TEXT:  
   
  
  Credits 
  Authors: The good people at the Zeal wiki who 
  originally created and released these rules. 
  Minor Edits: Teleute 
  Art: The top banner art is by Kiru Banzai. 
  Special Thanks to: Yaruki Zero Games for 
  continuing to support the Maid RPG & the Official 
  Exalted Forum for being awesome in general. 
  Layout: Teleute 
  Exalted 2nd Edition: White Wolf Publishing, Inc. 
  and CCP, hf. 
  Maid: The Role Playing Game (Japanese Ed.): 
  Ryo Kamiya and Sunset Games. 
  Maid: The Role Playing Game (English Ed.): 
  Ewen Cluney and Kuroneko Designs. 
   
  Disclaimer 
  This document is an unofficial supplement for the 
  Maid: The Role Playing Game and White Wolf’s 
  Exalted 2nd Edition. It is in no way affiliated with 
  White Wolf publishing, CCC hf., its subsidiaries, 
  Sunset Games, Ryo Kamiya, Ewen Cluney, or 
  Kuroneko Designs. It is not intended to challenge 
  any copyrights or trademarks of those companies 
  or individuals, and all original material in this 
  supplement is copyright its respective owners. 
  Any incidence of copyright infringement or other 
  infringed laws is unintentional. 
   
  Version 
   
  Note 
  These rules add-on to the basic Maid RPG 
  rules, so the Maid RPG book or pdf is needed to 
  play. So go buy it! It’s awesome! Seriously. 
   
   
   
   
   
   
   
   
   
   
   
   
  Coming Next: 
  Exalted Rules for Atarashi Games’  
  Panty Explosion Perfect 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   1
  Ver. Feb 10, 2012
  
  Intro 
  Maid: Exalted Edition is an add-
  on supplement for Maid: The 
  RPG created to facilitate using the Maid 
  RPG rules with the Exalted setting. For 
  the most part, this is done simply with 
  replacement tables for the ones 
  featured in the original book. Thus, 
  Maid: Exalted Edition requires 
  the original Maid: The RPG book to 
  play. So buy it. It is all kinds of good. 
  If you have no idea what the heck 
  Maid: The RPG is, I suggest reading the 
  TV Tropes page for the game. After all, 
  the Maid RPG is basically a game about 
  anime tropes. Quite fitting, and a little 
  bit shameful, that it is the first table-
  top RPG from Japan to be published in 
  the US. But trust me, it's a lot less 
  perverted and a lot more awesome than 
  you think. 
  Note: A basic assumption in these rules 
  is that Maids are never Exalted in their 
  own right but they’re always heroic or 
  extraordinary beings of some kind. 
  However, it can be arranged differently 
  for your own games as the rules are 
  wonderful loose. Additionally, mansions 
  in Maid: Exalted Edition are all manses. 
  Finally, if you want a more controlled 
  or narrative game, feel free to let the 
  players choose their traits. Just be 
  warned, doing this removes a good 
  portion of the random fun.  
  And credit where credit is due. 
  The Maid: Exalted Edition rules were 
  originally created here. I just cleaned 
  them up a bit, added a few details, 
  PDFized, and wikied them up. 
   
  For The Guys 
  If you don't want to play a 
  female character like a maid or don't 
  want to take the Actually a Guy 
  attribute to play a crossdresser, likely 
  cause you aren't totally secure in your 
  masculinity, you can play as a butler as 
  detailed in the core Maid RPG book on 
  page 49. However, butlers are not 
  nearly as fun to play. So the English 
  translator of the Maid RPG, Ewen 
  Cluney, created rules for stewards, 
  which are more like maids and thus 
  more fun. Ewen’s blog has 
  more additional rules if you're 
  interested. 
   
