Maid Rpg - Exalted Edition
From SimChamber RP Wiki
Assumption: Maids are never Exalted in their own right, and always heroic or extraordinary mortals of some kind. This is the basic assumption. However, it can be arranged differently.
Maid Origins (roll 1d66 once)
11 Elemental - You're a lesser elemental spirit. Roll 1d6 to select the element (1: earth, 2: air, 3: water, 4: fire, 5: wood, 6: your choice). You can change one of your three colors to "White", "Blue", "Red", "Green" or "Black".
12 Goddess - You're a full-fledged Small God of something relevant (maybe even the Small God of the Manse itself!), or you became a Small God either after death or from increasing your Essence.
13 Demon - You're a demon of the first circle who was summoned (by the Master, by some crazed Yozi cult, etc), or arrived in Creation in some other way. You can change one of your three colors to "Green", "Metallic" or "Transparent/Rainbow".
14 Ghost - You're a Ghost, possibly haunting the mansion or the Master because of some kind of unresolved passion or fetter from when you were still alive. You can change one of your three colors to "White" or "Black".
15 Golden Daughter - You're a Solar Half-Caste. You can change one of your three colors to "gold".
16 Moon-Born - You're a Lunar Half-Caste, the (entirely human, save for maybe some very minor animal traits) offspring of a Lunar Exalted. You can change one of your three colors to "silver".
21 Star-Bleessed - You're a Sidereal Half-Caste. You can change your eye color to either "Yellow", "Blue", "Red", "Green" or "Purple".
22 Shadewalker - You're an Abyssal Half-Caste. You can change one of your three colors to "Black".
23-24 Dragon-Touched - You're the unexalted daughter of some great house of the Realm, of one of the five gens of Lookshy, or some other dragon-blooded dynasty: a Dragon-Blooded Half-Caste. You can change one of your three colors to "White", "Blue", "Red", "Green" or "Black".
25-26 Elemental-born - You're the God-Blooded daughter of a powerful elemental. Roll 1d6 to select the element (1: earth, 2: air, 3: water, 4: fire, 5: wood, 6: your choice).
31-32 God-Blooded - You're the daughter of a powerful god of some sort.
33-34 Ghost-Blooded - One of your parents was a ghost that, through some near-forgotten art, mysterious blessing or great deed of love, managed to procreate with a human partner. You can change one of your three colors to "White" or "Black".
35-36 Fae-Blooded - You're the daughter (more or less) of a Raksha, and can manifest strange and possibly creepy glamour-based powers. You can change one of your three colors to "Transparent/Rainbow".
41-42 Beastwoman - You're the wyld-touched offspring of a Lunar Exalted, and carry some bestial trait inherited from his totem animal. Basically, you're a kemonomimi.
43-44 Demon-Blooded - One of your parents was a demon. Possibly summoned in creation by some horny sorceror for exactly that purpose.
45 Automata - You're not actually entirely human, but rather a marvelous first age automata, or something like that. Those whacky Twilights, what will they think of next?
46 Artificial Race - You're one of the few survivors of one of the artificially engineered races that the Solars created in the First Age, like Air People and Sea People. Roll 1d6 (1-2: Air Person, 3-4: Sea Person, 5-6: another race, make up something).
51 Djala - You are a Djala. Short, hairless, cute and panda-spotted.
52 Autochthonian Heroic Mortal - You were actually born and raised in Autochthon and now are in Creation for some bizzarre reason. You might have machanical implants on your body and are generally considered weird by everyone else.
53-66 Creation Heroic Mortal - You're a normal Heroic Mortal (which makes you automatically very not normal). Actually, considering that it's Exalted we're talking about, this is about as surprising as anything else.
