TEXT: Extra Scenarios  
   
  
   
  Intro
  Dreaming Maids:
  A collection of the last five scenarios 
  of the Maid Role-Playing Game 
  collection.
  This free Maid supplement represents the last of the scenarios 
  that originally came in the Yume o Miru Meido scenario 
  collection. Due to time and space constraints, we couldn't fit 
  them all in the book. As promised, we have finally released 
  them all together in a single collection as a free Downloadable 
  Content item from the official Maid website.
  All Real Translation Work By
  Ewen Cluney
  Layout and Design By
  Diamond Sutra
  (Based on the Templates and Original Designs of Ben 
  Lehman, from the original Maid RPG book, to whom we 
  give special thanks)
  Editing By
  ...Let's not go there.
  Special thanks to everyone who has purchased or played 
  Maid: The Role-Playing Game. We appreciate all of your 
  support. Seriously, without your time and money this could 
  never have happened. Your efforts put money on Ewen's 
  table, and got us psyched to bring over other Japanese 
  RPGs into English. Also, please remember to check out the 
  exciting Japanese original role-playing game Tenra Bansho 
  Zero when it is released this fall (www.tenra-rpg.com).
  You can find more material, and links to the Maid RPG 
  announcement/mailing list (Google Group) at the official 
  Maid RPG website:
  www.maidrpg.com
  * Farewell, Master: Mistress Norrie is caught up in in-
  trigue that could end her happy life with her maids forever! A 
  well-meaning Knight Templar, a scheming mother, and a girl 
  who just might be the true heir to the throne!
  * The Master Has Amnesia?!: After a month spend 
  unconscious, the Master finally wakes up After being attacked 
  by robbers, but he has memory loss. The maids must help 
  him find the truth and regain his memories!
  * Tales of Suspense: Master Kira Tsukishima is moving 
  to one of the family villas to live closer to his new school, and 
  the family has sent a butler because they feel maids alone 
  won’t be enough. As they get settled in, a tale of intrigue 
  unfolds!
  * Secret Base: Valuables have been going missing from 
  people’s houses around the neighborhood, and the young 
  and frankly not terribly smart young Master fancies himself 
  a Sherlock Holmes, on the case and ready to ferret out the 
  perpetrators!
  * Until The Master Is Born!: Sir Lepton has just died, 
  and his adopted daughter Natalie and the maids are deep 
  in grief, but Julio Lepton, the estranged son, comes to the 
  mansion claiming to be the sole heir. The maids have to do 
  something, and fast, or their happy life with Natalie will be 
  lost forever!
  Yume o Miru Meido
  The Scenarios in this 
  Supplement:
  
  Extra Scenarios  
   
  Extra Scenarios  
   
  Farewell, Master
  Number of Players: 3-5
  Play Time: 3-5 hours
  Game Rules Used: This scenario uses the basic rules, plus 
  the rules for Masters, Comforting, and Costume Changes. If a 
  costume calls for using other optional rules, it’s up to the GM 
  to decide what effect it has.
  There are special Random and Normal Event tables for 
  this scenario. Also, the PCs do not have Maid Weapons, and 
  do not need Traumas. 
  Finally, this scenario uses a concept of “Total Favor,” which 
  is the total amount of Favor a given character has earned, 
  regardless of how much she might’ve spent.
  Special Maid Roots
  This scenario includes a set of special Maid Roots in order to 
  make the session move along more smoothly. The players 
  should each select one of these for their characters, without 
  duplicating any one of them.
  Also, when the players are picking out Maid Roots, the GM 
  should explain what kind of character the Master is (and 
  especially the fact that she’s a girl).
  1. Older Sister
  You became a maid because you want to become the 
  Master’s “older sister.” She seems very quiet and lonely.  She 
  needs someone to need her. You’re a maid because it lets 
  you be that person. That’s what motivates you.
  2. Unrequited Love
  You want to be near the Master, and thus you became a 
  maid. Your chest is bursting with these feelings. Though your 
  love hurts like a knife, starting today you can be near her.
  3. Childhood Friend
  You are one of the Master’s very few friends. You came to 
  the mansion at the request of an intermediary. Even now the 
  Master still considers you a valued friend.
  4. Returning a Favor
  The Master once saved you. You might be repaying a small 
  debt out of a strong sense of duty, or repaying a huge debt. 
  Either way, you have history with the Master, a very precious 
  thing.
  5. Loyalty
  You’ve found something that makes you feel a sense of loyalty 
  to the Master. It could be something that moves nations, or 
  a tiny bit of kindness. Whatever the case, your heart is set 
  on the Master.
  Summary
  The Master is first in line to the throne, but she has been 
  living happily with her maids, oblivious to this fact. However, 
  since the queen’s health is failing, she gets caught up in a plot 
  to take the crown.
  Because there are those who find the Master’s presence 
  inconvenient, they’ve arranged for her to be imprisoned in 
  a convent. If that happens, she’ll never be able to leave as 
  long as she lives. The Master’s young love, which is just now 
  starting to bloom, would be scattered on the winds. In the 
  midst of all this, a young man appears whom the Master is 
  certain is her destiny. With the fate of the mansion hanging in 
  the balance, everything turns into a huge panic!
  Can the PCs protect their Master in the middle of all this 
  chaos? And just who is it she’s so smitten with...?
  Introduction
  This scenario is set up like an intrigue story, but overall it’s 
  more of a yuri love comedy. That means it’s not especially 
  suited to players who like intrigue. The GM should try to 
  give this scenario a light touch, rather than letting it become 
  gloomy.
  Also, it only becomes clear who the Master is in love with 
  during the epilogue. The key, of course, is the PCs’ Favor. The 
  GM should make sure to explain this to the players.
  Setting
  This scenario takes place in a world something like modern-
  day Europe.
  Mansion
  The GM can create the mansion however he wants.
  Master
  Norrie Rand (Age 14/Female)
  Master Type 
  Legitimate Child
  Master Colors 
  Flaxen Hair, Dark Brown Eyes
  Attributes 
  Athletics 1, Affection 2, Skill 1, Cunning 0, Luck 
  1, Will 2
  Master Special Qualities 
  Glasses, Royalty (Secret)
  Power Sources None, None
  Favorite Maid Type 
  Heroine
  Stress Explosion 
  Crying
  Norrie is the last descendant of the legendary queen who 
  brought the Hundred Years War to an end. Over the course 
  of half a century the family line fell into ruin, and Norrie’s 
  parents perished in an accident shortly after she was born. 
  As such, she was raised as the daughter of Rashiel Rand, the 
  former captain of the royal guard.
  In order to spare Norrie from power struggles, Rashiel 
  had her grow up in a mansion on the outskirts and go to 
  school. Perhaps because of that, she’s reserved and lonely. 
  She’s always worried about how people think about her, and 
  lacks the courage to take the first step. Even when she was 
  drawn into intrigue and they were trying to force her to go 
  into a convent, she could only obey. She doesn’t tell anyone 
  else what’s going on because she doesn’t want the maids to 
  become involved, so she’s completely crushed right now.
  Incidentally, right now there’s someone who weighs 
  heavily on Norrie’s mind. She wants to tell him how she feels, 
  but she’s terrified that he might hate her.
  Norrie’s personality makes it difficult for her to get involved 
  with other people. The GM should make it clear that the PCs 
  should proactively approach her. Norrie is reserved, but she’ll 
  
   
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  Conspiracy
  Rosa has spent a lot of time and effort grooming an obedient 
  successor to the queen, with the proper lineage. However, just as 
  the current queen’s health began to fail, Norrie, a descendant of the 
  “Legendary Queen” appeared. Since Norrie would clearly come 
  before her candidate in the succession, Rosa is having to rethink 
  her plans...
  Thus she made a proposal to Norrie, under the guise of avoiding 
  political strife. When Rosa offered to temporarily send Norrie to 
  take refuge in the convent, the soft-hearted Rashiel decided to trust 
  her. Once she had her opening, Rosa forced Norrie to join the 
  priesthood.
  Those who enter the convent can never rejoin the ordinary 
  world. Of course, that also means they’re not eligible for things like 
  becoming queen. Everything is going according to Rosa’s plans, and 
  she needs only sit back and watch as her candidate ascends to the 
  throne.
  Nonetheless, Rosa realizes the bond between Norrie and her 
  son, and she’ll let him do more or less as he pleases. That means 
  that within the convent she runs, it would be simple for them to 
  have a rendezvous.
  Hearing this, Ein heads to Norrie’s room (with Grandpa in tow) 
  without delay. Rosa was a little concerned, but there was nothing 
  she could do...
  Prologue
  At the start of the scenario, the GM should explain the setting, 
  and read the following:
  It began on a cold Spring morning. Though reserved and prone 
  to loneliness, Norrie suddenly resolved to go to the Palmina 
  convent. However, if she does go to the convent, she’ll never be 
  able to leave. No one would believe that Norrie would discard her 
  peaceful and pleasant life for the cold austerity of the convent.
  At this point, PCs who can get an Affection or Cunning result of 
  6 or better will realize that Norrie is actually afraid. They’ll no doubt 
  want to ask her many questions, but she’ll flee to her own room.
  The GM should bring this scene to a close pretty quickly, and 
  move on to “An Uninvited Guest,” below.
  An Uninvited Guest
  Immediately after the prologue, a coach halts in front of the 
  mansion with a great clamor, and someone bangs hard on the door 
  knocker.
  If someone opens the door, they’ll find the usual uninvited guest, 
  the Knight Templar Ein, with the old man. Ein believes he’s Norrie’s 
  “destiny,” and he’s made a habit of intruding on the mansion and 
  causing trouble. He’s usually content to make a proper inquiry, but 
  today is different.
  “Heheheh. Would you guys mind not making such a fuss? After 
  all, you’re going to be out of a job in 7 days. Why don’t you start 
  packing?”
  “It’s as the young master says!” interjects the old man, and Ein 
  becomes even more talkative.
  do all sorts of strange things as a result of Random Events, 
  and really she loves the PCs!
  Norrie’s hobby is collecting insects, and she dreams of 
  becoming a biologist like Jean Henri Fabre. She also likes to 
  wear reading glasses, for some reason.
  Other NPCs
  Ein Varanvel (Age 16/Male)
  Colors Blonde Hair, Blue Eyes
  Attributes 
  Athletics 2, Affection 1, Skill 0, Cunning 0, Luck 
  2, Will 2
  Special Qualities Can’t Read the Situation, Knight Templar
  Stress Explosion Complaining
  Special Ability 
  Grandpa’s Help (“Grandpa” with attributes 
  of 2 cooperates on actions. However, failure means the Stress is 
  doubled).
  Ein is a Knight Templar who supervises the Palmina convent. 
  Her mother Rosa is a cunning conspirator, but he didn’t inherit this 
  ability. Ein is egotistical and selfish, snobbish and hot-tempered, and 
  always tense for no particular reason. Despite his lack of ability, his 
  mother still dotes on him.
  One day, many years ago, Ein came across Norrie quite by 
  accident on the way to a ball. The helped out the lost, crying girl. 
  Since then, Ein has believed that Norrie is his destiny. He became a 
  knight templar so that he could protect her.
  Ein is convinced that Norrie will be happy with him. However, 
  if someone can make him understand that this is wrong, he’ll be 
  willing to help the PCs to save her.
  Also, Ein has an all-purpose butler he calls “Grandpa” who is 
  always with him. Although he’s a butler, his love for Ein is clear to 
  see. When Ein is in trouble, he’ll quickly come crying to Grandpa. To 
  an outside observer, their relationship looks kind of troubling, really.
  Ein and the old man are very clearly the “enemies” of the yuri 
  love comedy. Please role-play them as annoying and silly. Still, he 
  might turn out to be an okay guy in the end.
  Rashiel Rand (Age 62/Male)
  Rashiel rose to the rank of captain of the royal guard solely 
  through his own abilities, and became a great hero. In order to 
  repay his obligations to Norrie’s father, he decided to take care of 
  the orphaned girl. He is now enjoying the life of a retired bachelor. 
  He has a strong sense of duty and a warm heart, but he’s a bit 
  lacking in finesse and delicacy.
  Rashiel is out around town trying to save Norrie from Rosa, so 
  the mansion is empty.
  Mother Rosa (Age 57/Female)
  Rosa is the head of the Palmina convent, and the ringleader of 
  the conspiracy. She is a stereotypical conspirator, and overconfident 
  in her own influence and ingenuity. She serves as a conservative 
  fixer, and has been acting in secret for a long time. However, since 
  she dotes on her son Ein, born because of a male paramour, she’s 
  not at her full ability of late.
  
