Post by Manah on May 18, 2022 7:55:30 GMT -5
NEW MODIFIERS
Mansion
CL= MN
DESCRIPTION
Inspired from 'Maid the RPG', this modifier grants its user - typically referred to as 'the Master' a 'Mansion', which could be any sort of home for the Master and their staff, though it usually is a very litteral, actual mansion, as in huge fancy house. For variations, see options below.
The Mansion is not only a home, but often both the home and even the actual location of most of a master's adventures, as they typically act through their maids and butlers, and chaos abounds in the RPG this idea originally comes from, so adventure tends to find masters at home even when they don't seek it. Furthermore, the mansion has often special features and/or facilities, which makes it incredibly interesting, fun... and sometimes even crazy dangerous to explore, let alone live in.
This modifier's base MN will represent the number of mundane, yet unusual additions the mansion will include in addition to normal rooms, bathrooms, kitchen and dining rooms, and the like. However, for more 'unusual' or even supernatural features, one needs to buy options. Mundane additions include the following:
As for more complex, unique, powerful or dangerous facilities and additions, see Options below. NOTE: If destroyed for any reason, this modifier does not vanish nor is it taken away. Instead, the mansion will simply be rebuilt either in the same location or elsewhere depending on the circumstances over time, at GM's discretion. Expect it to take some time though, although some powers and/or options in this modifier might speed things up considerably.
OPTIONS
COMMENTS
Be it a regular mansion with nothing unusual other than a few nice features and a big pool, a demon king's castle, a massive divine palace or a mad scientist's fortress filled with experiments, the modifier grants its user a cool home with tons of possible features to return to between adventures... when they do happen away from it. Plus it's a great way to scream 'look how freaking rich and powerful I am' to others, if that's your thing.
Rules for Modifier Box
-(Short description of the mansion as a whole)
-(List its mundane facilities)
-(Options)
EXAMPLE
Demon Overlord Laharl from Disgaea pays for this modifier to build up his Overlord Castle. He buys it at MN 5, and selects 'Armory', 'Cells', 'Infirmary', 'Torture Room' and 'Treasury' for his relatively mundane facilities. He then looks at the available options, and pays for Location (+2 CL; it is on a cliff surrounded by lava, easily the most defensible location in the Netherworld), Otherworldy Gates (+2 CL), Private Army (+1 CL; lower demons who serve under him), and Size (+3 CL; it's a castle, but not too massive). All of this ends up costing a total of CL 13, or 30w, for what is easily the biggest, baddest and most imposing castle in the Netherworld.
CL= MN
DESCRIPTION
Inspired from 'Maid the RPG', this modifier grants its user - typically referred to as 'the Master' a 'Mansion', which could be any sort of home for the Master and their staff, though it usually is a very litteral, actual mansion, as in huge fancy house. For variations, see options below.
The Mansion is not only a home, but often both the home and even the actual location of most of a master's adventures, as they typically act through their maids and butlers, and chaos abounds in the RPG this idea originally comes from, so adventure tends to find masters at home even when they don't seek it. Furthermore, the mansion has often special features and/or facilities, which makes it incredibly interesting, fun... and sometimes even crazy dangerous to explore, let alone live in.
This modifier's base MN will represent the number of mundane, yet unusual additions the mansion will include in addition to normal rooms, bathrooms, kitchen and dining rooms, and the like. However, for more 'unusual' or even supernatural features, one needs to buy options. Mundane additions include the following:
- Armory (The mansion has a loaded armory. It could be equipped with medieval weaponry, armors and gears, modern firearms, explosives, protective gears and other high-tech devices for combat, or a mix of both. Whatever the case, it holds a lot of such items and is a very impressive collection which can easily arm the entire mansion's staff.)
- Art Gallery (The mansion has a large art gallery where the master can expose their valuable, artistic pieces, paintings, jewels, sets of armors, and so on.)
