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I had a few ideas for some backgrounds with actions to speed things up a bit but it will take me too long to publish the mod....maybe someone will be willing to do instead.


One was a Social Butterfly with two actions

- one action allows you to raise your relationship with 2 ~ 3 character at a time

- the second action allows you to raise the relationship between 2 ~ 3 sets of characters (similar to gossip)


Another background was an Academic genius

- one action allows you to train 2 ~ 3 skills at a time

- second action combines research with raising a random subskill of research

- I was also thinking of adding an action that allows you to train your familiar and yourself at the same time


I had a few other ideas of things to add to the backgrounds but I didn't want to go too overboard with it.

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Name: Ninja-cademy




An all-new adventure in which the main character is drawn into an effort to establish a school for ninjas and (accidentally) becomes crucial to the success of the venture. The intentions of the would-be ninjas are to drive out the pirate infestation. The reward for completing the adventure path is a complete outfit of Very Inconspicuous Clothing and access to an exclusive new location. (I just woke up from a dream in which I was playing Academagia with this mod installed.)

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  • 3 months later...

I especially love these choices!


Fast Metabolism

Cost: Free to take

"Your metabolic rate is twice normal. This means that you are much easier to be stressed and hurt, but your body heals faster. "


+1 stress and -1 vitality to all effect that cause stress or vitality to you, but you can recover 2 stress and 2 vitality every week.


Fast Shot

Cost: 1 Point

"You don't have time to aim for a targeted attack, because you attack faster than normal people."


Target choice in duel become "Random", but you always attack first.



Cost: 1 Point

"You have more innate abilities than most, so you have not spent as much time honing your skills. Your statistics are better than the average person, but your skills are lacking."


+1 to all attribute, but all train modifier +1.5


Good Natured

Cost: 1 Point

"You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved. "


Train modifier +0.5 for fitness related skill, but -0.5 for charm related skill.


Heavy Handed

Cost: 2 Point

"You swing harder, not better. Your spellcasting are very brutal, but lack finesse. You rarely cause a good blast, but you always do more damage. "


Spell failure increased by 30%, but you gain +4 points/percents to each result of the spell.



Cost: 1 Point

"By not paying attention to any threats, you can act a lot faster in a turn. This make you very vulnerable, but you sequence much faster in a combat turn."


You suffer twice the stress and vitality damages, but you always go first and can perform two actions per turn.


Note: Balance by the fact that you can't fight something strong for a long long time.


One Hander

Cost: 1 Point

"One of your hands is very dominant. You excel with single-handed casting, but two-handed casting causes a problem."


Remove left hand equipment slot, double effect for right hand equipment slot.




Cost: Gain 1 Point

"Since you spent more time improving your skills than a normal person, you gain one more point. The tradeoff is that you did not do much in you childhood."


Lock "What sort of things did you do?" page, and must spend 2 points in "What kind of education did you have?" page.


You get a +5 or 10% bonus to your finesse based action, but your maximum encumbrance is reduce by 2.


I would love to learn modding, but I don't have the time. Actually, I never really knew what mods were until I stumbled into this forum. Go figure. :unsure:

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I love the idea of planar adventures. It would make more sense for them to take place after the 1st year, however. Maybe something to do with those mysterious Gates teleport users.


Anyway, I had an idea about a summer interlude "game" that might breech the long wait for Year II. Study Abroad Programs. There could be a selection of 5 for each of the legal magical schools, or perhaps 1 per College instead, that a student could attend with the sponsorship of the school. They would be required to fork over a hefty sum of cash, as well as have a nomination from a close faculty member (relationship >= 7). This would add an incentive to "treasure hunt" in the game and build relationships with professors, rather than just skill build. Test scores might also factor into it, somehow. At any rate, the decision to go on one could be made either at the end or by a special adventure, at a cost of around 5000 Pims. It would probably be better for this 2 month affair to have only 1 Attend Class requirement each day, except weekends (or, alternatively, 1 class adventure, such as a field study), leaving the remainder for adventuring in new settings.


Here are 3 relevant issues that come to mind. First, how will the new locations be incorporated into Year 2? It would seem reasonable that these locations could not be revisited once you return, so the last day of classes would include the farewell event, just as the normal setting does. But regardless of the last scene, you will get a memory that removes your knowledge of the locations, as will any location-specific actions/abilities. I assume that the way that would work is under the prerequisites tab you could have the memory set to undermine all of these, meaning that they are only present when that memory isn't. However, any loot, lore, or skills you pick up would stay.


