Neither gifted nor dedicated, Demetoria begins the
game with little potential and even less skill in the
various arts. Both potential and skill are expressed as integers, with zero
(0) indicating no current ability or potential, and five (5) meaning
proficient skill or solid potential.
Each potential is generated randomly from game to game, but the numbers are always distributed 6, 5, 4, 3, 2 and 0. One game, Demetoria will have "high" potential in the Tea Ceremony; another, she will have none. Potential indicates the highest level of proficiency that can ever be naturally attained.
Apart from potential is skill--how proficient Demetoria currently is. She begins the game with one skill at 2 and another skill at 1 (on rare occasion, just one skill at 3). All other skills start at zero.
The following "gee, thanks, I could have never done that myself" table is one suggestion for tracking Demetoria's progress. (Consult the rest of this sheet to know specifically when you've progressed.) Mark +1's under the headings as you gain proficiency in them, and note near the bottom of the columns as you realize you've reached your potential in that art. Note any judge changes.
Demetoria may learn skills by practicing or through tutoring.
Such is not a given with our dear apprentice. First, she
might not "get it" no matter how hard she tries during that
session. Second, she may have already reached her
potential and no natural learning is ever going to help.
It's important to figure out as quickly as possible which potentials are 0, 2 and 3. Then decide how to work around the problem. There are devices that help you exceed potential, there are test bans, there are judge manipulations. Of course, nothing is a guarantee when it comes to people. You can adapt like a chameleon, and there will still be those times where there is nothing you can do. The author wins about 80% of the time (maybe it would be 90%, if he paid closer attention.) You can stave off some bad luck, but a few games heap it on. Undo'ing probably won't help you in those hard luck cases.
The following table lists the minimum level of pressure you need to apply
to gain a favor, the benefit you obtain from that favor, and the people they
|Favor 1||Favor 2||Favor 3||Contact 1||Contact 2|
+1 random skill
+1 random skill
+2 random skill
Each of Demetoria's starting five clients starts each game with a
different degree of love, reflected in Love Points.
The assignment of these points is random, but it is always distributed
8, 19, 23, 47 and 60. One game Gaho may have 60 points (i.e.,
he's deeply, madly in love with her), another game he may
have only 19. Akko's clients have a specific range and are
designated in their own column, in the table below.
Akko's clients do not know you well enough to refer you to their associates. One doesn't want to make a bad recommendation, after all. Also, each has a unique number of love points that are consistent, or at least a consistent range, from game to game.
|Love Points||Favor 1||Favor 2|
+3 random skill
+3 random skill
+1 to all potentials
+1 to all skills
ban 1 test
Each favor strains a relationship, the more pressure, the
more strain, exponentially.
|Level of Pressure||Love Point Cost|
Favor granted or not, the cost is subtracted from the client's total Love Points. If that total hits 0 or below, the client will no longer be available.
Getting the aura gift from counsel lets you know the general level of love a client has for Demetoria (intense glow--40+; mild glow--20+). There are also subtle clues from the text when the client meets you for the first time that day that indicate excitement.
Contacts (available from the initial five clients) do not
cost Love Points. But if a client is in love with you (40+
Love Points), that client will not share you. If a client is fond
of you (20+ Love Points), you will not get a second contact. There
are times when you might put more pressure than necessary on
a client just to lower that client's love (and obtain the needed
contact the next time.)
You need 3 "flag points" to pass a given test. A green flag is
worth 0, a yellow is 1, and red is 2. There are three judges,
and--doing the math--you'll need recognition from at least
two to pass.
A judge's individual score will be your achieved rank plus her bias. 2 or less is a green flag, 3 is a yellow, 4 or more is a red flag. Example: If you have a 4 in flowers, you will get a yellow flag from Fumiko (4 + (-1) = 3 = yellow) If you have the starting three judges, a 4 in flowers will still not be enough to pass the test (2 yellow flags and 1 green.)
Thus, you can see that Akko puts a damper on Demetoria's chances of success--you'll need a rank of 5 just to get a yellow flag from her. But she alone cannot bring you down.
You get a random judge each time. Each judge gives her
best assessment, but judging is subjective. She'll most
likely be within 1 point of your actual ability.
A skill cannot deteriorate, but a judge might give you a worse rating than the judge before. You did not un-improve, the second judge just rated you lower than the first on a similar performance.
Remember, you cannot improve a skill by practicing if Demetoria has maxed out her potential in that skill.
If you see the message "you learned a key element", you have gained 1 skill level in that art. "And another", means another +1, and "yet another" for a final +1 (for a total of 3 skill levels in that art.)
The message "You felt you were possibly on the verge of learning a key element. Maybe." indicates you're at your potential. You would have learned something, but your brain can't handle any more.