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Chapter 4 by Zingiber Zingiber

What's Next?

Rules for Boarbristle Academy

Traits

The TRAITS (character attributes) are:

  • AMBITION -- social challenges such as friends and favors, spreading or hearing gossip, knowing who's useful or important.
  • BRAVERY -- physical challenges such as fighting or breaking bonds, or calling on courage versus fear, shame, or embarrassment.
  • CUNNING -- magical, mental, or perceptual challenges such as scanning for traps or quickly finding clues.
  • DILIGENCE -- methodical challenges such as library research, finishing a job completely and perfectly, searching a room in detail, practicing athletic skills, making a list of everyone close to a suspicious incident, or putting everything back the way you found it.

If a character wants to make a Move not covered by the rules, pick an appropriate TRAIT above to modify your roll. The page on Goals and Favors has examples of actions for each Trait, which might be used for a Custom Move.

The HOUSES each have a HOUSE TRAIT referred to in the Basic Moves:

  • Draconis: AMBITION.
  • Leontes: BRAVERY.
  • Minerval: CUNNING.
  • Beavertail: DILIGENCE.

For some moves, you roll 2d6 modified by your character's HOUSE TRAIT rather than a Trait associated with the Move. A student of that House usually is high in that Trait, so:

  • Typical Draconis: +2 Ambition, +0 Bravery, +1 Cunning, -1 Diligence.
  • Typical Leontes: +1 Ambition, +2 Bravery, -1 Cunning, +0 Diligence.
  • Typical Minerval: +0 Ambition, -1 Bravery, +2 Cunning, +1 Diligence.
  • Typical Beavertail: -1 Ambition, +1 Bravery, +0 Cunning, +2 Diligence.

A player character distributes +2, +1, 0, and -1 across the Traits, but is not limited to the typical examples in any way. (NPCs don't have Traits in the game mechanics, but you can write the narrative to show their strong and weak points as part of the story).

The HOUSES each have a Sex Move applied whenever you succeed (roll 7+) on HAVE SEX.

  • Draconis Sex Move: Sexual Healing. Remove a CONSEQUENCE or make them not your ENEMY.
  • Leontes Sex Move: Charm. They become your FRIEND or grant a FAVOR.
  • Minerval Sex Move: Mind Meld. Read their memory or a secret, or on a 10+, Learn a magic spell they know (once/person). This works better on upperclassmen and professors than it does on underclassmen who know only Basic Spells.
  • Beavertail Sex Move: Stamina. You can choose HAVE SEX again, or avoid taking a CONSEQUENCE if you don't choose HAVE SEX again.

Basic Moves

Summary

The BASIC MOVES for Students at Boarbristle Academy are:

  • DEFEND YOUR HOUSE'S HONOR (House Trait)
  • ENCOUNTER another character (NPC), usually followed by another action. (Modify using your value for their House's Trait, or your House Trait if they're not in a House)
  • HAVE SEX with another character (House Trait)
  • ASK FOR A FAVOR (Ambition)
  • GET OUT OF DETENTION (Diligence)
  • GET OUT OF THE INFIRMARY (Bravery)
  • MAKE AMENDS (Bravery)
  • GET OUT OF TROUBLE (Ambition)
  • GET OUT OF DANGER (Bravery)
  • CONFRONT YOUR ENEMY (House Trait)
  • MAGIC DUEL (Cunning)
  • CAST A SPELL (Cunning)
  • Expend a FAVOR followed by ENCOUNTER or HAVE SEX. See Modifiers to Moves below.

(Maybe we need rules for DO HOMEWORK or LIBRARY RESEARCH or SPELLCASTING PRACTICE. Open for suggestions, or use the CUSTOM MOVE rules).

If a Move is not **** by the results of a preceding move, another option is to move the story along in narrative to a new scene. Perhaps you have athletic practice, or the Head of your house calls you together to announce new rules, maybe you have homework like spell practice or dueling practice, or perhaps your attention is caught in class by a fetching student with a twinkle in their eye.

Modifiers to Moves:

Modifiers to Basic Moves:

When you have a FAVOR from a person, you may use it to avert a bad result from a move, as listed. You may also expend a FAVOR to get the person's help before rolling for a move, for a bonus of +2 on a roll. You may expend a FAVOR to ENCOUNTER that person with a +2 on your roll. You may expend a FAVOR to HAVE SEX with that person without rolling for an ENCOUNTER.

When you have a FRIEND, you have +2 when rolling to ENCOUNTER them.

