Maskemaiden
Mystery & Discovery RPG in Hemm - Version 0.1
Welcome to Hemm
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
- Creator of all things good and beautiful
- Beloved by all inhabitants of Hemm
- Patron of the Cloud Giants and maske society
- Represents creation, beauty, and order
Queen Jubilee
Zipperteeth
- Ancient and mysterious figure of immense power
- Once collaborated with Queen Jubilee to create great wonders
- Represents necessary opposition, balance, and change
- Their true nature and current whereabouts are shrouded in mystery
Zipperteeth
The Cloud Giants
Enormous beast spirits created by Queen Jubilee and Zipperteeth in a joint dream:
- Take forms like "Wolf" and "Otter"
- Serve as aristocrats in Queen Jubilee's court
- Most powerful beings in Hemm
Ceren - A Cloud Giant
The Nature of Maskes
Physical Form
Maskes are beings unlike any creature of flesh and blood:
- Their most concrete feature is their face - appearing to humans as a fantastical, fixed mask
- They have no bodies as we understand them - instead, their forms are relatively formless
- Below the mask, they appear as flowing cloth robes - some more ghostly and ethereal, others more fully formed and substantial
- Each maske's appearance reflects their inner nature and personality
Development and Inheritance
- Juvenile maskes are born relatively nondescript, with simple masks and formless robes
- As they grow and develop personality, they slowly shape themselves into a form reflecting that personality
- They always inherit their power level and caste from their parents
- It is their sacred duty to serve in their inherited role when they come of age
- This process of self-shaping is both physical and spiritual - the mask becomes more elaborate, the robes take on distinctive patterns and consistencies
Maske Society - The Caste System
A peaceful but strictly ordered hierarchical society:
- Cloud Giants - The aristocratic beast spirits, advisors to Queen Jubilee
- Bureaucrats - Administrators and organizers of maske society
- Shamans - Healers of body and spirit, mystical practitioners
- Creators - Artists, builders, and makers of beautiful things
- Guardians - Protectors and warriors of the realm
- Farmers & Entertainers - Equal in standing, providers of sustenance and joy
Respect and Obligation
- Higher castes have authority over lower ones
- Lower castes provide services to higher ones
- All castes have mutual obligations to maintain society
- Breaking caste boundaries is taboo but sometimes necessary
Character Creation Steps
- Choose Your Caste
- Apply Your Focus
- Design Your Maske Form
- Choose Your Name
- Select Your Abilities
- 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:
- +1 bonus to rolls for your focused aspect
- -1 penalty to rolls for your weakened aspect
Step 3: Design Your Maske Form
Tippi
Your Mask (Draw or describe):
- What shape is it? Round, angular, elongated?
- What expression is fixed upon it?
- What colors and patterns decorate it?
- Does it have any unique features?
Your Robes (Draw or describe):
- Are they gossamer-thin and ghostly, or thick and substantial?
- Do they flow like water, drift like smoke, or move like heavy cloth?
- What colors thread through them?
- Do they have patterns that shift or remain constant?
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
Step 5: Select Your Abilities
Choose two abilities at character creation:
- One Caste Ability (based on your role)
- One Personal Ability (reflecting your unique development)
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:
- A debt you owe to a higher caste maske
- A secret about a lower caste maske
- A friendship that crosses caste boundaries
- A possession or place you must protect
- A mystery you are investigating
- Or create your own connection that ties you to the world of Hemm
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
- One six-sided die (that's all you need!)
- Paper and pencil
- Your imagination!
- For group play: A Game Master to guide the story
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
- Roll four dice (or one die four times) in order: Red, Blue, Green, Yellow
- 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
- 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!
- 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
- Spend 1 Essence to travel to a new location in Hemm
- Roll resolution
- Success (3+) = Arrive safely → Location Discovery
- Failure (1-2) = Problems → Crisis Phase
2. Location Discovery
- Roll to discover what's at this location
- Interpret dice to describe the place, inhabitants, and mysteries
- Proceed to → Investigation Phase
3. Investigation Phase
Choose an action and roll:
- Observe (Wonder focus): Gather information about the location
- Explore (Danger + Growth): Navigate dangerous or hidden areas
- Commune (Growth): Connect with the mystical forces of Hemm
- Converse (Bonds): Interact with other maskes
- Perform (Growth + Bonds): Use your caste abilities
Minoch - Dragon Bird
Roll outcomes:
- Success (3+) = Proceed to Revelation Phase to record findings
- Failure (matching 1s/2s) = Trigger Crisis Phase
- Otherwise = Partial success, record and continue
4. Revelation Phase
Record your discoveries from the Investigation phase.
