Maskemaiden

Mystery & Discovery RPG in Hemm - Version 0.1

Welcome to Hemm

Kappi

Kappi

Hemm is a realm of heightened natural beauty - a world where colors are more vibrant, plants grow gigantic, and wonder exists around every corner. Like the fae realms of legend but distinctly its own, Hemm pulses with life and magic.

This is not a world of traditional heroes and monsters, but a realm where the maskes - ethereal beings with fixed masks and flowing forms - are the dominant inhabitants.

The world itself reflects Queen Jubilee's nature: impossibly beautiful, carefully ordered, alive with color and growth. Her kingdom resembles a fantastical faerie court, where every element has been crafted for beauty and harmony.

The Great Maskes

Queen Jubilee

Queen Jubilee

Queen Jubilee

Zipperteeth

Zipperteeth

Zipperteeth

The Cloud Giants

Enormous beast spirits created by Queen Jubilee and Zipperteeth in a joint dream:

Ceren

Ceren - A Cloud Giant

The Nature of Maskes

Physical Form

Maskes are beings unlike any creature of flesh and blood:

Development and Inheritance

Maske Society - The Caste System

A peaceful but strictly ordered hierarchical society:

  1. Cloud Giants - The aristocratic beast spirits, advisors to Queen Jubilee
  2. Bureaucrats - Administrators and organizers of maske society
  3. Shamans - Healers of body and spirit, mystical practitioners
  4. Creators - Artists, builders, and makers of beautiful things
  5. Guardians - Protectors and warriors of the realm
  6. Farmers & Entertainers - Equal in standing, providers of sustenance and joy

Respect and Obligation


Character Creation Steps

  1. Choose Your Caste
  2. Apply Your Focus
  3. Design Your Maske Form
  4. Choose Your Name
  5. Select Your Abilities
  6. Create One Connection

Step 1: Choose Your Caste

Select from the available castes (Cloud Giants are too powerful for player characters):

Bureaucrats

Role: Administrators and organizers

Starting Essence: 4

Suggested: Bond +1, Danger -1

Examples: Registry keepers, law speakers

Shamans

Role: Healers and mystics

Starting Essence: 6

Suggested: Wonder +1, Danger -1

Examples: Mind healers, pattern readers

Creators

Role: Artists and builders

Starting Essence: 6

Suggested: Growth +1, Danger -1

Examples: Song weavers, memory painters

Guardians

Role: Protectors and warriors

Starting Essence: 10

Suggested: Danger +1, Wonder -1

Examples: Border watchers, peace keepers

Farmers

Role: Providers of sustenance

Starting Essence: 6

Suggested: Growth +1, Wonder -1

Examples: Crop singers, herd whisperers

Entertainers

Role: Bringers of joy

Starting Essence: 6

Suggested: Bond +1, Growth -1

Examples: Story dancers, laugh makers

Step 2: Apply Your Focus

Each character chooses a focus that modifies their dice interpretation:

Step 3: Design Your Maske Form

Tippi

Tippi

Your Mask (Draw or describe):

Your Robes (Draw or describe):

Step 4: Choose Your Name

Maske names are often simple and evocative. Examples: Kappi, Azimuth, Nob, Puddles, Owl, Chicken, Nib, Juju, Mel, Toki, V

Juju

Juju

Step 5: Select Your Abilities

Choose two abilities at character creation:

Bureaucrat Caste Abilities

Seal of Authority:

Once per scene, after rolling, change any Yellow (Bond) die to show a 6

Red Tape:

When opposing someone, after they roll, force them to reroll their highest die

Official Channels:

When dealing with institutions, treat Blue (Wonder) dice as Yellow (Bond) dice for matching purposes

Shaman Caste Abilities

Diagnostic Touch:

After rolling, when examining problems, change any one die to match your Blue die's value

Healing Trance:

When you roll matching Green dice showing 3+, you may restore 1 Essence to another maske instead of taking the Growth effect

Mystical Insight:

Once per scene, when seeking hidden truths, reroll all dice

Creator Caste Abilities

Inspired Work:

When you roll a pair, change one other die to match that pair (creating a triple)

Aesthetic Sense:

When creating or evaluating beauty, add +2 to your Blue die value (max 6)

Lasting Legacy:

When you roll matching Green dice showing 5-6, the changes you create are permanent

Guardian Caste Abilities

Protective Stance:

When defending others, treat Red (Danger) dice as Yellow (Bond) dice for matching purposes

Overwhelming Force:

Once per scene, add +2 to your Red die value (max 6)

Never Yield:

When you would fail (1-2) on matched Red dice, take 1 Essence damage to treat them as partial success (3-4)

Farmer Caste Abilities

Deep Roots:

When working with natural things, add +2 to your Green die value (max 6)

Cycles of Life:

When nurturing or growing, reroll any dice showing 1-2

Abundant Harvest:

When you roll matching Green dice showing 5-6, the effects extend to the entire area

Entertainer Caste Abilities

Captivating Performance:

When you roll a Yellow die showing 6, all witnesses must stop and pay attention

Emotional Echo:

Once per scene, after another maske rolls, copy their entire dice result

Joyful Presence:

When calming or cheering others, change any one die to show 6

Personal Abilities

Dice Manipulators

Lucky:

Once per scene, reroll all dice and choose which result to keep

Precise:

After rolling, change one die by ±1 (min 1, max 6)

Forceful:

Once per scene, after rolling, set any single die to a specific value (1-6)

Pattern Abilities

Pattern Seeker:

When you roll no matches, change one die to create a pair

Harmonious:

When you roll one of each aspect value (1, 2, 3, 4 or 3, 4, 5, 6), gain an extra action

Specialized:

When you roll 3+ matching dice, treat them as one success level higher (1-2→3-4, 3-4→5-6)

Aspect Enhancers

Focused Study:

Add +1 to one specific color die permanently (choose Red, Blue, Green, or Yellow)

Versatile Approach:

Once per scene, treat any die as if it were a different color for matching purposes

Quick Study:

When investigating mysteries, gain one additional clue on successful Wonder (Blue) matches

Step 6: Create One Connection

Choose one of these examples or invent your own:


Game Modes

Maskemaiden is designed primarily as a solo RPG where you guide your own journey through Hemm. It can also be played as a group game with a Game Master (GM) guiding the narrative.

What You Need

Note: Having four dice allows you to roll all at once for faster play.

The Four Aspects

Every dice roll represents four aspects:

Red = Danger Blue = Wonder Green = Growth Yellow = Bonds

How to Play

The rolling resolution is the core mechanic - it's really the only thing you need to know to play! Everything else flows from interpreting these dice results.

In Solo Play: The dice provide inspiration and guide your imagination as you narrate your journey through Hemm.

In Group Play: The dice function as action/ability checks when players attempt something with an uncertain outcome.

Rolling Resolution

  1. Roll four dice (or one die four times) in order: Red, Blue, Green, Yellow
  2. Draw results in a 2×2 grid:
Red: 3
Blue: 5
Green: 3
Yellow: 2

Example: A pair of 3s (Red & Green) = Danger + Growth combination

  1. Find your combination:
    • Matching numbers = Use those dice
    • No matches = Use highest + lowest
    • Two pairs = Flip coin for which pair
    • HARMONIC CONVERGENCE (Four of a kind) = Exceptional event!
  2. Interpret results:
    • 1-2 = Failure/Setback
    • 3-4 = Partial Success
    • 5-6 = Clear Success
    • Apply your Focus modifier (+1/-1) to relevant aspects
    • Harmonic Convergence: All four 1s = Catastrophic failure with mystical consequences
    • Harmonic Convergence: All four 6s = Miraculous success beyond expectations
    • Harmonic Convergence: Other four of a kind = Major event combining all aspects

Solo Game Flow

In solo play, your investigation cycles through these phases:

    [JOURNEY PHASE]
         |
    Navigation Roll
         |
    Success ──→ [LOCATION DISCOVERY]
         |                |
    Failure          New Location Roll
         |                |
         ↓                ↓
   [CRISIS]        [INVESTIGATION PHASE]
         |                |
         |           Action Roll
         |                |
         |         ┌──────┴──────┐
         |         |             |
         |    Failure with    Success/
         |    matching 1s/2s  Partial
         |         |             |
         ↓         ↓             ↓
   [CRISIS PHASE] ←┘    [REVELATION PHASE]
         |                    |
    Crisis Roll          Record findings
         |                    |
    Resolution                |
         |                    |
         ↓                    ↓
    [DECISION: Continue investigation or journey elsewhere?]
         |                    |
    Another Action         Journey
         |                    |
         ↓                    ↓
   [INVESTIGATION PHASE]  [JOURNEY PHASE]
     (repeat)          (new location)
                

1. Journey Phase

2. Location Discovery

3. Investigation Phase

Choose an action and roll:

Minoch

Minoch - Dragon Bird

Roll outcomes:

4. Revelation Phase

Record your discoveries from the Investigation phase.

Describe what you found, learned, or uncovered about the mysteries.

After recording, choose:

5. Crisis Phase

Something went wrong during your investigation! Roll to resolve.

Group Game Flow

In group play with a Game Master, the flow is more flexible:

GM Sets the Scene

When to Roll

Roll dice when:

Investigation and Exploration

Handling Danger

Narrative Focus

Tracking Your Quest

Solo Play - Track Everything:

Group Play - Track Your Character:

Each Log Entry (Solo Play):

  1. Draw dice grid on left
  2. Circle matching dice
  3. Write story on right
  4. Note phase and outcomes

Winning & Losing

You win when: You uncover the truth of your quest or solve the central mystery

You lose when: Out of Essence with no way forward, maske shattered, or truth forever lost

Or just play to see what mysteries unfold!


The following sections provide additional detail, examples, and inspiration tables to enhance your game.