   
  2
  
  Replacement Tables 
  Maid Origins (roll 1d66 once) 
  Ro
  ll 
  Origin 
  Description 
  11 
  Elemental 
  You're a lesser elemental spirit. Roll 1d6 to select the element (1: Earth, 2: Air, 3: 
  Water, 4: Fire, 5: Wood, 6: your choice). You can change one of your three colors 
  to "White", "Blue", "Red", "Green" or "Black". 
  12 
  Goddess 
  You're a full-fledged Small God of something relevant (maybe even the Small 
  God of the Manse itself!), or you became a Small God either after death or from 
  increasing your Essence. 
  13 
  Demon 
  You're a demon of the first circle who was summoned (by the Master, by some 
  crazed Yozi cult, etc), or arrived in Creation in some other way. You can change 
  one of your three colors to "Green", "Metallic" or" Transparent/Rainbow". 
  14 
  Ghost 
  You're a Ghost, possibly haunting the mansion or the Master because of some 
  kind of unresolved passion or fetter from when you were still alive. You can 
  change one of your three colors to "White" or "Black". 
  15 
  Golden 
  Daughter 
  You're a Solar Half-Caste. You can change one of your three colors to "gold". 
  16 
  Moon-Born 
  You're a Lunar Half-Caste, the (entirely human, save for maybe some minor 
  animal traits) offspring of a Lunar Exalted. You can change one of your three 
  colors to "silver". 
  21 
  Star-Blessed 
  You're a Sidereal Half-Caste. You can change your eye color to either "Yellow", 
  "Blue", "Red", "Green" or "Purple". 
  22 
  Shadewalker 
  You're an Abyssal Half-Caste. You can change one of your three colors to "Black" 
  or "White". 
  23 
  Dragon-
  Touched 
  You're an unexalted daughter from one of the great houses of the Realm, of one 
  of the five gens of Lookshy, or some other dragon- blooded dynasty. You can 
  change one of your three colors to "White", "Blue", "Red", "Green" or "Black". 
  24 
  Dragon 
  Queen 
  You’re one of the Dragon Kings, a race resembling sentient dinosaurs. You may 
  or may not have memories of previous lives. (1: Mosok, 2: Pterok, 3: Raptok, 4: 
  Anklok, 5: roll again, 6: the mythical Brontok/ Tricerok/etc?) 
  25 
  Green Sun 
  Spawn 
  You're an Infernal Half-Caste. You can change one of your three colors to 
  "Black", "Red,", or "Green". 
  26 
  Elemental-
  Born 
  You're the God-Blooded daughter of a powerful elemental. Roll 1d6 to select the 
  element (1: Earth, 2: Air, 3: Water, 4: Fire, 5: Wood, 6: your choice). 
  31 
  God-
  Blooded 
  You're the daughter of a powerful god of some sort. 
  32 
  Wyld Mutant 
  You've gained mutations thanks to exposure to wyld energies. 
  33 
  Ghost-
  Blooded 
  One of your parents was a ghost that, through some near- forgotten art, 
  mysterious blessing or great deed of love, managed to procreate with a human 
  partner. You can change one of your three colors to "White" or "Black". 
  34 
  Fae-Blooded 
  You're the daughter (more or less) of a Raksha, and can manifest strange and 
  possibly creepy glamour-based powers. You can change one of your three colors 
  to "Transparent/Rainbow". 
  35 
  Jadeborn 
  You’re one of the Mountain Folk. You previously lived underground and found 
   3
  