When you have an ENEMY, one option resulting from a miss is CONFRONT YOUR ENEMY, and one Move following a successful ENCOUNTER with your enemy is MAKE AMENDS.

When you have a CONSEQUENCE, something is interfering with your ability to do your best. Perhaps a professor has assigned you extra work as a penalty, or you have lingering effects of a lab accident, duel, or the sheer weight of shame. Take -1 forward on all rolls until you get rid of the CONSEQUENCE. You can do this if you MAKE AMENDS or by rolling 10+ on GET OUT OF THE INFIRMARY. Removing a CONSEQUENCE is another option when rolling a 10+ for some Moves, chosen as an alternative to the options on the 10+ list. So for an ENCOUNTER with 10+, you can choose to remove a CONSEQUENCE instead of "and take +1 forward". You can go to the Infirmary voluntarily and use GET OUT OF THE INFIRMARY as your next move. If you get another CONSEQUENCE while you have a CONSEQUENCE, ignore it and go to the Infirmary or to Detention, where your next move will be GET OUT OF THE INFIRMARY or GET OUT OF DETENTION. If it makes more sense (off Boarbristle grounds? nobody knows where you are?), your second CONSEQUENCE could result in a next move of GET OUT OF DANGER at -1.

Details

When you DEFEND YOUR HOUSE'S HONOR, roll +(HOUSE TRAIT).
This could be any public or semi-public contest, including an athletic, chess, or magical challenge, and it could include a team sports match.
On a 10+, gain +1 XP and choose 1:
You succeed and impress a participant or witness. Gain a FRIEND or a FAVOR.
You succeed with grace and chivalry or with frightening decisiveness. Lose an ENEMY.
You overcome your disadvantage or redeem your shame. Lose a CONSEQUENCE.
On a 7-9, choose 1:
You lose narrowly and demand a rematch (now or later). Roll again at -1.
You lose gracefully.
You have a bitter triumph. Gain +1 XP and an ENEMY who is bitter at you.
Your ENEMY resents your triumph. Gain +1 XP and CONFRONT YOUR ENEMY now or later.
You win ungracefully. Gain +1 XP and lose a FRIEND or a FAVOR.
You win unfairly. Gain +1 XP and describe a dramatic scene where you misuse your House's trait to win. Next: GET OUT OF TROUBLE.
On a miss:
You and your rival are caught misbehaving. Next: GET OUT OF TROUBLE.
Shaken Up: Take a CONSEQUENCE.
Laid Up: Go to the Infirmary. Next: GET OUT OF THE INFIRMARY.

When you have an ENCOUNTER with another character, roll +(Their HOUSE TRAIT), or +(Your HOUSE TRAIT) if they aren't in a House.
This is a scene where you're looking them up to get something out of them or tell them something.
On a 10+, they'll go along with what you want, take +1 Forward on your next roll.
Examples: HAVE SEX, ASK FOR A FAVOR, give you a new GOAL, help you ATTEMPT TO ACHIEVE A GOAL, advance the plot to help you. If they're your ENEMY, you may MAKE AMENDS.
Instead of taking +1 Forward, you may get the other character's help to remove a CONSEQUENCE.
On a 7-9, you have to convince them:
Expend a FAVOR. They'll go along, taking +1 Forward on your next roll.
They'll do it if you have sex with them. HAVE SEX, and on a 7+, they'll do what you want.
Describe what you do to convince them, in character, to go along with what you want.
Cast a spell on them like CHARM or COMMAND. (This is another roll).
On a miss, you can't find them or they refuse.

When you HAVE SEX with someone, roll +(HOUSE TRAIT).
Describe the venue and the set-up with as much detail as you like.
On a 10+, choose two and also apply your House Sex Move:
You're ready to go again, HAVE SEX.
They have a great time and an orgasm, Gain +1 XP.
They love it a lot ("Show me how you do that trick!") and grant a FAVOR.
You feel recharged and enlivened, your attitude improved. Lose a CONSEQUENCE.
On a 7-9, choose one and also apply your House Sex Move:
You have a pretty good time.
Your sex has magical or psychic ripple effects. Describe a conspicuous
effect over the area (everyone nearby has an orgasm, glass breaks, metal
vibrates with your orgasmic moans). Gain +1 XP. Next: GET OUT OF TROUBLE.
Your sex triggers magical backfire. Gain +1 XP and describe a scene where
you and your partner(s) suffer the effects of accidentally triggered spells.
Your sex attracts hostile forces, monsters, or enemies of Boarbristle. Gain +1 XP and describe the lurking threat. Next: GET OUT OF DANGER.
You have a rocking good time to mutual exhaustion. Gain +1 XP. Take a CONSEQUENCE.
On a miss, something goes wrong.
You're interrupted or have to stop. Maybe it's something interesting like a loose magical beast.
Caught by a professor, house proctor or staff. Next: GET OUT OF TROUBLE.
Caught by a FRIEND who disapproves. Lose the FRIEND.
Caught by your ENEMY. Next: CONFRONT YOUR ENEMY.
Caught with your pants down in dangerous circumstances or by a threatening creature. Next: GET OUT OF DANGER.

