Disable your Ad Blocker! Thanks :)
Chapter 4 by 229
What's next?
Rules for Alexandria Academy
NOTE: The rules I made are fairly complicated, and vague in places, but can be safely ignored for the most part if you're reading, and if you're adding chapters, you can just talk to me and I'll help.
Traits
The TRAITS (character attributes) are
- CHARISMA -- Used for social challenges such as asking somebody to do something, or making friends, and taking control of a situation.
- OBSERVATION -- Used for perception challenges such as noticing that somebody is acting strange, or eavesdropping.
- PHYSICAL -- Used for all physical based challenges, from lifting heavy objects, to dodging a spell.
- ARCANE -- Used for magical challenges, such as overpowering someone else's spell, or casting a very powerful spell of your own.
- CARE -- Used for delicate challenges, such as research, studying, or making sure you don't forget a small step in a complected process.
If a character wants to make a Move not covered by the rules, pick an appropriate TRAIT above to modify your roll.
The HOUSES each have a HOUSE TRAIT referred to in the Basic Moves:
- Panathlia: CHARISMA
- Arecae: OBSERVATION
- Toscra: PHYSICAL
- Gorathigar: ARCANE
- Pyrbis: CARE
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 Panathlia: +2 Charisma, -1 Observation, +1 Physical, +1 Arcane, +0 Care
- Typical Arecae: -1 Charisma, +2 Observation, +1 Physical, +0 Arcane, +1 Care
- Typical Toscra: +1 Charisma, +0 Observation, +2 Physical, +1 Arcane, -1 Care
- Typical Gorathigar: +0 Charisma, +1 Observation, -1 Physical, +2 Arcane, +1 Care
- Typical Pyrbis: +1 Charisma, +1 Observation, +0 Physical, -1 Arcane, +2 Care
A player character distributes +2, +1, +1, 0, and -1 across the Traits, with the +2 being in the proper stat for their house. (In other words, you are put into the house associated with your best stat). Other characters do not necessarily follow this pattern exactly.
Moves
Basic Moves
The BASIC MOVES for students of Alexandria Academy are:
- CONTROL ENCOUNTER (Charisma): Many encounters will be different depending on if you are taking the lead, or if the other person is. This is the most common roll, but don't worry about needing a high charisma stat, failure can be a lot of fun with this one. Often times success makes the other party more enamored of you, and failure leaves you charmed by them instead.
- FIRST IMPRESSION (Variable, Charisma): Make a good first impression on somebody. The trait used depends on the person, usually using their House Trait, and Charisma, added together. When using this skill, you guess what kind of impression they would like best, and if you are wrong, you only get the Charisma bonus, and who the target is, there are additional modifiers. (NOTE: Characters will also receive impressions of each other from role playing.)
- CREATE IMPRESSION (Variable, Charisma): Similar to FIRST IMPRESSION, only you aren't trying to match your impression to their preferences. Depending on the goal, it uses various traits as well as charisma. It is harder to give somebody an impression counter to their prior impression of you. (NOTE: Characters will also receive impressions of each other from role playing.)
- REQUEST (Charisma): Convince somebody to do something for you. Has modifiers depending on what you're asking for and their impression of you.
- FIND (Observation): Find somebody in the school. Has modifiers based on their relationship with you. If they like you, they might be looking for you too, but if they don't like you, they'll probably avoid you. If it's easy to find somebody, they might have some business with you.
- ADVANCE RELATIONSHIP (Charisma): Make somebody a little more friendly to you. You can't use it on the same person very often, and once you're friends, further advances are caused by choices and events, followed by a roll. If you roll too low, you can go down a relationship category.
- NOTICE (Observation): Notice something, including things about your classmates. Can be used to see if someone had a crush, or if those two TOTALLY had sex last night.
- SHADOW (Observation, Care): Follow somebody and listen in on them, can result in voyeurism.
- ESCAPE (Physical or Care): If you're running away, use Physical, if you're sneaking out, use Care. Sneaking out can get you away from awkward social situations, and while Physical can be used to dodge rocks or spells, Care can dodge questions.
- KEEP SECRET (Charisma, Care): If you're trying not to let somebody know something, add both Charisma and Care.
- CAST SPELL (Care, Arcane): Using magic is tricky stuff, if you're doing something with more powerful forces involved, you will also have to roll with Arcane (see the page on spells).
- COPY A SPELL (Observation, Arcane): If you look closely, you can figure out how somebody cast a spell and mimic it, learning it. Some spells are harder.
- LEARN A SPELL (Care): Similar to Cast A Spell, simple spells only use care, more advanced ones use Arcane.
