mNo edit summary Tag: Visual edit |
mNo edit summary Tag: Visual edit |
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Success: [[Patrol#Scouting|Scouting]] +1 SS, advance to Phase 4. |
Success: [[Patrol#Scouting|Scouting]] +1 SS, advance to Phase 4. |
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Failure: [[Stress]] +1, pause Adventure. |
Failure: [[Stress]] +1, pause Adventure. |
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− | 2. [[Bully#Interrogation|Interrogation]] |
+ | 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. |
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Failure: ? |
Failure: ? |
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− | 3. [[Calligraphy#Illustration|Illustration]] |
+ | 3. [[Calligraphy#Illustration|Illustration]] vs 2-6 - Sketch a drawing of the airship and ask if anyone has seen it. |
Success: ? |
Success: ? |
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Failure: ? |
Failure: ? |
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===Phase 4: The Rumoured Airship.=== |
===Phase 4: The Rumoured Airship.=== |
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− | 1. [[Duel]] |
+ | 1. [[Duel]] vs 1-5 - 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. |
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Failure: ? |
Failure: ? |
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− | 2. [[Dialectic#Logic|Logic]] |
+ | 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: [[Law#Debate|Debate]] +1 SS, [[Rhetoric#Confidence|Confidence]] +1 SS, advance to Phase 5. |
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Failure: ? |
Failure: ? |
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− | 3. [[History]] |
+ | 3. [[History]] vs 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. |
Success: [[Beguile#Storytelling|Storytelling]] +1 SS, [[Rhetoric#Confidence|Confidence]] +1 SS, advance to Phase 5. |
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Failure: ? |
Failure: ? |
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===Phase 5: Old Arguments Afresh=== |
===Phase 5: Old Arguments Afresh=== |
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− | 1. [[War#Leadership|Leadership]] |
+ | 1. [[War#Leadership|Leadership]] vs 16-25 - Take charge and end their childish argument. |
Success: ? |
Success: ? |
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Failure: [[Stress]] +1, pause Adventure. |
Failure: [[Stress]] +1, pause Adventure. |
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− | 2. [[Rhetoric#Famous Speeches|Famous Speeches]] |
+ | 2. [[Rhetoric#Famous Speeches|Famous Speeches]] vs 6-9 - Stop the argument by reciting a famous speech that softens their resolve. |
Success: [[Gossip#Bluff|Bluff]] +1 SS, advance to Phase 6. |
Success: [[Gossip#Bluff|Bluff]] +1 SS, advance to Phase 6. |
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Failure: ? |
Failure: ? |
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− | 3. [[Heraldry#Diplomacy|Diplomacy]] |
+ | 3. [[Heraldry#Diplomacy|Diplomacy]] vs 7-15 - 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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Failure: Stress +1, pause Adventure. |
Failure: Stress +1, pause Adventure. |
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===Phase 6: Buying the Bits=== |
===Phase 6: Buying the Bits=== |
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− | 1. Just pay the money out of your own pocket. |
+ | 1. Just pay the money out of your own pocket. |
Automatic: -200 pims, advance to Phase 7. |
Automatic: -200 pims, advance to Phase 7. |
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− | 2. [[Malice#Gambling|Gambling]] |
+ | 2. [[Malice#Gambling|Gambling]] vs 13-18 - Play one of the street games to earn enough money to buy the part. |
Success: ? |
Success: ? |
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Failure: ? |
Failure: ? |
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− | 3. [[Economy#Negotiate|Negotiate]] |
+ | 3. [[Economy#Negotiate|Negotiate]] vs 12-19 - Barter with the shopkeeper to get a better price. |
Success: [[Plot#Reason|Reason]] +1 SS, advance to Phase 7. |
Success: [[Plot#Reason|Reason]] +1 SS, advance to Phase 7. |
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Failure: ? |
Failure: ? |
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− | 4. [[Sleight-of-Hand]] vs 7 |
+ | 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. |
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Failure: Reprimand by [[Orso Orsi]], Relationship with [[Orso Orsi]] -1, pause Adventure. |
Failure: Reprimand by [[Orso Orsi]], Relationship with [[Orso Orsi]] -1, pause Adventure. |
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===Phase 7: The Clockwork Room=== |
===Phase 7: The Clockwork Room=== |
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− | 1. [[Engineering#Clockwork|Clockwork]] |
+ | 1. [[Engineering#Clockwork|Clockwork]] vs 9-16 - Use your knowledge of gears to force the animal out. |
Success: ? |
Success: ? |
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Failure: ? |
Failure: ? |
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− | 2. [[Explore#Animal Husbandry|Animal Husbandry]] |
+ | 2. [[Explore#Animal Husbandry|Animal Husbandry]] vs 9-11 - 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. |
