Duel]] vs 4 - Earn some respect by showing your magical prowess
 
 
Failure: ?
 
2. [[Duel]] vs 4 - Earn some respect by showing your magical prowess
 
Success: [[Sleight-of-Hand#Composure|Composure]] +1 SS, [[Beguile#Character Study|Character Study]] +1 SS, advance to Phase 5.
 
Success: [[Sleight-of-Hand#Composure|Composure]] +1 SS, [[Beguile#Character Study|Character Study]] +1 SS, advance to Phase 5.
  +
Failure: Reprimanded by [[Oliver Storey]], pause Adventure.
Failure: ?
 
 
3. [[History]] vs 1 - Get on their good side by relating what you know about the history of airships.
2. [[Dialectic#Logic|Logic]] vs 8 - Reason with them and make the case that they shouldn't report you. (Appears in green even with Logic=0, bug?)
 
Success: [[Law#Debate|Debate]] +1 SS, [[Rhetoric#Confidence|Confidence]] +1 SS, advance to Phase 5.
+
Success: [[Beguile#Storytelling|Storytelling]] +1 SS advance to Phase 5.
Failure: ?
 
3. [[History]] vs 1-2? (10 at most) - Get on their good side by relating what you know about the history of airships. (Appears green with History = 1, bug?)
 
Success: [[Beguile#Storytelling|Storytelling]] +1 SS, [[Rhetoric#Confidence|Confidence]] +1 SS, advance to Phase 5.
 
 
Failure: ?
 
Failure: ?
   
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Success: ?
 
Success: ?
 
Failure: Stress +1, pause Adventure.
 
Failure: Stress +1, pause Adventure.
2. [[Rhetoric#Famous Speeches|Famous Speeches]] vs 8 - Stop the argument by reciting a famous speech that softens their resolve.
+
2. [[Rhetoric#Famous Speeches|Famous Speeches]] vs 9 - Stop the argument by reciting a famous speech that softens their resolve.
Success: [[Gossip#Bluff|Bluff]] +1 SS, advance to Phase 6.
+
Success: [[War#Leadership|Leadership]] +1 SS, [[Passion (Rhetoric)|Passion]] +1 SS, advance to Phase 6.
Failure: ?
+
Failure: Stress +1, pause Adventure.
 
3. [[Heraldry#Diplomacy|Diplomacy]] vs 7 - Negotiate an agreement between the crew members.
 
3. [[Heraldry#Diplomacy|Diplomacy]] vs 7 - Negotiate an agreement between the crew members.
 
Success: [[War#Leadership|Leadership]] +1 SS, [[Befriend#Temperance|Temperance]] +1 SS, advance to Phase 6.
 
Success: [[War#Leadership|Leadership]] +1 SS, [[Befriend#Temperance|Temperance]] +1 SS, advance to Phase 6.
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Success: ?
 
Success: ?
 
Failure: -50 Money
 
Failure: -50 Money
3. [[Economy#Negotiate|Negotiate]] vs 12-19 - Barter with the shopkeeper to get a better price.
+
3. [[Economy#Negotiate|Negotiate]] vs 11 - Barter with the shopkeeper to get a better price.
Success: [[Plot#Reason|Reason]] +1 SS, advance to Phase 7.
+
Success: [[Character Study]] +1 SS, [[Bluff (Gossip)|Bluff]] +1 SS, advance to Phase 7.
Failure: ?
+
Failure: Stress +1, pause Adventure.
 
4. [[Sleight-of-Hand]] vs 7 - Steal the part without the shopkeeper noticing.
 
4. [[Sleight-of-Hand]] vs 7 - Steal the part without the shopkeeper noticing.
 
Success: [[Sleight-of-Hand#Conceal|Conceal]] +1 SS, [[Espionage#Acting|Acting]] +1 SS, advance to Phase 7.
 
Success: [[Sleight-of-Hand#Conceal|Conceal]] +1 SS, [[Espionage#Acting|Acting]] +1 SS, advance to Phase 7.
 
Failure: Reprimanded by [[Orso Orsi]], relationship with [[Orso Orsi]] -1, pause Adventure.
 
Failure: Reprimanded by [[Orso Orsi]], relationship with [[Orso Orsi]] -1, pause Adventure.
   
===Phase 7: The Clockwork Room===
+
===Phase 7: Fixing The Ship===
   
 
1. [[Engineering#Clockwork|Clockwork]] vs 9-16 - Use your knowledge of gears to force the animal out.
 
