I have been running a Silmarillion inspired play by post game all of this year, where the players take on the roles of creator spirits and then the leader of a mortal/immortal race of beings.
Soon, a regularly party based adventure roleplaying game will take place in that world we have created.
Here are the rules and one of the player character factions for that game!
Creating a character:
- Pick a faction, class and skills/magic if your class gets any.
- Roll a 3d6 (or less or more depending on your faction/class for each Attribute (Of the body and Of the spirit). Minus the result you roll from 22 to get your value for each attribute.
- NOTE: On 3d6 attribute rolling, 6s explode (add 6 roll another d6)! And a 1 removes the next lowest dice roll! (Attribute values Max = 19 Min = 1).
- Character’s start with possessions appropriate for their faction/class.
- The referee will inform players when their character has leveled up (normally by completing important actions within the game world).
Attributes:
Of the body:
- Weakness
- Clumsiness
- Frailty
- Ignorance
- Stupidity
- Repulsiveness
Of the spirit:
- Rynnery (Passion)
- failure = lose your agency to your emotions
- Ghussness (Madness)
- failure = do something unexpected, novel, and disastrous for those around you - normally combining two forces in a chaotic and dangerous manner
- Greemight (Desire for justice)
- failure = lose your agency to ensuring justice is inflicted most forcibly unto the wicked
- Attunement (Susceptibility to songs/pheremones/etc)
- failure = lose your agency to the mesmerising song/smell of an another
- Vadrlure (Susceptibility to the dream realm)
- failure = become detached from the physical world and enter the overwhelming realm of dreams - your body becomes limp and your mind confused
- Milkdoom (Fate/Doom/Unluck)
- failure = the worst thing, that also most simplifies the situation happens to you
- Create a character.
- Tests = d20 roll on or above the attribute tested for success. The referee will often modify the roll (add/minus to the result, roll more than one die, etc) to reflect the difficulty of the test. The referee will determine what happens on success or failure.
- Skills/Magic = What can be achieved using these is determined in discussion with the referee. Do a test to determine if the use of Skill/Magic is successful.
- Combat = the referee will inform the players the order in which each entity in the combat acts. On their turn an entity can move an appropriate distance and attack/take an action appropriate to the situation.
- Attacks = d20 roll on or above the target’s AC for success. The referee will often modify the roll (add/minus to the result, roll more than one die, etc) to reflect the difficulty of the attack. If an attack is successful, a damage die is rolled for the attacker and the number rolled is deducted from the target’s health.
- If an entity has 0 health they are dead.
- Monsters / NPCS = HD (+1 to hit per level / dX HP per hd where x is number appropriate. Roll attributes with dX when needed for tests. Use an AC appropriate for the entity)
The Hiven: