More Maid Powers

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This is a replacement set of Maid Powers developed by fans to compensate for the sometimes game-breaking power of some of the maid powers that the game normally offers. These powers are made with more combat-intensive gaming sessions in mind, and try to ensure that one maid doesn't have clearly superior combat abilities in comparison to the standard set of maid powers, which can have various dramatic game-altering events occur.

Some of these powers are usable once per session or once per scene. This means that the power is considered too powerful to be usable repeatedly, and can only be used once in a time period. "Per session" abilities are abilities that are generally only 'recharge' at the start of the next gaming session, or if you want to allow it, every game day. "Per scene" abilities can only be used once per stage of the plot/per confrontation or combat scene/per change of actual scene, or if you want to allow it, per half hour or so of in-game time. "Per scene" powers can only be used once in a given sequence of events, but can otherwise be used repeatedly. You can only make a DYNAMIC ENTRY! into a scene once, after all, leaving so you can dramatically reappear immediately afterwards is just silly.

Contents

Athletics

  • 1: Become a Star! - "HOSHI NI NARU!" You can send those who draw your fury flying into the sky, vanishing in a bright and peculiar twinkle. In the case of a more serious game (they exist?), then you may simply slam someone so hard they are knocked off their feet, and stunned. Once per scene, you can take 3 stress to attempt to launch someone into the heavens. Roll an unmodified 1d6, and if the result is higher than the target's Athletics roll, your target is ejected from the scene for your Athletics score in minutes (out of combat) or for 1d6 rounds (in combat).
  • 2: Mach Speed - You can become the wind! You normally run faster than most, but when you are really determined, you can achieve unheard of speeds! Spend 1 Favor to outrun any pursuer not using this ability, catch anyone fleeing, or get from one place to another in record time (no roll required). You can carry along one character other similarly heavy object with you in this sprint.
  • 3: Quick Recovery - You are supremely confident in your physical prowess. When you stumble, you catch yourself before you fall, when you drop something, you catch it before it hits the ground. Once per session, you may reroll an Athletics roll.
  • 4: Explosive Rage - When you get angry, people run home, lock the doors, and board up the windows. After taking stress, you may go berserk for up to twice your Athletics in minutes, adding half your Athletics (round down) to the attribute or die value (your choice) of any Athletics or Will roll. You take stress equal to your Athletics for every roll you make in this manner.
  • 5: CUT-SCENE ENABLED OVERLY LONG SPECIAL ATTACK WHOSE NAME MUST BE SCREAMED OUUUUUUUUUUUUUUT! - Whoa! You know Kung Fu, or some other form of martial art that allows you to use a special attack of absurd proportions. If applicable, this may actually be a martial art that relates to something completely mundane, like a special hidden technique to grab the last of the beef from the stewpot. Take 1d6 stress before making an athletics roll to double the stress an opponent will take from your actions if they fail against you.
  • 6: Rapid Maid Delivery Service - For when it absolutely has to get there absolutely now, Maids are the only way to do it. You may physically fling a target character into a scene, and, using some creative applications like bending back a sapling, you may fling yourself into a scene, as well. Attempting this will inflict 1d6 stress upon the victi- err... cargo of the transportaion service, due to the potentially very rough landing.

