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Dice Maid Roleplaying Game - Mechanics

Deathkitten

I am the Deathkitten! Fear me!
Athletics: Physical ability, combat ability


Affection: How good are you at forming bonds with your master and the other maids?


Skill: How good are you at your maid duties?


Cunning: How capable are you at tricking enemies and other maids, and deceiving the master?


Luck: Just how lucky are you?


Will: How positive and constructive is your thinking?






This is a table, so that you can roll a die and pick one of the mansion’s inhabitants at random. This is more for me, GM than anyone else.

  1. Mira Hirozi
  2. Finny
  3. Emily
  4. Ilina Aniri
  5. Callie
  6. Jaquelyne D'vontlaine Mordaunte
  7. Maya
  8. Mika Bloom
  9. Kaida
  10. Nina
  11. Syn
  12. Suzu Watanuki
  13. Mary Shapher
  14. Zelda
  15. Connor Mckinley
  16. Sebastian N. Voorhees


Spirit: The amount of Stress a character can take before having a Stress Explosion.









  • The basic mechanic of this system is to roll 1d6 and multiply the result by the attribute you are using in a particular situation. The GM decides on a target number, which the roll has to exceed in order to be successful, but in the case of opposed actions (where two characters are directly opposing each other), refer to the Combat rules. A player can decide which attribute gets used for his maid’s action as long as they can justify it. If an attribute is at 0, the maid simply cannot succeed at actions that use that attribute. If this happens, the maid’s best bet is to try to work together with other maids and/or the master to accomplish her goal, or try to come at the problem from another angle.












  • Favor represents how pleased the master is with a given maid. The GM (master) hands out points of Favor to the maid characters whenever she feels like it. In particular, points of Favor should go to maids who work hard to serve, assist, or rescue their master. These points can be spent in the following ways:






    • Spend 1 Favor to remove 1 point of Stress.
    • To raise an attribute by 1, spent a number of Favor points equal to the new attribute level desired, times 10.
    • Spend 1d6 Favor to add +1 to either the die roll or your attribute score for one action.
    • Spend 1d6 Favor to have a Random(or Normal) Event occur.
    • A maid whose Favor drops below 0 is dismissed by the master or the household. To avoid being dismissed, maids can lower one of their attributes by one point, gaining 10 times the new attribute level in Favor (e.g., lowering Athletics from 3 to 2 provides 20 Favor), until the maid has 0 or more Favor. Of course, that means that maids can wind up on a downward spiral of reduced ability.












  • If there are at least two maid characters in a game session, another player can take the role of a butler. Butlers take Stress, gain Favor, and so on just like maids. However, butlers are subject to the advantages and disadvantages listed below.

    • A butler must always wear a suit.
    • Butlers do not take penalties for removing their uniforms like maids do.
    • Butlers are strong. Their attributes are higher.
    • Butlers must remain calm at all times. As such, they do not have Stress Explosions. If his Stress exceeds his Spirit, a butler must use Favor to reduce the Stress below his Spirit.
    • Butlers cannot allow themselves to create chaos in the mansion. As such, they cannot use Favor to create random events.
    • Butlers will automatically lose any combat against the Master or maids. (Seduction does not count as combat). However, they can enter combat normally if the Master orders them to do so.
    • Butlers cannot remove Stress with the passage of time.
    • Butlers may reduce their attributes to gain points of Favor, but they only get 5 times the new attribute level if they do.












  • Characters, whether PCs or NPCs, can attempt to seduce each other. “Seduction” is trying to get someone to fall in love, or otherwise become romantically confused. The character being seduced loses their normal judgment, and does what the one doing the seducing (hereafter called the “seducer”) says. It is possible to seduce multiple people. The character being seduced can gain points of Favor as a result of the feelings of love and affection gained, so for maids and butlers, being seduced isn’t necessarily a bad thing. (Of course, for Masters and NPCs there isn’t a benefit per se).


