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- Changes to the MaidRPG System for Cranberry Soda (Rev. G)
- #1 – HEALTH
- • Physical harm is now represented by Damage. Mental/emotional harm is still represented by Stress.
- • Whenever a character takes Damage, they also take half that much Stress.
- • All player characters start with 20 Health. When they take 20 Damage, they fall unconscious from their wounds and are in danger of death.
- • Health can be leveled up; spend Favor equal to your current Health to raise your maximum Health by 5 points.
- • Characters can always choose to have their attacks deal Stress instead of Damage. Enemies that reach their Stress limit will stop attacking but will still be alive.
- • While at maximum Stress, a character will take 1 Damage whenever they would have taken any amount of Stress.
- • Damage does not normally heal over time. Bandaging wounds heals 1d6 Damage, while treating wounds with proper medical supplies heal 2d6 Damage. Once treated, wounds heal at a rate of 1 Damage every two hours. Taking additional Damage stops this healing.
- #2 – POWERS
- • The list of Maid Powers has been reworked; many of the old Maid Powers were situational and largely ignored.
- • All characters now get one “Attack Power” in addition to their normal Maid Power. Attack Powers are not limited by the character’s highest stat like Maid Powers are.
- • For every 80 cumulative Favor earned, a character gains their choice of a new Attack Power or a new Maid Power from their highest stat’s list.
- • While at maximum Stress, no Maid Power or Attack Power can be used.
- #3 – COMBAT
- • Damage is calculated using the MRPG rules of “Attacker’s roll divided by defender’s defending stat”. A character with a defense stat of 1 instead subtracts their defense roll from the opponent’s attack roll to calculate damage.
- • For combat rolls only, the same stat cannot be used twice in a row (i.e. a character that attacks with ATH cannot immediately defend with ATH)
- • When one character aids another in an attack, they must announce their aid before any rolls are made. Their attack rolls are combined for overcoming the opponent’s defense roll, but only the primary attacker’s roll is used for dealing damage.
- • A character may wait until after a combat to Explode, unless it makes roleplaying sense. While waiting, they cannot heal Stress by any means.
- #4 – OTHER
- • At any time, a character may spend 1 Favor to boost a roll by 1, heal 1 Stress, or heal 1 Damage.
- • If initial stat rolls or maid types would create a character with 0 Will, they will have 5 Spirit until they level up to 1 Will.
- • Ties on opposed rolls always go to the defender.
- • All numerical results are rounded to the nearest whole number; 0.5 is rounded up to 1.0
- • Stress does not normally heal over time. A short nap or relaxing activity will heal 1d6 Stress, while getting a full night’s sleep will heal 2d6 Stress. Once any amount of Stress has been healed, Stress will then heal at a rate of 1 Stress every two hours. Taking additional Stress stops this healing.
- ATHLETICS POWERS
- • Super Evasion – If you would normally take Damage from an attack, you can dodge it and take one-and-a-half times that much Stress instead.
- • Iron Wall – You can make a nearby character’s defense roll for them if they are attacked. If your roll fails you take the damage instead of them.
- • Backlash – When you take Damage from an attack, you can choose to automatically deal 2 Damage to the attacker (provided you could normally attack them).
- • Quick Healer – When your wounds are treated you heal an extra 1d6 Damage, and once treated your wounds heal at an accelerated rate of 1 Damage every 20 minutes.
- AFFECTION POWERS
- • Maiden’s Tears – If you appear to be unthreatening, you can take 1d6 Stress to make a request that will be taken favorably for you (as roleplay appropriate).
- • Power of Friendship – You can take 1d6 Stress to heal 2d6 Stress from someone else.
- • Cooked With Love – Food and other remedies you prepare heal 1d6 Stress or 1d6 Damage (as appropriate). These can also be saved for use later.
- • Helping Hand – Whenever a roll is required of multiple people at the same time, you can choose to give any or all of them (but not yourself) a +2 bonus to the roll.
- SKILL POWERS
- • Deep Pockets – You always have an array of useful objects on hand (which may provide numerical bonuses as appropriate), and can hide small things on your person without detection.
- • Natural Talent – You get a +2 bonus to all non-combat, non-Skill rolls.
- • Efficiency – When you spend Favor to boost a roll or heal Stress/Damage, each point spent is worth double.
- • Expert Duelist – Every time a specific enemy attacks you, you get a +1 bonus to your defense rolls against them. This bonus stacks, up to the value of your Skill.
- CUNNING POWERS
- • False Sincerity – When making an Affection or Willpower roll, you can always choose to use your Cunning value instead, but failure will reveal your fakeness.
- • Stalking – You are a master of not being noticed while sneaking around, and if caught you do not appear suspicious (as roleplay appropriate).
- • Escapist – You can take 1d6 Stress to safely get away from any situation, but your allies might not be able to follow.
- • Women’s Intuition – You can take 1 Stress to read a person. You discern their attitude, abilities, and stats (including current Health/Spirit), as well as if they are lying about something.
- LUCK POWERS
- • Karma – When making any kind of roll, you can always choose to use your Luck value instead, but the result—good or bad—may have unforeseen consequences.
- • Second Chance – You can take 1d6 Stress to reroll any failed roll, but you must use the second result.
- • Close Enough – If you tie a roll or fail by 1, you still succeed.
- • Blessed – You can choose to ignore any Maid Power or Attack Power that would affect you specifically (i.e. an opponent could use Stalking to avoid your detection but not your suspicion, you could nullify Distracting Strike but not Critical Focus)
- WILL POWERS
- • Immune To Pain – You do not take Stress as a result of taking Damage (but can take Stress through other means)
- • Persistence – You always take 1 less Stress and Damage from external sources.
- • Tenacity – If you are unconscious from high Damage, you can take 2d6 Stress to heal 2d6 Damage and revive yourself.
- • Fighting Spirit – You get a +1 bonus to all rolls for each of the following: You have less than 10 Health, you have less than 10 Spirit, or you are fighting against unfavorable odds.
- ATTACK POWERS
- • Massive Damage – On a successful attack roll, you deal 2 bonus damage, or 3 bonus damage if your target’s defense stat is less than your attack stat.
- • Mind Breaker – On a successful attack roll, you deal half your damage as bonus Stress, in addition to any Stress you would normally deal.
- • Splash Damage – On a successful attack roll, you can choose to deal 2 damage to nearby targets (including allies or neutral parties as appropriate).
- • Distracting Strike – On a successful attack roll, you can choose to deal no damage, but your target’s defense is reduced to 1 against the next attack they endure.
- • Glancing Blow – If you fail your attack roll by 3 or less, you still deal half-damage.
- • Schadenfreude - Whenever you deal damage, you heal half that much Stress. Damage beyond the target’s remaining Health does not count.
- • Battle Adrenaline – You heal 1 Damage every time you attack. If you are below 10 Health, you heal 2 Damage every time instead.
- • Multi Attack – Before you attack, you can choose to make extra attacks; reduce your attack dice by one per extra roll made (A character with an attack stat of 3 could make two rolls of two dice each, or three rolls of one die each). Each roll counts as a separate attack and can target different opponents.
- • Critical Focus – You can choose to add a bonus die to your attack roll, but your next attack or defense roll is made at one die less as you recover.
- • True Shot – You get a +1 bonus to your attack rolls, and your attacks do not trigger the effects of enemy Maid Powers or Attack Powers.
- • Cross Counter – Before an attack roll is made against you, you can choose to make an attack roll instead of a defense roll; both people will take damage as if they failed their defense roll, using their attack stats for the purpose of damage division.
- • Reliable Aim – When attacking, you can choose to skip the rolling phase and take Stress in order to automatically deal damage on a one-for-one basis, up to the value of your attack stat.
- • Weapon From Nowhere – If you appear to be unthreatening and do not have visible weapons, your next attack will deny your opponent their defense roll.
- REV. C CHANGE LOG
- • Reworded Cross Counter; no mechanical change
- • Reworded Karma; no mechanical change
- • Vicious Assault now deals half damage only if you miss by 3 or less.
- • You now gain a new Power after every third stat upgrade, rather than by upgrading your highest stat.
- • Added the Multi Attack power.
- • Reworked Distracting Strike
- • Got rid of Exhausting Strike
- REV. D CHANGE LOG
- • Specified how to heal Damage
- • Specified that a character can wait until after battle to Explode
- • Specified that Backlash must take damage from an attack
- • Splash Damage now deals 2 damage to other targets, not half-damage
- • Super Evasion now takes one-and-a-half times the Stress when dodging.
- • Mind Breaker now always deals half-damage as bonus Stress
- • Iron Wall now does not specifically require an Athletics defense roll.
- • Escapist now costs 1d6 Stress
- • Power of Friendship can no longer heal Damage
- • Massive Damage now deals 3 bonus damage in certain situations
- • Lie Detector is now Women’s Intuition, and is now a Cunning power
- • Reworked Cross Counter completely
- • Got rid of Mockery
- • Got rid of Infiltrator
- • Added the Schadenfreude attack power
- • Added new Maid Powers so that all lists now have four powers
- REV. E CHANGE LOG
- • Reworded the explanation of damage calculation; no mechanical change
- • While at max Stress, you can no longer use ANY Powers.
- • A 0-Will character is given 5 Spirit
- • Blessed now only nullifies Powers against you, not Powers of your targets
- • Vicious Assault has been renamed Glancing Blow; no mechanical change
- • Specified that Immune to Pain ignores Stress from ALL sources of Damage
- • Added the True Shot attack power
- REV. F CHANGE LOG
- • Reworded Expert Duelist to be clearer.
- • Reworded Karma to be clearer.
- • Reworded False Sincerity to be clearer.
- • Reworded Persistence to be clearer.
- • Slightly reworked how healing Damage works
- • Added how healing Stress works (very similar to Damage)
- • Max Stress players now take 1 Damage when they would have taken Stress.
- • Specified that ties on opposed rolls go to the defender
- • Schadenfreude will not heal Stress from Damage beyond the target’s health.
- • You now instead gain a new power every 80 cumulative Favor earned.
- • Battle Adrenaline has been split into an attack power, and the maid power “Quick Healer”
- • Removed the Reliability power; some of its effects have become the new “Perfect Aim” attack power
- • Added the “Fighting Spirit” Will power
- REV. G CHANGE LOG
- • Reworded the existence of Attack Powers to be clearer
- • Added an explanation for how numbers are to be rounded
- • Added that Deep Pockets has the ability to provide numerical bonuses as appropriate.
- • Reordered the Attack Powers so similar powers would be grouped together
- • Perfect Aim is now “Reliable Aim” and has been reworked
- • Weapon From Nowhere has been reworked to be more accessible
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