  your way up... for some reason. (1-2: Artisan, 3-4: Worker, 5-6: Drone). 
  36 
  Jade-
  blooded 
  You’re the child of a Mountain Folk and a Human or Spirit. 
  41
  to
  43 
  Beastwoman 
  You're the wyld-touched offspring of a Lunar Exalted, and carry some bestial 
  traits inherited from his totem animal. Basically, you're a kemonomimi. 
  44 
  Underperson 
  You are of one of the Underpeople. Your people have lived under ground so long 
  that they have adapted to the environment. Underpeople have loose skin, pale 
  complexions, the ability to see in the dark, and generally make war against the 
  people above. What are you doing up here? 
  45 
  Demon-
  Blooded 
  One of your parents was a demon. Possibly summoned to creation by some horny 
  sorcerer for exactly that purpose. 
  46 
  Automata 
  You're not actually entirely human, but rather a marvelous first age automata, or 
  something like that. Those whacky Twilights, what will they think of next? 
  51 
  Ata Beast 
  You’re not really human at all but a sentient animal of some sort. 
  52 
  Relic Race 
  You're one of the few survivors of one of the artificially engineered races that the 
  Solars created in the First Age. Roll 1d6 (1: Person of the Air, 2: Person of the Sea, 
  3: Person of the Earth, 4: Dune Person, 5: Tree Folk, 6: Herd Guardian). 
  53 
  Djala 
  You’re a Djala. Short, hairless, cute and panda-spotted. 
  54 
  Lintha 
  You’re a Lintha, a descendent of humans who bred with an ancient race of 
  primordial origin. Your extended family is composed of cut-throats pirates and 
  smugglers. Fun! 
  55 
  Autoland 
  Hero 
  You were actually born and raised in Autochthon and now are in Creation for 
  some bizarre reason. You might have mechanical implants on your body and are 
  generally considered weird by everyone else. 
  56 
  Polar Mutant 
  You’re a mutant affected by the radiation of Autochthon’s elemental poles. Roll 
  1d6 (1: Arcspawn, 2: Ashbreather, 3: Glass Walker, 4: Oilkin, 5: Steamblooded,  
  6: Blightborn) 
  61 
  Extra-
  canonical 
  You’re something totally unexpected and out there. You may be a Nightkin (the 
  child of a Nocturnal Exalted), a lost traveler from the World of Darkness, or a 
  sentient potato. Anything goes, with your fellow players’ permission of course. 
  62
  to
  66 
  Creation 
  Hero 
  You're a normal Heroic Mortal (which makes you automatically very not 
  normal). Actually, considering that it's Exalted we're talking about, this is about 
  as surprising as anything else. 
   
  Maid Special Qualities (roll 1d66 once) 
  Roll 
  Special Quality 
  11 
  Glasses 
  12 
  Freckles 
  13 
  Sickly 
  14 
  Quiet 
  15 
  Easy-going 
  16 
  Neat Freak 
  21 
  Shy 
   4
  
  22 
  Actually a Guy 
  23 
  Overactive Imagination 
  24 
  Greedy 
  25 
  Princess 
  26 
  Armor 
  31 
  Outlandish Looks 
  32 
  Martial Artist 
  33 
  Tsundere 
  34 
  Violent 
  35 
  Walking Encyclopedia 
  36 
  Magitech Implants 
  41 
  Clumsy 
  42 
  Artist 
  43 
  Unusual Skin Color 
  44 
  Uniform* (tights, china dress, barbarian fashion, bondage, miniskirt, kappougi) 
  45 
  Symbol* (skull, dragon, celestial symbol, star, elemental symbol, animal) 
  46 
  Delinquent* (cigarettes, tattoo, sunglasses, bad expression, piercings, rough speak) 
  51 
  Accent* (country, gentleman, broken, speech pattern, knight, foreign accent) 
  52 
  Hairstyle* (long ringlets, dumplings, mesh, curly hair, one eye hair, antenna hair) 
  53 
  Accessory* (collar, large ribbon, spikes, chains, black leather gloves, familiar) 
  54 
  Relationship* (sibling, childhood friends, mentor, friendly rival, ex-lover/love rival, vengeance) 
  or Perversion* (nymphomaniac, sadist, masochist, strictly heterosexual, likes them young, 
  exhibitionist) 
  55 
  Criminal Tendencies* (killer, pyromaniac, kleptomaniac, addict, otaku, stalker) 
  56 
  Injury* (patchwork, one eye, burns, whip scars, bandages, blind) 
  61 
  Tragic Love* (separations, lover died, killed your lover, former prostitute, betrayal, stalker 
  damage) 
  62 
  Dark Past* (former delinquent, former killer, amnesiac, bad reputation, wanted, runaway) 
  63 
  Trauma* (suicide attempts, killed your parents, saw parents die, sibling hate, family breakup, 
  abusive parents) 
  64 
  Secret Job* (assassin, spy, scientist, doctor/pharmacist, doujin artist, artisan) 
  65 
  Membership* (the guild, elemental court/celestial hierarchy, evil cult, immaculate order, 
  shadow clan, government official) 
  66 
  Expert Thaumaturge* (cultist, savant, scavenger lord, shaman, alchemist) 
   
