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Highschool RPG (a maid RPG modification)
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== CREATING YOUR CLUB == === Character Types === The three types of characters playable are as follows, with creation notes later: ==== Club President ==== The Club President is the leader of the club. He or she decides who comes, who stays, how things are run. More often than not, they are very wealthy and their family will pay for much of the club’s expenses, so people are usually okay taking orders from them. That said, they generally aren’t particularly competent or are busy running the show, and need others to do things for them (leadership is a full time commitment). Club Presidents play the role of Master, and are generated using the Master tables in the MaidRPG corebook, applying any gathered talents to fit the theme. The character may be male or female, and assumes all the duties of a ‘master’, most notably the assigning of favour. ==== Club Vice-President ==== The President’s go-to, the Vice-President is the most competent person in the club. The Vice-President is charged with seeing the President’s will done, and will work tirelessly on club projects long after the others have gone home. That said, they are expected to have the club at heart the most out of everyone, seeing everything runs through them, and are expected not to do anything which will cause waves. Not every club has a Vice-President. Club Vice-Presidents play the role of Butler, and are generated using the Butler tables in the MaidRPG corebook, applying any gathered talents to fit the theme. The character may be male or female, and is bound by the strictures of a ‘butler’ ==== Club Member ==== As a club member, a student gets to wear an armband signifying their affiliation with a specific club, as well as access to the clubroom at any time. They are expected to meet with the club when not attending class, either at the clubroom or a specified meeting location. Generally, when someone is badmouthing a club it’s members will exact revenge in a manner befitting their personalities (if not beating them up on the spot, perhaps flooding their locker or trashing their own clubhouse if they are affiliated). Club Members play the role of Maids, and are generated using the Maid tables in the MaidRPG corebook, applying any gathered talents to fit the theme. The character may be male or female. See later entry for updated creation tables to accommodate male students. ==== Kohai ==== A Kohai is a club member from the lower grades, younger than the other members and not as experienced. Kohai use the rules for ‘Apprentice Maids’ in the MaidRPG Corebook, with the following difference: Senpai: One of the other members is tasked with looking out for the Kohai, and acts as a big brother or sister to them. Roll 1D6 on the following table to see how the Kohai feels toward their Senpai: 1) In Awe: Senpai is so amazing! The Kohai has a deep seated pride of their Senpai, bordering on hero-worship. 2) Puppy Love: The Kohai has a crush on their Senpai, and idolize them as such. 3) Nonplussed: The Kohai isn’t sure how they ended up with such an idiot for a Senpai, but they believe that surpassing them is not long away. 4) Hatred: The Kohai despises their Senpai, and may even go as far as to sabotage their daily life. 5) Aloof: Doesn’t particularly care. Kohai of this persuasion will entertain themselves away from Senpai if possible. 6) Senpai’s Choice: The Senpai chooses. === Choosing your Club Type === When the game is commenced, the GM and players should work together to decide what type of club the Highschoolers have enrolled for. If they cannot come to a decision, roll 1D6 and 1D2 (or use a coin) on the following table: 1/1) Music Club – The club is actually a band. Each member starts with an instrument of average quality. Choose a music genre. 1/2) Literary Club – Supposedly a place where students come to read and discuss books. As for it’s true nature, you’re yet to learn that. Players may reroll weapons if they are not satisfied. If the theme is Horror, players may start with two. 2/1) Computer Club – The club is a gathering of programmers, MMORPG addicts and students hoping to cash in on the school’s awesome bandwidth. Each member starts with a mediocre computer. 2/2) Astronomy Club – Students obsessed with the cosmos, aliens and other such things end up here. The room is adjacent to the rooftop or a small private garden where the night sky is clearly visible, and each member starts with a small telescope or two-man tent (divide 50/50). 3/1) Sport Team – You’re one of the school’s sport teams, minus the coach. Decide upon a particular sport to specialize in (soccer, swimming, kung-fu etc.). Players start with appropriate equipment of average quality. Additionally, the clubroom is actually a small office adjacent to their training area (soccer field, swimming pool etc.), as well as the locker rooms and outlying areas of the training area, such as bleachers. 3/2) Games Club – Members of a games club come together to play games, be they generic board games like Monopoly or chess, tabletop miniature games or role-playing games. In any case, Players will start with a minimal amount of supplies. 4/1) Racing Club – This club is made up of guys and girls in love with the smell of burnt rubber, degreaser and exhaust. Players may decide if they are street racers, greasers, a junior rally team or somewhere in the middle. The clubhouse is one of the garage bays in the school’s Shop, and the club either starts with one car (two if over four members) or a motorcycle for each member, each of average quality. 4/2) Drama Club – A refuge for young actors, the drama club is home of not only the aspiring screenplayers themselves, but also the camera crew, documentarians and other techs. The group may be actors, dancers or performers from a variety of mediums and genres, ranging from traditional dancing to stand-up comedy to big-screen tough-guy (or girl). The club starts with mediocre costumes and filming equipment. 5/1) Anime and Manga Club – The Anime and Manga Appreciation clubs are home to those who have devoted themselves to one or both of these mediums. More often than not, there is a Doujin artist or two in these clubs. Players start with a small collection of low-quality pirates and cheap Manga issues, as well as a single poor quality computer for the clubhouse. Designate one member (two if there are over four members) as Doujin artist and add it to their Special Qualities. They also begin with average-quality art supplies. 5/2) Cooking Club – From cakes to sautéed scallops in a light garlic sauce, your club is dedicated to perfection of the culinary arts. The clubhouse is a cooking room with many stations stocked with average quality appliances (photo of Chairman Kaga optional). Players must provide their own ingredients. 6/1) Other Club – Your club is an oddity. A yamakasi group, a detective agency, arts-and-crafts… not something usual. Players will start in a suitable clubhouse with necessary equipment of an average quality. 6/2) Roll again or choose a club based on censensus. === The Student Council === The Student Council act as arbiters between the clubs, and crack down upon those who have become too powerful or step too far out of line. This power has led them to be seen as oppressors by Clubs the board over. The student council is too big for any one club to hope to fight for long, and any that are at war alone are in serious trouble. Any contenders for the royalty of the High School must step over the beaten and bloody remnants of the Student Council to do it. === The School Uniform === Just like a Maid’s power comes from her identity as a maid (and so her uniform), a student’s identity comes from his or her uniform. The more a student removes or loses, the harder it is to undertake any strenuous activities. Please note that if a student changes into an alternative uniform to complete club activities (mechanic overalls for Racers, swimsuits or PE uniforms for Sport clubs etc.), these penalties are ignored. Penalties are applied to all dice rolls after all calculations have been made. The uniform table follows, with the applicable data for both male and female students: Tie/Sailor Collar: -2 (the most important part of the uniform) Shirt/Blouse: -1 Pants/Skirt: -1 Socks/Stockings: -1 Underwear: -1 (not applicable if going commando in the first place. Optional rule).
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