Chapter 6
by
Zingiber
What are some variant and optional rules?
Receiving a CURSE. Lifting a CURSE.
In some cases, it may make story sense for the result of a Move that would give you a CONSEQUENCE to give you a CURSE.
A CURSE is a special rule that applies in certain circumstances, causing an undesirable effect.
Unlike a CONSEQUENCE, which has rules for when it can be removed (success with an ENCOUNTER, HAVE SEX, GET OUT OF THE INFIRMARY, GET OUT OF DETENTION), a CURSE must be resolved in play by achieving a GOAL (Or possibly one GOAL to prescribe the remedy, another GOAL to apply it).
Example CURSES:
- Unlucky. Take -1 on any Move roll, on top of any CONSEQUENCE, -1 Forward, HANGER-ON penalty, or other deduction.
- Transformation. When you take a CONSEQUENCE, you also transform into a fearsome alternate form, and must GET OUT OF TROUBLE. (A sample from Golondrina Redmoor's storyline).
Example GOALS to find a remedy and then lift the Curse. If it's more interesting to do two GOALS to discover and lift the curse, do two; if it feels better for the story to go straight to "Lift the Curse" as a single GOAL, that's fine.
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Find a Remedy: Library Research. Take a -1 or -2 GOAL vs. DILIGENCE to research your symptoms. (On a 10+, carry +1 Forward to achieve a remedy).
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Lift the Curse: With the prescription in hand, take a -1 or -2 GOAL vs. CUNNING to cast magic to lift the CURSE. You might use a FAVOR from a classmate or professor for a +2 bonus.
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Find a Remedy: Friends of Friends? Take a -1 or -2 GOAL vs. AMBITION to discover if any of your friends know who could help you.
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Lift the Curse: Petition for Help. Visit an expert healer or curse-lifter and convince them to help you. Roll a successful ENCOUNTER, then roll a -1 GOAL vs. AMBITION to have them lift the CURSE. They might extract a promise from you (a FAVOR = new GOAL).
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Find a Remedy: Divination. Take a -1 or -2 GOAL vs. CUNNING to magically divine what you need to do to lift the curse.
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Lift the Curse: Purification. Take a -1 or -2 GOAL vs. DILIGENCE to purify yourself of the malign influences and lift the CURSE.
Readers are welcome to suggest other Curses or remedies here, or to contribute chapters containing them.
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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
Updated on Jun 25, 2026
by Zingiber
Created on Jan 10, 2016
by Zingiber
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