  Maid Weapon Table (roll 1d66 once) 
  Roll 
  Weapon 
  11 
  Mop/Broom 
  12 
  Frying Pan 
  13 
  Vase/Bottle/Pot/Book/Improvised Weapon 
  14 
  Furniture 
  15 
  Hand-to-Hand/Unarmed (includes Cesti/Smashfists and Iron Boots/God-Kicking Boots) 
  16 
  Paired Martial Arts Weapon (like Tiger Claws/Razor Claws, Khatars, etc) 
  21 
  Metal Pipe/Nail Bat 
  5
  
  22 
  Staff/Wooden Sword/Training Weapon 
  23 
  Knife (normal or throwing) 
  24 
  Straight Sword/Daiklave 
  25 
  Greatsword/Grand Daiklave 
  26 
  Slashing Sword/Reaper Daiklave 
  31 
  Chopping Sword/Reaver Daiklave 
  32 
  Paired Swords/Daisho/Paired Short Daiklaves 
  33 
  Glaive/Polearm/Direlance 
  34 
  Axe/Grimcleaver 
  35 
  Great Axe/Grand Grimcleaver 
  36 
  Scythe/Grand Grimscythe 
  41 
  Mace/Hammer/Goremaul 
  42 
  Tetsubo/Sledgehammer/Grand Goremaul 
  43 
  Chain/Direchain 
  44 
  Nunchaku/Seven-Section Staff/Serpent Sting Staff (can be disguised as a broom) 
  45 
  Chakram 
  46 
  Boomerang/Skycutter/Typhoon Wheel 
  51 
  Bow/Powerbow 
  52 
  Crossbow 
  53 
  Firewand/Flamepiece/Alchemical Flame Weapon 
  54 
  Essence Discharge Weapon (like Concussive Essence Cannons) 
  55 
  Magitech Weapon (Force-Projection Pike, Essence Lash, Fire Lance, Power Mace, etc.) 
  56 
  Weird Weapon (like Chakar, Hand Needle, Kama, Tonfa, Urumi, Bladed Yo-Yo, Spread-The-
  Water Knife a.k.a Klingon Bat'leth, etc.) 
  61 
  Non-weapon tool (like Shovel, Pick-axe, Gardening Tools, Wrench, etc.) 
  62 
  Insults (or other Social-Combat-like action, like intimidation or crying) 
  63 
  Out-Of-Setting Weapon (Ak-47, Excalibur, Phaser, Lightsaber, Chainsword, Bolter, Anduril, et 
  cetera. Assume you found it in the Wyld or something.) 
  64 
  Legendary Artifact Weapon (like the Daiklave of Conquest, the Soul Mirror, the Eye of the Fire 
  Dragon, et cetera. This gives you no bonus. You need not explain why you have it. It can also be 
  a non-weapon artifact, like hitting people in the head with the Eye of Autochthon.) 
  65 
  Choose a Terrestrial Martial Art from an Exalted book and use any of its form weapons. 
  66 
  Your choice of weapon 
   