Describe what you found, learned, or uncovered about the mysteries.
After recording, choose:
- Take another action (return to Investigation Phase)
- Journey to a new location (costs 1 Essence, return to Journey Phase)
5. Crisis Phase
Something went wrong during your investigation! Roll to resolve.
- Success (3+) = Crisis resolved, choose to continue (Investigation Phase) or Journey
- Failure (1-2) = Crisis worsens, may force immediate journey or trap you
Group Game Flow
In group play with a Game Master, the flow is more flexible:
GM Sets the Scene
- The GM describes locations, NPCs, and situations
- No rigid phase structure - narrative flows naturally
- Players describe their characters' actions and intentions
When to Roll
Roll dice when:
- The outcome is uncertain and interesting
- There's meaningful risk or opposition
- A character uses their abilities in challenging ways
Investigation and Exploration
- Players declare what they want to investigate or explore
- GM calls for rolls when appropriate
- Success levels guide the narrative outcome
- Abilities modify or enhance roll results
Handling Danger
- GM describes threats and challenges
- Players roll to overcome obstacles
- Essence damage represents injuries and setbacks
- At 0 Essence, characters need help to continue
Narrative Focus
- Less structured than solo play
- GM manages pacing and scene transitions
- Focus on character interactions and story development
- Mystery unfolds through roleplay and investigation
Tracking Your Quest
Solo Play - Track Everything:
- Keep a map of Hemm as you explore
- Log each investigation with dice results
- Track Essence carefully (for travel)
- Note discovered locations and mysteries
Group Play - Track Your Character:
- Your Essence (health)
- Your abilities and connections
- Important discoveries and clues
- GM handles world details and pacing
Each Log Entry (Solo Play):
- Draw dice grid on left
- Circle matching dice
- Write story on right
- 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:
- Draw a 2×2 grid on the left side
- Roll and fill in the four dice values
- Circle matching dice that determine your theme
- Write your narrative log to the right of the grid
- 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
- Most abilities are always active (passive bonuses)
- Some are once per scene (powerful effects)
- Some are conditional (trigger on specific situations)
Combining Abilities
When multiple abilities could apply:
- Passive bonuses stack
- Active abilities must be used separately
- Player chooses which to apply first
Resource Management
Essence
In Solo Play:
- Required for journeys between locations (costs 1 Essence per journey)
- Restore at: Sacred groves, shaman circles, places of power
- Without Essence: Trapped at current location until restored
- Starting Essence: Based on your caste (4-12)
In Group Play (with GM):
- Functions as health/hit points - tracks your maske's vitality
- Damage reduces Essence from dangers, conflicts, and mystical backlash
- Restore with: Rest, shaman healing, or mystical restoration
- At 0 Essence: Your maske is shattered and must be restored before continuing
- Starting Essence: Based on your caste (4-12)
Maske Condition
- Damaged by: Dangerous encounters, mystical backlash
- Restored with: Shaman healing, rest at safe locations, bonds with others
Connections
- Allies provide bonuses to relevant aspects
- Meet at: Caste gatherings, public spaces
- Limited by: Caste restrictions and social boundaries
Advanced Play
Discovery Tracking
Record significant findings by location:
- Location names and positions on your map of Hemm
- Multiple discoveries per location as you investigate deeper
- Changing conditions - locations may evolve over time
- Return opportunities - note locations worth revisiting
Location Development
As you explore locations multiple times:
- Layer discoveries - early observations may miss deeper secrets
- Build relationships with local maskes
- Establish hideouts or information networks
- Track changes - some locations may become more/less dangerous
Campaign Goals
Long-term objectives emerge through play:
- Map the mysteries of Hemm systematically
- Investigate strange occurrences in the realm
- Build alliances across caste boundaries
- Search for lost knowledge or missing maskes
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