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An adventure with Professor Ringraeyer.  The adventure takes only x sessions and results in you potentially gaining a point of y.


Stage 1.  The Painting

Phase 1: The Pointing Girl

  • 1. Hide.  Don't let the professor catch you in the first place. (Roll vs =< 6)
 Success: +1 Pure Luck SS, advance to phase 2.
 Failure: ?


  • 2. Acting.  Pretend that you're here to talk about your grades  (Roll vs =< at least 7)
 Success: ?
 Failure: ?


  • 3. Lie. Convince the professor to let you go even if you have to bend the truth a little. (Roll vs =< 5)
 Success: ? choose again
 Failure: ?


Phase 2: Breaking curfew

  • 1. Glamour.  Disguise yourself and walk right past the guards. (Roll vs =< 5)
 Success: +1 composure SS, advance to phase 3.
 Failure: ?


  • 2. Bully.  Force another student to act as a distraction while you sneak past the guards.  (Roll vs =< 3)
 Success: ?
 Failure: ?


  • 3. Move Silently.  Sneak past the guards and see if the airship is real. (Roll vs =< at least 4)
 Success: +1 Flawless Timing SS, advance to phase 3.
 Failure: ?


Phase 3: Looking for the crash-site

  • 1. Observation.  Just look for it! (Roll vs =< 5)
 Success: +1 Scouting SS, advance to phase 4.
 Failure: -1 Stress, pause adventure.


  • 2. Interrogation.  Ask around for information on the airship.  (Roll vs =< at least 5)
 Success: ?
 Failure: ?


  • 3. Illustration.  Sketch a drawing of the airship and ask if anyone has seen it. (Roll vs =< at least 5)
 Success: ? choose again
 Failure: ?


Phase 4.  The rumoured airship.

  • 1. Duel.  Earn some respect by showing your magical prowess (Roll vs =< 5)
 Success: 1 Composure SS, advance to phase 5.
 Failure: ?


  • 2. Logic.  Reason with them and make the case that they shouldn't report you.  (Roll vs =< 8)
 Success: ?
 Failure: ?


  • 3. History.  Get on their good side by relating what you know about the history of airships. (Roll vs =< at most 10)
 Success: ? choose again
 Failure: ?


Phase 5. Old arguments afresh

  • 1. Leadership.  Take charge and end their childish argument. (Roll vs =< at least 16)
 Success: ?
 Failure: -1 Stress, pause adventure.


  • 2. Famous Speeches.  Stop the argument by reciting a famous speech that softens their resolve. (Roll vs =< more than 5)
 Success: ?
 Failure: ?


  • 3. Diplomacy.  Negotiate an agreement between the crew members (Roll vs =< at least 7)
 Success: ? choose again
 Failure: ?


Phase 6. ?

  • 1. ? (Roll vs =< at least ?)
 Success: ?
 Failure: ?


  • 2. ? (Roll vs =< more than ?)
 Success: ?
 Failure: ?


  • 3. ? (Roll vs =< at least ?)
 Success: ? choose again
 Failure: ?








tbc

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