Maid Special Quality Table
11- Glasses
12- Freckles
13- Sickly
14- Quiet
15- Easygoing
16- Neat Freak
21- Shy
22- Actually a Guy
23- Overactive Imagination
24- Greedy
25- Princess
26- Armor
31- Outlandish Looks
32- Martial Artist
33- Tsundere
34- Violent
35- Walking Encyclopedia
36- Magitech Implants
41- Clumsy
42- Artist
43- Unusual Skin Color
44- Uniform* (tights, china dress, barbarian fashion, bondage, miniskirt, kappougi)
45- Symbol* (skull, dragon, celestial symbol, star, elemental symbol, animal)
46- Delinquent* (cigarettes, tattoo, sunglasses, bad expression, piercings, rough speak)
51- Accent* (country, gentleman, broken, speech pattern, knight, foreign accent)
52- Hairstyle* (long ringlets, dumplings, mesh, curly hair, one eye hair, antenna hair)
53- Accessory* (collar, large ribbon, spikes, chains, black leather gloves, familiar)
54- Relationship* (sibling, childhood friends, mentor, friendly rival, ex-lover/love rival, vengeance) or Perversion* (nymphomaniac, sadist, masochist, strictly heterosexual, likes them young, exhibitionist)
55- Criminal Tendencies* (killer, pyromaniac, kleptomaniac, addict, otaku, stalker)
56- Injury* (patchwork, one eye, burns, whip scars, bandages, blind)
61- Tragic Love* (separations, lover died, killed your lover, former prostitute, betrayal, stalker damage)
62- Dark Past* (former delinquent, former killer, amnesiac, bad reputation, wanted, runaway)
63- Trauma* (suicide attempts, killed your parents, saw parents die, sibling hate, family breakup, abusive parents)
64- Secret Job* (assassin, spy, scientist, doctor/pharmacist, doujin artist, artisan)
65- Membership* (the guild, elemental court/celestial hierarchy, evil cult, immaculate order, shadow clan, government official)
66- Expert Thaumaturge* (cultist, savant, scavenger lord, shaman, alchemist)
Maid Weapon Table
11- Mop/Broom
12- Frying Pan
13- Vase/Bottle/Pot/Book/Improvised Weapon
14- Furniture
15- Hand-to-Hand/Unarmed (includes Cesti/Smashfists and Iron Boots/God-Kicking Boots)
16- Paired Martial Arts Weapon (like Tiger Claws/Razor Claws, Wind-Fire Wheels, Khatars, etc)
21- Metal Pipe/Nail Bat
22- Staff/Wooden Sword/Training Weapon
23- Knife (normal or throwing)
24- Straight Sword/Daiklave
25- Greatsword/Grand Daiklave
26- Slashing Sword/Reaper Daiklave
31- Chopping Sword/Reaver Daiklave
32- Paired Swords/Daisho/Paired Short Daiklaves
33- Glaive/Polearm/Direlance
34- Axe/Grimcleaver
35- Great Axe/Grand Grimcleaver
36- Scythe/Grand Grimscythe
41- Mace/Hammer/Goremaul
42- Tetsubo/Sledgehammer/Grand Goremaul
43- Chain/Direchain
44- Nunchaku/Seven-Section Staff/Serpent Sting Staff (can be concealed as broom)
45- Chakram
46- Boomerang/Skycutter/Typhoon Wheel
51- Bow/Powerbow
52- Crossbow
53- Firewand/Flamepiece/Almchemical Flame Weapon
54- Essence Discharge Weapon (like Concussive Essence Cannons)
55- Magitech Weapon (Force-Projection Pike, Essence Lash, Fire Lance, Power Mace, etc)
56- Weird Weapon (like Chakar, Hand Needle, Kama, Tonfa, Urumi, Bladed Yo-Yo, Spread-The-Water Knife a.k.a Klingon Bat'leth, etc)
61- Non-weapon tool (like Shovel, Pick-axe, Gardening Tools, Wrench, etc)
62- Insults (or other Social-Combat-like action, like intimidation or crying)
63- Out-Of-Setting Weapon (Ak-47, Excalibur, Phaser, Lightsaber, Chainsword, Bolter, Anduril, et cetera. Assume you found it in the Wyld or something.)
64- Legendary Artifact Weapon (like the Daiklave of Conquest, the Soul Mirror, the Eye of the Fire Dragon, et cetera. This gives you no bonus. You need not explain why you have it. It can also be a non-weapon artifact, like hitting people in the head with the Eye of Autochthon.)
65- Choose a Terrestrial Martial Art from an Exalted book and use any of its form weapons
66- Your choice of weapon
Random Event Table for Exalted
11- Rogue Small God(s) stirs up trouble!
12- Wyld Hunt!
13- An emissary from a distant city/nation visits the Exalted Master!
