Patreon LogoYour support makes Blue Moon possible (Patreon)

[Rules] Maid RPG: The Maids of Primrose Manor

LordLicentious

Digital Bohemian
Joined
Sep 29, 2019
Location
Your darkest fantasies
How to play Maid:

Note: In the rules for Maid are a handful of details that imply underagedness. These, obviously, are removed or altered in this campaign, to ensure all characters are over the age of 18.

In some situations, the Maids (and Butler) will be presented with a list of objectives, tasks, etc., which must be fulfilled. The players may work out how to divide these tasks in the OOC thread if they wish, but they can also just clamber all over each other trying to all do the same thing at once. In any case, any characters working together on the same task may interact with each other during this time. When there are no present objectives, the Maids are effectively on free time, and while they're expected to busy themselves cleaning the Mansion or otherwise handling chores, they can also use that time to interact more freely with one another, or try to get in the Master's pants.

When handling objectives, each character should describe what elements of the given task they intend to handle, as well as how, and then roll the dice. If the GM accepts the Attribute they propose for the roll, all is resolved normally, otherwise, the GM will recalculate the result based on the default Attribute for that task.

The six attributes used in Maid are as follows:

-Athletics: Used when physical activity and/or raw violence is called for. Used for all combat rolls.

-Affection: Used to express emotion and draw on bonds between people. Starting Favor is equal to double your Affection.

-Skill: Used when applying one's skills as a Maid or other domestic personage, or when otherwise trying to remain proper and professional as a servant of the Mansion.

-Cunning: Used to solve problems through intelligence or trickery.

-Luck: Used when trying to have things work out through pure good fortune.

-Will: Used to overcome challenges through sheer endurance and grit. Spirit is equal to ten times your Will.

Favor may be spent to increase Attributes, costing 10 Favor multiplied by the new rating. Thus, to go from 0 to 1 costs 10 Favor, while 1 to 2 costs 20, and so on.

Favor is assigned or subtracted whenever you work for the Master, using the following guidelines (for Favor penalties, assume the opposite scenarios, such as failing at housework, putting the Master in danger, or insulting the Master):

-1d6: Successfully performing standard tasks for the Master. Having sex with the Master (after the first time; additional dice of Favor may be awarded based on performance)

-2d6: Romantic activity with the Master (may stack with rewards from sexual activity)

-2d6-3d6: Completing a major or difficult goal set by the Master.

-3d6-4d6: Saving the Master's life.

-2d6-4d6: First time having sex with the Master.

Favor may also be awarded/penalized for many other things based on the GM's discretion (the above guidelines exist partly for the Seduction rules, below), but will rarely exceed 4d6 at once.

Note: For sexual activities, Favor isn't lost simply from not doing it, but rather by doing it in such a way that it somehow harms the Master, an unlikely situation.

When presented with a conflict, all participating players roll a d6, and multiply it by the Attribute that most fits the way they're attempting to solve the problem or defeat their opponent. These rolls may be further modified based on Maid Powers, Costume Changes, Items, etc. For static challenges, anyone who beats the target number succeeds, and will likely gain Favor. Failure in this case carries a penalty determined by the GM, which can range from simply embarrassment to loss of Favor or gaining Stress. For contested rolls (all of which are classified as "combat"), the person who rolls highest gets what they want, while the loser takes Stress equal to the total result of their opponent's roll, divided by the Attribute the loser had used. Ties result in stalemate, and further rolls must use different attributes for all involved combatants. As a note, either side in a combat may acquiesce to the other to avoid rolling and potentially taking Stress. Further, Butlers automatically lose to Maids in combat, and neither may oppose the Master in combat. Either the d6 roll or attribute used may be increased by 1 for a single check by spending 1d6 Favor.

When a character's accumulated Stress equals or exceeds their Spirit, they suffer a Stress Explosion, and must behave according to their listed Stress Explosion, engaging in self-destructive or antisocial behavior for the next few scenes (as real-time measurements aren't feasible on forums, the GM will ensure that the amount of time spent or harm done is reasonable). Actions taken during Stress Explosions can result in losing Favor, inflicting Stress on others, or just creating Drama. If other characters roleplay trying to help someone in the middle of a Stress Explosion, it will end sooner. Maids can reduce Stress 1-for-1 by spending Favor. Butlers, lacking a Stress Explosion, must spend Favor when their Stress exceeds their Spirit. When the Master suffers a Stress Explosion, nobody may gain Favor from him until he has recovered.

Maids (but not Butlers) may spend 1d6 Favor to cause a random event, invoking their propensity for sowing chaos. This event will center on or involve them. Other random events may occur spontaneously during play. Should any participant not be specified (either by the event itself, or by being the Maid that caused the event), the Encounter Table is referenced. The Encounter Table is a d6 chart containing the names of the Master and each servant in the Mansion (blank spots are filled in with the Master). The GM can also generate larger random events to define an ongoing story.