- Beach (The mansion is located close to a beach. If far from any river or ocean, there's simply a lake nearby. Point is, there's water in which people can swim, and a sandy beach on which people can do beach-related activities.)
- Canopied Beds (The mansion has up to one canopied bed per MN as opposed to normal beds. They aren't exceptional aside from being of exceptional quality and craftsmanship, and have no huge advantage... aside from being perfect for that little added touch of intimacy and comfort.)
- Cells (The mansion's basement contains holding cells. Not sure what their purpose is, but hey, there you go.)
- Game Room (The mansion has a large room entirely dedicated to playing all sorts of games, be they tabletop RPGs, board games, wargames, videogames both console and PCs, Virtual reality games, and so on, and it is equipped with a frankly impressive collection of them. The master and their staff can play almost anything in there.)
- Hot Springs (The mansion has a fully functional, resort-level hot springs facility within walking distance of the mansion, or even connected to it.)
- Indoors Pool (The mansion has a large indoors pool, which is usable all year long. If it also has an outdoors pool, it may or may not be connected to it via a short tunnel-like passage which can be locked off during winter, allowing people to swim from one to the other when it is open.)
- Infirmary (The mansion has a fully-equipped medical facility, known as 'Infirmary', but easily as well-supplied as any hospital. Any known medical procedure can be performed safely there by someone with sufficient skill.)
- Laboratory (The mansion is equipped with a fully-supplied, large, modern laboratory meant for scientifical research and work involving technology, genetics, biology, and so on.)
- Large Baths (The mansion includes at least one huge bathroom with large baths in which several people can enjoy a hot bath all at once.)
- Outdoors Pool (A huge outdoors pool can be found outside the mansion, perfect for pool parties under the sun, though possible unusable for part of the year and/or during bad weather depending on the mansion's location in the world.)
- Portrait (The mansion has a HUGE portrait of the master in one of the main hallways or lounges. Overcompensating for something? Whatever the case, it is wonderfully made and very detailed, likely of great value, both artistic and financial.)
- Religious Facility (The mansion is or includes a shrine, church or other religious facility, likely linked to a religion the master either believes in or generally supports or enjoys for whatever reason.)
- Secret Annex (One part of the mansion is secret and removed from the rest; only the master and those they allow to know are aware of it.)
- Secret Passages (The mansion has multiple secret passages allowing stealthy, typically undetected passage from one room to another to one who knows of them, and potentially has a secret exit leading outside the mansion. Only the master and those they allow to know are aware of them.)
- Soundproof (Walls in the mansion are thick and built with the purpose of making them soundproof, making it difficult to hear what happens in other rooms.)
- Stable (The mansion's estate is equipped with large facilities for keeping horses, or other mounts depending on the setting. Typically has enough room to easily hold 1 mount per permanent inhabitant of the mansion. See options for unusual mounts.)
- Tennis/Volleyball/Other Court (A court for a sport enjoyed by the master. Maids working at the mansion are typically expected to either participate in the sport in question, or help setting it up for the others.)
- Torture Room (A fully equipped, rather disturbing torture room. Hopefully it's just there for historical preservation purposes?)
- Treasury (The mansion has a full-on treasury, or vault, or other form of treasure room to put away massive amounts of wealth and precious items.)
- Waste Disposal Facility (As the name implies, the mansion is equipped with a facility dedicated to the destruction and/or recycling of unwanted materials and objects.)
- Others (Anything not included here that is relatively mundane - and allowed by the GM without paying an additional cost as an option below - can be added as an option to these. Pretty much anything could be found in a mansion.)
As for more complex, unique, powerful or dangerous facilities and additions, see Options below. NOTE: If destroyed for any reason, this modifier does not vanish nor is it taken away. Instead, the mansion will simply be rebuilt either in the same location or elsewhere depending on the circumstances over time, at GM's discretion. Expect it to take some time though, although some powers and/or options in this modifier might speed things up considerably.
