@Shane: Mountain Daylight is -6, so that would be 09:00.
@Qara: No idea yet. I originally meant to do a Thursday since that's when most of us are around, but I have another engagement next Thursday now. I don't see it happening for a while yet anyway.
Anyway, it's probably about time I posted the basic rules of the game. The basic action resolution is a pretty straightforward one: roll 1d6, multiply the result by the relevant stat, and compare it to the target number set by the GM. Because it multiplies rather than adds, even a difference of 1 can make a difference to the outcome. A stat of 2 (the baseline) has a range of 2-12, but 3 has 3-18. So even a high stat can still botch a roll, and even a low stat can accomplish something, unless the stat is 0 which makes it impossible succeed at anything using that stat.
Combat is any kind of roll opposed to another character. This could be a fight, or a race, or rock-paper-scissors, or just attempting to make the most appealing puppy-dog eyes at the Master. It's pretty straightforward: both roll 1d6, multiply by the stat they're using, and the highest result wins. If you lose, you take Stress equivalent to your opponent's full result (roll * stat) divided by the stat you used, rounded down (your roll doesn't come into it) (if said stat is 0, it counts as 1 for this; no dividing by zero!). It's possible to work together in combat: all you have to do is add your rolls together. If you still lose, the Stress isn't split up; it all gets dumped on one person (and it must be a PC if there is one in the group).
Any appropriate stat can be used for an action if the group and the GM accept it. Let's say you're making breakfast. Typically you'd use Skill for that, since that's the stat that governs how good you are at your job as a maid. However, I might accept Affection (you're really pouring your heart into it!) or Luck (you
were trying to make sunny-side-ups, but these scrambled eggs aren't inedible or anything...) instead. And with that in mind, let's break down the stats:
- Athletics: Governs physical activity of any kind. This is the one that will mainly be used for fighting.
- Affection: How good you are at forming bonds with the other characters. One of the two stats mainly used for inter-character interaction, this is the more honest one.
- Skill: How good you are at your actual duties as a maid.
- Cunning: The other stat used for interacting with other characters, this one is more about underhanded stuff. Any kind of deception falls under this.
- Luck: This stat can be used for just about anything, although not particularly gracefully. Using it to dodge an attack, for example, would probably involve tripping over your shoelaces or something.
- Will: "Positive and constructive thinking". Also sheer force of will.
And a few other stuff:
Spirit: Basically like your maximum hit points. It's equal to ten times your Will score. If the amount of Stress you have exceeds this number, you'll undergo a Stress Explosion.
Stress: Damage taken from combat. Maids, being invincible anime characters, don't take physical damage in the way mere mortals do. However, they do take psychological damage which builds up over time. As soon as it exceeds your Spirit, a Stress Explosion begins. You all have something listed as your Stress Explosion; essentially, you lose one point of stress per realtime minute until it hits zero, but in the meantime you cannot take any action that isn't somehow related to your Stress Explosion. You can keep trying to fulfill your duties anyway, but the restriction will get in the way.
The Maid Uniform: You are ridiculous anime powerful because you are a maid. Therefore, damage to your uniform (which makes you less of a maid) will reduce your power. Damaging, removing or excessively dirtying the following parts of the uniform, even if you're wearing regular clothes as replacements, will
each result in a -1 penalty to all rolls until replaced with proper attire: Apron, Blouse, Skirt (if you're wearing a one-piece, the blouse and skirt only count as one piece of clothing), Stockings, and Undergarments (you don't get multiple penalties for different parts of the undergarments getting damaged; just one is enough) (
if you happen to not be wearing them anyway, there is no penalty). The Frilly Maid Headdress, the ultimate symbol of maidology, will result in a -2 penalty to all rolls if removed. Keep in mind that the penalties are to the rolls of the dice
before they are multiplied by a stat, and as mentioned a difference of 1 can mean a lot. Keep your uniform on and in good condition!
Favor: Closest thing this game has to experience points. You start with favor equal to twice your affection, and gain more by pleasing the Master. Or I might arbitrarily decide to hand it out. You can spend it on:
- Removing Stress: On a 1:1 basis. One point of Favor removes one point of Stress.
- Raising Stats: By spending 10 Favor times the new value. So to raise a stat from 2 to 3 would require 30 Favor.
- Boosting rolls: By spending 1d6 favor, you can boost either the die roll or a stat by 1 for a single action. This must be announced beforehand.
- Random Events: For 1d6 Favor, you can roll on the Random Event table in order to shake things up a bit. You can also decide the details of the resulting Event. For example, if the resulting Event is "a UFO lands in the garden", you can decide who the aliens are and whether they came in peace or not.
However, Favor also counts as a form of hit points. It can be removed if you displease the Master, or if I arbitrarily decide to. If it falls below zero at any point, you will be dismissed. To avoid that you can lower a stat for additional Favor; the amount you gain is equal to the new value, so lowering a stat from 3 to 2 will give you 20 Favor.
And that's the basics. There's a few optional rules, but I don't intend to use them for this. Any questions?