Seduction rolls may be used if you want to gain mechanical benefits from sexing someone up (though Seduction is not necessary for sex, nor is Seduction necessarily sexual). Seduction rolls must use Affection or Cunning (unless a very good argument is made to the GM), and can be resisted with any attribute (if you want to be Seduced, you may pick a low attribute). Unlike other forms of combat, all characters are equal during Seduction. The Butler does not automatically lose to Maids, nor does anyone automatically lose against the Master. Only the Seducer can take Stress from this roll, a successfully Seduced character takes no Stress, instead becoming Seduced by the attacker. The main benefit of Seduction is that the Seducer can tell the Seduced what to do without having to engage in combat. However, the Seducer must also give the Seduced Favor from their own pool when they follow orders, using the same guidelines as the Master. Attempting and failing to Seduce the Master costs 2d6 Favor. The Butler loses 2d6 Favor on any Seduction attempt, or 4d6 if it's the Master. Butlers lose an additional 1d6 Favor when giving orders to their Seduced characters. Seduced characters may also still Seduce their Seducer, to make the dynamic mutual.

Once a relationship is established via Seduction, the Seducer can also perform certain actions to remove or inflict Stress on the Seduced. Rather than using the predefined chart in the book, the GM will assign a value for how many d6s of Stress to remove or add at the end of the scene based on how it was roleplayed.

The optional Tragedy rules are not presently in effect. Should the players request they be implemented, this section will be updated to reflect that.

A Maid's uniform is the source of her power, and if removed in whole or in part, she will suffer penalties to her d6 rolls until she gets clothed again (Costume Changes supercede this rule, allowing the Maid to wear something else, usually changing the rules for her). Additionally, certain Uniform Special Qualities are outfits that do not possess all of the same articles as the normal Maid uniform. The penalties from any absent articles get folded into the "Blouse" portion of the uniform. The parts of the standard maid uniform, and penalties for not wearing them, are as follows:

-Headdress (the most vital part): -2
-Apron (NOTE: If this is all you're wearing while cooking, and the Master is present, negate all penalties and gain 1d6 Favor): -1
-Blouse: -1
-Skirt: -1
-Stockings: -1
-Underwear (optional; you only suffer penalties if you were wearing them and they get torn off/stolen; both bra and panties count): -1

Butlers do not suffer disrobing penalties, but are required to wear a suit at all times, limiting the Costume Changes they may purchase.

The Head Maid is a special position granted to Maids who have achieved Victory (see below), and provides some bonuses and penalties:

-The Head Maid may order other Maids to do housework around the Mansion, and if the Maid gains Favor for complying, the Head Maid gains Favor equal to half that amount (this does not reduce the other Maid's reward).

-The Head Maid may avoid a Stress Explosion by taking a -1 to all attributes for the duration (further Stress inflicted extends the duration).

-The Head Maid gets +1 to the d6 roll during combat against other Maids (including Seduction).

-The Head Maid cannot generate random events.

-Whenever a Maid loses Favor with the Master, the Head Maid loses Favor equal to half that amount (this does not reduce the original Maid's penalty)

-If the Head Maid hits 0 Favor for any reason, she is immediately demoted back to being a regular Maid.

In this campaign, the Maids (and, optionally, the Butler), are seeking to have the Master's children, and thus secure for themselves a life of luxury among the Master's many consorts. Each time a character gets the Master to finish inside her, there is a cumulative 1% chance of conception (This carries over indefinitely, and can apply more than once in a given scene, so if you milk three loads out of the Master the first time you have sex with him, this will result in three rolls, with a 1%, 2%, and 3% chance, respectively, and the next time you have sex with the Master, the rolls will start at 4%).

When a Maid becomes pregnant, she retires comfortably from play, and the player rolls up a new Maid. That Maid becomes Head Maid upon entering play (if there is already a Head Maid, the player gets "next dibs" on being Head Maid, a list of victorious players will be created to keep track). Additionally, the new Maid gains a bonus 2d6 Favor, plus another 1d6 for every previous Victory (so, when the new Maid gets pregnant, the Maid she's replaced with gets 3d6 Favor, and so on).

If the Butler becomes pregnant, she just has to keep working, though the Master is likely to go easy on her. She also gains 6d6 Favor and removes all accumulated Stress. And, due to Butlers being so cool, she can give birth and be back at work effectively immediately, letting the Mansion's nursemaids take care of the baby offscreen. This still counts as a Victory in terms of lording it over everyone.

The GM will be utilizing closed rolls, meaning that while the players will be linking to their dice roller of choice when handling conflicts, the GM's rolls will be kept secret. This is partly because the GM prefers rolling physical dice, and partly to maintain the mystique of the GM.
 
Back
Top Bottom