When you ASK FOR A FAVOR, roll +AMBITION:
On a 10+, they will happily grant you a favor.
On a 7-9, they offer a trade. Choose one.
They grant you a favor if you'll hinder their rival. Gain an ENEMY.
They grant you a favor if you'll trounce their rival. Roll a MAGIC DUEL, and on any success, you also get a FAVOR.
They grant you a favor if you'll carry a message. Roll an ENCOUNTER, and on any success, you also get a FAVOR.
They grant you a favor if you'll stand up in a challenge. DEFEND YOUR HOUSE'S HONOR and get a FAVOR (regardless of result).
They grant you a favor if you have sex with them (and they enjoy it). HAVE SEX with them, and on a 7+, you gain a FAVOR from them.
On a miss, they refuse.

When you have to GET OUT OF THE INFIRMARY, roll +BRAVERY:
On a 10+, you are back on your feet soon. If you had a CONSEQUENCE, remove it.
On a 7-9, you are on the mend. You may roll to ENCOUNTER the nurse or a well-wisher. If you still have a CONSEQUENCE you may choose to stay and roll again before the next chapter. Otherwise return to a new scene in your House, in class, the banquet hall, etc.
On a miss, you may take a CONSEQUENCE or sacrifice a FAVOR to be allowed to leave the INFIRMARY. Otherwise, describe a bizarre magical treatment to improve your condition or a strange complication and roll again to GET OUT OF THE INFIRMARY before the next chapter.

When you have to GET OUT OF DETENTION, roll +DILIGENCE:
On a 10+, you serve your time. If you had a CONSEQUENCE, remove it.
On a 7-9, you work out your sentence. You may ENCOUNTER the proctor or a FRIEND before you go. They won't let you stay even if you still have a CONSEQUENCE.
On a miss, you may expend a FAVOR to get released.
Otherwise describe the tedious tasks you go through and roll again to GET OUT OF DETENTION.

When you MAKE AMENDS, roll +BRAVERY:
On a 10+, remove a CONSEQUENCE or an ENEMY.
On a 7-9, choose one:
Sacrifice a FAVOR to remove a CONSEQUENCE or an ENEMY.
Let it be for now. Your intention is recognized, but you still carry your burden.
On a miss, it all goes horribly wrong, maybe publicly, maybe privately. Sacrifice a FAVOR to avoid further loss, or lose a FRIEND, gain a CONSEQUENCE or an ENEMY, CONFRONT YOUR ENEMY, or GET OUT OF TROUBLE.

When you have to GET OUT OF TROUBLE, someone from your House, a professor, or school staff has judged that you've done something bad. Roll +AMBITION.
On a 10+, you make your case or charm your way out of trouble.
On a 7-9, you get a stern lecture, and it will cost you something. Choose one:
A professor or upper class student decides to be your mentor. Gain a FRIEND and a CONSEQUENCE.
You get remedial work or duties to set you right. Gain +1 XP and a CONSEQUENCE.
You're told to work it out honorably. Have a MAGIC DUEL or CONFRONT YOUR ENEMY.
On a miss: You're taken to be in the wrong. Sacrifice a FAVOR to avoid further loss, or: gain a CONSEQUENCE, lose a FRIEND, or go to Detention and next round roll to GET OUT OF DETENTION.

When you have to GET OUT OF DANGER, you and whoever is with you is under threat from a monster, a magical effect, or a threat from outside Boarbristle. Roll +BRAVERY.
On a 10+, your cool-headed, decisive action (or mad act of desperation) saves the day for you and whoever's with you. Gain +1 XP. If the threat was a sentient ****, you may ENCOUNTER it at a +1 next.
On a 7-9, you fend off the threat at a cost. Choose one:
You're injured or exhausted by the effort. Gain +1 XP and a CONSEQUENCE.
You have to call for help. Expend a FAVOR.
You get away, but someone's still in danger. ENCOUNTER someone who can help. If you fail, GET OUT OF TROUBLE.
On a Miss, the danger is manifest. Choose one.
Lose a FRIEND who's present or in contact (maybe captured, trapped, magically enthralled, killed, or even eaten)
You're hurt. Gain a CONSEQUENCE and next turn, GET OUT OF THE INFIRMARY.
You're taken at a disadvantage while escaping danger. CONFRONT YOUR ENEMY at -1.