Affection

  • 1: Empathy - You have a natural calming effect upon people. You FEEL their pain. Any time an ally would take stress, you may take half of the amount of stress for them by immediately rushing to their side and encouraging them.
  • 2: Why Can't We Just Get Along? - Through a few kind words, calm and reasonable negotiations, or maybe just a warm and charming smile, you can melt away the will of the enemy to fight. If you try to halt all hostilities before combat breaks out with a genuine attempt to resolve your differences peacefully, you can make an Affection roll opposed individually by each combatant's highest attribute (regardless of whose side they are on). Anyone who loses the individually opposed roll is halted and may not willingly participate in direct competition for the rest of the scene. If anyone attacks you or your newfound friends during the scene, they all come to your defense.
  • 3: Optimism - Be it a way with pep talk, a wonderful sense of camaraderie, or just an encouraging smile, you motivate people to push further. You can relieve the stress of others; out of stressful situations, others near you recover from stress at twice the natural rate when comforting, or 1 point every two minutes normally. You can also assist someone by actively removing stress at the cost of your favor; every 1d6 favor spent is 1d6 +1 stress removed.
  • 4: Encouragement - Your friendship pushes people on to greater heights. When you are in a scene, once per round, you may take one stress to give another player a +1 bonus to a roll they are making.
  • 5: Power of LOVE! - Your strength lies in your friends and loved ones, and the bonds that you share! When rolling d6 to spend favor, treat any roll of a 6 as a 0 - when you rely upon the bonds you have formed to push onward, you find the bonds of your friendships are made of stronger stuff than most.
  • 6: Adorable - D'awww, nobody can stay mad at you! Somehow, you just manage to always come off more favorably in everyone's opinion, without even trying, and people cannot scold you for your mistakes as hard as they would others. Any time favor is given to you, you gain +1 favor for every die rolled (or +1 if it is a set amount of favor). Any time favor is lost (when losing favor from a failure of some kind, not when spending favor), you lose one less favor per die rolled.

Skill

  • 1: Cooking with Love - You are a genius in the kitchen! Once per session, you can cook a wonderous, nutritious, MSG-free, homecooked meal, perfect for lifting spirits! Using this ability takes an hour of in-game time, but restores 3d6 spirit to anyone who eats it. You gain +1 to skill rolls for cooking rolls not made to restore spirit.
  • 2: Brushido - Others may clean a room. You, however, are a warrior of cleaning, leaving nothing but a polished sheen in your wake. No germ survives your fury. Once per session, you can go into a cleaning frenzy. Roll 1d6 - 2. If this is lower than or equal to your Affection score, you gain 2d6 favor. Otherwise, you get overzealous and throw away or overclean and damage something important to the master, losing 1d6 favor and suffering other repercussions as determined by the GM. You also gain a +1 to skill rolls made in cleaning attempts not using this power.
  • 3: Tinkering - You have a way with gizmos and contraptions, which you can make with nothing more than duct tape, a pocket knife, and whatever you find in your pocket. Why fold the laundry yourself when Foldy-helper-kun 2000 can do it faster?! Plus, he has a cute clown face! Once per session, you can spending at least an hour (as determined by the GM) of game time building a specialized device to assist in one predefined task. Roll 1d6; if this number is less than your Skill, it can perform that task as if it had that number for its relevant attribute. If the number is higher than your Skill, the machine backfires, and either explodes or goes berserk. A roll of 6 always backfires. You may declare you had "already built" a certain machine at the start of a session. You gain +1 to skill rolls made for engineering, archetecture, or repair when not using this power.
  • 4: Holistic Remedies - You are a lover of the study of ancient and cultural remedies. Shamans, Chinese healers, witch doctors, very shady people found in dark alleys, and possibly even actual witches have been your mentors. You may craft a remedy for different ailments. These remedies take at least an hour of game time to make, but may be declared premade. These remedies have a chance of backfiring depending on the ailment they are supposed to cure (the GM determines the nature of the backfire). Regardless of whether they work or not, they may look and smell horrible, and their ingredients are positively unspeakable. To determine if they backfire, roll 1d6. These are only samples and suggestions, feel free to make your own.
    • Cold Medicine - Costs 1d6 stress to make, backfires if you roll higher than your Skill. Cures any cold or other minor illness within 10 minutes.
    • Hypno Drug - Costs 1d6 favor to make, backfires if you roll higher than your Skill. Makes anyone who consumes food laced with the Hypno Drug easily suggestable for half an hour. They recieve a -2 to will, and all rolls to resist your actions.
    • Energy Juice - Costs 1 favor to make, backfires on a roll of 6. Restores 1d6 stress to the imbiber.
    • Love Potion - Costs 1d6 favor to make, backfires on a roll of 5 or 6. If fed to the master, or someone in a relationship with the first person the inbiber sees, it raises the first person seen's favor by 2d6, or starts a (probably temporary) relationship where the inbiber is seduced by the first person seen. In the latter case, the inbiber may try to resist after triple your skill in minutes.
    • Posthaste Party Potion - Costs 2d6 favor to make, backfires on a roll of 5 or 6. The imbiber undergoes a stress explosion for your Skill in minutes.
    • Invisibility Potion - Costs 2d6 stress to make, and backfires if you roll higher than your skill. Sneaking always succeeds.
  • 5: Resourcefulness - A fool and her money is soon parted. By that measure, at least, you are no fool. You have an excellent worldliness when it comes to shopping for the basic daily necessities, or finding, or growing them, as the setting dictates. You get all the best deals, never buy defects or spoiled foods, drive the hardest bargains, and can find almost anything, even if it means going to the black market to acquire it. You always succeed in obtaining resources for normal or uncommon goods, and often get the best price available for them. For truly unusual goods, you may make a skill roll with a +2 modifier to obtain the materials, if it is at all possible to be purchased, made, or foraged from the area around the mansion.
  • 6: Dubious Skills - You have acquired skill in professions less dignified than that of the noble maid. You can pick locks, sneak, even set traps, and other catburglery things using skill. Since skill and cunning are interrelated in this matter, and you have trained extensively in these techniques, you may add 1 to your skill in performing any such action, and 2 if your cunning is 4 or higher, and in acts of cunning such as lying or forgery, you may add 1 to your cunning or 2 if your skill is over 4. Similarly, actions of catburgler-like agility and grace can gain a bonus to or from athletics of one or two points.

