TEXT: Maid Notes
  Version 1.00
  April 24, 2010
  by Anthony Martins
  Thank you for taking a look at these notes 
  for Maid.  Maid was created by Ryo Kamiya 
  and translated by Ewen Cluney.  It is my 
  wish that these aides enhance the flow of 
  your game.
   
  If you have suggestions to make these 
  notes more useful, or certainly if you find 
  an error, please do not hesitate to e-mail 
  me.  My gmail handle is quizoid.  If I 
  make an improvement thanks to you, I’ll be 
  sure to thank you in the next version. :O) 
  Here are some tips.  Don’t just print this 
  whole document. Use the table of 
  contents on the right to determine what 
  pages you need and in what quantities.  I 
  recommend printing on card stock, but 
  paper works just fine.  Seducer and 
  Costume Change notes are separate so 
  you don’t have to worry players with 
  those rules until they come up.  
  Specifics of Maid/Butler Powers and 
  Items can be written on the back of the 
  Maid/Butler Notes.  Some Costumes can 
  be written on the back of the Costume 
  Change Notes.  
  Finally, I ‘d like to note that this aide 
  makes a few assumptions that I believe 
  were intended, but not explicitly stated.  
  Namely: NPC Masters have NPC-like 
  Stress Explosions!, PC Masters have a 
  max of 4 Special Qualities, Head Maids do 
  not lose favor when Maids lose 
  relationship Favor, and Attributes or Dice 
  increased with Favor must be increased 
  before the roll.
  Table of Contents
  Any Game
  NPCs.......................................................�2
  Basic Game
  Basic GM & Maid Notes......................�3
  Basic Maid Notes (x2)..........................�4
  Expanded Game
  Master & GM Notes.............................�5
  Maid Notes (x2).....................................�6
  Head Maid & Butler Notes...................�7
  Seducer & Costume Notes (x2).........�8
  Apprentice Maid Notes (x2).................�9
  Apprentice Butler Notes (x1) &
  �
  Butler Seducer Notes (x2).......�10
  
  NPCs
  When Stress > Spirit: Flee, fall unconscious, or die.
  NPC Type�
  �
  �
  �
  �
  Attributes� Spirit
  Zako/Mook/Everyday Person� �
  1�
  �
  0
  Minor Enemy/Master�
  �
  �
  2�
  �
  0-5
  Average Enemy�
  �
  �
  �
  3�
  �
  0-15
  Scenario Boss�
  �
  �
  �
  4�
  �
  5-15
  Super Boss��
  �
  �
  �
  5�
  �
  5-15
  God?��
  �
  �
  �
  �
  6�
  �
  10-20
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10 12 14
  3
  3
  6
  9
  12 15 18 21
  4
  4
  8
  12 16 20 24 28
  5
  5
  10 15 20 25 30 35
  6
  6
  12 18 25 30 36 42
  7
  7
  14 21 28 35 42 49
  Name��
  �
  �
  Attributes� Spirit��
  Synopsis
  
