Tuesday, December 3, 2013

Religious Affinity

When encountering a new religion, roll an exploding d6 (re-roll sixes and add them to the total until you stop rolling sixes). This is your affinity with the religion, how strongly it speaks to you, and how powerfully its gods, spirits, rituals, etc. affect you.

1: you can't stand this religion, it makes you sick, as do all its followers, for whatever reason
2-4: uninterested, just another thing people do
5: hm, this is sort of interesting, I might want to take a closer look, oh isn't that charming!
6: you can't roll a six (re-roll and add)
7-10: strongly consider immediate conversion, there's something here speaking to you!
11: you can feel the truth of this religion in your bones, you might even want to become a leader someday of this faith
12: you can't roll a twelve
13-17: You are a "prodigy" of sorts, already knowing the rituals, the words, the community, immediately at home and maybe even access to some silly little miracles or divine knowledge!
18: you can't roll an 18
19+: you only have to take a step to start walking the road of a saint, frequent dreams of the faith's figures, etc., you might even get to have a Greater Miracle in your life someday...

Mostly to be used as a guide, for a little spontaneous religious motivation.

1 comment:

  1. Very interesting idea. Of course it could be bothersome to players to have to deal with something so strong and unexpected, but that's the point, and that's how people experience religion in the real world. I like to reserve the most reliance on random chance for clerics, because the uncertainty, and occasional strong, unexpected results, seem to give the most authentic feel of religion. When I run settings with divine magic, I like to make the clerics role randomly to see what spells they get each level, or even each day. So I like this post, it's my kind of rule.

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