  Random Event Table (roll 1d66 once) 
  Roll 
  Event 
  11 
  Rogue Small God(s) stirs up trouble! 
  12 
  Wyld Hunt! 
  13 
  An emissary from a distant city/nation visits the Exalted Master! 
  14 
  Found a McGuffin in the basement (or some such)! 
  15 
  An army appears in the distance, marching towards the Manse! 
  16 
  A Yozi Cult is planning something evil! 
  21 
  The Manse is suddenly surrounded by the Wyld Bordermarches. 
  22 
  Mad Twilight/Daybreak scientist appears! 
  23 
  Legendary Exalted thief leaves his card, proclaiming that he will steal a precious artifact from 
  6
  
  the Manse tomorrow! 
  24 
  Bandits attack! 
  25 
  Gender swapping artifact accidentally activated! 
  26 
  Demon outbreak! 
  31 
  Emissary of a Deathlord arrives! 
  32 
  Exalted Rock Band in town! 
  33 
  Zombies! 
  34 
  Ninjas! 
  35 
  Robots! Autochthonians? 
  36 
  Pirates! Lintha? 
  41 
  Dinosaurs! Dragon Kings? 
  42 
  Two of the above! 
  43 
  Rampaging behemoth! Or, possibly, more than one! 
  44 
  Manse chosen as a meeting place for a conference! 
  45 
  Mystery happens. (Anything from a murder mystery to "who ate the slice of cake I've been 
  saving for tonight?!") This calls for an investigation! 
  46 
  A Celestial Audit is called on the master or on one of the maids! 
  51 
  Fair Folk cause trouble! 
  52 
  Marauding barbarian tribe assaults the Manse! 
  53 
  Ma-Ha-Suchi Appears! 
  54 
  Stray Beast of Resplendent Liquids (or another weird-ass First Age thing) found near the 
  Manse! 
  55 
  Lookshy attacks! 
  56 
  Demon attack! 
  61 
  Greater celestial god / Incarna visits the Manse! 
  62 
  Exalted Master gets drunk/smashed! 
  63 
  Guild caravan arrives at the Manse! 
  64 
  Exalted Master Limit Breaks! 
  65 
  Obligatory cute thing appears, all hostilities and other events grind to a halt! 
  66 
  ROLL TWICE! Two events at one! 
   
   
  7
  
  Exalted Master Creation 
  It is generally assumed that you will 
  play Maid RPG: Exalted Edition as a spin-off of 
  your campaign, so your Exalted player 
  characters (either one of them, or all of them) 
  will be the Exalted Masters. 
  If you use your Exalted PCs as Masters, 
  decide whether to rotate between them, or 
  using all of them together as multiple masters. 
  If you need to roll a random Exalted Master, 
  use those tables in place of the standard Maid 
  RPG tables. 
  Unlike a regular Master, an Exalted Master has 
  higher attributes, on par of those of maids. No, 
  it's not weird at all for a regular maid to be on 
  the same power level with an elder Celestial or 
  a Deathlord - remember what RPG you're 
  playing! 
  Exalted Masters can manifest their own 
  powers, but have no access to Maid Powers. 
  However, they start with 3 Power Sources: 2 
  randomly rolled, and 1 determined by their 
  type. Maids can, however, hijack those 
  resources, by defeating their Exalted Master in 
  a contested check. They cannot hijack the last 
  Power Source left to a Master, however.
   
  Exalted Masters (roll 1d6) 
  Roll 
  Master 
  1 to 2 
  Single Master (generate a single Exalted Master. The Master lives alone, save for his or her 
  maids, in the Manse, and has no companion) 
  3 
  Perfect Circle/Fellowship (roll for Exalted Type until you roll an Exalted, and build a perfect 
  circle with one member per caste) 
  4 to 6 
  Mixed Circle (roll up 1d6+1 Exalted Masters, with a blatant disregard for coherency and 
  common sense) 
   
