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Chapter 6
by Zingiber
What are some variant and optional rules?
The HANGER-ON who gets in your way.
What's a HANGER-ON?
When you have a HANGER-ON -- by analogy to an ENEMY, someone who might hinder you, but by clinginess, interruptions, and demands, rather than opposition. Perhaps they have a romantic crush on you. Perhaps it's hero worship. Perhaps it's fascination with your talents, personality, or beauty. Or perhaps it's simply naked suspicion of your every action.
Rules for getting a HANGER-ON
A 7-9 complication for the ENCOUNTER Move or HAVE SEX Move could be "and now they're a HANGER-ON". You could also pick up a HANGER-ON whenever there's an "audience" situation like DEFEND THE HONOR OF YOUR HOUSE or perhaps CONFRONT YOUR ENEMY.
Rules for having a HANGER-ON
When you have a HANGER-ON, one option for for a MISS is that you fail because you were distracted by your HANGER-ON, and may follow the action with the Move DEAL WITH YOUR HANGER-ON. One option for a 7-9 complication is "Succeed, then DEAL WITH YOUR HANGER-ON".
A HANGER-ON is distracting and annoying for you to deal with. Whenever you make a Move vs. your HANGER-ON, take a -1.
You may have more than one HANGER-ON, perhaps rivals for your attention or affection. Indeed, if they are rivals, their rivalry may be the source of their distraction to your intended actions.
Moves for Dealing with your HANGER-ON
When you DEAL WITH YOUR HANGER-ON, choose one of these options and roll 2d6 vs. AMBITION (manipulating their feelings):
- APPEASE YOUR HANGER-ON -- spend time with them, do something they want to do, bring them with you.
- PUT OFF YOUR HANGER-ON -- tell them 'not now'.
- DISCOURAGE YOUR HANGER-ON -- tell them to stop hanging around and bothering you, you don't like them that well.
When you APPEASE YOUR HANGER-ON, roll 2d6 vs. AMBITION (-1, since this is your HANGER-ON).
On a 10+, choose one:
- They owe you a FAVOR.
- Expend a FAVOR from them. They become less clingy and annoying. Remove them as a HANGER-ON. They're now a FRIEND.
- They manage to help you out somehow. Take +1 Forward.
On a 7-9, they're a distraction. Choose one:
- Take -1 Forward on your next roll.
- Get them engaged. Expend a FAVOR from them and take +1 Forward on your next roll.
On a miss, choose one:
- Your choice offends your friend. Lose a FRIEND.
- You disappoint your HANGER-ON. Take -1 Forward on your next roll.
- They follow you into danger, or bring it upon you. GET OUT OF DANGER (at -1).
- They get you in trouble. GET OUT OF TROUBLE (at -1).
When you PUT OFF YOUR HANGER-ON, roll 2d6 vs. AMBITION (-1, since this is your HANGER-ON).
On a 10+, they give you no trouble.
On a 7-9, they're persistent, but you shake them off. Take -1 Forward on your next roll.
On a miss, they throw an embarrassing fit. Choose one:
- Expend a FAVOR
- Take a CONSEQUENCE
- GET OUT OF TROUBLE (at -1).
When you DISCOURAGE YOUR HANGER-ON, roll 2d6 vs. AMBITION (-1, since this is your HANGER-ON).
On a 10+, they accept your decision. They will cause you no more trouble. Remove them as a HANGER-ON.
On a 7-9, choose one:
- They won't give you up, but they won't give you trouble right now.
- They give you up. Expend a FAVOR to settle things (maybe you pass along a favor someone else owes you so that person helps your ex-HANGER-ON).
- They give you up but tell tales behind your back. Take a CONSEQUENCE. If you already have a CONSEQUENCE, GET OUT OF TROUBLE (at -1).
- They give you up with bitterness. Gain them as an ENEMY. You're sadder but wiser. Gain +1 XP.
On a miss, they're never going to give you up, but they will give you trouble. They throw a public, embarrassing fit. Maybe they'll cast a spell on you. Choose one:
- Take a CONSEQUENCE
- Have a MAGIC DUEL (at -1) with them
- If they're a high-drama sort, GET OUT OF DANGER (at -1).
And they still won't leave you alone.
Originally I wrote this as "your CRUSH", but "your HANGER-ON" gives a better sense of what this covers -- someone else whose attentions are distracting but not hostile. An annoying, self-appointed mascot or younger class student. A follower who regards themselves as the head of your fan club. A romantic crush, certainly. Or even a suspicious person trying to keep an eye on you.
Anything else about HANGERS-ON?
- No further chapters
- Add a new chapter
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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