  Basic GM Notes
  Difficulties
  4-6: The minimum necessary 
  to succeed at an action.
  6-8: Difficult for an amateur, 
  but easy for a pro.
  8-10: Something only a pro can pull off.
  10+: Difficult even for a pro.
  Assigning Favor: 
  1d6: Successfully attending to the Master.  
  2d6: Achieving a nice, romantic atmosphere 
  with the Master.
  2d6-3d6: Completing a major difficult goal 
  the Master assigned to the group.
  3d6-4d6: Saved the Master’s life.
  2d6-4d6: Getting physical with the Master 
  for the first time.  
  1d6 for subsequent times (in new ways).
  Taking Favor:
  - ?d6: Doing or risking the opposite of or 
  preventing any “Assigning Favor,” Action.
  -2d6: A failed seduction attempt.
  Other Rules: 
  Lose Special Quality if gain more than six, 
  Action Resolution (20), Combat (21).
  Basic Maid Notes
  When Stress > Spirit: Stress Explosion!
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Trigger a random event from this 
  table: __________________
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  1 Attribute Point: Gain Favor equal to the 
  new value x10.  Use when Favor is negative.
  Attribute Penalty for Removal of 
  or Damage to Uniform: 
  -2 for headdress, -1 for apron, blouse, 
  skirt, underwear, and stockings
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  
  Basic Maid Notes
  When Stress > Spirit: Stress Explosion!
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Trigger a random event from this 
  table: __________________
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  1 Attribute Point: Gain Favor equal to the 
  new value x10.  Use when Favor is negative.
  Attribute Penalty for Removal of 
  or Damage to Uniform: 
  -2 for headdress, -1 for apron, blouse, 
  skirt, underwear, and stockings
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  Basic Maid Notes
  When Stress > Spirit: Stress Explosion!
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Trigger a random event from this 
  table: __________________
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  1 Attribute Point: Gain Favor equal to the 
  new value x10.  Use when Favor is negative.
  Attribute Penalty for Removal of 
  or Damage to Uniform: 
  -2 for headdress, -1 for apron, blouse, 
  skirt, underwear, and stockings
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  
  Master Notes
  When Stress > Spirit: Stress Explosion!
  When out of Power Sources: 
  No longer the Master 
  (become a maid, butler, leave, or die).
  Erase Power Source: Issue a Session 
  Order, relating to the Power Source.  
  Automatically succeed as long as no 
  character sheets are altered.
  Being Seduced by Favorite Maid Type:
  Maid rolls two dice and picks the highest.
  Assigning Favor: 
  1d6: Successfully attending to the Master.  
  2d6: Achieving a nice, romantic atmosphere 
  with the Master.
  2d6-3d6: Completing a major difficult goal 
  the Master assigned to the group.
  3d6-4d6: Saved the Master’s life.
  2d6-4d6: Getting physical with the Master 
  for the first time.  
  1d6 for subsequent times (in new ways).
  Taking Favor:
  - ?d6: Doing or risking the opposite of or 
  preventing any “Assigning Favor,” Action.
  -2d6: A failed seduction attempt.
  May Issue Absolute Orders 
  to Maids and Butlers
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  GM Notes
  Difficulties
  4-6: The minimum necessary 
  to succeed at an action.
  6-8: Difficult for an amateur, 
  but easy for a pro.
  8-10: Something only a pro can pull off.
  10+: Difficult even for a pro.
  Partner Stress
  1d6 Stress: New insult.
  2d6 Stress: Repeat Betrayal, 
  Abandonment, or Fight
  3d6 Stress: New Betrayal, Abandonment, or 
  Fight. Partner is seduced by someone else.
  1-4d6 Stress: Partner seduces 
  someone else.
  Spirit+10: Partner has a Tragedy, 
  dies or leaves Mansion.
  See Pg. 72 if Stress gain raises above 
  Spirit as a result of any of these.
  Partner Comforting
  -1d6 Stress: New word of love from 
  partner.  Kissing or getting physical again. 
  -3d6 Stress: Kissing or getting physical for 
  the first time.  Initial seduction.
  - 1d6-4d6 Stress: Partner works hard for 
  other; ranging from a present to 
  self-sacrifice.
  Other Rules: 
  +1 Attribute if use complex,  Lose Special 
  Quality if have more than fit on sheet, 
  Comforting: [Stress Explosion! time: 1 
  Stress per minute per comforter, 1d6-3d6 
  for comforting roleplay] (73), 
  Action Resolution (20), Combat (21), 
  Seduction (69), Outfits (79) Items (93), 
  Weather (123).
  
  Maid Notes
  When Stress > Spirit: Stress Explosion!
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Trigger a random event from any 
  of these tables: __________________
  �
  �
        __________________
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  1 Attribute Point: Gain Favor equal to the 
  new value x10.  Use when Favor is negative.
  Attribute Penalty for Removal of 
  or Damage to Uniform: 
  -2 for headdress, -1 for apron, blouse, 
  skirt, underwear, and stockings
  Assigning Favor: May match Master’s non-
  relationship contribution to an Apprentice. 
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  Maid Notes
  When Stress > Spirit: Stress Explosion!
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Trigger a random event from any 
  of these tables: __________________
  �
  �
        __________________
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  1 Attribute Point: Gain Favor equal to the 
  new value x10.  Use when Favor is negative.
  Attribute Penalty for Removal of 
  or Damage to Uniform: 
  -2 for headdress, -1 for apron, blouse, 
  skirt, underwear, and stockings 
  Assigning Favor: May match Master’s non-
  relationship contribution to an Apprentice. 
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  
  Head Maid Notes
  When Stress > Spirit: Stress Explosion! 
  or suppress it by taking -1 to every 
  Attribute for its duration.
  When Favor drops below 0: Demotion
  1 Favor: Remove a point of Stress.
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  1 Attribute Point: Gain Favor equal to the 
  new value x10.  Use when Favor is negative. 
  Combat or Seduction vs. Maid: 
  +1 to die roll.
  Order a Maid to do Housework: Gain half 
  of any Favor gained as a result.
  Maid Loses Non-Relationship Favor to 
  Master: Lose half of any Favor lost.
  Assigning Favor: May match Master’s non-
  relationship contribution to an Apprentice.
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  Butler Notes
  When Stress > Spirit: Must spend Favor 
  to bring Stress below Spirit.
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  2d6 Favor: Attempt to seduce Maid.
  4d6 Favor: Attempt to seduce the Master.
  1 Attribute Point: Gain Favor equal to the 
  new value x5.  Use when Favor is negative.
  Combat vs. Master or Maid: Automatic 
  loss unless acting under direct orders 
  from the Master (no limits on seduction).
  Assigning Favor: May match Master’s non-
  relationship contribution to an Apprentice.
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  6
  6
  12
  18
  25
  30
  36
  42
  7
  7
  14
  21
  28
  35
  42
  49
  8
  8
  16
  24
  32
  40
  48
  56
  9
  9
  18
  27
  36
  45
  54
  63
  10
  10
  20
  30
  40
  50
  60
  70
  11
  11
  22
  33
  44
  55
  66
  77
  12
  12
  24
  36
  48
  60
  72
  84
  13
  13
  26
  39
  52
  65
  78
  91
  
