Interest Check (http://elliquiy.com/forums/index.php?topic=33410;all)<br/>In Character (http://elliquiy.com/forums/index.php?topic=33497;all)<br/>Out of Character (http://elliquiy.com/forums/index.php?topic=33496;all)<br/><strong>Characters and Rules</strong><br/><br/>(http://maidrpg.com/index_pics/cover.jpg)<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 1.35em;">Action Resolution</span><br/><br/>Whenever a character tries to accomplish something, I'll roll a die for that character and multiply it by the most appropriate attribute score of that character.<br/><br/>If a character tries to accomplish something by herself, I'll check this against a preset difficulty level. If the end result equals or exceeds the difficulty level, the character succeeds. If the end result is lower, the character fails, and might take stress.<br/><br/>If two or more characters try to work together, each of them roll, each using their most appropriate attribute score, which might be different depending on how the situation is tackled. The end results are added together before being compared against the difficulty level.<br/><br/>Keep in mind that if your attribute score is zero, the end result will always be zero as well, and you will automatically fail.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 1.35em;">Combat</span><br/><br/>Whenever two or more characters compete with each other, whether through physical combat, trying to do something better than the other, or any other means, they make opposed action resolution checks. Instead of comparing the end result against a preset difficulty level, it's compared against each other's end results.<br/><br/>The character with the highest end result wins the combat, while the others take stress for losing. The received stress is equal to the end result of the winning character divided by the attribute score they used themselves. In case they have an attribute score of 0, it's equal to the end result of the winning character.<br/><br/>Two or more characters can team up or work together in combat. In this case, they add their end results together, just like normal action resolutions. If a team of two or more characters loses a combat, one of the characters needs to take all the stress. If the team consists of player and non-player characters, a player character needs to take the stress.<br/><br/>Note that if you give in and let the other character win without trying to compete means you have evaded combat, so you will not take any stress.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 1.35em;">The Maid Uniform</span><br/><br/>Maids are at their best when wearing their usual maid uniform. Whenever a part of a maid's uniform is missing, damaged or dirty, that character receives a penalty to all her rolls, until she can manage to fix the problem.<br/><br/><strong>Headdress</strong>-2 The frilled headdress is the most important symbol of a maid.<br/><strong>Apron</strong>-1<br/><strong>Blouse</strong>-1 With a one piece dress the blouse and skirt are effectively removed simultaneously.<br/><strong>Skirt</strong>-1<br/><strong>Underwear</strong>-1 If a maid wasn’t wearing underwear in the first place, she doesn’t take this penalty. Penalties are not divided by different parts of a maid’s undergarments; removing one piece is enough to get the penalty.<br/><strong>Stockings</strong>-1 This can include socks, tights, or garter belts.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 1.35em;">Stress</span><br/><br/>Player characters have a spirit score equal to ten times their Will score. Non-player characters usually have spirit scores irrelevant of their Will score.<br/><br/>Whenever your current amount of stress exceeds your spirit, you go into a stress explosion, which depends on your character. As long as you abide by your stress explosion, you can still do anything you want. A stress explosion lasts until your stress has been reduced to zero.<br/><br/>Every post you make while having a stress explosion reduces your stress by two points.<br/><br/>You can spend favor to reduce stress. Every point of favor spent this way reduces your stress by one point.<br/><br/>In addition, other players can lower your stress by trying to comfort you.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 1.35em;">Favor</span><br/><br/>Being a good maid earns you favor, as decided by the master. Your favor starts at two times your affection score.<br/><br/>You can spend favor to reduce stress. Every point of favor spent this way reduces your stress by one point.<br/><br/>You can spend favor to raise your attribute scores. To raise an attribute score by one point, you need to pay ten times the new value. For example, raising a score from 0 to 1 costs 10 favor points, while raising a score from 4 to 5 costs 50 favor points.<br/><br/>You can spend favor to raise the outcome of one action resolution. You will lose an amount of favor equal to the result of a single die roll. In return, you receive a +1 bonus to either the attribute score or the die result.<br/><br/>You can spend favor to have a random event occur, at any time. If you think the current situation is more advantagous to the other players or just plain boring, call for a random event. This costs an amount of favor equal to the roll of a single die.<br/><br/>If a maid's favor would drop below zero, she would be dismissed from the household. To prevent being dismissed, you can lower one of your attribute scores. By reducing your attribute score by a single point, you receive an amount of favor equal to ten times the new result. For example, reducing a score from 2 to 1 earns you 10 favor points, while reducing a score from 5 to 4 earns you 40 favor points.<br/><br/><hr/><br/><span class="bbc_size" style="font-size: 1.35em;">Seduction</span><br/><br/>You can try to seduce other characters. If you succeed in seducing another character, that character has to do any reasonable requests that you ask of him/her. Other player characters, such as other maids and the master are all permitted targets for seduction.<br/><br/>You need to use Affection or Cunning to seduce another character, and cannot spend Favor to boost your score (though the victim can still use any attribute score and spend Favor to boost his/her defense).<br/><br/>If you fail at seducing someone, you take the same stress as you would in combat. If you fail at seducing the master, you take 2D6 additional stress. In addition, you get a culumative -1 on all further attempts to seduce the same target. However, the victim does not receive stress for becoming seduced.<br/><br/>If a seduction succeeds, the seducer gets to order the victim around. The victim will always lose to the seducer in any combat. However, in return, the seducer needs to appoint favor to the victim, whenever she's doing a good job following orders, or serving the seducer in general, just as if she was following the master's orders (I can handle the donation of Favor if you want).<br/><br/>In addition, relationships can help reducing stress in the following way:<br/><br/><strong>Word of Love From Partner</strong>1D6 (You have to say something new each time for them to count.)<br/><strong>Kissing With Partner</strong>1D6, 3D6 for the first time. (A succession of kisses only counts as one instance: 1D6 per scene.)<br/><strong>Getting Uncomfortably Physical</strong>1D6, 3D6 for the first time.<br/><strong>Partner Works Hard For You</strong>1D6 to 4D6 (Ranging from a present to selfsacrifice, as judged by the GM.)<br/><strong>Seduce a Partner</strong>3D6 (Seducing someone for the first time.)<br/><br/>However, situations can also get tedious, causing additional stress:<br/><br/><strong>Clearly Insulted by Partner</strong>1D6 (You have to say something new each time for them to count.)<br/><strong>Betrayed or Abandoned</strong>2D6, 3D6 for the first time.<br/><strong>Fight With Partner</strong>2D6, 3D6 for the first time.<br/><strong>Partner Seduces Someone Else</strong>1D6 to 4D6 (Upon first discovering this. Depends on the circumstances and who’s involved.)<br/><strong>Partner is Seduced By Someone Else</strong>3D6 (Upon first discovering this. Depends on the circumstances and who’s involved.)<br/><br/>Note that it's possible for two characters to effectively seduce each other.