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Failure: ? |
Failure: ? |
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− | 3. [[School Survival#Familiar Kinship|Familiar Kinship]] |
+ | 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. |
Success: ? |
Success: ? |
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Failure: ? |
Failure: ? |
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1. Bring the poor thing to Professor Pachait. |
1. Bring the poor thing to Professor Pachait. |
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Automatic: [[Finesse|'''Finesse''']] +1, Relationship with [[Regnault Pachait]] +1, conclude Adventure. |
Automatic: [[Finesse|'''Finesse''']] +1, Relationship with [[Regnault Pachait]] +1, conclude Adventure. |
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− | 2. [[Explore]] |
+ | 2. [[Explore]] vs 9-10 - 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. |
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Failure: [[Stress]] +2, pause Adventure. |
Failure: [[Stress]] +2, pause Adventure. |
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− | 3. [[Botany]] |
+ | 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. |
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Failure: ? |
Failure: ? |
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− | 4. [[Zoology#Mammals|Mammals]] |
+ | 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. |
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Failure: ? |
Failure: ? |
Revision as of 13:14, 5 April 2020
The Painting | ||
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Prerequisites : | Enrolled in Glamour | |
Begin Date : | Gelamenus 1 | |
End Date : | Kaliri 28 | |
Days : | 1 | |
ModTools Name : | The Towed Island | |
Roll Levels : | Unknown | |
Automatic Benefits : | Multiple skill steps to various skills | |
Possible Benefits : | Intelligence, Finesse or Luck +1 |
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 Painting of the Pointing Girl
1. Lie vs 4 - Convince the professor to let you go even if you have to bend the truth a little.
Success: ?, choose again. Failure: ?, choose again.
2. Hide vs 6? - Don't let the professor catch you in the first place.
Success: Pure Luck +1 SS, advance to Phase 2. Failure: ?
3. Acting vs 7 - Pretend that you're here to talk about your grades.
Success: ? Failure: ?
Phase 2: Breaking Curfew
1. Glamour vs 5? - Disguise yourself and walk right past the guards.
Success: Composure +1 SS, advance to Phase 3. Failure: ?
2. Bully vs 3? - Force another student to act as a distraction while you sneak past the guards.
Success: ? Failure: ?
3. Move Silently vs 4-23 - Sneak past the guards and see if the airship is real.
Success: Flawless Timing +1 SS, advance to Phase 3. Failure: ?
Phase 3: Looking for the Crash-site
1. Observation vs 5-14 - Just look for it!
Success: Scouting +1 SS, advance to Phase 4. Failure: Stress +1, pause Adventure.
2. Interrogation vs 5-7 - Ask around for information on the airship.
Success: Passion +1 SS, advance to Phase 4. Failure: ?
3. Illustration vs 2-6 - Sketch a drawing of the airship and ask if anyone has seen it.
Success: ? Failure: ?
Phase 4: The Rumoured Airship.
1. Duel vs 1-5 - Earn some respect by showing your magical prowess
Success: Composure +1 SS, Character Study +1 SS, advance to Phase 5. Failure: ?
2. 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: Debate +1 SS, Confidence +1 SS, advance to Phase 5. Failure: ?
3. History vs 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: Storytelling +1 SS, Confidence +1 SS, advance to Phase 5. Failure: ?
Phase 5: Old Arguments Afresh
1. Leadership vs 16-25 - Take charge and end their childish argument.
Success: ? Failure: Stress +1, pause Adventure.
2. Famous Speeches vs 6-9 - Stop the argument by reciting a famous speech that softens their resolve.
Success: Bluff +1 SS, advance to Phase 6. Failure: ?
3. Diplomacy vs 7-15 - 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: Buying the Bits
1. Just pay the money out of your own pocket.
Automatic: -200 pims, 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: ?
3. Negotiate vs 12-19 - Barter with the shopkeeper to get a better price.
Success: Reason +1 SS, advance to Phase 7. Failure: ?
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: Reprimand by Orso Orsi, Relationship with Orso Orsi -1, pause Adventure.
Phase 7: The Clockwork Room
1. Clockwork vs 9-16 - Use your knowledge of gears to force the animal out.
Success: ? Failure: ?
2. Animal Husbandry vs 9-11 - Use your gift with animals to coax the animal towards you.
Success: Temperance +1 SS, Patience +1 SS, advance to Phase 8. Failure: ?
3. Familiar Kinship vs 10-19 - Use your strong relationship with your familiar to convince the animal you won't hurt it.
Success: ? Failure: ?
Phase 8: Releasing the creature
1. Bring the poor thing to Professor Pachait.
Automatic: Finesse +1, Relationship with Regnault Pachait +1, conclude Adventure.
2. Explore vs 9-10 - 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: ?
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: ?
Notes
In my game (Summer's Blush DLC) the phases were named differently: The Painting, The Rumor, The Search for the Ship, The Challange, Dissension among the Ranks, Shopping.