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  4
  Other Actions
  There are plenty of other pos-
  sible actions besides those listed 
  above. As the scenario pro-
  gresses, the PCs will no doubt try 
  unexpected things. Please let the 
  PCs’ cleverness be effective.
  Information Gathering
  When the PCs try to gather information, they need a Cunning 
  result of 10 or better to turn up something. The following points are 
  important in this scenario:
  1. The convent is a dangerous place, and it often serves to 
  imprison people who suffered defeat in political strife. Assassinations 
  have taken place here at times.
  2. A month ago the queen’s health began to fail, and it’s said her 
  death cannot be far off.
  3. The head of the Palmina convent has been grooming a 
  successor to the throne for a long time.
  4. A major rival to the church’s presumed successor to the 
  throne has appeared. This rival is apparently a descendant of the 
  “Legendary Queen.”
  5. Rashiel believes that someone is trying to kill Norrie, but that 
  seems to have been from a random remark from Rosa.
  6. Rosa was apparently the one who had Norrie join the 
  priesthood. Rashiel only wanted her to temporarily take refuge 
  there.
  7. Rosa hasn’t been quite as effective as usual owing to doting 
  on her son Ein. This time she has several things in motion for her 
  “final struggle.”
  8. Norrie is the last descendant of the “Legendary Queen,” 
  whose line was thought to have died out, and thus she ranks very 
  high in the succession to the throne.
  We’ve set up the above information to be dispensed in numerical 
  order, but there’s no need to be overly particular about such things. 
  However, try to let the players have #1 to get the motivated to 
  ferret out more early on.
  Special Random Event Table
  This is a special Random Event table intended specifically for this 
  scenario. To use it you roll 1D66, just like a typical Random Event 
  table. Naturally, the GM can always ignore the die roll and pick a 
  Random Event. Also, the PCs can spend 1D6 Favor for a Random 
  Event from this table.
  “Now my destined lover will be mine... Don’t worry, I know shell 
  be happy with me!”
  “It’s as the young master says!” says the old man. Ein takes on a 
  triumphant air.
  Seven days later Ein will come to escort Norrie, with a coach and 
  formal dress he borrowed from the Knights Templar. He intends to 
  stay at the mansion for the next week.
  Being such a simple young man, Ein has no inkling of his mother’s 
  plot. If someone asks him, he’s just say that his mother is helping 
  make Norrie his.
  Once Ein has sufficiently established himself to the PCs as an 
  annoying twit, move on to “Progressing Through the Scenario.” 
  Also, during this scene Norrie is sequestered in her room, and 
  does not intend to leave. If someone comes to check on her, she’ll 
  murmur, “Sorry... I’ll be alright soon.”
  Progressing Through the Scenario
  In this scenario you’ll portray each of the seven days leading up 
  to the Master’s departure. First, each PC declares one action for the 
  first day. After that, the GM uses the special Random Event table 
  once for each day. The GM can decide on the order in which the 
  PCs’ actions and the Random Events happen. Try to set things up 
  so that anyone can participate.
  Also, the PCs can only declare one action per day, but that doesn’t 
  mean they can only do one thing per day. They can often react to 
  other people’s actions. The main thing for the GM to keep in mind 
  is that all of the PCs should have the same amount of opportunities 
  to act. Please actively respond to changes in characters’ actions too.
  So, what kinds of things should the PCs do? There could be a 
  lot of players who don’t really grasp the scenario’s pace at first and 
  try to make things really crazy. For that reason the GM should show 
  the players the list of example actions below, and try to incite the 
  PCs to action.
  Example Actions
  1
  Meddle with the 
  Master
  Intent on earning more Favor, you 
  meddle with the Master’s affairs. 
  This is only natural for a maid. Also, 
  she needs someone to pack up for 
  going to the convent, right?
  2
  Seek Doubts
  What is the meaning of the 
  frightened expression the Master 
  showed during the prologue? 
  Why did she decide to go to the 
  convent? See the “Information 
  Gathering” section.
  3
  Preemptive 
  Attack on Ein
  Without really knowing what 
  he’s done, you decide to take 
  Ein out of the picture. Still, 
  nothing will discourage him, 
  and he’ll use the old man’s 
  assistance.
  
   
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  ways the scenario can end, depending on the PCs’ actions. 
  The major thing is whether or not they let Norrie go.
  If they let Norrie go to the convent, the maids are all 
  dismissed, and Norrie is imprisoned in the convent as a 
  priestess. After that, she will never see her maids again, and 
  only memories remain.
  If they don’t want to let Norrie go, they’ll have to figure 
  out some way to stop her. The simplest thing would be to 
  use Ein to negotiate with Rosa. If you want to use the rules 
  to drive towards a climax, tell the players they need to get 
  a total Cunning result of 30. However, if the maids have 
  managed to bring Ein over to their side they’ll only need a 
  result of 20. On the other hand it might be interesting to use 
  a costume change and an all-out battle to resolve things. The 
  GM should try to run with whatever ideas the players come 
  up with. Logic is less important than fun here.
  Whatever the PCs might try, the important thing is that 
  they don’t let anyone take Norrie away. For example, they 
  could ambush the messenger from the convent... stuff like 
  that. If things go well, the players should have plenty of 
  motivation.
  If they successfully stop Norrie from going to the convent, 
  move on to the “The Master’s Confession” event. If they fail, 
  things continue as per “If they let Norrie go to the convent,” 
  above.
  The Master’s Confession
  Although it might seem like things are finally settled, 
  Norrie turns red right to her ears, and fidgets as she resolves 
  to make it clear who it is that she’s loved all along.
  This is where you compare the PCs’ “Total Favor.” From 
  here there are three ways things can turn out.
  If there’s a PC who is ahead of all of the others by 5 
  points, Norrie confesses her love to that maid. If she accepts, 
  the two of them can seduce each other, and the maid can 
  change into the “Wedding Dress” Costume Change.
  If no one meets the above condition and the PCs managed 
  to reform Ein, she’ll confess to him.
  If no the above conditions are not met, Norrie confesses 
  to the old man.
  Needless to say, if Norrie confesses her love to Ein or the 
  old man, the scenario’s intended “yuri love comedy” thing 
  will kind of fall by the wayside, and the original point of the 
  whole thing will be subverted. Regardless, Norrie is quite 
  serious when she makes her confession. Whatever happens, 
  try to make it as hilarious as you can manage.
  Scenario By: Babayan
  Roll Result
  11-12 
  Late at night you discover Norrie in her bed, moaning 
  “No . . . I want to be with . . .” Was she going to call 
  someone’s name?
  13-14 
  “Huh? What’s this crest?” In Norrie’s belongings you 
  find an accessory marked with the ruling family’s crest.
  15-16 
  “If you start liking someone a lot, does that mean 
  you’re in love?” Norrie, blushing to her ears, asks for advice 
  about love.
  21-22 
  “What? Norrie wrote a love letter?” You discover a 
  love letter, and it looks like Norrie wrote it. Unfortunately, 
  you can’t figure out who it’s for.
  23-24 
  “How can I cheer up…?” You discover Norrie, crying 
  by herself. Why is she so sad?
  25-26 
  “It’s okay . . . I can handle leaving…” Norrie is secretly 
  calling Rashiel. But why would she need to hide that?
  31-32 
  “I’m not afraid… of the convent.” Norrie suddenly 
  can’t stop trembling. Is she feverish?
  33-34 
  “I won’t be able to drink this tea anymore…” Norrie 
  pesters one of the maids for tea and sweets. It’s tough to talk 
  about the past, and she wants to rest a little.
  35-36 
  “Ah! Someone help me!” Norrie panics in the bath. 
  Actually she just can’t wash her hair by herself.
  41-42 
  “N-Norrie! Kiss me!” Ein suddenly gives in to his 
  urges. He mistakes one of the maids for Norrie and tries to 
  kiss her.
  43-44 
  “Aaaah… My sword…” One random maid 
  accidentally breaks one of Ein’s treasures.
  45-46 
  “…” You hear the old man complaining for 1D6 
  hours. You can get one piece of info from the “Gathering 
  Information” section in exchange for taking 10 Stress.
  51-52 
  “Today is your lucky day!” Ein gives into his urges and 
  forces himself on one of the maids.
  53-54 
  “My mama’s in charge there, you know.” If you can 
  listen to Ein babble about his mother for 1D6 hours, you can 
  take 10 Stress to get one piece of info from the “Gathering 
  Information.”
  55-56 
  “Don’t think ill of me…” Ein barges in on the maids 
  changing and bathing! He claims it was by “accident.”
  61-62 
  “Do you remember… when we met…?” Ein tries 
  to drag Norrie off somewhere for no particular reason. 
  Norrie’s in trouble!
  63-64 
  “I am a knight in the service of the church and the 
  queen!” Ein notes that “A lot of the women who failed 
  to succeed the queen were sent to the convent and later 
  killed.”
  65-66 
  “My mama told me a Knight Templar doesn’t need 
  a head…” Ein notes that, “That convent has a history of 
  turning out over-sophisticated politicians who become 
  conspirators.”
  Morning of the Separation
  When the morning of the seventh day arrives, a black 
  stagecoach quietly comes from the distance. The time of 
  separation is at hand. At this point there are basically two 
  
