Zingiber
Really Really Experienced
Lusty Magic Academy RPG
--------------------------------
https://chyoa.com/chapter/Introduction.220416
Inspired by SwampThing's Slut World, loosely following Apocalypse World rules.
An academy full of young people learning about magic, themselves, and each other.
Will the rival 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?
With thanks and apologies to J. K. Rowling et alii.
To begin a story, define:
Which Academy Are You Part of?
Name your academy and describe its flavor. I've described a Hogwarts-style academy below (presuming we only have nearly grown-up students). An academy favoring Japanese "Magical Girl" style storytelling would be great. Or maybe even Monsters University, where the students are learning how to give young humans erotic dreams and harvest their sex energy.
What Are Your School's Four Houses?
I've presumed that Houses each favor a particular character trait or attribute used in the game mechanics. Each has pride and friendly or less-friendly rivalry with the others in academics, games, etc. Each House has special Character Moves to be used in-game.
What Basic Moves are important to the setting?
What Character Moves are important to the setting?
What are the Special Moves for Magic (or Psychics, etc.)?
Are there any special Sex Moves particular to Houses or generally available?
The example below may make the Academy questions above clearer.
----
Example School:
Boarbristle School of Witchcraft and Wizardry
House Traits:
------------
Ambition -- Draconis
Bravery -- Leontes
Cunning -- Minerval
Diligence -- Beavertail
To create a character, choose a House and arrange these values for your Traits.
+2, +1, +0, -1.
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.
Sex Moves: When you HAVE SEX with someone and don't Miss, also apply this.
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. Steal a magic spell (once/person) or read their memory.
Beavertail Sex Move: Stamina. You can choose HAVE SEX again if you didn't Miss.
What are common scenes and interactions:
-- Classroom: lecture and practical
-- Homework: practicing spells until you get them right -- or backfire
-- Team Athletics: practice and competition on flying broom polo.
-- Infirmary: if you get a magical illness or overwork or your spells backfire
-- Detention: if you're caught twice
-- Dueling: practice with simple disarming spells tolerated
What dangers threaten the students?
-- Escaped Magical Beasts
-- A bitter former student and would-be dark lord seeks to infiltrate and corrupt.
-- Trying out forbidden magic / Consequences
-- Prickly/Easily provoked professors assigning tedious punishment
-- School punishments for misbehavior (curfew, fighting, magic use rules)
-- Misbehaving professors taking advantage of students
-- Rival houses -- working against other house's reputation
-- Other secret enemies or hidden infiltrators in the school
Rolling for Moves:
A 10+ is SUCCESS WITH STYLE. You got what you intended and a bit more.
A 7-9 is SUCCESS WITH COMPLICATIONS. Choose your poison. Sometimes a narrated complication is sufficient.
A 6- is a MISS, which may be simple failure or may have a CONSEQUENCE, gain you an ENEMY or cost you a FRIEND or a FAVOR.
When choosing a result that includes losing something, note that if you don't have that thing to lose, you can't choose that result.
Basic Moves:
When you DEFEND YOUR HOUSE'S HONOR, roll +(HOUSE TRAIT).
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.
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.
When you have a FAVOR, 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 +1 on your roll. You may expend a FAVOR to have sex with that person.
When you have a FRIEND, you have +2 to ENCOUNTER them and may ask them for a FAVOR.
When you have an ENCOUNTER, roll +(HOUSE TRAIT)
On a 10+, they'll go along with what you want, take +1 Forward with them.
Examples: HAVE SEX, ASK FOR A FAVOR, MAKE AMENDS, advance the plot to help you.
On a 7-9, you have to convince them:
Expend a FAVOR. They'll go along, taking +1 Forward.
Describe what you do to convince them, in character.
Cast a spell on them like CHARM or COMMAND.
On a miss, you can't find them or they refuse.
When you HAVE SEX with someone, roll +(HOUSE TRAIT).
On a 10+, choose two:
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.
On a 7-9, choose one:
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. 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.
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.
You're caught. GET OUT OF TROUBLE.
Caught by a FRIEND. Lose the FRIEND.