OPTIONS
- Barrier (+3 CL; the mansion is equipped with a defensive electromagnetic barrier which acts as a Force Field of AN, effective against Physical, Energy, and Magical attacks alike.)
- Business (+1 to +3 CL; the mansion includes a facility which can function as a fully active and well-equipped business of some sort, perfectly capable of generating regular revenue. It could be pretty much any type of business. +1 CL is for common and relatively simple businesses, +2 CL would be for especially successful, renowned and/or financially beneficial businesses, such as banks and casinos. And +3 CL would be for something downright supernatural or exceeding normal expectations or limitations of normal businesses, say a magic school or mechas factory.)
- Electromagnetic Isolation (+1 CL; the mansion's walls prevents the use of signaling and communication/sensors-like devices.)
- Hidden Room (+5 CL; despite what its rather simplistic name implies, the room added by this option is supernatural in nature. It is only known to the master and those they allow to know of it, and can be visited once per issue. When visited, within it will be found either one random item of the GM's choice, or the materials and tools needed to craft a single additional facility within the mansion, again at GM's discretion. The item or facility can be ordinary and mundane, or invaluable and extremely powerful, or anything in-between.)
- Life Support (+1 CL; with this feature, even if it were - somehow - shot into space or sunk into the ocean, the Mansion would still continue to function just as well and safely as it would be in a safe, peaceful location. In such unlikely scenarios, the master and their staff are still 100% safe inside the mansion regardless of the dangerous environment outside.)
- Location (-3 to +3 CL; the Mansion is located either somewhere noticeably advantageous, or disadvantageous for the master. It could be highly and easily defensible, very practical, surrounded by useful flora, fauna or other resources, and/or blessed with a beautiful scenery, or the complete opposite. The value of this advantage/disadvantage is added or removed whenever it would apply at GM's discretion; for example, if the Master establishes a defense perimeter around the mansion, it could benefit them or hinder them, or invading forces could benefit from it if it's negative, or suffer from it if positive.)
- Mobility (+1 to +3 CL; the mansion is actually mobile, and capable of relocating itself as needed. At +1 CL, it has a land OR sea (May exceed max human swimming speed limit) Speed, as per the Ability, at Half AN, rounded up; or +2 CL for both land AND sea speed. At +2 CL; it can fly at 1/3 AN, rounded up. At +3 CL, the mansion can downright teleport with all of its facilities and relocate, at up to AN.)
- Nostalgia (+1 CL; the mansion holds a significant place in the master's heart due to their past or history, and for that reason influences them and their staff positively. Actions taken by the master and their staff within the mansion and its estate benefit from a +2 bonus similar to Leadership.)
- Old Well (+1 CL; a creepy old, dark abandoned well with scary vibes. With it present, scary random events and horror-based stories can occur around a mansion even when it's not in that kind of world.)
- Otherworldly Gate(s) (+2 CL; The mansion has either several portals, or a single gate which can lead to MN other worlds or dimensions.)
- Power Source (+2 CL per Power; the Mansion holds wealth, items, powers or treasure which a master could use to their advantage, effectively adding a new Master Power to their arsenal. See the Master Powers modifier.)
- Preliminary Construction (+1 CL; if the mansion is ever destroyed for any reason, a backup preliminary construction exists to re-build it nearby, which can be completed at the beginning of the next issue.)
- Private Army (+1 CL; similar to the Resources modifier option of the same name; a private army of paramilitary or similarly capable troops is stationed at the mansion and at the master's beck and call. Unlike a private army, they will not operate outside the estate's grounds, but they will otherwise patrol and protect the mansion and its surroundings, as well as generally obey the master.)
- Secret Base (+1 CL; the mansion is actually a concealed secret base. The nature of its concealment is to be decided between the GM and the user, but it provides MN defense VS most known forms of detection.)