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  Power Sources: None/None
  Favorite Maid Type: Heroine
  Stress Explosion: Seclusion
  Description: Keiichi Azamigawa is the current head 
  of the Azamigawa family. His predecessor passed away 
  three years ago. He was comatose for a full month after 
  the incident, but he’s suddenly woken up. He’s basically a 
  kindhearted young man.
  Whatever happens, please make sure the PCs don’t hate 
  him. He definitely can’t heavy-handed towards them.
  (*1) “Trouble Walking” is not because of his weak 
  constitution.
  (*2) This scenario doesn’t really make use of Power 
  Sources.
  Butler
  Hidetoshi Kinjo (Age 58/Male)
  Butler Type: Gothic/Veteran
  Butler Colors: Any Suit Color, Black Eyes, Gray Hair
  Attributes: Athletics 4, Affection 3, Skill 5, Cunning 3, 
  Luck 2, Will 9
  Butler Special Qualities: Former Mercenary, Glasses
  Butler Weapons: Chinese Martial Arts Weapons 
  (Nunchaku), Handgun
  Butler Roots: Loyalty
  Butler Powers: Consequences, Manly Tears
  Description: Hidetoshi Kinjo is a veteran butler who has 
  loyally served the Azamigawa family for some 30 years. 
  He deeply regrets that he was away the month before 
  when the incident happened. Also, he knows a lot about 
  the Master (more on that later).
  Other Characters
  Miyabui Yotsui (Age 24): The Master’s fiancé. She is the 
  only daughter of the Yotsui Zaibatsu. She’s a selfish and 
  unpleasant woman. The engagement was arranged by the 
  Master’s parents, and he himself has completely forgotten 
  about it.
  Attributes: Athletics 1, Affection 1, Skill 1, Cunning 5, Luck 
  1, Will 1
  Yoshihiro Komori (Age 45): The mansion’s gardener, 
  who lives in a separate house on the mansion’s grounds. He 
  likes to gamble, and owes the Master money. However, the 
  Master has forgotten this.
  Attributes: Athletics 2, Affection 2, Skill 2, Cunning 2, Luck 
  2, Will 2
  Ena Komori (Age 17): Yoshihiro’s daughter. She’s secretly 
  in love with the Master.
  Attributes: Athletics 1, Affection 3, Skill 1, Cunning 1, Luck 
  1, Will 1
  Shohei Yamato (Age 23): A cleaner who comes to the 
  mansion every other day. He’s completely obsessed with 
  maids.
  The Master Has Amnesia?!
  Number of Players: 3-4
  Play Time: 3-4 hours
  Game Rules Used: For this scenario you’ll need to use 
  the butler and Master rules, but both are NPCs. You can use 
  the Head Maid rules if you want. You’ll use the Seduction 
  and Costume Change rules too, but players may not overuse 
  them.
  Summary
  About a month ago, the Master was attacked by robbers 
  who’d broken into the mansion. He’s been unconscious ever 
  since.
  Then one day, he suddenly wakes up. The first thing 
  he says is, “The culprit is someone who has access to the 
  mansion...”
  If you try to question the Master about the culprit, he 
  holds his head and says, “I don’t know... I can’t remember...”
  Not only has the Master forgotten not only the details of 
  the culprit, but while he still knows his status, he’s forgotten 
  all kinds of other things. The PCs will have to find the culprit 
  while relying on the Master’s few remaining memories.
  Introduction
  This scenario is set up as a mystery story. The Master 
  has lost a lot of his memories (rather conveniently so). 
  However, if the PCs try for some romance, try to cheat, or 
  say something close to the truth, they might well help the 
  Master regain some of his memories.
  Furthermore, if the scenario is pushed to its end or some 
  such, PCs can spend 10 Favor to force him to remember 
  something. (See Table 1).
  Setting and Mansion
  The mansion is a “Contemporary” “Palatial Residence” with 
  no Special Facilities. It may be 10 years old, or far older; your 
  choice.
  Azamigawa House
  World: Contemporary
  Mood: Light
  Appearance: Palatial Residence
  Colors: Blue/White
  Special Facilities: None
  Encounter Table: Not Used
  Master
  Keiichi Azamikawa (Age 24/Male)
  Master Type: Natural Born
  Master Colors: Brown Hair, Black Eyes
  Attributes: Athletics 1, Affection 2, Skill 1, Cunning 1, 
  Luck 1, Will 2
  Master Special Qualities: My Pace, Trouble Walking, Sickly 
  (Amnesia)
  
  Extra Scenarios  
   
  Extra Scenarios  
   
  Things to Watch Out For
  Please don’t let the Master overwork himself during this 
  scenario.
  Also, if the scenario reaches an impasse, the PCs can 
  spend 10 Favor to force the Master to remember things (see 
  Table 1).
  Be especially careful of Seduction rolls. Since Miyabi and 
  Ena are each in love with someone, a large modifier is in 
  order. On the other hand, Shohei would be relatively easy 
  to seduce.
  This scenario is basically a mystery story. Still, don’t hold 
  back on the slapstick. You can inject some intrigue and trickery 
  into the scenario, but the culprit will confess everything if 
  she’s sufficiently pressed.
  Progressing Through the Scenario
  This scenario isn’t set up with any particular schedule in 
  mind. Instead, it ends when the PCs uncover the truth and 
  restore the Master’s memories (see below).
  Each day progresses with the maids having the opportunity 
  to do “Daily Work” and “Searching.”
  For the daily work, you can use the work table from the 
  scenario “Happy Birthday!” (see core rulebook). However, 
  if the die roll comes up with a 6, the GM should roll on the 
  Random Event table below.
  Table I: Master's Memory Feedback
  Roll
  Result
  1
  The Master apparently lent money to someone. 
  This was Hideoyoshi Komori, but the Master can’t 
  remember.
  2
  On the day of the incident, the Master became 
  very drowsy very suddenly as he was getting back 
  to his bedroom.
  3
  The Master is in love with someone. It’s actually Ena 
  Komori, but you can change this if there’s a PC who 
  would be more interesting.
  4
  The culprit was apparently dressed up as a maid.
  5
  The Master was worrying about something 
  important.
  6
  Failure. The Master says, “I think I was in love with 
  you” to the PC whose player rolled the dice, or 
  something equally absurd.
  Attributes: Athletics 2, Affection 2, Skill 2, Cunning 2, Luck 
  0, Will 2
  The Truth
  The culprit is Miyabi Yotsui. Her spending money is running 
  low, and with it her personal freedom. The Master got fed up 
  with her and fell in love with someone else. However, they 
  can’t just get rid of the engagement that their predecessors 
  (who also died early) arranged. This leaves them more than 
  a little distressed. The butler, Hidetoshi Kinjo, knows about 
  this.
  On the day of the incident, Miyabi was having dinner with 
  the Master, and she put sleep medication in his wine. After 
  that, the Master fell asleep. (The GM can decide how well the 
  two of them get along).
  Miyabi apparently stole the Master’s ATM card too. 
  However, at that point the Master was only lightly sleeping, 
  and he clearly saw what she was doing. Miyabi unthinkingly 
  grabbed a vase and hit him over the head with it.
  Prologue
  As the scenario starts, the GM should explain the setting, 
  and the Master’s state after the incident.
  •	
  There	was	a	break-in.
  •	
  The	Master	is	comatose.
  At this point the GM doesn’t need to explain about the 
  other characters in detail. Once all the explanations are done 
  with, have the PCs introduce themselves.
  After that, have the PCs make Affection rolls; whoever 
  gets the highest result gets to assist the Master that morning. 
  When she arrives in his room, he’s awake at long last. As 
  she’s coming into the room, he turns to face her, and slowly 
  says, “The culprit is someone who has access to the mansion 
  . . . “
  However, if she tries to ask the Master for more details, 
  he’ll hold his head in pain and say, “I can’t remember . . .” If 
  she’s too persistent about asking him, he’ll get annoyed and 
  she’ll lose 1D6 Favor.
  The Master Can Remember:
  •	
  His	own	name	and	position.
  •	
  The	names	of	the	maids,	the	butler,	and	other	people	
  he	has	close	relationships	with.
  •	
  That	there	was	a	break-in.
  The Master Can’t Remember:
  •	
  The	culprit’s	face	or	distinguishing	features.
  •	
  That	he	has	a	fiancé.
  •	
  That	he’s	fallen	in	love	with	someone.
  •	
  Who	he’s	lent	money	to.
  The GM should keep the above in mind when the Master 
  responds to questions. PCs who decide to pursue the culprit 
  get 2D6 Favor.
  
   
  Extra Scenarios
  Random Event Table
  Roll
   Event
  1
  Miyabi’s Selfishness: Miyabi comes to the mansion, 
  and delivers a stunning display of selfishness. For 
  example, she might tell the Maid with the lowest 
  Skill that her tea tastes awful, or say to the Maid 
  with the lowest Luck, “I’d really like to drink some 
  spring water from Mr. Fuji.”
  2
  Shohei’s Confession: Shohei confesses his love to 
  whichever PC gets the highest result on a Skill roll. 
  3
  Ena’s Feelings: Ena glances passionately at the Master.
  4
  Yoshihiro’s Gambling: You catch a glimpse of 
  Yoshihiro at the races. He seems to have lost 
  rather spectacularly.
  5
  Sudden Change: The Master’s condition suddenly 
  changes. Unless one of the PCs can get a result of 
  20 or better with Affection (or some such), he’ll 
  leave for 30 minutes of real time.
  6
  Something Happens: Something happens 
  concerning the Master. For example, he might lose 
  his balance while moving from a wheelchair to his 
  bed, and the maid with the highest Affection gets 
  to help him.
  Miyabi Yotsui’s Activities
  Miyabi is constantly visiting the mansion, trying to get the 
  Master to remember that they’re engaged. Or rather, she’s 
  not so much trying to make him remember as trying to make 
  him aware. She’s more concerned with the reality of the 
  situation than his memory.
  Her actions are aimed at getting money and freedom 
  through marrying the Master. She should definitely be doing 
  things that get on the PCs’ bad side.
   