1. [[Engineering#Clockwork|Clockwork]] vs 9-16 - Use your knowledge of gears to force the animal out.
 
Success: ?
 
Success: ?
Failure: ?
+
Failure: Stress +2, pause Adventure.
2. [[Explore#Animal Husbandry|Animal Husbandry]] vs 9-11 - Use your gift with animals to coax the animal towards you.
+
2. [[Explore#Animal Husbandry|Animal Husbandry]] vs 10 - Use your gift with animals to coax the animal towards you.
 
Success: [[Befriend#Temperance|Temperance]] +1 SS, [[Malice#Patience|Patience]] +1 SS, advance to Phase 8.
 
Success: [[Befriend#Temperance|Temperance]] +1 SS, [[Malice#Patience|Patience]] +1 SS, advance to Phase 8.
Failure: ?
+
Failure: Stress +2, pause Adventure.
3. [[School Survival#Familiar Kinship|Familiar Kinship]] vs 10-19 - Use your strong relationship with your familiar to convince the animal you won't hurt it.
+
3. [[School Survival#Familiar Kinship|Familiar Kinship]] vs 10-19 - Use your strong relationship with your familiar to convince the animal you won't hurt it. (Apparently that's not an option, if you have the [[Familiar - Spirit|Spirit]] familiar.)
Success: ?
+
Success: ?, advance to Phase 8.
 
Failure: ?
 
Failure: ?
   
===Phase 8: Releasing the creature===
+
===Phase 8: Rehabilitation===
   
 
1. Bring the poor thing to Professor Pachait.
 
1. Bring the poor thing to Professor Pachait.
 
Automatic: [[Finesse|'''Finesse''']] +1, Relationship with [[Regnault Pachait]] +1, conclude Adventure.
 
Automatic: [[Finesse|'''Finesse''']] +1, Relationship with [[Regnault Pachait]] +1, conclude Adventure.
2. [[Explore]] vs 9-10 - Find a good place for the animal to live.
+
2. [[Explore]] vs 11 - Find a good place for the animal to live.
 
Success: '''[[Luck]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure.
 
Success: '''[[Luck]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure.
 
Failure: Stress +2, pause Adventure.
 
Failure: Stress +2, pause Adventure.
 
3. [[Botany]] vs 10-19 - Gather branches, grass, and whatever else you need to build a nest for the animal.
 
3. [[Botany]] vs 10-19 - Gather branches, grass, and whatever else you need to build a nest for the animal.
 
Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure.
 
Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure.
Failure: ?
+
Failure: Stress +2, pause Adventure.
 
4. [[Zoology#Mammals|Mammals]] vs 11-17 - Use your knowledge of animals to find an appropriate habitat for the animal.
 
4. [[Zoology#Mammals|Mammals]] vs 11-17 - Use your knowledge of animals to find an appropriate habitat for the animal.
 
Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure.
 
Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure.
Failure: ?
+
Failure: Stress +2, pause Adventure.
   
 
[[Category:Adventure]]
 
[[Category:Adventure]]

Latest revision as of 04:32, 27 May 2020

The Painting
Prerequisites : Enrolled in Glamour
Begin Date : Gelamenus 1
End Date : Kaliri 28
Days : 1
ModTools Name : The Towed Island
Roll Levels : 3-23?
Automatic Benefits : None
Possible Benefits : Intelligence, Finesse or Luck +1
Previous Adventure : None
Next Adventure : None

An adventure with Professor Ringraeyer.  The adventure takes only one session and results in you potentially gaining a point of Intelligence, Finesse or Luck.

Phase 1: The Towed Island[]

1. Lie vs 2-3 - Convince the professor to let you go even if you have to bend the truth a little.

Success: Deceit +1 SS, advance to Phase 2.
Failure: Reprimanded by Contzel Ringraeyer, advance to Phase 2.

2. Hide vs 4 - Don't let the professor catch you in the first place.

Success: Pure Luck +1 SS, advance to Phase 2.
Failure: Reprimanded by Contzel Ringraeyer, advance to Phase 2.

3. Acting vs 4 - Pretend that you're here to talk about your grades.

Success: Deceit +1 SS, advance to Phase 2.
Failure: Reprimanded by Contzel Ringraeyer, advance to Phase 2.

Phase 2: The Rumor[]

1. Glamour vs 6 at most - Disguise yourself and walk right past the guards.

Success: Composure +1 SS, advance to Phase 3.
Failure: ?