- Self-Destruct System (+2 CL; the mansion can be set to explode as an 5 + MN stones Attack VS Durability, 3x damage, Area Effect either as a controlled explosion, or causing massive collateral damage, at user's discretion. The explosion can be set to occur up to a Duration of MN after activation of the system, and may be turned off at any point until it blows up by accessing it before the final moment. Only the master and those they allow to know is aware of the existence of this system, and how to operate it. NOTE: The red lights flashing, alarms blaring and robotic feminine voice warning of the imminent explosion are all optional. Also, needless to say, the explosion destroys the mansion, and it needs to be rebuilt afterwards.)
- Ship/Starship (+2 or +4 CL; the mansion is actually a seafaring vehicle - a.k.a, a ship - or a spaceflight-capable vessel, or starship. The mobility advantage is required to take this option, as well as Life Support in the case of a Starship, though in the latter case, it also increases Flight speed to full MN as a bonus.)
- Size (-3 CL to +5 CL; the Mansion is either smaller than an average one, or larger. -1 CL would be large house, -2 CL a small house, and -3 CL would barely be a normal sized apartment. Meanwhile, +1 CL would be a large mansion, +2 for a huge one, +3 for one of those ridiculously huge properties of super-wealthy people, +4 for a downright royal palace-sized home/castle/other, and +5 for anything even more ridiculously huge than that.)
- Tactical Setup (+1 CL; the mansion's interiors and furniture are set up in such a way as to facilitate the defense of the mansion in case of an attack or invasion. Defenders of the mansion familiar with said features can get either +2 to all attacks, or +2 to all defenses, while within the mansion or the estate.)
- Underground Kingdom (+2 CL; a rather unusual feature, this option means there is actually a massive, underground strange 'world' in the underground right under the mansion, accessible from its deepest parts. What can be found there is left to the GM.)
- Others (CL varies. Naturally, not every possible option is covered here. If a GM or user has other ideas - and the GM agrees with it in the latter case - they may be bought as well at an appropriate cost.)
COMMENTS
Be it a regular mansion with nothing unusual other than a few nice features and a big pool, a demon king's castle, a massive divine palace or a mad scientist's fortress filled with experiments, the modifier grants its user a cool home with tons of possible features to return to between adventures... when they do happen away from it. Plus it's a great way to scream 'look how freaking rich and powerful I am' to others, if that's your thing.
Rules for Modifier Box
-(Short description of the mansion as a whole)
-(List its mundane facilities)
-(Options)
EXAMPLE
Demon Overlord Laharl from Disgaea pays for this modifier to build up his Overlord Castle. He buys it at MN 5, and selects 'Armory', 'Cells', 'Infirmary', 'Torture Room' and 'Treasury' for his relatively mundane facilities. He then looks at the available options, and pays for Location (+2 CL; it is on a cliff surrounded by lava, easily the most defensible location in the Netherworld), Otherworldy Gates (+2 CL), Private Army (+1 CL; lower demons who serve under him), and Size (+3 CL; it's a castle, but not too massive). All of this ends up costing a total of CL 13, or 30w, for what is easily the biggest, baddest and most imposing castle in the Netherworld.
Master Powers
CL= 10w per active*** MN (Read below)
DESCRIPTION
Inspired by 'Maid the RPG', the Master Powers modifier represent a Master's - or some other person with similar access in other settings, at GM's discretion - access to some item, power, resource, asset or other, which can be used to do almost anything, with very few limitations, if any (at GM's discretion, of course), once per Master Power.
Similar to Destiny Force or the full-on Phoenix Force, Master Powers are not about stones; the Master essentially states what they want to do, and unless it's completely gamebreaking or otherwise campaign-cancelling - for example, 'wiping out all evil in the world forever' would probably be out of the question - they get to do it.
