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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 : Unknown
Possible Benefits : Unknown


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


Phase 1: The Painting of the Pointing Girl

  • 1. Hide.  Don't let the professor catch you in the first place. (Roll vs =< 6)
 Success: +1 Pure Luck SS (Composure?), 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, less than 23)
 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?  16?)
 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, less than 12)
 Success: +1 Passion SS, advance to Phase 4.
 Failure: ?


  • 3. Illustration.  Sketch a drawing of the airship and ask if anyone has seen it. (Roll vs =< 7)
 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 (Character Study?), 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, at most 26)
 Success: ?
 Failure: -1 Stress, pause adventure.


  • 2. Famous Speeches.  Stop the argument by reciting a famous speech that softens their resolve. (Roll vs =< at least 6, less than 9)
 Success: +1 Bluff SS, advance to Phase 6.
 Failure: ?


  • 3. Diplomacy.  Negotiate an agreement between the crew members (Roll vs =< 15)
 Success: ? choose again
 Failure: ?


Phase 6. Buying the Bits

  • 1. Just pay the money out of your own pocket. (Automatic success)
  • 2. Gambling.  play one of the street games to earn enough money to buy the part.? (Roll vs =< at least 13)
 Success: ?
 Failure: ?


  • 3. Negotiate.  Barter with the shopkeeper to get a better price. (Roll vs =< 20)
 Success: +1 Reason SS, advance to Phase 7.
 Failure: ?


  • 4. Sleight of Hand. Steal the part without the shopkeeper noticing. (Roll vs =< at least 9)
 Success: ? choose again
 Failure: ?


Phase 7. The Clockwork Room

  • 1. Clockwork.  Use your knowledge of gears to force the animal out. (Roll vs =< 19)
 Success: x
 Failure: ?


  • 2. Animal Husbandry.  Use your gift with animals to coax the animal towards you. (Roll vs =< 15)
 Success: +1 Animal Husbandry SS, advance to phase 8.
 Failure: ?
  • 3. Familiar Kinship. Use your strong relationship with your familiar to convince the animal you won't hurt it.

Phase 8. Releasing the creature

  • 1. Bring the poor thing to Professor Pachait.
 Automatic: +1 Finesse, +1 Relationship with Pachait


  • 2. Explore.  Find a good place for the animal to live.  (Roll vs =< 14)
 Success: +1 Luck, +1 Scouting Skill level, +1 Animal Husbandry Skill level (levels, not steps in both cases)
 Failure: +2 stress, pause adventure.


  • 3. Botany.  Gather branches, grass, and whatever else you need to build a nest for the animal.  (Roll vs =< 21)
 Success: +1 Scouting Skill level, +1 Animal Husbandry Skill level (levels, not steps in both cases), +1 Intelligence
 Failure: ?


  • 4. Mammals.  Use your knowledge of animals to find an appropriate habitat for the animal.  (Roll vs =< 21)
Success: +1 Scouting Skill level, +1 Animal Husbandry Skill level (levels, not steps in both cases), +1 Intelligence
 Failure: ?
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