  Seducer Notes
  Combat vs. Seduced: Automatic win.
  Assigning Favor:
  1d6: Successfully 
  attending to the Seducer.  
  2d6: Achieving a nice, romantic atmosphere 
  with the Seducer.
  2d6-3d6: Completing a major difficult goal 
  the Seducer assigned to the Seduced.
  3d6-4d6: Saved the Seducer’s life.
  2d6-4d6: Getting physical with the 
  Seducer for the first time.  
  1d6 for subsequent times (in new ways).
  Seducer Notes
  Combat vs. Seduced: Automatic win.
  Assigning Favor:
  1d6: Successfully 
  attending to the Seducer.  
  2d6: Achieving a nice, romantic atmosphere 
  with the Seducer.
  2d6-3d6: Completing a major difficult goal 
  the Seducer assigned to the Seduced.
  3d6-4d6: Saved the Seducer’s life.
  2d6-4d6: Getting physical with the 
  Seducer for the first time.  
  1d6 for subsequent times (in new ways).
  Costume Change Notes
  Stress Explosion!: Change to Fainting.
  Stress: Cannot be lowered 
  by spending Favor.
  Attribute Penalty for Removal of 
  or Damage to Uniform:
  no penalties while in costume
  In Costume at End of Session: Dismissal
  10 Favor: Change back to Maid Outfit.
  Costume Change Notes
  Stress Explosion!: Change to Fainting.
  Stress: Cannot be lowered 
  by spending Favor.
  Attribute Penalty for Removal of 
  or Damage to Uniform:
  no penalties while in costume
  In Costume at End of Session: Dismissal
  10 Favor: Change back to Maid Outfit.
  
  Apprentice Maid Notes
  When Stress > Spirit: Stress Explosion!
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Trigger a random event from any 
  of these tables: __________________
  �
  �
        __________________
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  Attribute Penalty for Removal of 
  or Damage to Uniform: 
  -2 for headdress, -1 for all other articles
  Maid vs. Apprentice Maid: Maid can’t use Favor.
  Assigning Favor: May match Master’s 
  contribution to an Apprentice. 
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  Apprentice Maid Notes
  When Stress > Spirit: Stress Explosion!
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Trigger a random event from any 
  of these tables: __________________
  �
  �
        __________________
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  Attribute Penalty for Removal of 
  or Damage to Uniform: 
  -2 for headdress, -1 for all other articles
  Maid vs. Apprentice Maid: Maid can’t use Favor.
  Assigning Favor: May match Master’s 
  contribution to an Apprentice. 
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  
  Apprentice Butler Notes
  When Stress > Spirit: Must spend Favor 
  to bring Stress below Spirit.
  When Favor drops below 0: Dismissal
  1 Favor: Remove a point of Stress.
  1d6 Favor: Add one to a die roll or attribute 
  (use before rolling).
  10x Favor: Raise an Attribute by one point.
  (x is equal to the new number).
  2d6 Favor: Attempt to seduce Maid.
  4d6 Favor: Attempt to seduce the Master.
  Combat vs. Master or Maid: Automatic 
  loss unless acting under direct orders 
  from the Master (no limits on seduction).
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  3
  4
  5
  6
  7
  2
  2
  4
  6
  8
  10
  12
  14
  3
  3
  6
  9
  12
  15
  18
  21
  4
  4
  8
  12
  16
  20
  24
  28
  5
  5
  10
  15
  20
  25
  30
  35
  Butler Seducer Notes
  Combat vs. Seduced: Automatic win, 
  and lose 1d6 Favor.
  Assigning Favor:
  1d6: Successfully 
  attending to the Seducer.  
  2d6: Achieving a nice, romantic atmosphere 
  with the Seducer.
  2d6-3d6: Completing a major difficult goal 
  the Seducer assigned to the Seduced.
  3d6-4d6: Saved the Seducer’s life.
  2d6-4d6: Getting physical with the 
  Seducer for the first time.  
  1d6 for subsequent times (in new ways).
  Butler Seducer Notes
  Combat vs. Seduced: Automatic win, 
  lose 1d6 Favor.
  Assigning Favor:
  1d6: Successfully 
  attending to the Seducer.  
  2d6: Achieving a nice, romantic atmosphere 
  with the Seducer.
  2d6-3d6: Completing a major difficult goal 
  the Seducer assigned to the Seduced.
  3d6-4d6: Saved the Seducer’s life.
  2d6-4d6: Getting physical with the 
  Seducer for the first time.  
  1d6 for subsequent times (in new ways).
  
SOURCE: textdata/thevault/Maid RPG/Maid - Notes 1.00.pdf