While Master Powers are technically stronger than the Destiny Force (since the player may decide to use it whenever, and pretty much has nearly full control over what happens when it is used), its cost is lower than Destiny Force for two reasons. One, having this modifier at all typically has some sort of prerequisite (typically, being a Master) and is as such limited by GM's discretion (although it's also possible a GM may rule that anyone powerful enough could use it. Or anyone with the stones to pay for it, period. GM's call.). Two, once used... a Master Power is used up, and lost. Which means, unlike most modifiers, *** upon being used, Master Power actually loses 1 MN, which must then either be replaced later with stones, or acquired through the story.
There are 10 different types of Master Powers, each reflecting different means of doing what the Master wants. Each MN acquired must be explained via one of those types, and possibly some additional details in parentheses. The types are described below:
Note that a user may have the same type of Master Power more than once. Maybe they have more than one super-powerful, one-use magical items which can warp reality. Maybe their superweapon can fire more than once. And so on.
COMMENTS
The very reason why Masters rule, and servants serve. Master Powers are incredibly potent, and relatively cheap, but they are lost upon being used, which balances them out. Still, someone with this ability should be treated with respect, for they could literally be holding the world's fate into their hands. Even if it's just a couple of times in their life.
Rules for Action Box
-When used, may achieve pretty much anything the user wishes, with few if any limit (at GM's discretion)
-Master Powers are spent upon being used, actually lowering MN by 1
-May be gained either through stones or in-game events
-(List each Master Power by type, possibly with an explanation in parentheses)
EXAMPLE
Heather is a young master of a typical mansion, with her butler and some maids. She got this modifier at MN 3 for a cost of 30w. Her player decides that Heather gained her status as a master through finding out the magical ties of her family, who have had a long tradition of witchcraft. She looks through the Master Powers types, and decides to take 'Magical Power' (she has inherited the family's heirloom, a ruby pendant with a pentacle symbol on its face, which holds the power to warp reality once shattered), 'Blood Ties' (her family is known and feared in the mystical community as fearsome magic users whom should not be crossed), and 'Mansion' (she decides her ancestral home which she tooks as her mansion holds forgotten, forbidden secrets of arcane and eldritch power deep within the ancient building's darkest corridors, and accessing those secrets will grant her formidable powers).
Later, she could use any of those three powers to achieve whatever she wishes to do, flavored by the type of power she uses. For example, if she wanted to destroy an enemy, she could either break her pendant to warp him out of existence via her Magical Power, use her Blood Ties' influence to get people who know of her family and respect her for it to kill her enemy for her out of a wish to either avoid her anger or earn her favor, or she could access the forbidden power within her mansion to use a potent ritual to erase the enemy from existence. The possibilities - and methods of achieving them - are limited only by her imagination, and the approval of her GM.
CL= 10w per active*** MN (Read below)
DESCRIPTION
Inspired by 'Maid the RPG', the Master Powers modifier represent a Master's - or some other person with similar access in other settings, at GM's discretion - access to some item, power, resource, asset or other, which can be used to do almost anything, with very few limitations, if any (at GM's discretion, of course), once per Master Power.
Similar to Destiny Force or the full-on Phoenix Force, Master Powers are not about stones; the Master essentially states what they want to do, and unless it's completely gamebreaking or otherwise campaign-cancelling - for example, 'wiping out all evil in the world forever' would probably be out of the question - they get to do it.
While Master Powers are technically stronger than the Destiny Force (since the player may decide to use it whenever, and pretty much has nearly full control over what happens when it is used), its cost is lower than Destiny Force for two reasons. One, having this modifier at all typically has some sort of prerequisite (typically, being a Master) and is as such limited by GM's discretion (although it's also possible a GM may rule that anyone powerful enough could use it. Or anyone with the stones to pay for it, period. GM's call.). Two, once used... a Master Power is used up, and lost. Which means, unlike most modifiers, *** upon being used, Master Power actually loses 1 MN, which must then either be replaced later with stones, or acquired through the story.