    On the other hand, the seducer benefits by having a convenient victim at her beck and call. Romantic activities can become the key to surviving and getting lots of juicy Favor. As such, in this game romance can be thought of as something that happens between two individuals, and is not in any way governed by gender. Whatever the players and GM might think themselves, the rules of the game have absolutely no penalties for same-sex relationships. (So, sometimes characters will fall in love with someone of the same gender).


    Seduction uses rules similar to Combat, but it differs in how Stress and Favor are used. You can attempt to seduce any partner you can speak to or touch. The seducer uses Affection or Cunning (or possibly another attribute, with the GM’s permission), while the target can use whichever attribute they wish, in an opposed check. Both sides must role-play the effects of whatever attribute they’re using, and get the GM’s permission to make a seduction roll. If the seducer’s roll is successful, seduction can take place.


    The victim of a seduction attempt cannot avoid having to roll the dice like in combat; they have no choice about this. However, for each unsuccessful seduction attempt on the same character, successive attempts receive a penalty of -1 to the die roll. Unlike normal combat, the seducer cannot spend Favor on seduction rolls (though the target can). Furthermore, although the seducer takes Stress if the attempt fails, the target does not take any for failing.


    Even if players specifically want their characters to be seduced and thereby gain the benefits of such, both sides must still make rolls as usual. However, if two PCs are rolling against each other, they can try to seduce each other if they’re so inclined. Furthermore, it is possible for two characters to become seduced by each other.


    If a seduction attempt is successful, the two characters are subject to the following advantages and disadvantages. Seducing the Master or the butler has slightly different effects, noted below.






    The seducer automatically succeeds in any combat against the seduced. (Which means he or she can give orders and always be obeyed).


    Penalty: Because the seducer in effect takes on the role of Master for his or her partner, he or she must award Favor points to them, following the same guidelines as for Masters. However, the seducer does not get to take Favor points away from them as a Master can. Furthermore, if the Master is seduced, the seducer does not receive any extra Favor beyond what would normally be awarded. She can’t force the Master to give her extra Favor points, for example.






    The seduced can receive Favor from a second source in addition to the Master.


    Penalty: The seduced automatically loses to the seducer in combat rolls.


    Penalty: If a character is seduced by multiple people at the same time and they give him or her conflicting orders, those seducers must make a contested roll to see whose order gets followed. However, the seduced takes any Stress from this roll instead of the seducer.






    If a maid or butler fails at seducing the Master, he or she

    • not only takes Stress as usual, but loses 2d6 points of Favor.
    • when the Master’s favorite Maid Type is making a seduction attempt, the player can roll two dice and take the higher one for the roll.


    If the master is being seduced, maids and butlers can spend their Favor to boost the seducer’s chances (though the Master has to assent to this assistance). Furthermore, if other maids or butlers are present, they can use appropriate role-playing to disrupt the seduction attempt, and thereby add their own roll results to the Master’s roll to resist. It can be like a tug-of-war!






    • Butlers lose 2d6 Favor for attempting to seduce maids 4d6 for attempting to seduce the Master. He’s supposed to keep the house in order, not introduce potential chaos.
    • If a butler does succeed at seducing someone, he still loses 1d6 Favor every time he gives them an order.












  • The master’s mansion is the stage on which all of the game’s action occurs, and the game is ill-equipped to handle things that take place outside the mansion. Anything that takes place outside of the mansion is dealt with in the form of quick summaries, with no dice rolls involved. Events taking place over the phone are considered to take place in the mansion. A mansion doesn’t necessarily have to be something that appears to be such at first glance. In other words, the “mansion” is the limited area in which the activities of the master and his maids take place. Also, even while the characters remain constant, the location of the “mansion” can shift over the course of a scenario (e.g. from a house, to a hotel, to a camp site).












  • A Normal Event is essentially the same thing as a Random Event, but tied to the Mood and written with the scenario in mind, and much less disruptive to the flow of the story as perhaps a totally random event might be.


 
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