  Dialogue
  “And why exactly is this tea so terrible?”
  “Well, if I do marry Keiichi, the first thing I’ll do is fire all 
  of you.”
  “Keiichi, I’m your fiancé. Try to remember.”
  Yoshihiro Komori’s Activities
  During the day, Yoshihiro maintains the garden, and after 
  work he plays pachinko or goes to the races.
  He should obviously be a bad father, who very clearly has 
  money troubles.
  Dialogue
  (To one of the maids) “Hey, baby, wanna go play some 
  pachinko?”
  “Yeah... I kinda’ lost again. I don’t suppose you have any 
  leftovers from dinner?”
  “No, I’m gonna’ win tomorrow. I’m sure of it.”
  Shohei Yamato’s Activities
  Shohei comes every other day to pick up maid uniforms, 
  sheets, tablecloths, and so on for cleaning.
  He always tries to strike up conversations with the maids. 
  He should always be doing something suspicious whenever 
  he’s there (sniffing the dirty maid uniforms... that kind of 
  thing).
  The PCs have heard that lately he’s been trying to convince 
  the Master to give him a loan to open a maid cafe.
  Dialogue
  “You know, [name here]-chan, that maid uniform always 
  looks great on you.”
  “Could you please call me ‘Master,’ just once?”
  “Oh man, this is so awesome!”
  Ena Komori’s Activities
  Ena is a more or less normal girl, attending a normal high 
  school.
  Her father is constantly getting into trouble because of his 
  gambling habit, but because it’s just the two of them living 
  together, they have to get along somehow.
  She’s fallen for the Master, and often gazes at him from 
  behind trees and such. Every time the Master notices her, she 
  turns bright red and runs away.
  Please portray Ena as a stereotypical reserved high school 
  girl, the kind anyone would like.
  Dialogue
  “Uh... Um... Nothing.”
  “I... um...”
  “I’d better go get dinner ready.”
   
  Hidedoshi Kinjo’s Activities
  Hidetoshi won’t act on his own, and simply carried out his 
  duties as a butler with a detached air.
  He knows that the Master didn’t want to marry Miyabi, 
  but he’s withheld comment for the future of the Azamigawa 
  family. However, he does worry about the Master.
  Dialogue
  “Well, I have work to do.”
  “This is not a matter for me to interject.”
  The Final Curtain
  When the PCs reach one of the conditions listed below, 
  the scenario draws to a close.
  • 
  The PCs find out who the Master is secretly in love 
  with. This doesn’t necessarily have to be Ena. Depending on 
  the PCs’ actions and how the scenario flows, the GM can 
  have this turn out however he or she wants.
  
  Extra Scenarios  
   
  Extra Scenarios  
   
  • 
  The PCs figure out who the culprit was. This doesn’t 
  necessarily have to be Miyabi. If the PCs conclude that its 
  someone else, the GM can just go with that if he or she 
  wants.
  • 
  The PCs learn from the butler that the Master 
  dislikes Miyabi.
  First, there’s the scene where the PCs question the culprit. 
  Miyabi is the real culprit, but it’s entirely possible that they 
  could get someone else arrested.
  If They Accuse Miyabi Yotsui
  If someone accuses Miyabi, she’ll use her Cunning to come 
  up with an explanation. She uses her status to cover herself, 
  or just ignores them.
  If it comes down to a verbal confrontation, the PCs will 
  have to make an opposed Cunning roll against her.
  Also, if she has a Stress Explosion she’ll confess 
  everything.
  After that, the Master remembers everything, and cancels 
  their engagement.
  If They Accuse Someone Else
  Whoever the PCs accuse will claim to be innocent, but 
  they might well be powerless to avoid being mistakenly 
  arrested.
  After that, Miyabi will proclaim that she wants to have her 
  marriage ceremony.
  Marriage
  After the PCs have questioned the alleged culprit, it’s time 
  for a scene where the Master decides who to marry.
  If the authorities arrest Miyabi, the Master will have a sweet 
  scene with the partner he’s been in love with for a while.
  If it’s not Ena, you’ll need a scene where she leaves.
  If Miyabi suggests holding a marriage ceremony, there are 
  several things that could result. If she does get to marry the 
  Master like she wants, she’ll fire all of the maids. However, 
  if one of the PCs colluded with her, things might turn out 
  differently.
  That means that the PCs will likely have to try to convince 
  the Master not to get married. If the PCs are having a lot of 
  difficulty by themselves, the butler can use his “Manly Tears” 
  power. If they do convince the Master to give up on the 
  marriage, Miyabi will completely lose it and go crazy.
  Ending
  There’s no set ending for this scenario, but it would be 
  fun for the Master to pick a new fiancé. The new fiancé 
  can Costume Change into a wedding dress, school uniform, 
  kimono, etc. and go all-out in the end.
  For sequels and whatnot you can also form other couples. 
  The butler might have some romance with the Head Maid, a 
  maid might hook up with Shohei, etc.
  Scenario By: Tamotsu
  Play Report
  This is a play report for this scenario. See the scenario itself 
  for details on the NPCs and such involved.
  Bring Out The Maids!
  The GM brought this mystery scenario to the group with 
  the intent that they would enjoy all kinds of conflicts and such 
  amongst themselves. Here are the maids they created:
  1. 
  A heroine-type maid who’s in love with the Master 
  (“Heroine”).
  2. 
  A middle-aged woman who serves as the Head 
  Maid. (“Head Maid”).
  3. 
  A cool worker. She’s a cool beauty, more concerned 
  with her job than with love. (“Cool”).
  The GM has run this game a fair amount, but this was the 
  first time he’d seen a middle-aged maid PC, and the Head 
  Maid no less. Things could get pretty crazy.
  Progressing Through the Scenario
  The scenario progressed at a crisp pace. The Heroine 
  kept putting the moves on the Master, so that he never even 
  noticed Ena’s infatuation with him. The Head Maid supported 
  her in this while pushing the investigation ahead. Things were 
  getting interesting.
  The Cool one quietly did her work, while lecturing the 
  Heroine about a maid’s duties. And of course the Master’s 
  fiancé, Miyabi Yotsui, made all of the players hate her with 
  her attitude.
  The GM was loving every minute of it.
  The group went back and forth as to who might be the 
  culprit, but they finally agreed on Miyabi. (They’d found a 
  decent amount of proof too).
   
  An Unexpected Development!
  When the butler asked the Master to talk about his 
  troubles, the Head Maid - who has a close relationship with 
  him - headed for the butler’s room. Despite his position and 
  his loyalty to the Master, the butler wasn’t being very forward 
  about what was going on.
  “Don’t go worrying by yourself. Share your worries with 
  me.” So saying, the Head Maid attempted to seduce the 
  butler. Not only that, but she did a great job role-playing it, 
  and the result on the roll was incredible.
  A very mature couple thus came to be. (Applause).
   
  Climax
  The scenario continued on, and the maids came up with a 
  lot of circumstantial evidence with which to go after Miyabi.
  That left the love affair between the Master and the 
  Heroine. The Heroine and Head Maid decided to ignore the 
  Master’s memory loss and make something up. The Cool 
  maid who’d sided with Ena cringed at this.
  After overcoming various obstacles and finally making 
  extensive use of Maid Powers, the managed to falsify the 
  
   
  Extra Scenarios
   
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  Maste’s memories (including producing photos of the Heroine 
  and Master together), ultimately arriving at a happy ending.
  And Ena Komori might just have fallen in love with the 
  Cool maid who supported her.
  GM: “The old lady’s power totally took over this 
  session.” 
  
  Extra Scenarios  
   
  Extra Scenarios  
   
  an artist, his education has mainly consisted of the things he’ll 
  need to know to take on the Zaibatsu, and he deeply resents 
  being born into such a family. However, he should not show 
  this sentiment during this scenario.
  Butler
  Haru Amejiri (Age 19/Male)
  Butler Type: Elite/Veteran
  Butler Colors: Pick a color for her suit. Ultramarine Eyes, 
  Black Hair
  Attributes: Athletics 3, Affection 4, Skill 4, Cunning 5, 
  Luck 3, Will 7
  Butler Special Qualities: Burns, A Woman
  Butler Weapons: Handgun, Magic
  Butler Roots: Ambition
  Butler Powers: Intrigue, Invincible
  Trauma: Saw parent’s death with her own eyes.
  Description: The ultramarine (a vivid dark blue) color 
  of his eyes is actually from contact lenses. Without his 
  contacts, his eyes are a cream color. Also, his hair is dyed 
  back; the natural color is green. This coloration is proof 
  that he is descended from the Tsukishimas. He was born 
  in secret to Yoichiro Tsukishima and Shizuku Amejiri.
  Just before she died, Shizuku gave Haru a handgun and a 
  photograph as proof. (See Important Points, below).
  Haru is now plotting to usurp Yoichiro Tsukishima.
  Other Characters
  Yoichiro Tsukishima: The Master’s father, and head of 
  the Tsukishima Zaibatsu. He’s actually the butler’s father as 
  well. He’s the real culprit of this scenario, though he doesn’t 
  appear himself.
  Yojiro Tsukishima: Yoichiro’s brother. He’s plotting to 
  take over the Tsukishima Zaibatsu, and instigating Haru. He’s 
  the scenario’s final boss.
  Shizuku Amejiri: The butler’s mother. She died in a fire 
  three months ago. She provides the impetus for the events 
  of this scenario.
  Prologue
  At the start of the scenario, the GM should explain the 
  setting, and then read the following:
  As Tsukishima-sama is starting high school, he’s left the 
  main house to live in Tsukishima Villa. It’s been X months 
  since you started living with Tsukishima-sama. [Pick a number 
  of months that advances from April to when you’re playing.]
  “Maids alone can’t handle everything.” So saying, Yojiro, 
  Kira’s father, sent a butler. You can’t imagine what he would 
  think you “can’t handle,” but it’s not as though you can refuse 
  an appointment directly from the main house. And besides, 
  the butler came in meekly, with his head lowered, and said, 
  “I am Haru Amejiri, and I will humbly serve this house as its 
  butler.”
  Tales of Suspense
  Number of Players: 3-4
  Play Time: 3-4 hours
  Game Rules Used: This scenario uses the butler and 
  Master rules, though both are NPCs. You can use the Head 
  Maid rules if you like. It also uses the mansion and seduction 
  rules.
  For Events, use the Romance or Light Normal Event 
  tables. However, whenever someone rolls for an Event, they 
  must declare which of these they will be rolling on.
  Summary
  The Master, Kira Tsukishima, will be starting high school in 
  April. He’s the only child of Yoichiro Tsukishima, and he’ll be 
  the next leader of the Tsukishima Zaibatsu. Since Kira’s high 
  school is far away from the main house, he’s now living with 
  some maids in a villa located a mere 5-minute walk from the 
  campus.
  The main house has sent a butler, Haru Amajiri. In fact, 
  Haru is Kira’s half-sister (different mothers), and she’s plotting 
  to kill him and usurp control of the Tsukishima Zaibatsu.
  Introduction
  This scenario tells a rather severe story, so we recommend 
  using Normal Events to lighten the atmosphere somewhat.
  Also, you’ll need to record the Favor that the PCs gain 
  from the Master and from others separately.
  Mansion
  The mansion is a Contemporary Palatial Residence. The 
  GM can decide on the colors and Special Facilities. It’s called 
  “Tsukishima Villa,” though the GM can come up with another 
  name if he or she wishes. It should be at least 15 years old.
  Master
  Kira Tsukishima (Age 15/Male)
  Master Type: (up to GM)
  Master Colors: Green Hair, Cream-Colored Eyes
  Attributes: Athletics 2, Affection 2, Skill 1, Cunning 1, 
  Luck 0, Will 2
  Master Special Qualities: Artist, Hates His Relatives
  Power Sources: Blood Ties/Talent
  Favorite Maid Type: (up to GM)
  Stress Explosion: Prayer
  Trauma: Doesn't Know Love
  Description: The GM can decide on Kira’s favorite Maid 
  Type, though we recommend it be something other than 
  Sexy.
  Kira Tsukishima is the only son of Yoichiro Tsukishima, 
  head of the Tsukishima Zaibatsu. Despite being the heir to the 
  family business, he’s currently living as a normal high school 
  freshman. Although Kira would rather explore his talents as 
  