2. Bully vs 4 - Force another student to act as a distraction while you sneak past the guards.

Success: Intimidation +1, advance to Phase 3.
Failure: Vitality -1, restart Adventure.

3. Move Silently vs 5-23 - Sneak past the guards and see if the airship is real.

Success: Flawless Timing +1 SS, advance to Phase 3.
Failure: Merit -3, restart Adventure.

Phase 3: The Search for the Ship[]

1. Observation vs 9 - Just look for it!

Success: Scouting +1 SS, advance to Phase 4.
Failure: Stress +1, restart Adventure.

2. Interrogation vs 5-7 - Ask around for information on the airship.

Success: Passion +1 SS, advance to Phase 4.
Failure: Stress +1, restart Adventure. (Storytelling? +1 SS)

3. Illustration vs 5-6 - Sketch a drawing of the airship and ask if anyone has seen it.

Success: Interrogation +1 SS, advance to Phase 4.
Failure: Stress +1, restart Adventure.

Phase 4: The Challange[]

1. Logic vs 0 - Reason with them and make the case that they shouldn't report you.

Success: Debate +1 SS, advance to Phase 5.
Failure: ?

2. Duel vs 4 - Earn some respect by showing your magical prowess

Success: Composure +1 SS, Character Study +1 SS, advance to Phase 5.
Failure: Reprimanded by Oliver Storey, pause Adventure.

3. History vs 1 - Get on their good side by relating what you know about the history of airships.

Success: Storytelling +1 SS advance to Phase 5.
Failure: ?

Phase 5: Dissension among the Ranks[]

1. Leadership vs 8 - Take charge and end their childish argument.

Success: ?
Failure: Stress +1, pause Adventure.

2. Famous Speeches vs 9 - Stop the argument by reciting a famous speech that softens their resolve.

Success: Leadership +1 SS, Passion +1 SS, advance to Phase 6.
Failure: Stress +1, pause Adventure.

3. Diplomacy vs 7 - Negotiate an agreement between the crew members.

Success: Leadership +1 SS, Temperance +1 SS, advance to Phase 6.
Failure: Stress +1, pause Adventure.

Phase 6: Shopping[]

1. Just pay the money out of your own pocket.

Automatic: -200 Money, advance to Phase 7.

2. Gambling vs 13-18 - Play one of the street games to earn enough money to buy the part.

Success: ?
Failure: -50 Money

3. Negotiate vs 11 - Barter with the shopkeeper to get a better price.

Success: Character Study +1 SS, Bluff +1 SS, advance to Phase 7.
Failure: Stress +1, pause Adventure.

4. Sleight-of-Hand vs 7 - Steal the part without the shopkeeper noticing.

Success: Conceal +1 SS, Acting +1 SS, advance to Phase 7.
Failure: Reprimanded by Orso Orsi, relationship with Orso Orsi -1, pause Adventure.

Phase 7: Fixing The Ship[]

1. Clockwork vs 9-16 - Use your knowledge of gears to force the animal out.

Success: ?
Failure: Stress +2, pause Adventure.

2. Animal Husbandry vs 10 - Use your gift with animals to coax the animal towards you.

Success: Temperance +1 SS, Patience +1 SS, advance to Phase 8.
Failure: Stress +2, pause Adventure.

3. Familiar Kinship vs 10-19 - Use your strong relationship with your familiar to convince the animal you won't hurt it. (Apparently that's not an option, if you have the Spirit familiar.)

Success: ?, advance to Phase 8.
Failure: ?

Phase 8: Rehabilitation[]

1. Bring the poor thing to Professor Pachait.

Automatic: Finesse +1, Relationship with Regnault Pachait +1, conclude Adventure.

2. Explore vs 11 - Find a good place for the animal to live.

Success: Luck +1, Scouting +1 Skill Level, Animal Husbandry +1 Skill Level (levels, not steps in both cases), conclude Adventure.
Failure: Stress +2, pause Adventure.

3. Botany vs 10-19 - Gather branches, grass, and whatever else you need to build a nest for the animal.

Success: Intelligence +1, Scouting +1 Skill Level, Animal Husbandry +1 Skill Level (levels, not steps in both cases), conclude Adventure.
Failure: Stress +2, pause Adventure.

4. Mammals vs 11-17 - Use your knowledge of animals to find an appropriate habitat for the animal.

Success: Intelligence +1, Scouting +1 Skill Level, Animal Husbandry +1 Skill Level (levels, not steps in both cases), conclude Adventure.
Failure: Stress +2, pause Adventure.