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Chapter 3
by Zingiber
More on Making an Academy?
Mechanics Hacks: Overkill, etc.
Sometimes your Academy and its special powers are better represented by different mechanics than the standard PBTA moves with Miss / Partial or Complicated Success / Success With Style.
One example of a mechanic suitable for games where overreaching your power does damage is Overkill Rolls, which switch the "success" and "complicated success" number ranges. Adding more factors in your favor can put you into the complications range.
A Move may be a good match for Overkill Rolls if your setting is one where corruption or collateral damage result from calling in too much power. Or maybe the consequences of Overkill represent temporary exhaustion from channeling too much power, too often.
Resolving Overkill Rolls
Roll 2d6 and add modifiers.
- 6- : Miss.
- 7-9: Success.
- 10+ : Overkill.
Your setting should provide examples of overkill complications that make sense with the mechanics of special powers in your world.
Not every Move needs to be resolved as an Overkill Move, but it can work to underline a setting where going too far risks escalating your problems, temporarily or permanently.
Tracking Overkill with Clocks
Overkill Moves whose consequences represent accumulating damage to a character or to their world suggest a system such as Apocalypse World's Clocks which advance a threat when enough Overkill points occur.
When a Clock changes, maybe a resource is exhausted or a foe takes action, or the Doomsday Clock ticks closer to midnight. A Clock can have different sized regions for triggering increasingly dire consequences for the storyline's people, resources, and objectives as Overkill points accumulate.
Or the Clock may be personal corruption, making the power more tempting to use, the more you let it loose.
Sample Overkill Personal Corruption Clock:
Overkill Points | Clock Hour | When Hour Begins |
---|---|---|
0 | Noon | No effects. |
1 | Afternoon | First clock advance: A visible corruption mark affecting reactions. |
6 | Evening | Second clock advance: +1 to all Overkill Moves. Corruption cannot be concealed. An ally leaves or withdraws support. |
10 | Night | Third clock advance: +2 to all Overkill Moves. You are wanted as a dangerous outlaw. |
15 | Midnight | Last clock advance: Describe a dramatic scene of how your character is overwhelmed by the power. Remove them from play. |
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Lusty Magical Academy
Student wizards, psychics, mutants or monsters care about sex more than study
Choose or design an academy for young folks with paranormal powers to gain in strength, reputation, and sexual experience, and follow the adventures of a budding wielder of inhuman forces! Whether they're witches and wizards, mutant superheroes, young psychic talents, or even monsters, the only thing they care about more than studies is sex! Oh, and rivalries within the academy. As you gain experience, you gain strength but also enemies. Better have some friends and favors on your side. Or maybe you're a troublemaker with a grudge against the school. Will the rival academic houses compete for the betterment of all, or will petty disputes spoil the school's harmony? Are the professors to be trusted, or will their vanity, pique, and forbidden drives lead to downfall? What dangers threaten the students, or the academy itself? What happens when you graduate? An RPG inspired by SwampThing's Slut World
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Updated on Mar 14, 2025
by Zingiber
Created on Jan 10, 2016
by Zingiber
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