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Once Discovered...
Prerequisites : Explore ≥ 5
Begin Date : Unknown
End Date : Unknown
Days : 1
ModTools Name : Grim Occurrence
Roll Levels : at most 6?
Automatic Benefits : Unknown
Possible Benefits : Fitness +1, gain Diavesque the Living, +5 or 10 to Vitality, several SS to various skills.

This is an easy adventure with some upperclass students in which the player gets to talk to a book with some secrets.

The adventure takes at least 1 session, a successful adventure can gain multiple skill-ups, loot (Diavesque the Living) and +1 point to Fitness.

See Walkthrough for getting the most out of the adventure.

Stage 1: Once Discovered...[]

Phase 1: Once Discovered[]

  • 1. Running.  Get awat and don't look back!  (Roll v. ≤ at most 6)
 Success: Expand Running +1 SS, conclude adventure.
 Failure: ?
  • 2. Diplomacy.  Talk them down. (Roll v. ≤ at most 6)
 Success: Expand Persuasion +1 SS, advance phase 2.
 Failure: ?
  • 3. Intimidation.  Make it clear that this is not in their best interests.  (Roll v. 1-3?)
 Success: Expand Acting +1 SS, advance to phase 3.
 Failure: ?

Phase 2: Lonely Peter[]

  • 1. Patiently wait for him to acknowledge how impotent he is without his lackeys.
 Automatic: Expand Intimidation +1 SS, advance to phase 3.
  • 2. Give in to temptation and attack him.
 Automatic: Expand Brute Strength +1 SS, expand Ethics -1 SS, advance to phase 3.

Phase 3: Diavesque the Living's offer[]

  • 1. "I...can't do this." -or- "Not interested." (the former if you chose option 2.1 and the latter for 2.2)
 Automatic: +1 Willpower SS, conclude adventure.
  • 2. "I'll enter the pact" -or- "I agree" (the former if you chose option 2.1 and the latter for 2.2)
 Automatic: Expand Fitness +1, expand Theory of Gates +1 SS, gain Diavesque the Living, +5 (or +10 if you chose option 2.2) Vitality, advance to phase 4.

Phase 4: Vengeance on the three[]

  • 1. "Let them leave; they're smart enough to realize that this is the last act of mercy they can expect from me."
 Automatic: Expand Command +1 SS, advance to phase 5.
  • 2. "As long as you don't murder them, and they're able to drag themselves back to the academy, by all means, have fun."
  Automatic: Expand Command +1 SS, expand Intimidation +1 SS, expand Ethics -1 SS, conclude adventure.

Phase 5: Has your charity faded?[]

  • 1. "Yes."
  Automatic: Expand Command +1 SS, expand Intimidation +1 SS, conclude adventure.
  • 2. "No.  when I give my word, I mean it."
  Automatic: Expand Command +1 SS, expand Intimidation +1 SS, conclude adventure.

Walkthrough[]

For maximizing gains pick:

  • 1.2
  • 2.1 (if you don't want to lose Ethics SS)

-or-

  • 2.2 (if you want more Vitality)
  • 3.2
  • 4.1
  • Any choice in phase 5

Notes: This an evil path and it's unknown if there are any consequences for it later on.

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