   
  Extra Scenarios
   
  Extra Scenarios
  extinguished, thought he police have not ruled out the pos-
  sibility of arson.”
  If someone asks Haru about it, she’ll confirm that it was 
  indeed him.
  Furthermore, Yojiro Tsukishima deliberately started this 
  fire to eradicate Yoichiro’s illegitimate child.
  The First Day (Sunday)
  Today the mansion holds a welcome party for the butler. 
  The GM and players can figure out what kind of atmosphere 
  it has. We recommend the PCs Costume Change into outfits 
  to suit the party (Gothic Lolita Dress, China Dress, Bunny, 
  etc.).
  The Second Day (Tuesday)
  Haru wakes up before the maids and prepares breakfast.
  “Oh, good timing. Would you mind waking up Kira-sama? 
  Please do it quickly; he mustn’t be late for school.”
  If the PCs overdo it flirting with Kira-sama, he’ll be late for 
  school and the teacher will scold him. In this case the maid 
  who did the most flirting (especially if she tried to seduce 
  him) loses 2D6 Favor.
  Maids who enter Haru’s room and can get a result of 4 or 
  better with Skill, Luck, etc. will notice that the bed is unused. 
  On the first night Haru slipped into Kira-sama’s room and got 
  intimate with him, so that they’ve now seduced each other. 
  From here on the GM will have to keep track of Haru’s Favor. 
  If keeping track of the Favor he gets for everything he does, 
  just give him 4D6 Favor per day.
  The Third Day (Wednesday)
  If the maids who clean Kira-sama’s room can get a result 
  of 6 or better with Skill (or some such), they’ll find a test with 
  a really terrible grade under the bed.
  “Kira-sama might need tutoring,” says Haru. It takes an Af-
  fection result of 4 to notice that Haru has seduced Kira-sama. 
  Noticing that Kira-sama has seduced Haru requires a result of 
  12 or higher. (In fact, Haru herself doesn’t realize this).
  If one of the PCs dons the “Home Tutor” Costume 
  Change, she’ll get an hour alone with Kira-sama each day. If 
  she uses the “Educate” ability, she can get an extra 20 min-
  utes. However, there may be times when the actions of the 
  other PCs (or Haru) prevent her from spending time alone 
  with Kira-sama.
  The Fourth Day (Thursday)
  A little after noon Haru says, “I’m going shopping for din-
  ner. Is there anything we need?” Maids who can get an Af-
  fection or Skill result of 5 or higher will remember that Kira-
  sama hates carrots.
  If they tell Haru about this, he’ll buy some anyway. “The 
  future head of the Tsukishima family can’t be going around 
  saying he hates carrots.” Haru will proceed to force the car-
  rots on him.
  After that, the GM should explain about Haru to the PCs. 
  Let them know that his butler types are Elite and Veteran, 
  and tell them his hair and eye colors.
  He also sent a coach that can carry seven (use the Maid 
  Color table to determine its color), and has a driver who 
  shows up when needed.
  Next, have all of the PCs introduce themselves.
  Important Points
  During the scenario, the PCs will discover the following 
  things about Haru Amejiri. In order to uncover these facts, 
  they’ll need to make successful rolls with Skill, Cunning, Luck, 
  etc.
  • 
  Actually a woman (Difficulty 8).
  • 
  Back is covered with burn scars (Difficulty 10).
  • 
  Her hair is dyed black (Difficulty 13), and the real 
  color is green (Difficulty 18).
  • 
  The ultramarine color of her eyes is from contact 
  lenses (Difficulty 21) and the real color is cream (Difficulty 
  25).
  • 
  There is a handgun hidden in Haru’s room (Diffi-
  culty 20), and the Tsukishima crest is carved into the handle 
  (Difficulty 6).
  • 
  There is a single photograph set up in Haru’s room, 
  showing a 15-year-old Haru and his parents. The PCs will 
  need a result of 12 or better to figure out that the father 
  is Yoichiro Tsukishima. They need a result of 6 or better to 
  notice that the background is this very Tsukishima Villa. How-
  ever, on the back of the photo it says, “At Tsukishima Villa, 
  with Yoichiro-san and Haru. Shizuku.” This is the one and 
  only photo that Shizuku persuaded Yoichiro to let her take.
  Each of these has a difficulty listed, but if it the current 
  situation makes it weird for the PCs to not figure something 
  out, they can do so without making a roll. 
  Progressing Through the Scenario
  This scenario covers the day the butler arrives at the villa, 
  and one week after. However, Tsukishima-sama himself will 
  be at school from morning to evening on weekdays. It would 
  take too long to cover all of the maids’ daily work for the 
  entire week, so instead pick out one important scene for 
  each day. Also, include the scenes outlined below for each 
  specific day.
  One Day 3 Months Ago
  This scene occurs if one of the PCs gets a Skill result of 8 
  or higher to notice the burn scars on Haru’s back.
  Come to think of it, there was something in the news 
  about three months ago. The PC remembered it because the 
  unusual family name stuck in her head.
  “Next, news of a fire. Yesterday at 11 p.m. there a fire 
  broke out in a home in [redacted], and the house burned 
  to the ground. Shizuku Amejiri perished in the fire, while 
  Haru Amejiri is expected to recover from the burns she 
  sustained within three months. The fire is now completely 
  
  Extra Scenarios  
   
  Extra Scenarios  
   
  Still, since Haru has seduced him, he’ll insist on going for a 
  drive.
  The GM can pick a destination appropriate to the season. 
  The car has a row of two passenger seats and a row of three 
  facing each other, so that the PCs can have some time to 
  chat with Kira-sama. On the other hand, Haru will be in the 
  driver’s seat, so she won’t participate in the conversation.
  On the way back, have a scene where everyone watches 
  the sunset together. Kira-sama murmurs, “I wish I could paint 
  a scene like this.” This is the first time he speaks of the artistic 
  talent sleeping inside of him. (See his stats).
  The Seventh Day (Sunday)
  This is the final day of the scenario. The following scene hap-
  pens at dinner.
  If Kira-sama didn’t have the poisoned soup, Haru mutters, 
  “So much for my plan,” then says, “I had planned to kill Kira 
  and take over the Tsukishima family.”
  “I put the drug in the soup, but there were so many other 
  ways I could’ve done it.”
  “At this point I’ll just have to use  my true power.” With 
  that, she pulls out her handgun.
  If Kira-sama did have the poisoned soup, he’ll suddenly 
  vomit blood, and collapse. (At this point he can use his 
  “Blood Ties” Power Source to issue an “I didn’t die” Session 
  Order).
  Seeing him this way, Haru laughs at him. “Now the Tsuk-
  ishima family is mine.”
  Regardless, Haru Amejiri changes into the “Last Boss” 
  Costume Change, and attacks the PCs (Attributes 4/Spirit 
  15). When he dons this costume, her hair and eyes return 
  to their natural colors, revealing a woman who closely re-
  sembles Kira Tsukishima.
  At this point the GM should have Haru reveal any of the 
  remaining facts about her and Kira-sama to the PCs before 
  starting the battle. Haru won’t be able to use her butler abili-
  The PCs will have to make rolls with Affection or some 
  such to find a way to make the food taste good.
  Furthermore, while out shopping Haru buys poison to put 
  in the soup she intends to serve to Kira-sama for dinner on 
  the fifth day. She does an excellent job of hiding the poison, 
  and it takes a result of 36 to discover it. She hides the poison 
  with scrupulous care, and spends 4D6 Favor to boost her 
  result.
  The Fifth Day (Friday)
  Haru helps with preparing dinner, and stealthily slips a 
  white powder into Kira-sama’s soup. Needless to say, he 
  does this where Kira-sama can’t see. He uses his Intrigue* 
  Butler Power, so that he won’t automatically lose opposed 
  actions, and spends Favor to boost his result and ensure that 
  he successfully delivers the poison.
  In other words, if the PCs have any suspicions, the only 
  way they’ll be able to prevent Kira-sama from eating the soup 
  is to do something about the seating. On the other hand, 
  maids who disrupt the meal everyone put together with so 
  much effort will lose 2D6 Favor.
  Also, remember that Kira-sama and Haru have seduced 
  each other. Whatever the PCs say, Kira-sama will most likely 
  believe Haru instead.
  The Sixth Day (Saturday)
  There’s no school this day, so Kira-sama will be at the 
  mansion. Haru suggests going for a drive. Kira-sama’s state 
  depends on how the situation with the soup turned out:
  If Kira-sama didn’t have the poisoned soup, he’ll be feeling 
  great, and he’ll enthusiastically accept Haru’s invitation.
  If Kira-sama did have the poisoned soup, he’ll be doing 
  rather badly, but he’ll try as hard as he can to hide it. If the 
  PCs can get a result of 4 or better with Affection (or some 
  such), they’ll realize that something is wrong with Kira-sama. 
  