When you CONFRONT YOUR ENEMY, roll +(HOUSE TRAIT):
On a 10+, you use your superior trait to hold them off. You may try to MAKE AMENDS next or move along to another scene.
On a 7-9, you have a tense encounter. Choose one:
Have a private MAGIC DUEL.
Publicly DEFEND YOUR HOUSE'S HONOR.
Attract attention and have to GET OUT OF TROUBLE.
Cast a spell. Success distracts them, otherwise see "miss" below. (Not a duel).
On a miss:
Your enemy thrashes or embarrasses you. Take a CONSEQUENCE.
Your enemy shames you publicly. Lose a FRIEND.
Your enemy shames your House. DEFEND YOUR HOUSE'S HONOR at -1.

When you have a MAGIC DUEL, roll +CUNNING:
On a 10+, you prevail. Gain +1 XP, remove a CONSEQUENCE, or have them do something you want (added).
On a 7-9, choose one:
It's a tie. Gain +1 XP and take a CONSEQUENCE or next: GET OUT OF THE INFIRMARY.
It's a standoff, wands waving, sparks flying. Roll MAGIC DUEL again at -1 or CAST A SPELL.
You lose gracefully.
You have a bitter triumph. Gain +1 XP and an ENEMY who is bitter at you.
Your ENEMY resents your triumph. Gain +1 XP and CONFRONT YOUR ENEMY now or later
On a miss:
You're caught cheating or misbehaving. Next: GET OUT OF TROUBLE.
Shaken Up: Take a CONSEQUENCE.
Laid Up. Next: roll to GET OUT OF THE INFIRMARY.

Each wizard has a wand used to cast spells, with a few magical words.

When you CAST A SPELL, Roll +CUNNING to cast a Basic Spell or another Spell you've learned.
On a 10+, the spell succeeds with intended effect. If you just won a duel, +1 XP.
On a 7-9, choose one. If a success wins a duel, +1 XP.
The spell is deflected or pre-empted by your opponent.
Fumble-success: The spell takes effect and backfires (as below).
Success by main ****: The spell takes effect, but you take a Consequence or faint.
On a miss: backfire. Stunned for a turn, drop your wand, damage something or injure a bystander, or perhaps the spell takes effect on you instead or as well.

Basic Spells

For a regular Magic Duel, success at any of these counts as a win. You may also be able to use them in other circumstances.

  • DISARM: makes their wand fly away
  • FETCH: pulls something to the caster (like an an opponent's wand)
  • STUN: puts them off balance/dizzy/confused
  • CHARM: makes them your FRIEND temporarily, until the next time you roll a Miss, take a CONSEQUENCE, or go to Detention or the Infirmary. (They can still be your ENEMY!). After a public Duel, usually someone will cast DISMISS to remove the CHARM.
  • DISPEL: makes their spell backfire.
  • DISMISS: undo a magical spell, sending, or summoning.
  • AD NAUSEAM: treat as a nastier version of STUN. Induces nausea and vomiting. Not quite forbidden. Seen in duels.

House Spells

To be determined, or propose one at character advancement time.

Magic and House Membership

The story has described characters changing from one House to another. Part of joining a House is recognition by House-specific wards and guardian magic, guidance within the grounds of the House, and special spells to get the attention of the Warden, Tutor, or a Prefect. Leaving a House may be more or less complete, depending on the diligence and intent of the House staff person performing the ceremony. For Fay and Morgan, the Tutor of Minerval was diligent in purging them before they joined House Beavertail. For Tess Lectura, the Headmistress transferred her without an obvious purge of Minerval magic, leaving Tess with both old and new SEX MOVES from Minerval and Beavertail.

Advanced Spells

  • BLENDING (illusion). On a success, you appear to belong in the setting. No one will question you being there, and they will respond as if you belong. On a 10+, also choose one: discover something that you wouldn't find out as an outsider, nobody remembers you were there, take +1 Forward on your next Move. From Alexander Halladay's storyline as a starting spell.