- SORCERY (Arcane): Sorcery is the art of simply using pure magical force to cause an effect. It can't do anything complected or delicate, but if you're not a careful person, it can be better than casting a spell.
Class Moves
The CLASS MOVES you learn and use based on which classes you're taking are:
- BREW (Care): For making potions. If you mess up, you can NOTICE that you've made a mistake and correct it.
- ILLUSION (Care, Charisma): Making a good illusion is a lot easier if you have high charisma.
- HEAL (Observation, Care, Arcane, Target's Physical): Healing is very difficult, but it helps if you're healing somebody strong. It's easier to use on yourself.
- TRANSFORM (Observation, Arcane, Care, Target's Physical): Transformation is similar to healing, but even more difficult. Most first year students will not be able to do much with it, except maybe dye their hair, or other minor physical changes.
- SUMMON (Charisma, Observation, Care): Summoning is fairly hard, but simple summons don't require the use of Arcane.
- CONTRACT (Charisma, Variable): Similar to making an impression, in order to contract with a summon, you need to use a trait that they like, but you don't have to guess.
- RUNE (Care, Arcane): Using runes is complex and requires a good level of control over your magic. Some runes are harder than others, but all require both traits.
- SCROLL (Care, Arcane): Scrolls are similar to Runes. Learning from a scroll requires Observation instead of Care.
- SEE (Observation, Arcane): Using magical senses of course requires these two abilities, and if you know how, it can be used to see magic, or through clothes, or hear thoughts, or similar.
- ALTER (Care, Observation): Alteration is difficult, and high level ones also require Arcane.
House Moves
The HOUSE MOVES you start with based on which house you're in are:
- PANATHLIA MEDIATION (Charisma): Improve the relationship between two other people as long as all three of you are strangers or better, as if using Advance Relationship. You get a Relationship Bonus for your relationship with each one, and the standard difficulty is 10.
- ARECAE SOOTH (Observation): Make a target's negative relationship more positive, with the relationship as a modifier, and +1 for physical contact. You can also use this on one person to make them calm down, with base difficulty of 8 for both
- TOSCRA STUN (Physical): Distract your target with your body, whether by taking off your shirt, kissing them, or just fluttering your eyelashes. They can lose their train of thought completely, and end up an embarrassed mess.
- GORATHIGAR ENERGY (Arcane): Give the target a burst of energy. 8 can make somebody a little less tired and more alert, and with 10 they can go an entire night without sleep. There is an additional +1 to the difficulty when not using it on themselves. Using it too frequently, more than about once or twice a day, can have side effects.
- PYRBIS GOSSIP (Care): Remember something you've heard, read, or noticed. Can be used to get a bit of info about anything, with difficulty depending on the subject. Some basic information about a student is 7, with higher difficulty for more information, or less likely for you to have just overheard, such as information about a shop in the city, or more detailed info.
Sex Moves
The SEX MOVES you start with based on which house you're in are:
- PANATHLIA CONFIDENCE (Charisma): Adds temporary modifiers to base traits based on partners. Roll vs difficulty 7 + 1 per person in the sexual encounter, including yourself. If you succeed, everyone gives their partners a +1 bonus to their own highest trait (for instance, the typical Toscra would give everyone else a bonus to Physical), which can never add to more than a single +1 to any ability. The Panathlia who uses it gets their own +1 to Charisma, but everyone else does not benefit from their own best stat. In order to be involved, every partner must have kissed the Panathlia.
- ARECAE MASSAGE (Observation): Affects one person, for each point over 7 you roll, with a +1 bonus if you gave them a handjob, massage, or something similar, +1 if the sex was primarily you working to satisfy them, and +1 if you played with their appearance, choose one of the following effects: +1 partner effected, +1 temporary to Physical (cannot be chosen more than once), +1 temporary to Arcane (cannot be chosen more than once), temporarily increased or decreased libido or sensitivity, other people are more likely to desire sex with them do to afterglow, remove some physical problem, Cause some physical problem (temporary, with an extra point can be activated later, such as saying that they will fall asleep in one hour)
- TOSCRA OBSESSION (Physical): Roll vs 8 to Advance Relationship and give partner temporary +1 Charisma. If result is 9 or greater, partner can't help but think about the sex for one day for every point over 8, and will desire to repeat it, fantasizing after the target and any kinks from their encounter. The user gets +1 to Physical if they were dominated.
- GORATHIGAR EROTICISM (Arcane): Roll vs 7 + 1 for every magic used in the sexual encounter. For each point you beat 7 by, a random one of those magics is chosen, and everyone else is given +1 to resistance against it, and you are given +1 usage and resistance. For example, if you used small electric shocks, invisibility, and make a dildo float, and roll 9, you could end up with a +1 to lightning and telekinesis.