   
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  ties once she does the Costume Change, but she’ll still attack 
  with the handgun marked with the Tsukishima family crest.
  Once the PCs defeat Haru, a man appears from behind.
  “I had hoped that Haru’s ambition would bury Kira, so that 
  I could become the head of the family, but...”
  It’s Yojiro Tsukishima. He’s the one who sent Haru to 
  the villa, and he’s the real power behind the events of this 
  scenario.
  Being such a gentlemanly villain, he’ll explain his plan in 
  great detail, and then become an Ultimate Boss (Attributes 
  5/Spirit 15) and take on the PCs.
  Epilogue
  Kira-sama will use a Power Source to revive Haru. From 
  there you can figure out what happens between them based 
  on how the characters’ words and actions play out.
  The PC who received the most Favor from the Master 
  gets a small present. Before he enters his schooling to be-
  come the head of the zaibatsu and discards his artistic ability 
  completely, he paints a picture of that maid.
  “This will probably be my last painting.”
  The Master seems to be looking at something far away.
  “The Tsukishima Zaibatsu is my burden to bear. I don’t 
  think I’ll have time to play around with paintings.”
  Kira-sama is starting to accept his future as the head of the 
  family. Things will be all right. You’re sure of it.
  Scenario By: Dollah Yen
  
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  so she currently works as a maid at one of the houses that 
  was robbed.
  As it happens, M knows something about the incident. 
  She won’t actively take part in the incident, but she’ll pretend 
  she didn’t see things, and tell small lies to keep secrets.
  Having grown up in a normal family and attended a nor-
  mal school, M is a bit envious of the children who get to play 
  freely, and she likes the feeling of solidarity at being able to 
  share a secret. However, she won’t cover for these kids if 
  they cause real harm.
  Progressing Through the Scenario
  Someone stole several paintings from the homes of good 
  friends of the Master’s parents. These paintings show scenes 
  from the down, and they have no particular monetary value. 
  However, they have great sentimental value to the people 
  who owned them.
  And as it happens, M was in charge of cleaning for the 
  houses with the paintings.
  The residents don’t think M is the culprit, but since they 
  need to do something to cope with the robberies, they con-
  sult the Master.
  Naturally, he jumps headfirst into his Sherlock Holmes 
  act.
  When he begins investigating, it quickly becomes clear 
  that the thief also stole shields, vases, and coins from the 
  same houses.
  Like the paintings, none of these items have any real mon-
  etary value, and each family is facing the incident in terms of 
  how to best protect themselves. There is no pattern in which 
  houses were affected, though each has a total of 5-6 people, 
  including a married couple, children, maids, and a butler.
  The circumstances under which the items disappeared 
  are largely identical too. Although the mansions were prop-
  erly locked, they didn’t have particularly strict security. After-
  wards, each mansion was unlocked, and there were no signs 
  of a break-in.
   
  Information Gathering
  From the Adults
  • 
  The stolen items have little to no monetary value. 
  However, they’re all keepsakes of the families they belong 
  to.
  • 
  There were no sounds that would’ve suggested the 
  perpetrators broke open doors, picked locks, etc.
  • 
  Some of the houses had visitors, but no more than 
  usual, and none of them were unduly interested in the items 
  that were stolen.
  • 
  All of the families have impertinent children who 
  came home late from playing, covered in mud.
  • 
  In order to do an experiment at school, they had 
  to carry around a large suitcase. (If they are suspicious of the 
  children).
  Secret Base
  Number of Players: 3-4
  Play Time: 3-4 hours
  Game Rules Used: This scenario uses all of the optional 
  rules.
  Summary
  One day, someone stole several portraits and coins from 
  the houses of famous people. These things have no particular 
  monetary value, so who could’ve stolen them? The delusional 
  and selfish Master suddenly takes it into his head to solve the 
  crime. But as the investigation proceeds, it becomes clear 
  that this is the work of children. How can you resolve an 
  incident with no malice behind it?
  Setting
  This scenario takes place in a “Contemporary” setting.
  Introduction
  The characters in this scenario are ordinary people, and 
  none of them are evil. There is absolutely no fighting, and no 
  one has any such ability (including the upperclassmen who 
  appear at the end).
  If the PCs do try to fight, people will respond by avoiding 
  confrontation and calling the police or some such. Please 
  make it clear to the players that fighting simply will not resolve 
  anything in this scenario.
  Master
  The Master has an overactive imagination and fancies him-
  self a young Sherlock Holmes. More than once, he’s barged in 
  on the scene of a crime and tried to play detective.
  A player can go ahead and take the role of the master. It 
  would be best if the master uses correct deductive thinking 
  maybe 1/10th of the time. The rest of the time should be 
  twisted, crazy logic, outrageous conclusions, and deductive 
  thinking taken to bizarre ends. This will probably keep the 
  scenario lively and fun.
  An NPC called “M” will definitely show up later. How-
  ever, if the GM thinks that portraying this character will be 
  a burden, it might be interesting to have her be a player 
  character.
  The Master really wants to play Sherlock Holmes, to the 
  point where he forces his delusion on his surroundings. Of 
  course, in reality he has no such talents, but he’ll still go off 
  the deep end trying to imitate his favorite detective stories. 
  Despite the fact that he doesn’t actually know what he’s do-
  ing, he thinks he does mainly because things do tend to get 
  resolved, albeit mainly because of his maids.
  "M"
  The PCs have a friend called M, a 13-year-old maid. She 
  had a normal upbringing, but her parents died in an accident, 
  
   
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  the children. They’ve been playing in an abandoned house on 
  the edge of town, their “secret base.”
  The Reason Behind the Thefts
  A group of kids turned the abandoned house into a secret 
  base, but a group of upperclassmen found out about it and 
  threatened to take over. The upperclassmen have been at-
  tacking them (well, harassing them; not anything physical). In 
  order to protect their base, they’ve decorated it with things 
  their parents told them were “protective” or “good luck 
  charms.”
  How Things Were Removed
  The children didn’t particularly try to hide things as they 
  walked out with them.
  Since they can freely come and go from the rooms, they 
  would simply tell lies about needing things for experiments 
  at school.
  When the PCs discover the location of the base and try 
  to head there, M will intercept them and say, “The kids really 
  didn’t mean anything bad. Please, don’t be angry at them.”
  Resolution
  The PCs can resolve the situation in the following ways:
  • 
  Take back the stolen items and bring the base to 
  and end.
  • 
  Take back the stolen items, and get the upperclass-
  men to stop harassing the children.
  • 
  Don’t bother taking back the stolen items, but get 
  the upperclassmen to stop harassing the children.
  If the PCs want to get the upperclassmen to stop, they’ll 
  have to negotiate. If the negotiations fail, the base will fall into 
  their hands. (They’ll make the case that this isn’t something 
  adults should be meddling in).
  The upperclassmen are captivated by the idea of having a 
  secret base to play in. That means the negotiations will have 
  From The Butlers
  • 
  Because they clean every day, they can describe the 
  day of the thefts in detail.
  • 
  The cleaning is always around noon.
  • 
  There was nothing unusual on the day of the 
  thefts.
  • 
  The keys for the front entrance are in the hands of 
  the owners and butlers, but from within the house anyone 
  could get into any of the other rooms.
  From Townspeople
  • 
  Lots of children play together every day. (If they ask 
  if there was anything odd going on in the town).
  • 
  It’s rumored that someone saw lights in the old 
  abandoned house on the edge of town.
  • 
  The children are saying that the house is haunted, 
  and the ghost will put a curse on your if you get too close. 
  (This is a rumor started by the kids to keep people away 
  from their secret hideout).
  From M
  • 
  “I didn’t steal anything. I don’t know anything.”
  • 
  “The things that got stolen don’t have any real mon-
  etary value, but I think I heard somewhere that they were all 
  made by the same person.”
  • 
  “On the day when the things were probably stolen, 
  there were people dressed in black coming and going in front 
  of the house.” (The sight of people in black coming and going 
  isn’t unusual. It definitely wasn’t the same person passing by 
  multiple times).
  • 
  M goes on like this, not lying, but not quite telling 
  the truth either.
  While the PCs go around questioning people, the children 
  are constantly trying to eavesdrop. The culprits are indeed 
  
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  to focus on persuading them to give up on it. If the maids are 
  adults, they can resort to coercion, but the children can be 
  characteristically stubborn and illogical.
  The maids, being as powerful as they are, might be tempt-
  ed to use a show of force, but make sure the players real-
  ize that they’re dealing with children, who are fundamentally 
  without combat ability. A show of force is one way to end 
  things, though not necessarily in a way the PCs might like.
  Also, through all of this the Master will be constantly miss-
  ing the point, asking questions like he’s in a detective story, 
  and running around in pointless circles as he tries to continue 
  his “investigation” (see the random actions table below) even 
  if the upperclassmen take away the kids’ base. (In which case 
  they could come to M for help).
  If this happens, it will become pretty much impossible to 
  get the base back by negotiation.
  The upperclassmen won’t respond to coercion or expla-
  nations, unless they’re pressed a little too far.
  Epilogue
  If the PCs get the items returned and get the kids to give 
  up on the base, the town will order the abandoned house 
  demolished a few days later. The parents didn’t want to let 
  their children play in such a dangerous place. The kids will be 
  angry for a while, and then mope for a bit.
  If the upperclassmen give up, the base will remain. The 
  kids will look up to the PCs who helped them as “saviors.”
  Regardless, if the PCs bring back the stolen items, the 
  families will thank the PCs. The PCs will likely become much 
  more highly regarded around town.
  Scenario By: Funkorogashi #2
  Master Random Actions Table (1D33)
  1D33: Roll 2 dice, divide the results of each by 2 (round up), 
  and have one be the tens digit and the other the ones digit 
  to produce a number from 11 to 33. 
  Roll Action
  11 
  The Master barges into the house of someone who 
  he doesn’t know and has nothing to do with the case without 
  permission, and gets yelled at (1D6 Stress).
  12 
  The Master follows a sound of footsteps, and gets 
  caught up in a massive dispute between cats who can talk like 
  people.
  13 
  While walking through an alley, the Master comes 
  across suspicious-looking men illegally selling paintings.
  21 
  The Master is walking along examining the ground 
  at his feet with a magnifying glass when he stumbles into an 
  eating contest and they force him to participate.
  22 
  When the Master heads to the park to search for 
  clues, he gets caught up in a lover’s quarrel, and they ask him 
  to figure out who was in the wrong. Needless to say, they 
  both insist they did nothing wrong.
  23 
  The Master sees something that looks “suspicious,” 
  and heads into a fish store that’s having a massive limited sale. 
  He gets shoved around by countless old ladies, and takes 
  1D6 Stress.
  31 
  The Master tries to question a plainclothes police 
  officer on a stakeout. The distraction lets a criminal get away, 
  and the Master is forced to help pursue.
  32 
  The Master comes across a stallholder selling lots of 
  painting and coins. He finds this very suspicious.
  33 
  Based on what he heard from someone, the Master 
  sets his sight on the home of a lone elderly person. He winds 
  up hearing that person’s sad personal history at great length.
  