14- Found McGuffin in the basement (or somesuch)!
15- An army appears in the distance, marching towards the Manse!
16- A Yozi Cult is planning something evil!
21- The Manse is suddenly surrounded by Bordermarches Wyld.
22- Mad Twilight/Daybreak scientist appears!
23- Legendary Exalted thief leaves his card, proclaiming that he will steal a precious artifact from the Manse tomorrow!
24- Bandits attack!
25- Genderswapping artifact accidentally activated!
26- Demon outbreak!
31- Emissary of a Deathlord arrives!
32- Exalted Rock Band in town!
33- Zombies!
34- Ninjas!
35- Robots!
36- Pirates!
41- Dinosaurs!
42- Two of the above!
43- Rampaging behemoth! Or, possibly, more than one!
44- Manse chosen as a meeting place for a conference!
45- Mystery happens. (anything from a murder mystery to "who ate the slice of cake I've been saving for tonight?!") This calls for an investigation!
46- A Celestial Audit is called on the master or on one of the maids!
51- Fair Folk causes trouble!
52- Marauding barbarian tribe assaults the Manse!
53- Ma-Ha-Suchi Appears!
54- Stray Beast of Resplendent Liquids (or other weird-ass First Age thing) found near the Manse!
55- Lookshy attacks!
56- Demon attack!
61- Greater celestial god / Incarna visits the Manse!
62- Exalted Master gets drunk/smashed!
63- Guild caravan arrives at the Manse!
64- Exalted Master Limit Breaks!
65- Obligatory cute thing appears, all hostilities and other events grind to a halt!
66- ROLL TWICE!
Exalted Master Creation: It is generally assumed that you will play Maid RPG: Exalted Edition as a spin-off of your campaign, so your Exalted player characters (either one of them, or all of them) will be the Exalted Masters.
If you use your Exalted PCs as Masters, decide whether to rotate between them, or using all of them together as multiple masters.
If you need to roll a random Exalted Master, use those tables in place of the standard Maid RPG tables.
Unlike a regular Master, an Exalted Master has higher attributes, on par of those of maids. No, it's not weird at all for a regular maid to be on the same power level with an elder Celestial or a Deathlord - remember what RPG you're playing!
Exalted Masters can manifest their own powers, but have no access to Maid Powers. However, they start with 3 Power Sources: 2 randomly rolled, and 1 determined by their type. Maids can, however, hijack those resources, by defeating their Exalted Master in a contested check. They cannot hijack the last Power Source left to a Master, however.
Exalted Masters (roll 1d6)
1-2 Single Master (generate a single Exalted Master. The Master lives alone, save for his or her maids, in the Manse, and has no companion)
3 Perfect Circle/Fellowship (roll for Exalted Type until you roll an Exalted, and build a perfect circle with one member per caste)
4-6 Mixed Circle (roll up 1d6+1 Exalted Masters, with a blatant disregard for coherency and common sense)
Single Exalted Master Type (roll 1d66)
11-14 Solar Exalted. (roll 1d6: 1: Dawn, 2: Zenith, 3: Twilight, 4: Night, 5: Eclipse, 6: Reroll)
15-22 Lunar Exalted. (roll 1d6: 1-2: Full Moon, 3-4: Changing Moon, 5-6: No Moon)
23-26 Abyssal Exalted. The Manse might be in a Shadowland or in the Underworld. (roll 1d6: 1: Dusk, 2: Midnight, 3: Daybreak, 4: Day, 5: Moonshadow, 6: Reroll)
31-34 Sidereal Exalted. The Manse might be in Yu-Shan. (roll 1d6: 1: Journeys, 2: Serenity, 3: Battles, 4: Secrets, 5: Endings, 6: Reroll)
35-42 Dragon-Blooded. (roll 1d6 for aspect: 1: Earth Aspect, 2: Air Aspect, 3: Fire Aspect, 4: Water Aspect, 5: Wood Aspect, 6: Reroll) (roll 1d6 for birthplace: 1-3: Realm, 4-5: Lookshy, 6: Outcaste)
43-44 Infernal Exalted. The Manse might be in Malfeas. (roll 1d6: 1: Former Dawn, 2: Former Zenith, 3: Former Twilight, 4: Former Night, 5: Former Eclipse, 6: Reroll)
45-46 Alchemical Exalted. The Manse might be in Autochthon. (roll 1d6: 1: Orichalcum, 2: Moonsilver, 3: Starmetal, 4: Jade, 5: Soulsteel, 6: Reroll)
51-52 Greater God. The Manse might be in Yu-Shan.