Second, would other magic schools be involved? I don't see the need to include them just yet. That will be for the future years. Though there might be some "odd tourist" and "foreign mage" adventures included.


Third, and probably the most difficult to overcome. What about the normal game's locations and abilities relevant only to it. This is the elephant in the room. It might require the same kind of memory discussed before, but that might be too massive a project to undertake.


What do you guys think?

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  • 6 years later...

Name :Polyhistor Academy mod or murder Hogwarts.


Content: I found this game because I am following a quest called Polyhistor Academy (Year 1) (Year 2) - In Progress (NSFW) and wanted to find a game like it.  It would be really cool to have a mod for this game where only the top 10% graduate with the rest get a face worse then death.  In this mod all classes would be optional and there would be no detentions.  Also it would be possible for students to permanently kill each other.  The midterms would happen more often, but they would be optional attendance and not effect your final score.  The midterms would just be a way to figure out where you stand in the rankings.

Edit: The quest says it's NSFW and is on a NSFW site.  But the quest itself is lacking an any sort of lewds.

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Murder Hogwarts are not that uncommon a theme.  I have found about 5 stories featuring them.  Usually they use the justification that magic requires genuine danger and stress to learn and get go at.  It is like if you imagine that the XP leveling system from killing things in many video games was taken to it's logical conclusion.

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I don't think Hogwarts anything being a common theme would surprise me. And I'll admit, as much as I can't imagine a school staying in business when it has a literal ~90% casualties rate as a matter of course, that's is a better explanation than I've gotten for some of the other inexplicable(/inexcusable) nonsense I've encountered in other locations. Perhaps it'd be different if I read more fanfiction and played less games, but...I doubt it.

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It has to do with the fact that people are willing to go to extreme lengths to get magic.  All of the murder Hogwarts were set in a mostly modern world where magic is rare.  Also the power gained from being a powerful mage makes money sort of trivial.  Just about any graduate can turn straw into gold and plenty of other get rich tricks.  However it is more that being a mage can get you all sorts of things that money can't buy.  Also the mages that don't make the cut are a valuable resource.

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The Academagia setting go the way that beside very few extrem talented only the very rich or noble can join the school. If the child of a noble or even the royal family (who is considered to have the blood of a god) get killed what do you think would happen to a school that in many cases not have the strongest mages current alive? At very last they would have to answer how and why this could happen.

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  • 10 months later...

Got the game two days ago, and the sheer breadth of skills and possible specialisations has me hooked!

Anyways, I got held at swordpoint by a pirate, and then wondered... why is there no swordsmanship skill? Or a broader weapons mastery skill in general?

The game has an obtainable sword, yet there's no further path for fostering skills based on it. Given the ubiquitous presence of magic in the setting, wouldn't "magic swordsmen" or "magic archers" be prevalent? In fact, there's a lore entry on an archer who's superhumanly skilled, and an event has an old man speaking of an ancient warrior who killed dragons with his axe, so clearly magic wielding warriors and weapons based combat exists.

Now, maybe weapons based combat is planned for Year 2 and beyond, but why not enable the groundwork for it in Year 1? We already have family backgrounds which focus on magic skill, so why not have families focused on raising warriors?

So why not expand on this untapped area?

Name: Warrior Expansion

Content: Two new skills, each with subskills

Weapons Mastery - A skill drawing primarily upon Finesse, yet closely intertwined with Strength as well. Weapons Mastery is the livelihood of warriors; ranging from pirates, ruffians and mercenaries to the esteemed ranks of the Imperial Palace Guard and battle mages who elect to use lethal implements of war alongside their magic. Mages who plan on fighting from a distance may ignore this skill, but for those who intend to see the battle up close and personal, the art of Weapons Mastery is critical. Unlike spells, weapons require no Phemes unless you intend on casting spells to enhance them.