- PYRBIS PERFECTIONISM (Care): For each partner and observer, roll against a difficult based on what they like and have already experienced to see if you did something that they are interested but haven't done, or hadn't thought about, but would love. Roll vs 9, if you succeed, every partner gains +1 Care, and, if you were being watched, +1 Observation.
Combination Moves
The most powerful moves require more than one person, usually of different Houses. There are a lot of these, and I'll probably add more when I think of them, so they'll be in another section below.
Not all choices require moves, and much of what you do will be choices that do not require any rolls, or beginning events.
Modifiers:
- RELATIONSHIP: Most people start out as Strangers, and can advance positively or negatively. Positive advancements are Acquaintance, Ally, Friend, Good Friend, Best Friend, and Lover. Although Lover sounds more romantic and sexual than the others, any of them can be platonic or not. Negative advances are Annoyance, Enemy, Worst Enemy, and Rival. Rivals generally have their relationship tempered by respect, and is the only relationship that can be transferred to from any other relationship. Strangers have no modifiers to Moves such as REQUEST, and the modifiers go up or down one based on moving up or down in the ranks, except for Rival, which can modify in any way based on context.
- IMPRESSION: Characters can have an impression of you, which is how they think of you at that particular time. Once your relationship is Good Friends or higher, or Worst Enemies or lower, they know you well enough that they no longer have momentary impressions of you. Somebody's impression can modify your roll or the difficulty by up to 3 in either direction.
- TEACHERS: A first year is not going to be able to conjure up a storm that can scare Professor Zhang, no matter how well they roll.
- TEMPORARIES: Some abilities can give temporary bonuses or penalties.
- PERMANENTS: Some skills and advancement can give temporary bonuses or penalties.
- OTHER: Things like injuries, fears, or spells can greatly change any situation.
Advancement
Gaining XP:
A character has 1 XP for every Friend or Good Friend, 2 for every Best Friend, and 3 for every Lover. If one of these goes down below this category, you lose 1 XP, which can put you at below 0 XP.
Every time your Party gains a member, you gain 2 XP.
Every time you solve someone else's problem, you gain 2 XP.
The first time you have sex with each teacher, you gain 1 XP.
The first time you have sex with a member of each house, you gain 1 XP.
The first time you have sex with an upperclassman, or lowerclassman, you gain 1 XP.
The first time you have sex with a man, woman, other, or monster, you gain 1 XP.
The first time you have sex as a man, woman, other, or monster, you gain 1 XP.
The first time you have sex that fits the standard kink of your House, gain 2 XP.
The first time you have sex that fits the standard kink of another House, gain 1 XP.
Every time you pass a test in a class, gain 1 XP.
Every time you are tutored by a student, gain 1 XP.
Every time you are tutored by a non-student, gain 2 XP.
Every month you do not neglect your studies, gain 1 XP.
Every time you make a discovery, such as a dimension, or cool item, gain 2 XP.
Spending XP:
You can spend 10 XP to advance any trait by 1, but your House Trait must always be higher than every other one. No trait can be advanced more than once per year.
You can spend 9 XP to learn an advanced spell (A spell with a bonus requirement higher than the number of classes you have taken in its subject, including ones you are currently taking, including Rune or Potion classes if appropriate), in an advanced magic.
You can spend 8 XP to learn a basic spell in an advanced magic.
you can spend 7 XP to get a +1 bonus to a specific magical tag, such as weather, or stealth, to a maximum of your year. If more than one applies, only use the larger bonus. The exception to this are the tags Rune and Potion, as described in the section on spells.
You can spend 6 XP to learn an advanced spell (A spell with a bonus requirement higher than the number of classes you have taken in its subject, including ones you are currently taking, including Rune or Potion classes if appropriate), in an intermediate magic.
You can spend 5 XP to learn a basic spell in an intermediate magic.
You can spend 4 XP to get a +1 Bonus to a specific spell, to a maximum of your year on any spell.
You can spend 3 XP to learn an advanced spell (A spell with a bonus requirement higher than the number of classes you have taken in its subject, including ones you are currently taking, including Rune or Potion classes if appropriate), in a basic magic
You can spend 2 XP to learn a basic spell.
You can spend 1 XP to learn a spell, potion, or rune you already know another form of.
More Rules:
Disable your Ad Blocker! Thanks :)
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
Updated on Jun 26, 2026
by Zingiber
Created on Jan 10, 2016
by Zingiber
- 2,814 Likes
- 3,471,546 Views
- 1,108 Favorites
- 437 Bookmarks
- 904 Chapters
- 127 Chapters Deep
Comments moved below the chapter.
Comments