  Single Exalted Master Type (roll 1d66) 
  Roll 
  Master 
  11 to 14 
  Solar Exalted. (roll 1d6: 1: Dawn, 2: Zenith, 3: Twilight, 4: Night, 5: Eclipse, 6: Reroll) 
  15 to 22 
  Lunar Exalted. (roll 1d6: 1-2: Full Moon, 3-4: Changing Moon, 5-6: No Moon) 
  23 to 26 
  Abyssal Exalted. The Manse might be in a Shadowland or in the Underworld. (roll 1d6: 1: 
  Dusk, 2: Midnight, 3: Daybreak, 4: Day, 5: Moonshadow, 6: Reroll) 
  31 to 42 
  Dragon-Blooded. (roll 1d6 for aspect: 1: Earth Aspect, 2: Air Aspect, 3: Fire Aspect, 4: Water 
  Aspect, 5: Wood Aspect, 6: Reroll but assume they are a Dragon of another Color) (roll 1d6 
  for birthplace: 1-3: Realm, 4-5: Lookshy, 6: Outcaste) 
  43 to 44 
  Infernal Exalted. The Manse might be in Malfeas. (roll 1d6: 1: Slayer, 2: Malefactor, 3: 
  Defiler, 4: Scourge, 5: Fiend, 6: Akuma) 
  45 to 46 
  Alchemical Exalted. The Manse might be in Autochthon. (roll 1d6: 1: Orichalcum, 2: 
  Moonsilver, 3: Starmetal, 4: Jade, 5: Soulsteel, 6: Adamant) 
  51 to 52 
  Greater God. The Manse might be in Yu-Shan. 
  8
  
  53 to 54 
  Greater Elemental. (roll 1d6: 1: Earth, 2: Air, 3: Fire, 4: Water, 5: Wood, 6: Reroll) 
  55 to 56 
  Third Circle Demon. The Manse might be in Malfeas. 
  61 to 62 
  Deathlord. The Manse might be in the Underworld. 
  63 
  Fair Folk. The Manse might be in the Wyld. Have fun. 
  64 to 65 
  Solar/Lunar Couple (roll 2d6 twice to determine both castes as per above. Counts as a 
  single character for Mixed Circles) 
  66 
  Something else! Go crazy! 
   
  Exalted Master Age (roll 1d6) 
  Roll 
  Age 
  1 to 2 
  Child (apparent age: 9+1d6. The Master Exalted at a very young age and still knows little of 
  the world.) 
  3 to 4 
  Young (apparent age: 12+2d6. The Master is a young man or woman who Exalted recently and 
  came into possession of the Manse.) 
  5 to 6 
  Mature (apparent age: 20+1d66. Either the Master is an elder Exalted, or he Exalted at an 
  older age.) 
   
  Exalted Master Qualities (roll 1d66) 
  Roll 
  Master Qualities 
  11 
  Glasses 
  12 
  Sickly 
  13 
  Noble 
  14 
  Quiet 
  15 
  My Pace 
  16 
  O.C.D. 
  21 
  Unusual Skin Color 
  22 
  Tsundere 
  23 
  Crossdresser 
  24 
  Imagination 
  25 
  Hermaphrodite 
  26 
  Bishonen 
  31 
  Noble Hair 
  32 
  Hedonist 
  33 
  Sorcerer 
  34 
  Otaku 
  35 
  Martial Artist 
  36 
  Lecherous 
  41 
  Sadist 
  42 
  Masochist 
  43 
  Mad Scientist 
  44 
  Scars 
  45 
  Megalomania 
  9
  
  46 
  Paranoia 
  51 
  Hated and Feared 
  52 
  Criminal 
  53 
  Amnesiac 
  54 
  Artist 
  55 
  Evil Overlord 
  56 
  Entirely Fictional/Group Hallucination 
  61 to 66 
  Roll a random entry on the Maid Special Quality table. 
   