53-54 Greater Elemental. (roll 1d6: 1: Earth, 2: Air, 3: Fire, 4: Water, 5: Wood, 6: Reroll)
55-56 Third Circle Demon. The Manse might be in Malfeas.
61-62 Deathlord. The Manse might be in the Underworld.
63- Fair Folk. The Manse might be in the Wyld. Have fun.
64-65 Solar/Lunar Couple (roll 2d6 twice to determine both castes as per above. counts as a single character for Mixed Circles)
66- Something Else (go crazy!)
Exalted Master Age (roll 1d6)
1-2 Child (apparent age: 9+1d6. The Master Exalted at a very young age and still knows little of the world.)
3-4 Young (apparent age: 12+2d6. The Master is a young man or woman who Exalted recently and came into possession of the Manse.)
5-6 Mature (apparent age: 20+1d66. Either the Master is an elder Exalted, or he Exalted at an older age.)
Exalted Master Qualities (roll 1d66)
11- Glasses
12- Sickly
13- Noble
14- Quiet
15- My Pace
16- OCD
21- Unusual Skin Color
22- Tsundere
23- Crossdresser
24- Imagination
25- Hermaphrodite
26- Bishonen
31- Noble Hair
32- Hedonist
33- Sorceror
34- Otaku
35- Martial Artist
36- Lecherous
41- Sadist
42- Masochist
43- Mad Scientist
44- Scars
45- Megalomania
46- Paranoia
51- Hated and Feared
52- Criminal
53- Amnesiac
54- Artist
55- Evil Overlord
56- Entirely Fictional/Group Hallucination
61-66 Roll a random entry on the Maid Special Quality table.
Exalted Power Source (2d6)
Additional Power Sources:
Dawns, Dusks, Full Moons, Battles and Former Dawns -> roll 1d6. 1-3: Martial Skill, 4-6: Army
Zeniths, Midnights, Changing Moons, Serenities and Former Zeniths -> roll 1d6. 1-3: Charisma, 4-6: Cult
Twilights, Daybreaks, No Moons, Secrets and Former Twilights -> roll 1d6. 1-3: Sorcerous Power, 4-6: Genius
Nights, Days, Former Nights -> roll 1d6. 1-2: Martial Skill, 3-4: Legendary Artifact, 5-6: Resources
Eclipses, Moonshadows, former Eclipses -> roll 1d6. 1-3: Charisma, 4-6: Resources
Journeys, Endings, Alchemical Exalted -> roll one extra random power source
Dragon-Blooded -> Blood Ties
Greater God or Elemental -> roll 1d6. 1-3: Cult. 4-6: Renown
Third Circle Demon -> roll 1d6. 1-2: Martial Skill. 3-4: Sorcerous Power. 5-6: Terror
Deathlord -> roll 1d6. 1: Cult. 2: Army. 3: Martial Skill. 4: Sorcerous Power. 5-6: Terror
Fair Folk -> Roll 1d6. 1-3: Charisma, 4-5: Sorcerous Power, 6: Terror
2: Cult
3: Legendary Artifact
4: Army
5: Genius
6: Resources
7: Martial Skill
8: Charisma
9: Renown
10: Sorcerous Power
11: Blood Ties
12: Terror
Manse Generation:
Manses can always be elemental. They can be celestial only of the master (or one of the masters) is aligned with the appropriate aspect.
Randomly select one of available aspects if you get "celestial" and there is more than one master with a celestial aspect.
