This creation was inspired by this contest, where the writer challenged us to create a complete roleplaying game (rules, setting and all) in under 500 words. We were to use two dice not added together, include a token, and have a countdown mechanic. Well, I hit two of those, and got in just under the word count.
I may expand on this later, but not much -- I like the bare bones feel of it. Until then, feel free to run with this and have fun!
I may expand on this later, but not much -- I like the bare bones feel of it. Until then, feel free to run with this and have fun!
You
have left the realm of spirits and the confines of lamps to live on
earth. But now dragons have invaded Arabia! As a Djinn, you and your
kind are the only ones that can protect humanity and the sacred
deserts of your homeland.
To
play you need paper, pencils, a white
d6,
a
red
d6,
a Wish
Token
(a blue glass bead), and an adventurous soul. There should be one
Sultan (game master) and at least one player.
Create
Your Djinn
You
have 12
points to spread between your elements (minimum of 1,
maximum of 5
in any element).
Fire:
Anger, strength, determination.
Sand:
Quickness, cunning, adaptability.
Stone:
Resolve, hardiness, stamina.
Glass:
Perspective, reflection, proficiency.
Wish:
The magical power to make your will manifest. Only Djinni have Wish.
Game
Mechanics
You
have two dice: A white skill die
and a red conflict
die.
Skill
Test:
Most purely personal tasks involve a skill
test:
Lifting an item, hitting a target, solving a puzzle. Roll skill
under your element to succeed, or “hit.”
Conflict
Test: When facing an opponent or contest – wrestling, racing,
riddling – roll the skill under your element and the
conflict above your opponent's element. You must hit on both
dice to score a hit.
Experience:
You gain one point to add to an element at the end of each story.
Conflict
Resolution
These
rules apply to combats, debate, or any sort of conflict. Describe
conflicts in creative and fun ways.
*
Roll skill
and add Glass.
Characters act in order of high results to low. Each character acts
once.
*
When your turn comes up, make a conflict
test: Roll skill
under your Fire
and
conflict
above
opponent's Sand
to
affect him.
*
If you hit, roll conflict
above foe's Stone;
a hit means foe takes a Hit, failure means no effect. Three Hits
means foe is out of the conflict.
Wishes
Once
per story, a Djinn can claim the Wish
Token
and make one wish, either for himself or another. Wishes are
open-ended and minor effects that can do anything within the Sultan's
discretion. A selfless wish that benefits another (“Blessings upon
you.”) requires just a Wish skill
test. For a selfish or harmful wish (“Curses upon you!”), roll skill under your Wish
and
conflict
over
your Wish!
Your “bad wish” is granted with only one hit, but in a
back-handed way; two hits mean the wish is granted as desired.
Man
Who
you protect, and your allies. Create as Djinn, but with 9
points; they may not have Wish.
Two Hits take them out of a conflict.