  Exalted Power Source (1d6) 
  Specific Character 
  Type 
  Power Source Roll Results 
  Dawns, Dusks, Full 
  Moons, Battles 
  and Slayers 
  1 to 3: Martial Skill, 4 to 6: Army 
  Zeniths, 
  Midnights, 
  Changing Moons, 
  Serenities, 
  Malefactor 
  1 to 3: Charisma, 4 to 6: Cult 
  Twilights, 
  Daybreaks,  
  No Moons, 
  Secrets, Defiler 
  1 to 3: Sorcerous Power, 4 to 6: Genius 
  Nights, Days, 
  Scourge 
  1 to 2: Martial Skill, 3 to 4: Legendary Artifact, 5 to 6: Resources 
  Eclipses, 
  Moonshadows, 
  Fiend 
  1 to 3: Charisma, 4-6: Resources 
  Journeys, Endings, 
  Alchemicals 
  Roll one extra random power source. 
  Dragon-Blooded 
  Blood Ties 
  Greater God or 
  Elemental 
  1 to 3: Cult. 4-6: Renown 
  3rd Circle Demon 
  1 to 2: Martial Skill. 3 to 4: Sorcerous Power. 5 to 6: Terror 
  Deathlord 
  1: Cult. 2: Army. 3: Martial Skill. 4: Sorcerous Power. 5 to 6: Terror 
  Fair Folk 
  1 to 3: Charisma, 4 to 5: Sorcerous Power, 6: Terror 
   
  Other Power Sources (2d6) 
  Roll 
  Power Sources 
  11 
  Extra Character type power source 
  12 
  Cult 
  10
  
  13 
  Legendary Artifact 
  14 
  Army 
  15 
  Genius 
  16 
  Resources 
  21 
  Martial Skill 
  22 
  Charisma 
  23 
  Renown 
  24 
  Sorcerous Power 
  25 
  Blood Ties 
  26 
  Terror 
   
   
   
  11
  
  Manse Generation: 
  Manses can always be elemental. They 
  can be celestial but then must match the 
  master’s (or one of the masters) aspect. 
  Randomly select one of the available aspects if 
  you get "celestial" and there is more than one 
  master with a celestial aspect. Roll only once 
  for a color scheme, and assume the second 
  color is something fitting for the Manse's aspect 
  (red for Fire, gold for Solar, etc). 
   
  Manse Aspect (1d6) 
  Roll 
  Aspect 
  1 
  Water 
  2 
  Fire 
  3 
  Air 
  4 
  Earth 
  5 
  Wood 
  6 
  Celestial 
   
  Manse Appearance (1d6) 
  Roll 
  Description 
  1 
  Magitech Lair 
  2 
  Fortress 
  3 
  Villa 
  4 
  Tower 
  5 
  Natural Feature 
  6 
  Exotic Construction 
   
  Manse Special Features (1d66) 
  Roll 
  Description 
  11 
  Beach (+1 die to romantic activities) 
  12 
  Large Bath (+1d6 favor when bathing) 
  13 
  Onsen (remove 2d6 stress once a day) 
  14 
  Pool (swimsuit costumes cost half, round down) 
  15 
  Game Court (athletics costumes cost half, round down) 
  16 
  Soundproof (every room is soundproof) 
  21 
  Mobility (the manse can move around) 
  22 
  Game Room (can play games like Strip Gateway) 
  23 
  Medical Room (can spend won favor to reduce stress of another PC without rolls, and medical 
  costumes cost half, round down) 
  24 
  Religious Facility (religious costumes cost half, round down) 
  25 
  Secret Annex (can spend 10 favor to use "World for Two" maid power) 
  12
  