Roll only once for a color scheme, and assume the second color is something fitting for the Manse's aspect (Red for Fire, gold for Solar, etc)
Manse Aspect (2d6)
2- Water
3- Water
4- Water
5- Fire
6- Air
7- Celestial
8- Earth
9- Celestial
10- Wood
11- Wood
12- Fire
Manse Appearance (1d6)
1- Magitech Lair
2- Fortress
3- Villa
4- Tower
5- Natural Feature
6- Exotic Construction
Manse Special Features (1d66)
11- Beach (+1 die to romantic activities)
12- Large Bath (+1d6 favor when bathing)
13- Open-Air Bath (remove 2d6 stress once a day)
14- Pool (swimsuit costumes cost half, round down)
15- Game Court (athletics costumes cost half, round down)
16- Soundproof (every room is soundproof)
21- Mobility (the manse can move around)
22- Game Room (can play games like Strip Gateway)
23- Medical Room (can spend won favor to reduce stress of another PC without rolls, and medical costumes cost half, round down)
24- Religious Facility (religious costumes cost half, round down)
25- Secret Annex (can spend 10 favor to use "World for Two" maid power)
26- Canopied Bed (+1 to die rolls related to this bed)
31- Treasury (master has an extra random Power Source)
32- Private Army (troops considered pets with all attributes at 2. They are virtually unlimited.)
33- Superintendent (head maid gains "Superintendent" special quality and +1 affection and will)
34- Military Base (+1 to combat rolls against external enemies)
35- Secret Passages (roll on mansion encounter table)
36- Portrait (once per day, gaze at the portrait and gain 2 favor)
41- Mystery Room (once per scenario can be opened to get a random item or random special facility)
42- Torture Room (spend 2d6 favor to use "Punishment" or "Lie Detector" maid powers)
43- Dungeon (prison where NPC can be "stored")
44- Self-Destruct Switch (the master (or a maid) can destroy all enemy NPCs instantly, but loses the Manse)
45- Essence Vents (beautiful firework-like essence discharges give +1 favor and -1 stress to the result of related romantic activities)
46- Magical Traps (if activated, attack intruders (and maybe not just them) with an attribute of 4)
51- Library (once per scenario can be used to have the answer to a question)
52- Otherworld Gate (connects mansion to Yu-Shan, the Underworld, Malfeas, the Wyld or Autochthonia)
53- Control Room (take 1d6 stress to use a Maid Power rolled randomly)
54- Factory-Cathedral (can, once per day, create a random Equipment, Tool or Consumable item, or a specific one if the maid spends 1d6 favor and rolls a 10 or higher on a stat roll. If the roll fails, create a random item instead)
55- Genesis Laboratory (can, once per day create a random Pet item)
56- Integrated Essence Artillery (can be fired adding +1 dice to attack rolls)
61- Sentient (stat the Manse as a Butler)
62- Alternate Locations (Manse exists in multiple locations simultaneously)
63- Can Turn Into A Giant Robot (Manse can turn in a giant robot piloted by the master or one or more maids.)
64- Training Facility (military and martial arts costumes cost half, round down)
65- Sorcery Room (+1 dice to magic-related rolls, and sorcerous costumes cost half, round down)
66- Bound Demons/Spirits/Servant Automata (2d6 pets with all attributes at 3)
In addition to the two random manse attributes, every manse has a third attribute related to its elemental (or celestial) aspect. Roll 1d6.
Earth: 1-2 Religious Facility, 3-4 Military Base, 5-6 Dungeon
Fire: 1-2 Open Air Bath, 3-4 Game Court, 5-6 Integrated Essence Artillery
Air: 1-2 Soundproof, 3-4 Library, 5-6 Sorcery Room
Water: 1-2 Beach, 3-4 Large Bath, 5-6 Pool
Wood: 1-2 Medical Room, 3-4 Genesis Laboratory, 5-6 Torture Room
Solar: 1 Religious Facility, 2 Factory-Cathedral, 3 Genesis Laboratory, 4 Can Turn Into A Giant Robot, 5 Sorcery Room, 6 Sentient
Lunar: 1 Secret Passages, 2 Mystery Room, 3 Dungeon, 4 Magical Traps, 5 Alternate Locations, 6 Can Turn Into A Giant Robot
Sidereal: 1 Game Room, 2 Secret Passages, 3 Otherworld Gate, 4 Control Room, 5 Sentient, 6 Alternate Locations
Abyssal: 1 Religious Facility, 2 Private Army, 3 Torture Room, 4 Dungeon, 5 Otherworld Gate, 6 Sorcery Room
Infernal: 1 Religious Facility, 2 Mystery Room, 3 Torture Room, 4 Dungeon, 5 Otherworld Gate, 6 Bound Demons