  • Sword Mastery - One of the oldest and most famous skills known to humanity. The skill of Sword Mastery encompasses the use of all swords, be they curved or straight, one-handed, dual-wielded or even the larger variety requiring both hands. Those intending to engage in honourable combat against their foes using swords should pay close heed to this skill. Training this discipline will allow one to swiftly prove to their adversaries that the swords worn upon their belts are not merely for show.
  • Polearm Mastery - One of humanity's earliest weapons against their aggressors was the polearm. The Polearm Mastery skill covers the usage of all polearms starting from the loyal spear through others such as halberds, axes and staves. Those intending to serve in any formal military unit will have to be well acquainted with these weapons, and consequently, this skill. The skill can also aid Mages interested in taking the battle closer to the enemy, and even for those wizards who shy away from melee combat, training this skill can teach many methods of utilising magical staves against an opponent dangerously close to oneself.
  • Shield Mastery - The best offence is a good defence; or so some drunk Paladin said. The skill of Shield Mastery allows one to use all manner of shields, from the tiniest of bucklers to towering greatshields. A good shield can save one's life, and a good shield and a skilled user can kill someone. Tales abound of skilled users not only parrying blows and even spells, but of them even bludgeoning foes and sometimes even throwing shields! Whether the tales be drunk ramblings or not the performance of the Knights, Paladins and Mages who use them cannot be denied.
  • Throwing Weapons Mastery - A good throw can often catch an enemy unaware, and a lucky one can even kill them. The skill of Throwing Weapons Mastery includes simple stones and daggers as well as full implements of war such as javelins, throwing axes and spears. Warriors seeking to harry their opponents at range should train this skill, and even Mages seeking to add an unexpected tool to their repertoire would be advised to hone this discipline. For if two Mages of equal speed duelled, the one throwing a dagger would naturally strike before any spell by the other.
  • Light Weapons Mastery - The skill of utilising weapons light enough to be used one-handed. Be it sword, dagger, axe or mace,  any weapon that can be wielded in one hand while leaving the other free is dependent on this skill. Rogues, assassins, Warriors using sword and shield and even Mages calling themselves Spellswords are all connoisseurs of this discipline. After all, having a dagger up your sleeve could be the last thing an opponent expects.
  • Heavy Weapons Mastery - The discipline of true Warriors, and the rare breed of Mage. The skill of Heavy Weapons Mastery encompasses all weapons heavy enough to exclusively require both hands to use. Battleaxes, greatswords, halberds and warhammers - weapons capable of beheading a dragon with a good enough swing - are all under the purview of this skill. Those intending to smash through enemy defences or make them cower through sheer intimidation should train in this discipline. Pirates, Warriors and even Mages will often be wary of one who has a heavy weapon strapped to their back, for unlike other lighter weapons which can be worn by anyone, a person wielding one of these knows how to use them.

Martial Discipline - A skill drawing mainly upon Willpower, but closely intertwined with Fitness as well. The art of Martial Discipline transcends the boundaries of Warrior and Mage and has been honed by all who pursue battle in a lifestyle which civilians can only dream and write tales of. The skill is honed by those intent on duelling and those pursuing warfare and battle. Mages who intend on never seeing combat need not bother with this skill, but for those who seek to serve their nation or pursue their ideals through the ancient rite of battle, the skill of Martial Discipline is necessary.

  • Pain Tolerance - Any Warrior worth their pims has learned the skill of Pain Tolerance through many gruelling hours at the practice yard. The skill is somewhat required for not only Warriors, but also Mages with an interest in duelling and especially Mages interested in fighting for their nation in real battle. A low proficiency in this skill could make one vulnerable to particularly painful attacks or spells inciting agony, while a high proficiency may allow one to ignore blows that would fell lesser people and keep going, often beyond what their Vitality would normally allow them to achieve.
  • Mental Fortitude - Fighting in battle is not only about the physical, but also the mental. If one does not have the courage and fortitude to bear the horrors of war and seeing comrades fall, then one cannot fight as effectively as those that have these things. Those intending on seeing real battle should hone this skill to a tolerable level so that at least they do not faint at the first sight of a dead body. Those unskilled in this discipline may find themselves vulnerable to psychological attacks or even brought to their knees by a fearsome war cry. But those proficient in this skill are capable of weathering the most gruesome sights and psychological assaults and of soldiering on past adversity to limits others thought impossible.

This is the general idea for it. In fact, just in this much there's a metric load of content and I haven't played the game enough to think up skills and actions associated with these skills.

Imagine adding Phemes for all these.

Anyways, any suggestions for more, or a discipline/aspect of the "Warrior" side I've missed are welcome.

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There wont be any new addition to year 1 from BCS and adding new skills via mod, if at all possible, will most likely cause problems if we ever get year 2. As sad it is your late by at last 2 year or there would be the chance that BCS added a new skill to DLC 17 if you have designed it.

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I don't think we have anyone here who already tried her/his luck in adding a skill via mod. It is for sure no easy work as you at last need to make the abilities, lore and skill it self and then you have to decide on ways to unlock this skill that would work with the 1.0 Version of Academagia and the last DLC as well without creating any problems. Because we only can work with Version 1.0 as base for our mods we can't access any in DLC and CP added or changed material from BCS with our mods. Beside this there are also some incompatibility between the mod tools we have and Windows Versions newer then XP.

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