   
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  a mere £100 to their name, moved into the city and started 
  a grocery store. Business improved bit by bit, and George 
  kept busy. From there he founded the Lepton Tea Company, 
  and with his fortunes rising he hired his longtime employee 
  Adolph Dumas as the butler of Lepton House.
  For a time it was smooth sailing for George. However, 
  misfortune did finally strike. His beloved wife Mary gave birth 
  to his son Julio, but her health failed afterwards, and she 
  passed away. George dealt with his grief by throwing himself 
  into his work. With Adolph at his side, he finally made the 
  Lepton Tea Company known worldwide.
  George had a fateful encounter when he was 57 years old. 
  Her name was Maria Morrow. Adolph hired her as a maid 
  to assist the busy head of the house. George had had noth-
  ing but work in his life, yet she fascinated him. She told him 
  of the trendy gossip magazines, the scenery of the everyday 
  lives of the townspeople, the stories of God she’d heard in 
  church, and so on, and for George it was a welcome respite 
  from his work. That was how George came to realize that 
  his climb to wealth had caused many people to suffer. He 
  decided to make major changes to his business, to help the 
  people around him. However, Adolph strongly opposed this 
  plan. He was jealous of Maria, and fired her without George’s 
  permission. Then, Adolph left George himself.
  After that, George entrusted the Lepton Tea Company to 
  his son Julio, and set about using his fortunes for philanthropic 
  works. Somewhere along the line people started to call him 
  “The Tea King, Sir George Lepton.” Many years later, he en-
  countered a lone girl in St. Alvin’s orphanage. Her name was 
  Natalie Morrow. It was as though Maria had returned to this 
  world. He raced through the formalities and welcomed her 
  into the Lepton family.
  The scenario begins with most of the above back story 
  still hidden. Once things start moving, this past history will 
  become extremely important. The PCs will be finding things 
  that bring this history to light as they search the mansion. 
  These will also provide proof that Natalie is indeed the right-
  ful heir.
  Natalie Lepton
  Natalie is George Lepton’s adopted daughter. She doesn’t 
  know about her own true heritage. During the scenario the 
  maids will no doubt have to protect her. However, the maids’ 
  master is still Sir George Lepton, so we have created Natalie 
  using the rules for maids.
  Maid Type: Pure/Heroine
  Maid Colors: White Dress, Blue Eyes, Black Hair
  Attributes: Athletics 1, Affection 3, Skill 0, Cunning 1, 
  Luck 2, Will 2
  Maid Special Qualities: Quiet, Shy
  Maid Weapons: Vase
  Maid Roots: Orphan
  Maid Powers: Bonds of the Heart
  Stress Explotion: Seclusion
  Sample Dialogue: “I think it’s just as my brother says.”
  “No, I don’t have the right...”
  Until the Master is Born!
  Recommended by Ryo Kamiya Himself!
  Number of Players: 3-4
  Play Time: 3-4 hours
  Game Rules Used: This scenario uses all of the basic 
  rules except for Random Events.
  Favor
  There is no Master in this scenario, so the PCs will have 
  to use seduction to gain Favor. Also, the character with the 
  highest Affection can gaze at the portrait once a day to gain 
  2 Favor.
  Summary
  The “Tea King,” Sir Lepton, sleeps eternally. The news 
  spreads through England like wildfire, and his mansion and 
  all of his assets will soon become someone’s inheritance. His 
  adopted daughter Natalie sinks into an abyss of grief. Julio, 
  Sir Lepton’s real son, has come to claim the inheritance as 
  his own. With Julio intent on taking the mansion, what will 
  become of Natalie and the maids?
  Introduction
  This scenario begins with no Master present. As the story 
  unfolds, the deceased Master’s son is trying to seize his father’s 
  inheritance. Natalie, who came to the mansion as Sir Lepton’s 
  adopted daughter, simply wants a quiet life in the mansion. 
  However, Julio comes with his lawyer in tow, and makes his 
  case for the inheritance. There are no inconsistencies in Julio’s 
  claim, so it’s important for the GM to make sure that Natalie 
  is the more sympathetic of the two.
  Also, although we created Julio using the master creation 
  rules, he is not the formal master of the mansion, and thus he 
  cannot use any Power Sources.
  Setting and Mansion
  This scenario takes place in early 18th Century England, at 
  the dawn of the Industrial Revolution.
  The mansion is a testament to the “Tea King” George 
  Lepton’s tremendous commercial success. In the main recep-
  tion there is a massive portrait on him.
  Lepton House
  World: Fantasy
  Mood: Light
  Appearance: Special
  Main Colors: Blue, Green (with touches of yellow)
  Special Facilities: Private Army, Medical Room
  Encounter Table: Not used
  “The Tea King” Sir George Lepton
  George was born in the village of Welwin on the outskirts 
  of London. In the Spring of his 25th year, he and his wife, with 
  
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  Butler Special Qualities: Narrow Eyes, Emaciated
  Butler Weapons: Devil Power, Beam Attack
  Butler Roots: Ambition
  Butler Powers: Intrigue, Now You See Him
  Sample Dialogue: “Well, I don’t see a problem.” “I have 
  nothing to say to you.” “If you have business with me, look 
  me in the eye when you speak.”
  Adolph was once the Leptons’ butler. He loved George 
  and Mary, and he believes that their inheritance should be-
  long to their son, Julio. However, when Maria became an 
  obstacle, he began to feel the limitations of his post as the 
  butler. Although he worked for the Lepton Tea Company, he 
  fired Maria, and later she disappeared completely. After that 
  he made a pact with dark forces, and gained eternal youth 
  and the power to find the weaknesses in people’s hearts.
  Decades later the Tea King George Lepton went on to 
  his eternal rest, and on that very day Adolph came to the 
  mansion as Julio’s lawyer. He reads an older version of Sir 
  Lepton’s will, and claims that Julio is the rightful heir to the 
  entire estate. At this point, Julio is now well under Adolph’s 
  control.
  Prologue
  Now, let’s begin the story. First, the GM should read the 
  paragraph below to introduce the scenario to the players.
  It is the beginning of the 18th Century, in London, England, 
  at the end of the Renaissance and the dawn of the Industrial 
  Revolution. You serve in a refined Gothic-style mansion that 
  rests on a small hill facing the Thames. One night you are 
  idly passing the time, unable to sleep. The life of the great 
  Master of the house draws to a close. When he takes hold 
  of his daughter’s hand, and makes to speak to her, he lets 
  out a small sigh. George Lepton, the Black Tea King, sleeps 
  eternally. The next day the nest spreads across the nation 
  like wildfire.
  The GM should also explain the following to the players:
  • 
  The Lepton Tea Company is a massive enterprise 
  founded by George Lepton and now under the control of his 
  son, Julio Lepton.
  • 
  After his retirement, George Lepton began all man-
  ner of charitable works, and even went so far as to adopt an 
  orphan girl named Natalie as his daughter. (Don’t give away 
  too much about the relationship between George and Nata-
  lie).
  • 
  Julio Lepton is a gentle person, and highly regarded 
  by the servants of the mansion.
  Several days ago he went to see “an old acquaintance” 
  and has not yet returned.
  The scenario begins on the night George Lepton passes 
  away. The maids were simply waiting outside his bedroom. 
  Before long the door opens and the doctor steps out. He 
  reports the time of death to the maids and leaves. A tearful 
  Natalie beckons the maids into the bedroom. She reads his 
  will to the maids, and asks them to help her. However, after 
  “I guess I just don’t want you all to be sad.”
  Natalie is a young girl that the now departed Sir George 
  Lepton adopted from an orphanage. He had departed from 
  the financial world, and he and his maids poured affection on 
  the young girl. Seven years passed in the mansion, but the 
  sudden death of Sir Lepton wounded her deeply.
  At the beginning of the scenario, George told her how 
  he wished the inheritance to be divided, as explained below. 
  She seeks the maids’ help in making sure his desires are car-
  ried out.
  • 
  Julio Lepton, the older brother, is to receive one 
  third of the family’s assets, the title of baron, and the Lepton 
  Tea Company.
  • 
  Natalie Lepton, the younger sister, is to receive one 
  third of the family’s assets, and Lepton House.
  • 
  The remaining third of the assets will be used to 
  start a foundation for underprivileged children.
  Maria Morrow
  Maria worked at the mansion for over 16 years. She is 
  Natalie Lepton’s mother, and has many close memories with 
  Sir Lepton. However, no one knows that she is actually Nata-
  lie’s mother. As such, Maria should not become necessary for 
  this scenario.
  Julio Lepton (Age 41/Male)
  Master Type: Noble
  Master Colors: Brown Hair, Blue Eyes
  Attributes: Athletics 3, Affection 0, Skill 1, Cunning 2, 
  Luck 2, Will 1
  Master Special Qualities: Obsessive-Compulsive, Family 
  Hate
  Power Sources: Assets, Talent
  Favorite Maid Type: Sexy
  Stress Explosion: Complaining
  Sample Dialogue: “If you’re not going to listen to my 
  orders, get out of my sight!”
  “You don’t know a damn thing about me.”
  “If you’re quite done, you can go.”
  Julio, the son of the “Tea King” George Lepton, is presently 
  making his name in the financial world as the general manager 
  of the Lepton Tea Company. He has a gentle and honest 
  character, which is highly regarded in the financial world. 
  However, somehow these traits just don’t show through 
  when he deals with Natalie.
  Lawyer
  Adolph Dumas (Age 35 /Male)
  Butler Type: Elite/Shadow
  Butler Colors: Dark Gray Suit, Orange Eyes, Blonde 
  Hair
  Attributes: Athletics 6, Affection 3, Skill 5, Cunning 6, 
  Luck 2, Will 9
  
   
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  see me in the office,” and leave. He’ll then try to seduce her, 
  though he won’t seduce more than two PCs at a time.
  If Natalie learns of her heritage - which makes her a right-
  ful heir - move on to the “Adolph the Lawyer” event. If the 
  officer of the court shows up before the PCs can obtain 
  proof, they’ll get the bad ending. That means that Julio and 
  Adolph will get the inheritance, and Natalie and the maids 
  will lose the mansion.
  Also, Natalie has made a habit of going to a large public 
  bath in the evenings. When she does go, she will always invite 
  one of the PCs (though she wouldn’t mind if more came 
  along). This is the best time to help her deal with the trauma 
  she’s been facing.
  Natalie’s Room
  Unless she has something specific to do, Natalie will stay 
  in her room. Although she cannot deny the existence of the 
  written will, she cannot forget her father’s last words. How-
  ever, she knows she’s George’s adopted daughter, and she 
  believes she must obey the terms of the will. Right now she 
  just doesn’t have the strength to contest the matter.
  She feels the foundations of her life falling away, and what 
  she really wants is for someone to seduce her. However, if 
  none of the PCs try to seduce her, she’ll try to seduce one of 
  them with her Affection.
  Julio’s Room
  At night Julio comes back from the company and rests in 
  his room. If any of the PCs try to visit him, he’ll harshly reply, 
  “I don’t want to see anyone right now. Go away.” However, 
  when they’re making to leave the room he adds, “Adolph is 
  dangerous. You should leave here as soon as you can,” with 
  a troubled expression.
  If they enter the room while Julio is out, the PCs will find 
  a rough sketch of the mansion spread out on the desk. This 
  is probably part of his preparations to sell the mansion. If the 
  PCs examine it more closely and can get a Cunning result of 
  6 or better, they’ll realize that it points to an underground 
  room they never knew about before.
  Master Bedroom
  This is where George Lepton spent his final moments. If 
  the PCs search it and can get an Athletics or Cunning result 
  of 8 or better, they’ll find the former Master’s most recent 
  diary, and a sealed letter for Julio. In the diary George writes 
  about how he’s realized the truth of his imminent death. 
  “It seems this morning will be warm. Eating was difficult. 
  I’ll see Mary and Maria soon. I hope they’re getting along in 
  heaven.”
  “Today my back is terribly painful. I do not fear where I 
  must go, but I worry about what fate awaits Natalie. I hope 
  Julio can handle things, but I have prepared my will just in 
  case.”
  The letter for Julio is sealed with wax, and it contains a 
  key to the mansion’s underground archive. If someone deliv-
  ers the letter to Julio, he’ll quickly break the seal and skim 
  that she hurries back to her own room without saying any 
  more.
  George adopted Natalie from an orphanage as a young 
  girl, and she loved him very much. When she gets back to her 
  room she flings herself at her bed and starts crying in earnest. 
  In terms of the rules, she has in effect taken 30 Stress (10 
  more than her Spirit), and thus she’ll enter her Stress Explo-
  sion (Seclusion) for 30 minutes of real time. If one of the PCs 
  tries to seduce her at this point, she’ll try to resist with her 
  Cunning.
  As the night stretches on, it’s time to move on to the “The 
  Will” event.
  The Will
  Early the next morning, Julio finally returns to the mansion, 
  with his lawyer Adolph in tow. Julio listens to the news of his 
  father’s death without any change in his expression, and then 
  insists that Natalie and all of the servants gather to hear his 
  announcement. Once everyone is assembled, Adolph reads 
  George’s will. It states that, “Julio is my sole heir, and all I 
  bequeath all of my assets to him.” Adolph goes on to explain 
  that an officer of the court will come to the mansion in three 
  days to render judgment on the matter. When Adolph fin-
  ishes his explanation, Julio explains further.
  “I want to make it perfectly clear, when I get my inheri-
  tance I intend to sell this mansion. You’d all best think care-
  fully about what you intend to do after that. If you have any 
  objections, arbitration will take place in 22 days.”
  That said, Julio and Adolph leave the scene.
  “It’s because I was adopted...”
  So saying, Natalie returns to her room. From there, a fu-
  neral service is held at the nearby church. Once George Lep-
  ton’s remains are buried on the mansion’s grounds, Julio re-
  turns to the company, but Adolph stays at the mansion. The 
  GM should explain the situation, and then the time moves 
  on to the evening.
  Progressing Through the Scenario
  From here, the PCs can do as they please during the 3 
  days until the officer of the court comes to the mansion. Julio 
  will be at the company all day, so he’ll only be at the mansion 
  at night. Adolph on the other hand will be in the mansion’s 
  office all day sorting through papers for the inheritance. The 
  GM should keep track of time while the PCs investigate. (See 
  below for details on the various rooms). It might be a good 
  idea to sketch the layout of the mansion and the important 
  rooms ahead of time to make things go more smoothly (but 
  don’t include the underground archive).
  When the PCs search inside the mansion, have them make 
  Luck rolls against a difficulty of 4. If they fail, they run into 
  Adolph. If he is certain he has one of the PCs alone, he’ll try 
  to use his Cunning to seduce her. If he succeeds, he’ll use the 
  seduced maid to interfere with Natalie and the other maids. 
  Needless to say, he’ll give her Favor for doing so. If the PCs 
  are not alone, he’ll tell the one with the lowest Favor, “Come 
  
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  scarcely looks human, and it fills her with fear. The Bible in his 
  right hand seems to shine for just a moment, and his shadow 
  returns to normal. Adolph casts a doubtful look at the Bible, 
  and leaves. That maid gets a new Special Quality, “Adolph’s 
  Shadow,” which gives her a -1 penalty to the die roll for ac-
  tions regarding Adolph.
  The Underground Archive
  Ordinarily, none of the servants would know about this 
  room, and they cannot enter it without the key. It contains 
  countless unused old books and company records. Due to 
  the sheer volume of materials here, it would be very difficult 
  for any one person to search through it all. If the PCs can 
  cooperate and get a total result of 25 with Athletics, Skill, or 
  Luck, they’ll find one of George Lepton’s old diaries. In it he 
  recorded everything up until Natalie’s adoption. In particular, 
  it records how Adolph fired Maria from the mansion, and 
  how George was in fact Natalie’s real father. This proves that 
  Natalie is very much a rightful heir.
   
  Adolph the Lawyer
  By the time the PCs have related everything they’ve 
  learned to Natalie, it’s become quite dark outside. When 
  Natalie understands the circumstances of her own birth, she 
  speaks intently to the PCs:
  “I thought because I was adopted, I should always assume 
  my brother is right. But, that’s wrong. This mansion is so full 
  of all of our memories, and I want to protect it... Please, I 
  need your help.”
  When she’s gained the PCs’ assent, she continues:
  “I have to tell father. Will you come with me?”
  So saying, she heads for the chapel. This is the climax of 
  the scenario, so make sure all of the PCs come to the chapel. 
  As they draw close, they can hear pipe organ music from in-
  side. The moment Natalie enters the chapel, the performance 
  comes to a halt, and the performer slowly turns around. The 
  moonlight that fills the chapel shines on Adolph Dumas’ face. 
  He gets to his feet and pulls a letter out of the Bible.
  “This must be what you’ve been looking for... George 
  became quite the man of faith under Maria’s influence. A 
  shame, really. Did he mean to take his fortune with him to 
  heaven, or did he simply forget? Well, unfortunately I can’t let 
  you have this. George and I built up the assets of this house 
  from nothing! Yes! In order to protect what he built, I have 
  sold my soul to the devil himself!”
  As Adolph finishes his speech, all of the candles in the 
  chapel suddenly ignite.
  “As things stand Julio will inherit everything. But you, you 
  know too much. I’m afraid it’s all over for you.”
  There is a piercing glow from Adolph’s eyes, and he seems 
  to grow larger. His shadow distorts, and covers the walls. 
  However, just as an unnatural fear creeps over the PCs, the 
  Bible shines brightly. Adolph’s face twists in pain, and he at-
  tacks the PCs (Attributes 4/Spirit 15). At this point any PCs 
  who Adolph seduced will take 2D6 Stress, but will be released 
  from the seduction. Also, if one of the PCs got the “Adolph’s 
  through it. Then he’ll give the letter and the key to one of the 
  PCs, saying, “Please take care of this.”
  The following is written in the letter:
  “To my dear son Julio. The fire of my life is fading fast. I 
  have no regrets for myself, but I do worry about Natalie. I 
  don’t think there should be any problems with the inheri-
  tance, but I have prepared a new will just in case. This new 
  will is in my Bible. Also, here is the key to the underground 
  archive. Please, take good care of Natalie. From your father 
  George.”
  So, the former Master explains that his revised will is in 
  his Bible. Unfortunately, that Bible was rested on the chest of 
  Sir Lepton’s corpse. If the PCs want to go get it, they will get 
  Natalie’s blessing. However, Adolph already has the Bible.
  The Study
  The former Master left a considerable amount of papers 
  in this room. If the PCs search this room and can get an Ath-
  letics or Cunning result of 8 or higher, they’ll find the papers 
  for Natalie’s adoption.
  “Natalie Morrow was admitted to St. Alvin’s orphanage, 
  following the death of her mother, Maria Morrow, this Year 
  of Our Lord, 1718.”
  “Sir George Lepton has agreed to adopt Natalie Mor-
  row as his own daughter. Year of Our Lord 1726, St. Alvin’s 
  Orphanage.”
  The Office
  If the PCs enter the office, have them make a Luck roll 
  against a difficulty of 8. If they succeed, Adolph will be else-
  where. If they fail, he will be there, in the midst of sorting out 
  the papers for liquidating George Lepton’s assets. If only one 
  of the PCs comes in, Adolph will advance on her and use his 
  Cunning to attempt to seduce her. If he succeeds, he’ll have 
  her interfere with Natalie and the other maids. However, 
  Adolph will not seduce more than two PCs total, and if he 
  has already ensnared two he’ll chase her away instead.
  There is also a list of all of the prior servants here. If the 
  PCs are lucky enough to come where while Adolph is out 
  and search the room, they’ll find this list and an old pho-
  tograph. The list includes “Adolph Dumas 1680-1717” and 
  “Maria Morrow 1715-1717.”
  The photograph shows the former Master (at age 44), 
  Julio (age 12), and Adolph (age 35). On the back it says “April 
  16, 1704. In front of the Lepton Tea Company.” The Adolph 
  in the picture looks exactly the same as the one the PCs have 
  to contend with in the present.
  The Chapel
  A short distance from the mansion proper is this small 
  chapel set up by George Lepton. If the PCs go there, they’ll 
  find Adolph there offering prayers for George. When they 
  arrive, he stops and makes to leave.
  As he leaves, however, he suddenly calls the name of 
  one of the PCs. She notices the shadow he casts in the light 
  that suffuses the chapel. It’s distorted, to the point where it 
  
   
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  Shadow” Special Quality, she will lose it now. Once the PCs 
  manage to defeat him, it’s time for the epilogue.
  Epilogue
  With Adolph defeated, Natalie picks up the Bible. The 
  dedication in it reads, “To my beloved George, from Maria.” 
  There is also a new will in it, the terms of which are just as 
  George related to Natalie on his deathbed.
  Julio returns to his senses too, and the arbitration goes off 
  without a hitch. Once the paperwork for the inheritance is 
  set in motion, a more mature Natalie gives each of the PCs 
  4D6 Favor. She has become the PCs’ Master at long last.
  What comes next is up to the GM. Let each character 
  have a suitable ending.
  Scenario By: Paul 
  
SOURCE: textdata/thevault/Maid RPG/Maid - Extra Scenarios.pdf