Caught by your ENEMY. CONFRONT YOUR ENEMY.
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).
On a miss, they refuse.
When you are IN 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 ENCOUNTER the nurse or a well-wisher or return to a new SCENE.
On a miss:
Describe a bizarre magical treatment to improve your condition. Roll again.
You're cleared to return to class, but you have to take a CONSEQUENCE or sacrifice a FAVOR.
When you are in 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.
On a miss, you may expend a FAVOR to get released.
Otherwise describe the tedious tasks you go through and roll again.
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 roll a modified 10+ or MAKE AMENDS. If you get another CONSEQUENCE, ignore it and go to the INFIRMARY or DETENTION.
When you MAKE AMENDS, roll +BRAVERY (-1 if you have a CONSEQUENCE):
On a 10+, remove a CONSEQUENCE or an ENEMY.
On a 7-9, sacrifice a FAVOR to remove a CONSEQUENCE or an ENEMY.
On a miss, it all goes horribly wrong, maybe publicly, maybe privately. Sacrifice a FAVOR, 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 +CUNNING.
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:
Someone 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, or: gain a CONSEQUENCE, lose a FRIEND, or go to DETENTION.
When you have an ENEMY, one option resulting from a miss is CONFRONT YOUR ENEMY.
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 THE HONOR OF YOUR HOUSE.
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 THE HONOR OF YOUR HOUSE at -1.
When you have a MAGIC DUEL, roll +CUNNING:
On a 10+, you prevail. Gain +1 XP.
On a 7-9, choose one:
It's a tie. Gain +1 XP and take a CONSEQUENCE or go to 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: Go to the INFIRMARY.
Each wizard has a wand used to cast spells, with a few magical words.
When you CAST A SPELL, Roll +CUNNING.
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 force: 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.
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. (They can still be your ENEMY!).
DISPEL: makes their spell backfire.
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.
----
If you have +5 XP, you may spend it to get a new Character Move, learn a Spell, or get +1 to a Trait (max +3).
So far I have no Character Moves listed. Maybe you can learn another House's Sex Move in some circumstances, or maybe you have to transfer houses and give up your current Sex Move.
--------------------------------
https://chyoa.com/chapter/Introduction.220416
Inspired by SwampThing's Slut World, loosely following Apocalypse World rules.
An academy full of young people learning about magic, themselves, and each other.
Will the rival 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?
With thanks and apologies to J. K. Rowling et alii.
To begin a story, define:
Which Academy Are You Part of?
Name your academy and describe its flavor. I've described a Hogwarts-style academy below (presuming we only have nearly grown-up students). An academy favoring Japanese "Magical Girl" style storytelling would be great. Or maybe even Monsters University, where the students are learning how to give young humans erotic dreams and harvest their sex energy.
What Are Your School's Four Houses?
I've presumed that Houses each favor a particular character trait or attribute used in the game mechanics. Each has pride and friendly or less-friendly rivalry with the others in academics, games, etc. Each House has special Character Moves to be used in-game.
What Basic Moves are important to the setting?
What Character Moves are important to the setting?
What are the Special Moves for Magic (or Psychics, etc.)?
Are there any special Sex Moves particular to Houses or generally available?
The example below may make the Academy questions above clearer.
----
Example School:
Boarbristle School of Witchcraft and Wizardry
House Traits:
------------
Ambition -- Draconis
Bravery -- Leontes
Cunning -- Minerval
Diligence -- Beavertail
To create a character, choose a House and arrange these values for your Traits.
+2, +1, +0, -1.
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.
Sex Moves: When you HAVE SEX with someone and don't Miss, also apply this.
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. Steal a magic spell (once/person) or read their memory.
Beavertail Sex Move: Stamina. You can choose HAVE SEX again if you didn't Miss.
What are common scenes and interactions:
-- Classroom: lecture and practical
-- Homework: practicing spells until you get them right -- or backfire
-- Team Athletics: practice and competition on flying broom polo.
-- Infirmary: if you get a magical illness or overwork or your spells backfire
-- Detention: if you're caught twice
-- Dueling: practice with simple disarming spells tolerated
What dangers threaten the students?
