Maid - After The Fall

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Summary and System[edit]

Post-Apocalyptic Hard (grim and real, etc.) Castle

  • With a self-destruct switch
  • Has a superintendent of some form.

Master is:

  • Natural Born (young)
  • Family Hate
  • Oracle
  • Powered by fear (literal or otherwise)

Currently, the castle is a crumbling ruin above ground and a vault belowground, with horrible science and a strict, terrifying superintendent. The Master's family are somehow responsible for the apocalypse and he possesses oracular powers that are powered by fear. He lives to destroy his family, haunted by the knowledge that he did not save the world.

Quick rules overview:

Basic Mechanic: Roll 1d6 and multiply by the attribute you want to use. All unopposed challenges get a difficulty number, all opposed challenges gets an opposed role. Generally you will choose what attribute to use, but part of the fun of the game is roleplaying how you use athletics to get out of an awkward conversation. If the use of an attribute does seem too forced, I will ask you to use a different one. At certain point, I will ask for specific attributes to be used, for certain kinds of skill challenges.

Combat: Combat works basically the same way--each maid or NPC makes an attack with their relevant skill, then the one with the highest wins. They deal stress equal to what they rolled times relevant attribute, divided by the attribute the defender was using. If everyone works together in a combat, their attack scores are added together, but if they do take stress, one person is chosen to take all the stress.

Stress: If you accumulate more stress than your Spirit Rating, you will instantly have a Stress Explosion. You must roleplay your character taking their stress explosion action.

Favor: Favor is awarded by the Master to the maids as a representation of how pleased he is with them. Do well, get favor, do poorly, get no favor. Favor can be used for: Removing Stress on a 1 to 1 basis Raising Attributes: To raise an attribute by 1, spend a number of Favor points equal to the new at-tribute level desired, times 10. Roll Bonus: Spend 1D6 Favor to add +1 to either the die roll or your attribute score for one action


Characters[edit]

Silver[edit]

Age: 18 Athletics: 3 Affection: 2 Skill: 2 Cunning: 3 Luck: 1 Will: 3

Boyish Heroine (+1 Athletics, +1 Will, -1 Skill, -1 Luck) Uniform: Navy and blue Eyes: Silver Hair: Purple Special Qualities: Actually a Guy, Tragic Love (Formerly a Prostitute)

Roots: Unrequited Love Stress Explosion: Crying Maid Power: Absolute Maid

Favour: 6 Spirit: 30

In the world that Earth has become, people must use whatever they have available to get by. For some, this is strength. For others, cunning. For Silver, it was always his body. Hovering between the masculine and feminine, adopting the appearance and mannerisms of either gender was a skill that he learned early, selling himself to men and women alike in exchange for food or protection. Not unsurprisingly, this life has left him with a rather jaded view of humanity, knowing that, with the right presentation, everyone can be lead around by their desires. Far more intimately acquainted with lust, the concept of love actually being a thing that existed is pretty new to Silver. However, one glance of the master was all it took to change that, however. Deciding that a blatant proposition would not get him what he wanted, Silver took a more subtle, slow route, taking service with the Master as a maid as first step towards serving him in a more permanent, intimate manner. He is quite willing to be patient to get the only person he has ever desired more than just physically. Or, perhaps, she is. Silver's body is hardly the only thing about her to suggest both genders equally, even when not trying to appeal to the tastes of a customer Silver's behavior, mannerisms and dress have always fallen somewhere in between the two genders, and she has found it to be equally comfortable to refer to herself as male or female.

PEPSI[edit]

Athletics 2 Affection 0 Skill 4 Cunning 2 Luck 0 Will 3

Cool Heroine (+1 Skill, -1 Affection, Will +1, Luck -1, applied above)

Uniform: Brown and Brown Eyes: Brown Hair: Red (Damn, was really hoping I'd roll Brown again for that last one...)

Special Qualities (assuming we get just two): Sickly and Greedy

Roots: Self-Punishment Stress Explosion: Complaining

Maid Power: 4-D Dress: You can produce anything in the mansion from within your maid uniform.

0 Favor 30 Spirit

PEPSI was born to the Valley tribe of Ko'La, and on her birth was named for the pre-event goddess of Sunshine and pleasure. It seemed at first that she was well named, for she smiled brightly and spread joy wherever she went.

