This is a Tabletop RPG that, I think with a bit of effort, we can make work on the forum. Now, there's quite a bit of rules, and a character creation process, which will determine how a character goes about their business, and etc.
But the setting is this; it could be Medieval. It could be modern day. It could be set in England, or Japan. It could be set in Science Fiction, on a Space Station. But one constant remains true; there is a Mansion, or a Mansion-like area. And in that Mansion, is one Master, and his or her Maids.
The GM plays the Master. The players play the Maids. The goal of the Maids is to earn favor from the Master. Which does two things:
1: Collecting enough allows you to increase your attributes.
2: It allows you to create Random Events, which the GM will control, for the most part.
Now, I have the Manual, but there's a lot to go over. So we'll just do that a step at a time, rather than trying to do it ALL at once.
Oh yeah, one more thing... Given the openness on where this can take place... Madoka Magica, Touhou, Koihime Musou, it all can work! The girls will just be Maids.
Without further ado, here is the scenario I have chosen:
Be Our Magic King!
Number of Players: 2-4
Game Rules Used: This scenario uses all of the basic rules, but Random Events use the special table provided in the manual. Also, Maids take on different jobs within the Mansion, and receive special bonuses for these.
Summary: At Homura's Home, there is a problem. No matter how many times Walpurgisnacht is faced, failure is found. The Magical Girls have gathered together, and as per Homura's theory, are watching for a unique individual which will display the latent power needed to defeat Walpurgis.
Introduction: This is intended to be an introductory scenario for first-time Maid RPG players. If you're being the GM of this game for the first time, please pay close attention to how the Master is played. Also, take note of how the Maids interact with the Master. Over the course of this scenario everyone involved should be developing a distinct attitude towards the Master.
As the GM, you need to explain to the players that this game takes place in Madoka Magica, and thus the character's Special Qualities, Roots, Weapons, and names should be appropriate for such a world.
Mansion:
This scenario takes place in a modern fantasy world; fill out the details of this world however you wish. The mansion is Homura's home, located within the City. Homura had it reworked into a proper hideout over the course of several timelines. In this scenario, Homura's home is much more like a proper home, except that it stretches down ten levels into the earth. Here, Homura has stored all of her knowledge on Walpurgis, as well as a vast arsenal of weapons. She has also turned it into a testing ground, pseudo-familiars and traps will await.
Master:
In this scenario, the Master can be Male, or Female. Their Attributes should all be 2. If desired, they can vary from 1 to 3. Regardless, the Master is someone who comes to Homura's Home because they are fleeing something.
Also, unlike a typical game of Maid RPG, for this scenario, if the Master takes too many points of stress, they can die. The GM should make it clear to the Maids that the Master is actually fragile and weak.
The GM needs to keep in mind that the "Master" isn't really the Master per se, but someone who has the potential to become such. However, they can assign Favor points just like a regular Master.
Special Rules:
For this scenario, the Maids are each experts in different fields that are pertinent to managing the City. They receive special bonuses based on their fields of expertise, but they're penalised in that they cannot actually leave the City, or otherwise interfere with the world beyond it.
Start from the top of the chart below to assign roles, and if you have less than 4 players, omit the roles from the bottom of the chart (i.e. if there are 3 players, leave out D, if there are 2 players, leave out C and D).
A. Acting Master: Leader of the other Maids. As the most trusted due to her experience or abilities, she starts with double the usual Favor.
B. Military Affairs: In charge of Witches. Can automatically win a roll against a Witch if it's using an attribue of 2 or less.
C. Chief of Security: In charge of traps. Gains "Traps" as a Maid Weapon, and gets a +1 bonus to Skill for rolls dealing with traps.
D. Captain of the Guard: In charge of protecting the Master. While in the two bottommost underground levels, she gains a +1 bonus to Athletics.
But the setting is this; it could be Medieval. It could be modern day. It could be set in England, or Japan. It could be set in Science Fiction, on a Space Station. But one constant remains true; there is a Mansion, or a Mansion-like area. And in that Mansion, is one Master, and his or her Maids.
The GM plays the Master. The players play the Maids. The goal of the Maids is to earn favor from the Master. Which does two things:
1: Collecting enough allows you to increase your attributes.
2: It allows you to create Random Events, which the GM will control, for the most part.
Now, I have the Manual, but there's a lot to go over. So we'll just do that a step at a time, rather than trying to do it ALL at once.
Oh yeah, one more thing... Given the openness on where this can take place... Madoka Magica, Touhou, Koihime Musou, it all can work! The girls will just be Maids.
Without further ado, here is the scenario I have chosen:
Be Our Magic King!
Number of Players: 2-4
Game Rules Used: This scenario uses all of the basic rules, but Random Events use the special table provided in the manual. Also, Maids take on different jobs within the Mansion, and receive special bonuses for these.
Summary: At Homura's Home, there is a problem. No matter how many times Walpurgisnacht is faced, failure is found. The Magical Girls have gathered together, and as per Homura's theory, are watching for a unique individual which will display the latent power needed to defeat Walpurgis.
Introduction: This is intended to be an introductory scenario for first-time Maid RPG players. If you're being the GM of this game for the first time, please pay close attention to how the Master is played. Also, take note of how the Maids interact with the Master. Over the course of this scenario everyone involved should be developing a distinct attitude towards the Master.
As the GM, you need to explain to the players that this game takes place in Madoka Magica, and thus the character's Special Qualities, Roots, Weapons, and names should be appropriate for such a world.
Mansion:
This scenario takes place in a modern fantasy world; fill out the details of this world however you wish. The mansion is Homura's home, located within the City. Homura had it reworked into a proper hideout over the course of several timelines. In this scenario, Homura's home is much more like a proper home, except that it stretches down ten levels into the earth. Here, Homura has stored all of her knowledge on Walpurgis, as well as a vast arsenal of weapons. She has also turned it into a testing ground, pseudo-familiars and traps will await.
Master:
In this scenario, the Master can be Male, or Female. Their Attributes should all be 2. If desired, they can vary from 1 to 3. Regardless, the Master is someone who comes to Homura's Home because they are fleeing something.
Also, unlike a typical game of Maid RPG, for this scenario, if the Master takes too many points of stress, they can die. The GM should make it clear to the Maids that the Master is actually fragile and weak.
The GM needs to keep in mind that the "Master" isn't really the Master per se, but someone who has the potential to become such. However, they can assign Favor points just like a regular Master.
Special Rules:
For this scenario, the Maids are each experts in different fields that are pertinent to managing the City. They receive special bonuses based on their fields of expertise, but they're penalised in that they cannot actually leave the City, or otherwise interfere with the world beyond it.
Start from the top of the chart below to assign roles, and if you have less than 4 players, omit the roles from the bottom of the chart (i.e. if there are 3 players, leave out D, if there are 2 players, leave out C and D).
A. Acting Master: Leader of the other Maids. As the most trusted due to her experience or abilities, she starts with double the usual Favor.
B. Military Affairs: In charge of Witches. Can automatically win a roll against a Witch if it's using an attribue of 2 or less.
C. Chief of Security: In charge of traps. Gains "Traps" as a Maid Weapon, and gets a +1 bonus to Skill for rolls dealing with traps.
D. Captain of the Guard: In charge of protecting the Master. While in the two bottommost underground levels, she gains a +1 bonus to Athletics.
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