  26 
  Canopied Bed (+1 to die rolls related to this bed) 
  31 
  Treasury (master has an extra random Power Source) 
  32 
  Private Army (troops considered pets with all attributes at 2. They are virtually unlimited.) 
  33 
  Superintendent (head maid gains "Superintendent" special quality and +1 affection and will) 
  34 
  Military Base (+1 to combat rolls against external enemies) 
  35 
  Secret Passages (roll on mansion encounter table) 
  36 
  Portrait (once per day, gaze at the portrait and gain 2 favor) 
  41 
  Mystery Room (once per scenario can be opened to get a random item or random special 
  facility) 
  42 
  Torture Room (spend 2d6 favor to use "Punishment" or "Lie Detector" maid powers) 
  43 
  Dungeon (prison where NPC can be "stored") 
  44 
  Self-Destruct Switch (the master {or a maid} can destroy all enemy NPCs instantly, but loses 
  the Manse) 
  45 
  Essence Vents (beautiful firework-like essence discharges give +1 favor and -1 stress to the 
  result of related romantic activities) 
  46 
  Magical Traps (if activated, attack intruders (and maybe not just them) with an attribute of 4) 
  51 
  Library (once per scenario can be used to have the answer to a question) 
  52 
  Otherworld Gate (connects mansion to Yu-Shan, the Underworld, Malfeas, the Wyld, etc) 
  53 
  Control Room (take 1d6 stress to use a Maid Power rolled randomly) 
  54 
  Factory-Cathedral (can, once per day, create a random Equipment, Tool or Consumable item, 
  or a specific one if the maid spends 1d6 favor and rolls a 10 or higher on a stat roll. If the roll 
  fails, create a random item instead) 
  55 
  Genesis Laboratory (can, once per day, create a random Pet item) 
  56 
  Integrated Essence Artillery (can be fired adding +1 dice to attack rolls) 
  61 
  Sentient (stat the Manse as a Butler) 
  62 
  Alternate Locations (Manse exists in multiple locations simultaneously) 
  63 
  Can Turn Into A Giant Robot (Manse can turn in a giant robot piloted by the master or one or 
  more maids.) 
  64 
  Training Facility (military and martial arts costumes cost half, round down) 
  65 
  Sorcery Room (+1 dice to magic-related rolls, and sorcerous costumes cost half, round down) 
  66 
  Bound Demons/Spirits/Servant Automata (2d6 pets with all attributes at 3) 
   
   
  Third Additional Attribute (1d6) 
  In addition to the two random manse attributes, every manse has a third attribute related to its 
  elemental (or celestial) aspect. 
  Aspect 
  Attribute 
  Earth 
  1-2 Religious Facility, 3-4 Military Base, 5-6 Dungeon 
  Fire 
  1-2 Open Air Bath, 3-4 Game Court, 5-6 Integrated Essence Artillery 
  Air 
  1-2 Soundproof, 3-4 Library, 5-6 Sorcery Room 
  Water 
  1-2 Beach, 3-4 Large Bath, 5-6 Pool 
  Wood 
  1-2 Medical Room, 3-4 Genesis Laboratory, 5-6 Torture Room 
  Solar 
  1 Religious Facility, 2 Factory-Cathedral, 3 Genesis Laboratory, 4 Can Turn Into A Giant 
  Robot, 5 Sorcery Room, 6 Sentient 
  13
  
  Lunar 
  1 Secret Passages, 2 Mystery Room, 3 Dungeon, 4 Magical Traps, 5 Alternate Locations, 6 
  Can Turn Into A Giant Robot 
  Sidereal 
  1 Game Room, 2 Secret Passages, 3 Otherworld Gate, 4 Control Room, 5 Sentient, 6 
  Alternate Locations 
  Abyssal 
  1 Religious Facility, 2 Private Army, 3 Torture Room, 4 Dungeon, 5 Otherworld Gate, 6 
  Sorcery Room 
  Infernal 
  1 Religious Facility, 2 Mystery Room, 3 Torture Room, 4 Dungeon, 5 Otherworld Gate, 6 
  Bound Demons 
   
   
  14
  
SOURCE: textdata/thevault/Maid RPG/Maid RPG (Ver 2.10.2012) (Exalted).pdf