Expanded Setup Guide

Organizing Your Notebook

Organize your notebook with these dedicated sections:

Map of Hemm (1-2 pages)

Draw your expanding knowledge:

  • Start at the center of the page
  • Draw new locations as you discover them
  • Connect locations with paths showing your journeys
  • Mark safe havens and dangerous areas

Investigation Logs (main play pages)

Structure each entry like this:

  1. Draw a 2×2 grid on the left side
  2. Roll and fill in the four dice values
  3. Circle matching dice that determine your theme
  4. Write your narrative log to the right of the grid
  5. Note the phase and any important outcomes

Maske Details (1 page)

Track your character:

  • Maske name and mask description
  • Current Essence and condition
  • Caste and abilities
  • Important items and mystical connections

Dramatis Personae (1 page)

Record important maskes:

  • Fellow investigators and their specialties
  • Notable maskes at different locations
  • Ongoing relationships and tensions

Example Log Entry:

Red: 4
Blue: 2
Green: 4
Yellow: 1

(circled matching 4s)

JOURNEY PHASE - The Harmony Gardens
Theme: Danger + Growth (matching 4s)

The garden's perfect patterns are disrupted. Strange withering spreads through the flower beds, and the fountains sing discordant notes. My mask tingles with the proximity of something that should not be...

Detailed Mechanics

Thematic Combinations

When multiple aspects combine:

  • Danger + Wonder: Risky discoveries, forbidden knowledge
  • Danger + Growth: Dangerous transformations, unstable changes
  • Danger + Bonds: Hostile encounters, tense negotiations
  • Wonder + Growth: Mystical revelations, understanding Hemm's nature
  • Wonder + Bonds: Cultural insights, communication breakthroughs
  • Growth + Bonds: Caste relationships, social connections

Special Cases

✦ Harmonic Convergence (Four of a Kind) ✦

An extremely rare mystical event (~0.077% chance)!

  • Four 1s - Catastrophe: Everything goes wrong. Mark permanent consequences.
  • Four 2s - Dark Convergence: Multiple setbacks cascade together.
  • Four 3s - Perfect Balance: All aspects partially succeed in unexpected harmony.
  • Four 4s - Temporal Flux: Time distorts. Choose to reroll OR accept moderate success.
  • Four 5s - Breakthrough: Clear success cascades through all aspects.
  • Four 6s - Miraculous Success: Permanent positive change. Mark this legendary moment.

All Different Values: Complex situation requiring careful navigation across multiple aspects.

Using Abilities

Activation

Combining Abilities

When multiple abilities could apply:

Resource Management

Essence

In Solo Play:

In Group Play (with GM):

Maske Condition

Connections

Advanced Play

Discovery Tracking

Record significant findings by location:

Location Development

As you explore locations multiple times:

Campaign Goals

Long-term objectives emerge through play:

Inspiration Tables

Quest Inspiration

Danger Focus

  • Investigate dangerous areas of Hemm
  • Rescue missing maskes from mysterious circumstances
  • Navigate territories where strange things occur
  • Protect locations from unknown threats
  • Face challenges that test your courage

Wonder Focus

  • Map unexplored regions of Hemm
  • Study the mystical nature of maske existence
  • Search for ancient knowledge about the realm
  • Document strange phenomena
  • Investigate mysterious disappearances

Growth Focus

  • Master your caste abilities to their fullest
  • Establish networks across caste boundaries
  • Restore damaged areas of Hemm
  • Evolve your mask through profound experiences
  • Bridge growing divisions in maske society

Bonds Focus

  • Find missing friends or loved ones
  • Mediate conflicts between different castes
  • Establish trust with suspicious maskes
  • Unite maskes against common threats
  • Navigate complex social hierarchies

Location Features

Red (Danger/Threat)

  • Dangerous creatures or spirits
  • Unstable mystical energies
  • Caste enforcers maintaining order
  • Ancient defenses still active
  • Territorial beings

Blue (Knowledge/Mystery)

  • Hidden libraries or archives
  • Strange phenomena defying explanation
  • Clues about missing maskes
  • Ancient ruins with secrets
  • Mystical visions

Green (Resources/Power)

  • Essence springs for restoration
  • Ability teachers willing to share knowledge
  • Sacred groves with healing properties
  • Mystical artifacts
  • Caste resources to access

Yellow (Social/Connection)

  • Caste gatherings and ceremonies
  • Secret meeting places
  • Information brokers
  • Potential allies or informants
  • Social obligations and duties

Example Combinations

Red + Blue (3,5): You discover evidence of danger but also clues about its nature - risky but valuable knowledge.

Green + Yellow (2,4): The local shaman circle is struggling, but they're willing to share what they know.

Example Character Builds

Nib - Bureaucrat Maske

  • Focus: Bond +1, Danger -1
  • Caste Ability: Official Channels (Wonder→Bond)
  • Personal Ability: Quick Study (learn extra clues)
  • Strategy: Social navigator who excels at gathering information

Azimuth - Creator Maske

  • Focus: Growth +1, Danger -1
  • Caste Ability: Inspired Work (pair manipulation)
  • Personal Ability: Pattern Seeker (create pairs)
  • Strategy: Focuses on creating pairs for enhanced successes

Owl - Guardian Maske

  • Focus: Danger +1, Wonder -1
  • Caste Ability: Protective Stance (Danger→Bond when defending)
  • Personal Ability: Lucky (reroll once per scene)
  • Strategy: Defender who protects allies while investigating