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: ?