  • DREAM SENDING: You may ENCOUNTER someone via sharing dreams, and both wake up remembering. If you've at least once in waking life had the chance to HAVE SEX with your dream partner, you may HAVE SEX with them in the dream sending. Note that it may be difficult to apply a FAVOR in a dream setting. From Golondrina Redmoor's storyline.

  • PSYCHOMETRY: You can visualize scenes or answer questions about an object that you can touch with your body or with your wand. On a 10+, you may see two scenes or get two questions answered; or have one scene/question and a +1 Forward. On a 7-9 you get a hint, glimpse, or clue; or have one question answered but any further impressions muddled. On a Miss, you read nothing and muddle impressions preventing further investigation.

Other Advanced Spells to be determined, or propose one at character advancement time.

Forbidden Spells:

  • COMMAND: Puts their actions under your control.
  • PAIN: Causes them great pain, so they stop doing anything and want it to stop.
  • LUST: Compels them to want sex RIGHT NOW (even in public).
  • ORGASM: Causes an immediate orgasm. Like STUN, but more embarrassing.
  • TRANSFORM: Changes the target's form (typically boy to girl or girl to boy).

If you cast a Forbidden Spell in public, GET OUT OF TROUBLE. Woe be it to you if you cast one on a professor and get caught.

Character Moves

BORN ON THE HANDLE: Your character is a wizard when flying a broom. Take +2 to a Move related to Broom Polo, or flying a broom to chase, evade, or make other physical maneuvers. Thanks to SonOfOsman and his character Godwyne Aberdean of House Draconis.

WIDE AND DEEP: When you HAVE SEX with a partner of greater than human size, like Praxilla (a Centaur) or with Dorothy, the half-Giant Porter of Boarbristle, take +1 to your roll (max +4, as usual). From the storyline of Eric Mothwing-Marshall of House Beavertail. A unique development of Eric's Wild Magic, Eric may swell his erect penis to fill his partner's orifice. pending: this was in an earlier draft not yet resolved.

Talent or Charm (category of Character Move): Your character has a talent, skill, magical charm, or persistent enchantment which adds +2 to a Move in limited, defined circumstances. You may use it in your character's narrative as appropriate, including how you might narrate a Miss or Complication to another Move. If the charm is focused in an item or enchantment, a Move resolved by losing a FRIEND, spending a FAVOR, or gaining a CONSEQUENCE or CURSE could be resolved by losing this ability.

  • Aphrodisiac Charm. Take +2 when you roll to HAVE AN ENCOUNTER with the intention to HAVE SEX. Define how this works in practice and name it appropriately. Example: MOUTHWATERING AROMA - Cook from House Beavertail, who carries a permanent illusionary/perceptual enchantment so that if you're at all horny, she smells like the tastiest and most mouthwatering food you can imagine. A Miss or a Complication on HAVE SEX might leave Cook with bite wounds and a CONSEQUENCE; a Miss or a Complication on HAVE AN ENCOUNTER might derail the intended request with an intense make-out session.

Open for proposals.

Advanced House Moves

To be determined.

Advancement

GAINING XP

Rolling a success on a Move can grant +1 XP according to the rules for each Move.

SPENDING XP

Each +5 XP gained and spent should grant a character advantage, or maybe something fun that doesn't correspond to a game mechanic. If you can, use the occasion of the advancement to narrate something significant connecting the advancement to your character's story or the story of the Academy, since you're probably ten or more chapters into the storyline. Advancement is a good time to jump forward in the story, introduce a new element, or change things up.

  • Learn a new Character Move (as above, or propose one)
  • Learn a Special Spell.
  • Learn a Forbidden Spell
  • Gain a +1 to a Trait (+3 max)
  • Change Houses and learn the House Sex Move. In future, your House Trait is that of your new House. Roll (+Old House Trait). On a 10+, you keep any FRIENDS or FAVORS from your old House. On a 7-9, you lose any FAVORS but keep any FRIENDS. On a Miss, you lose all FAVORS and FRIENDS from your old House. If you had no FRIENDS, your old House Master is now your ENEMY.
  • Narrate an advancement in the plot to protect your Academy by learning one of your enemies' secrets, or a similar gain for your House or the Boarbristle Academy. Gain an important FRIEND (the Headmistress, a Head of House, or as you wish) who offers to owe you a FAVOR.
  • Narrate an advancement in the plot to advance your character's personal goals. Gain a FRIEND who will help you in pursuing your goals who offers to owe you a FAVOR.

More about Boarbristle Academy Rules?

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