There are 10 different types of Master Powers, each reflecting different means of doing what the Master wants. Each MN acquired must be explained via one of those types, and possibly some additional details in parentheses. The types are described below:
- Assets (You are filthy rich, and the power of money opens all the doors.)
- Blood Ties (Regardless of your actual power, your very heritage and blood line earns you respect and special treatment.)
- Fear (You are widely infamous for some reason or another, and the mere mention of your name could silence even your worse enemies. This power allows you to do whatever you want through the terror that you inspire, alone.)
- Magical Power (You either have access to some power, mystical item, world-changing spell, or other sort of magical power which you can use once to impose your will upon reality itself.)
- Mansion (The real power does not necessarily lies in you, but in the very mansion where you live. Maybe the building itself houses some sort of fantastic power, maybe it's the land it's been built onto. Maybe it simply holds some unimaginable technology or wealth or whatnot within its walls. NOTE: See the Mansion modifier. Alternately, could simply be the user's normal home if one isn't a master and does not have the Mansion modifier.)
- Military Might (Maybe you have a massive army, maybe you own a superweapon. Perhaps some sort of overpowered, loyal servant willing to do as you please. Whatever the source, when you want something done, you can send your military might at it until you win.)
- Political Power (You may be the leader of a powerful organization, or have the ear of powerful people in the world, or maybe lots of those same powerful people simply owe you favors which you can cash in to get what you want when you want it.)
- Presence (You may be shockingly beautiful, immeasurably charismatic, extremely intense or otherwise awe-inspiring by your personality and aura alone. Whatever the reason, your presence is so overwhelming, the world tends to accomodate your desires.)
- Renown (You are positively famous, and have admirers and fans all over the place. You may be a great hero, a famed artist, an hilarious comedian or whatever, but one thing is for sure, to some people, your wish is their command.)
- Talent (You have some sort of incredible talent or ability, or perhaps you are simply a peerless genius. Either way, your capabilities, knowledge or skills awe people and inspires them to do as you please and get you what you want.)
Note that a user may have the same type of Master Power more than once. Maybe they have more than one super-powerful, one-use magical items which can warp reality. Maybe their superweapon can fire more than once. And so on.
COMMENTS
The very reason why Masters rule, and servants serve. Master Powers are incredibly potent, and relatively cheap, but they are lost upon being used, which balances them out. Still, someone with this ability should be treated with respect, for they could literally be holding the world's fate into their hands. Even if it's just a couple of times in their life.
Rules for Action Box
-When used, may achieve pretty much anything the user wishes, with few if any limit (at GM's discretion)
-Master Powers are spent upon being used, actually lowering MN by 1
-May be gained either through stones or in-game events
-(List each Master Power by type, possibly with an explanation in parentheses)
EXAMPLE
Heather is a young master of a typical mansion, with her butler and some maids. She got this modifier at MN 3 for a cost of 30w. Her player decides that Heather gained her status as a master through finding out the magical ties of her family, who have had a long tradition of witchcraft. She looks through the Master Powers types, and decides to take 'Magical Power' (she has inherited the family's heirloom, a ruby pendant with a pentacle symbol on its face, which holds the power to warp reality once shattered), 'Blood Ties' (her family is known and feared in the mystical community as fearsome magic users whom should not be crossed), and 'Mansion' (she decides her ancestral home which she tooks as her mansion holds forgotten, forbidden secrets of arcane and eldritch power deep within the ancient building's darkest corridors, and accessing those secrets will grant her formidable powers).
Later, she could use any of those three powers to achieve whatever she wishes to do, flavored by the type of power she uses. For example, if she wanted to destroy an enemy, she could either break her pendant to warp him out of existence via her Magical Power, use her Blood Ties' influence to get people who know of her family and respect her for it to kill her enemy for her out of a wish to either avoid her anger or earn her favor, or she could access the forbidden power within her mansion to use a potent ritual to erase the enemy from existence. The possibilities - and methods of achieving them - are limited only by her imagination, and the approval of her GM.