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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.
 
Failure: [[Stress]] +1, pause Adventure.
 
Failure: [[Stress]] +1, pause Adventure.
2. [[Bully#Interrogation|Interrogation]].  Ask around for information on the airship.  (Roll vs 5-7?)
+
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: ?
 
Failure: ?
3. [[Calligraphy#Illustration|Illustration]] Sketch a drawing of the airship and ask if anyone has seen it. (Roll vs 2-6?)
+
3. [[Calligraphy#Illustration|Illustration]] vs 2-6 - Sketch a drawing of the airship and ask if anyone has seen it.
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
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===Phase 4: The Rumoured Airship.===
 
===Phase 4: The Rumoured Airship.===
   
1. [[Duel]] Earn some respect by showing your magical prowess (Roll vs 1-5?)
+
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.
 
Failure: ?
 
Failure: ?
2. [[Dialectic#Logic|Logic]] Reason with them and make the case that they shouldn't report you.  (Roll vs =< 8, appears in green even with Logic=0, bug?)
+
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.
 
Failure: ?
 
Failure: ?
3. [[History]] Get on their good side by relating what you know about the history of airships. (Roll vs =< at most 10, appears green with History=1, bug?)
+
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.
 
Failure: ?
 
Failure: ?
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===Phase 5: Old Arguments Afresh===
 
===Phase 5: Old Arguments Afresh===
   
1. [[War#Leadership|Leadership]] Take charge and end their childish argument. (Roll vs 16-25?)
+
1. [[War#Leadership|Leadership]] vs 16-25 - Take charge and end their childish argument.
 
Success: ?
 
Success: ?
 
Failure: [[Stress]] +1, pause Adventure.
 
Failure: [[Stress]] +1, pause Adventure.
2. [[Rhetoric#Famous Speeches|Famous Speeches]] Stop the argument by reciting a famous speech that softens their resolve. (Roll vs 6-9?)
+
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.
 
Failure: ?
 
Failure: ?
3. [[Heraldry#Diplomacy|Diplomacy]] Negotiate an agreement between the crew members (Roll vs 7-15?)
+
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.
 
Failure: Stress +1, pause Adventure.
 
Failure: Stress +1, pause Adventure.
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===Phase 6: Buying the Bits===
 
===Phase 6: Buying the Bits===
   
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.
2. [[Malice#Gambling|Gambling]] Play one of the street games to earn enough money to buy the part. (Roll vs 13-18?)
+
2. [[Malice#Gambling|Gambling]] vs 13-18 - Play one of the street games to earn enough money to buy the part.
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
3. [[Economy#Negotiate|Negotiate]] Barter with the shopkeeper to get a better price. (Roll vs 12-19?)
+
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.
 
Failure: ?
 
Failure: ?
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: 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===
   
1. [[Engineering#Clockwork|Clockwork]] Use your knowledge of gears to force the animal out. (Roll vs 9-16?)
+
1. [[Engineering#Clockwork|Clockwork]] vs 9-16 - Use your knowledge of gears to force the animal out.
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
2. [[Explore#Animal Husbandry|Animal Husbandry]] Use your gift with animals to coax the animal towards you. (Roll vs 9-11?)
+
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.
 
Failure: ?
 
Failure: ?
3. [[School Survival#Familiar Kinship|Familiar Kinship]]. Use your strong relationship with your familiar to convince the animal you won't hurt it. (Roll vs. 10-19?)
+
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: ?
 
Failure: ?
 
Failure: ?
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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]] Find a good place for the animal to live.  (Roll vs 9-10?)
+
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.
 
Failure: [[Stress]] +2, pause Adventure.
 
Failure: [[Stress]] +2, pause Adventure.
3. [[Botany]] Gather branches, grass, and whatever else you need to build a nest for the animal.  (Roll vs 10-19?)
+
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: ?
4. [[Zoology#Mammals|Mammals]] Use your knowledge of animals to find an appropriate habitat for the animal.  (Roll vs 11-17?)
+
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: ?

Revision as of 13:14, 5 April 2020

The Painting
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.