Cunning

  • 1: Master of Disguise - You have a real knack for making yourself look like someone else, and you've got the bluffing skills for it too. You can disguise yourself as any generic or specific humanoid and keep up the ruse indefinitely, though if you are caught performing suspicious actions and you cannot talk yourself out of the situation, observers can roll their Affection or Cunning vs your Cunning to see through the disguise.
  • 2: Analyze - You can discern the properties of any person, even their naughty little secrets, with a cursory look. You may view the character sheet and stats of any person or creature you see and concentrate upon. You automatically know their stats and special powers. If they have further hidden motives kept from you, they get a single opposed cunning check to keep their closest kept secrets from you, all other knowledge is automatically yours.
  • 3: Fanservice - Ara, ara! How did THAT come loose? You have the ability to... distract others at opportune times. Once per scene, you may have an appropriate article of clothing come loose, unbuttoned, or slip down at exactly the right moment to stun an opponent. All opponents in a single opposing roll take -1 to their next roll, but an article of clothing counts as 'removed' for you in all subsequent rounds until you take a round to 'fix' your 'wardrobe malfunction'. Also, using this power when the master is watching can give you 2 favor for every roll made while your clothes are 'misadjusted', if the master is so inclined.
  • 4: The World (Time Stop) - Time stops for no man. But it stops for this maid. You may spend favor and stress in an opposed roll to be able to roll multiple times, and add all your results together as if you had teamed up with yourself; every 2d6 favor spent and 1 stress taken is one extra roll. This power can also be used by taking 1 stress to interact with only the environment for your Cunning in minutes at hyperspeed.
  • 5: Substitution Technique - You can trick your opponents into attacking a hastily built decoy appropriate to your game's genre, be it a simple plank dressed up to look like you, to a doll covered in an illusion, to a hologram. Any time you would normally take stress from an attack, you may remove one article of clothing (and take the penalties for doing so) to negate the stress, and make another attempt at the contested roll (with the penalty), but with your opponent at a -1 penalty for surprise. If using costume rules, you may go all-out, and change to your Birthday Suit instead. (This power cannot be used when you already are completely naked.) Retrieving your missing clothing takes time, and can only be done when all combat is resolved.
  • 6: Bloody Path - A master of reading the intents and body language of others around you, you can manipulate the very way your opponents move to your advantage, having them trip over themselves at your command. Once per scene, instead of making a regular opposed roll, you can instead make a single enemy roll against itself or its allies. The redirected attack's attribute is at a +1 bonus and can be boosted with favor, and the target rolls an opposed roll as usual. (This is totally not a D&D 4e reference, I swear.)