-- Escaped Magical Beasts
-- A bitter former student and would-be dark lord seeks to infiltrate and corrupt.
-- Trying out forbidden magic / Consequences
-- Prickly/Easily provoked professors assigning tedious punishment
-- School punishments for misbehavior (curfew, fighting, magic use rules)
-- Misbehaving professors taking advantage of students
-- Rival houses -- working against other house's reputation
-- Other secret enemies or hidden infiltrators in the school
Rolling for Moves:
A 10+ is SUCCESS WITH STYLE. You got what you intended and a bit more.
A 7-9 is SUCCESS WITH COMPLICATIONS. Choose your poison. Sometimes a narrated complication is sufficient.
A 6- is a MISS, which may be simple failure or may have a CONSEQUENCE, gain you an ENEMY or cost you a FRIEND or a FAVOR.
When choosing a result that includes losing something, note that if you don't have that thing to lose, you can't choose that result.
Basic Moves:
When you DEFEND YOUR HOUSE'S HONOR, roll +(HOUSE TRAIT).
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.
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.
When you have a FAVOR, 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 +1 on your roll. You may expend a FAVOR to have sex with that person.
When you have a FRIEND, you have +2 to ENCOUNTER them and may ask them for a FAVOR.
When you have an ENCOUNTER, roll +(HOUSE TRAIT)
On a 10+, they'll go along with what you want, take +1 Forward with them.
Examples: HAVE SEX, ASK FOR A FAVOR, MAKE AMENDS, advance the plot to help you.
On a 7-9, you have to convince them:
Expend a FAVOR. They'll go along, taking +1 Forward.
Describe what you do to convince them, in character.
Cast a spell on them like CHARM or COMMAND.
On a miss, you can't find them or they refuse.
When you HAVE SEX with someone, roll +(HOUSE TRAIT).
On a 10+, choose two:
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.
On a 7-9, choose one:
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. 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.
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.
You're caught. GET OUT OF TROUBLE.
Caught by a FRIEND. Lose the FRIEND.
Caught by your ENEMY. CONFRONT YOUR ENEMY.
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).
On a miss, they refuse.
When you are IN 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 ENCOUNTER the nurse or a well-wisher or return to a new SCENE.
On a miss:
Describe a bizarre magical treatment to improve your condition. Roll again.
You're cleared to return to class, but you have to take a CONSEQUENCE or sacrifice a FAVOR.
When you are in 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.
On a miss, you may expend a FAVOR to get released.
Otherwise describe the tedious tasks you go through and roll again.
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 roll a modified 10+ or MAKE AMENDS. If you get another CONSEQUENCE, ignore it and go to the INFIRMARY or DETENTION.
When you MAKE AMENDS, roll +BRAVERY (-1 if you have a CONSEQUENCE):
On a 10+, remove a CONSEQUENCE or an ENEMY.
On a 7-9, sacrifice a FAVOR to remove a CONSEQUENCE or an ENEMY.
On a miss, it all goes horribly wrong, maybe publicly, maybe privately. Sacrifice a FAVOR, 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 +CUNNING.
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:
Someone 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, or: gain a CONSEQUENCE, lose a FRIEND, or go to DETENTION.
When you have an ENEMY, one option resulting from a miss is CONFRONT YOUR ENEMY.
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 THE HONOR OF YOUR HOUSE.
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 THE HONOR OF YOUR HOUSE at -1.
When you have a MAGIC DUEL, roll +CUNNING:
On a 10+, you prevail. Gain +1 XP.
On a 7-9, choose one:
It's a tie. Gain +1 XP and take a CONSEQUENCE or go to 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: Go to the INFIRMARY.
Each wizard has a wand used to cast spells, with a few magical words.
When you CAST A SPELL, Roll +CUNNING.
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 force: 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.
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. (They can still be your ENEMY!).
DISPEL: makes their spell backfire.
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.
----
If you have +5 XP, you may spend it to get a new Character Move, learn a Spell, or get +1 to a Trait (max +3).
So far I have no Character Moves listed. Maybe you can learn another House's Sex Move in some circumstances, or maybe you have to transfer houses and give up your current Sex Move.
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