This was not, however, to last. PEPSI had a thirst for things beyond her reach. Ancient relics, pieces of the pre-event world, and often ventured out with her sister Fan'Ta. In one of these adventures, they stole an ancient device form the Master, a strange many buttoned artifact. Unfortunately, while PEPSI escaped, Fan'Ta was captured and found guilty of her crimes. She was to be executed. PEPSI broke her free, and the two fled to the wastes. There they lived for a time, but they became ill and diseased from the radiation. When it was clear Fan'Ta was dying, PEPSI returned to the lands of people, her hair burnt away and her flesh tumorous and maligned, and knelt before the Master. She gave her life in service to him, that her sister might return and live out what days she had left in peace within this realm. The Master consented, and so her slavery began.

Melanie Ember[edit]

Stats: Athletics: 3 Affection: 1 Skill: 4 Cunning: 2 Luck: 0 Will: 4

Your name is Melanie. You are 17 years old. You have navy eyes and indigo hair, and wear a pink maid uniform. You are cool and heroic; others describe you as spirited, expressionless and unflappable.

You are obsessed with cleanliness, and can't let the tiniest bit of dirt go unnoticed. You are exceptionally quiet, with a cool, subtle demeanor.

You became a maid in order to prepare yourself to become an ideal bride some day. When you are extremely upset, you start persistently tormenting the other maids. Due to your notable Skill, you have the ability Lock Picking. You can enter any room whenever you feel like. This works even when someone is using World for Two.


In the poisoned, dying world outside, inter-marriage is the only bond holding back the many feuding clans from outright warfare. The better marriage you can arrange, the more strength you will bring into your clan. For some clans, their young men slaughtered and their fortunes fallen low, marriage is more than a matter of advantage - their fertile women are the last resource of value they have. A resource the surrounding clans would be more than happy to steal from those too weak to fight back. What to do?

Well, if you are the matriarch of the Ember family, you sell off your fertile daughters and granddaughters as dearly as can be managed before more of them can be captured and carted away as chattel. And you pick one, the healthiest and cleverest of your granddaughters, to be smuggled away to the great Master’s castle. A girl given only one order: join the Master’s service, train yourself in his secrets and learn to impress the many men who come to him, for only a marriage far higher than your clan’s impoverished station can hope to bring safety and prosperity back to the family.

A year has passed, and Melanie has never heard again from her grandmother, or any of her relatives. It was only the old and the children left when she departed- who knows if any still live in their fort of concrete rubble and scavenged sheet metal? Her sisters and mother are long gone, the fortunate taken as brides, the less fortunate sold to slavers so that the others might survive a few weeks more. Melanie has applied herself to her new place in the world, driving herself to follow her grandmother’s advice, plumbing the mansions secrets and trying hard to present herself as the woman these frightening, powerful men who come to the Master may want. But it is hard, surrounded by this strange place and it’s strange people with strange customs. Just talking to them, knowing that any of them could have raided her home or be holding a family member in slavery, makes her want to cry inside while she struggles to smile and curtsy. The best thing, she has found, is not to try to speak at all.

Most of them seem to like it better that way...

Evangeline[edit]

Athletics 3 Affection 2 Skill 2 Cunning 3 Luck 2 Will 4

Uniform color: Indigo (I'm considering veto power to change it to white) Hair Color: Rainbow Eye Color: Silver Maid Types: Pure & Heroine Special Qualities: Quiet, Fox

Favored Attribute: Will Maid Power: Tenacity Maid Roots: Mistress

Stress Explosion: Sleep

Favor: ? Stress: ?

Your name is Evangeline. You are 16 years old. You have silver eyes and rainbow hair, and wear an indigo maid uniform. You are pure and heroic; others describe you as fragile and clean-spirited.

You are exceptionally quiet, with a cool, subtle demeanor. You are actually a fox in human guise and can display or hide your tail and ears at will.

Although you appear to be a maid, it would be more accurate to call ou the master's lover. When you are extremely upset, you spend all day sleeping. Due to your notable Will, you have the ability Tenacity. Even after being defeated in battle, you can take 2 Stress to get to your feet.


Tragic Backstory Evangeline is a gene-trash mutant. The pure-folk of Areasi say so. Evangeline escapes from Areasi into the desert, but the whitecoats chase her. They hunt Evangeline, but Master saves her. Evangeline loves Master best.

Now Evangeline lives in Master's castle and sleeps in Master's bed. Evangeline will do anything for Master. Evangeline will never stop serving Master.