Luck

  • 1: Fortune Denied - Fate has a way of preventing your foes from succeeding too much. Once per scene, when someone rolls a 6 on a die roll, you can force a reroll of that roll.
  • 2: Miraculously Unscathed - Somehow, you never get the worst of it, though your friends do. Once per scene, you can redirect one attack or negative effect onto another player's character who was not in contesting the roll against you, even if they are not currently present at the scene.
  • 3: Lucky Star - The stars themselves favor you. Literally. Once per session, you can spend 1d6 favor to attempt to have a miniature comet fall from the heavens. If this roll is equal to or less than your Luck, a shooting star crashes in a manner that benefits you most, within reason. If this is for combat, assume it has Athletics equal to your Luck + 2, and that it can make a single attack for you. You may burn favor to boost this attack roll as if it were your own roll.
  • 4: Better Lucky than Good - You meant to do that! Really! You can accidentally do something with the skill of a professional. Once per scene, you may use Luck in place of any other attribute for a single roll.
  • 5: Dumb Luck - Every dog has his day. Your day comes every day. Once per session, you may treat a natural roll of 1 as a roll of 6, instead.
  • 6: Daydreams Come True - Your daydreams of all the wacky things that can happen to you and your friends come true through the power of fortune. Whenever you spend favor to invoke a random event, you can roll three times to determine the event, view each result, and then pick which event will occur.

Will

  • 1: No Surrender - Like a belligerent cockroach infestation, you just don't know when to go down and give up. When you take stress in combat, you may subtract will from the stress you will take, or take half of the stress you would normally take, whichever results in taking the most stress.
  • 2: Avenger - The sight of a friend in dire need fires up your hot blood and propels you into action. When one of your allies undergoes a stress explosion, you gain a +3 bonus on your next roll. An ally cannot intentionally cause herself to undergo a stress explosion just to give you this bonus.
  • 3: Icy Glare - You are normally a paragon of calm and serenity, but you can make your voice heard without saying a thing (having your form in silhouette with blazing eyes and a fire for a background optional). When someone declares an intent to take an action, you may take 1d6 stress to force an opposed Will roll between you and that person. If you succeed, the loser will not dare cross you by taking that action. This power is ineffective in direct combat.
  • 4: Rally Cry - Your irrepressible spirit is infectious. Once per session, when you are engaged in a cooperative roll, you can give a morale-boosting cheer to encourage your teammates to greater glory. You and all other rolling on this roll gain a +1 bonus to their roll or ability (their choice).
  • 5: DYNAMIC ENTRY! - You have a grand sense of drama. You know how to make your entrance into a room a particularly awesome one (this may or may not include pyrotechnics and theme music). When you feel the need to burst on the scene in a particularly spectacular manner, you may declare a course of action, and any relevant roll receives a +2 bonus to the attribute or the die value (your choice). You must declare your course of action (in detail) before kicking in the door - if you missassess the situation, you must roleplay and face the consequences of your poor assumptions. This can only be used once per scene when first bursting upon the scene.
  • 6: FOR THE MASTER! - When the chips are down, and the decisive confrontation (however that may manifest in a game) is upon you, you stand above and fight further than ordinary maids. When you are making opposed rolls for the purpose of fulfilling an order of the master, or defending the master or a romantic tie of yours, you can summon superhuman willpower and tenacity. If your stress is greater than your spirit, you may spend 1 favor, and take 1 additional stress for every 5 stress (or fraction thereof) you are beyond your spirit to delay your stress explosion for one more round of action. At the conclusion of the confrontation, or if you fail to pay enough favor to continue, the stress explosion may happen as normal (and you will likely be in the stress explosion for a while), or you may simply faint from overexertion for a period of time equal to your stress times five minutes of in-game time. (This is not playtime... if enough time passes "offscreen" after the conflict, you are able to play normally after that time.)

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