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- Starting Fluff:
- It burns. It feels like an eternity of agony as all you once were burns away. Your crimes, your sins... what were they again? Memories of family, friends, your mortal life; everything burns away in the fires of hell. The pain increases and you feel a rush and thud as you land on something hard. You open your eyes and see yourself. Small, weak, and stupid. You, and many other sinners, have been born again in Hell as the bottom of the food chain; the imp. You hunger for power and the world around you becomes a feeding frenzy as imps attack each other to devour their essence and become stronger. You, however, hold an advantage; claws, horns, magic, and more. Will you survive to grow stronger or will your ambitions lead you to become prey to something stronger?
- App:
- Name: Your true name. If someone knows this they can command you as they please.
- Rank: Imp
- Attributes:
- -Size- 1 How big you are 1 is tiny (standard imp, about young child size), 2 is a small, 3 is adult human, 4 is a bear or horse
- -Body- 1 Strength relative to body size as well as durability
- -Mind- 1 Intelligence. 1 is animalistic, 2 is monkey, ape, child, or very stupid human level, 3 is human level.
- Traits: evolutions beyond base stats, such as wings or claws.
- Abilites: Magical abilities.
- Skills: Need Mind 2
- Weaknesses: None
- Followers: None
- Evo points: 10 These are spent on changing stats and gaining or upgrading Traits and Abilities.
- Essence: 0/10 Gained from eating other infernal creatures or souls.
- Health: Size * Body + Anything from traits. At 0 you will die without help. This is your current and max health.
- Gaining Essence: You must kill and eat a creature to gain essence. Lesser Imps, the most base creature, gives you 1 and all others give 1 + half their evo points. Splitting a corpse split the points.
- Evolving: It takes an action to evolve as you find a safe place to focus. You can spend evo points on Attributes equal to the new rank squared (4 points for rank 2, 9 for rank 3). For abilities and traits it takes 1 point to choose a new ability or trait, or take a weakness and get 2 traits or abilities. You can also get a random ability or trait with a 30% chance to get a weakness and 70% chance to get a free upgrade as you let the stored energy run wild. Upgrades to traits and abilities increase their potency in different ways such as increasing damage or adding a bleed effect to claws. Upgrading a trait or ability costs 2 + the number of upgrades the trait/ability already has.
- You get 10 evo points every time you reach the needed Essence. The Essence needed increases by 10 afterwards.
- Your rank is an abstraction of how strong you are in the pecking order and is determined by how many times you reach the essence needed to gain evo points. When you reach Lord ranking you can begin claiming a domain. You get a third dice at Lesser, 4 at Greater, and 5 at Lord.
- Actions: You get 2 actions in and out of combat.
- Nat 100: Crit
- 99-90:+3
- 89-70:+2
- 69-50:+1
- 49-30: Nothing
- 29-10: -1/Bad things
- 9-2: -2/Worse things
- Nat 1: FUN
- Pacts: A player can make a pact with a stronger demon. Gets some abilities and traits based on pact owner but have to follow their orders or the pact is broken. Pact owner knows when the pact is broken.
- Summoning: A demon can be summoned by anyone that knows the circle for them, most are random chance. A pact with a summoner will allow a demon to stay on a material plane and the summoner gets magic abilities based on the demon. Killing the summoner and eating his soul will also allow you to stay on the material plane.
- Material Planes: 1. High fantasy world, 2. Low fantasy world, 3. Modern earth, 4. Sci-fi/cyberpunk near future planet, 5. Sci-fantasy world
- Notes:
- Plane Imp fight - 4 HP, Curse of unhealing wounds (deal damage to max HP, returned in death), gazelle horns 1d4+4
- Westerner imps: 2 HP, Power enhancer (acts as free upgrade for one action), tusks 1d4+3 (Dead)
- 2 HP, Magic thread spinning, Hooves (faster) (Dead)
- Dream's Imp: 4 HP, 1 Int, Extreme flexibility, Stench (-5 to melee attacks)
- Drow's Imp: 2 HP, Magic glass spike creation, Nightmare inducement
- Temp Update:
- >>47448
- You head to the city without finding any other creatures. When you reach the gates they are open but guarded but two devils with swords at their sides. As you approach one stops you and asks "What business do you have?"
- >>47449
- You are lead to an open sandy pit and forced to perform exercises, show off your shell and spikes, get beaten until they realize that you don't have any abilities, and some puzzles to show your intelligence. The devil is filling out many sheets of paperwork at the same time. "Hm yes, yes, yes, no. I am in a good mood little imp. Praise me for my kindness." You are then shocked until you praise him. "Now your options. You may be loaned another corpse and you Must get an ability and be made a familiar to a mortal who sold his soul to the master. Second, you can join the legions and fight for the master, you get a portion of all corpses after a battle. Third, the pits! Fight in battles with other slaves for the glory and entertainment of the master. Choose now."
- >>47451
- 1&2. You find another imp. It doesn't look too much different than a lesser imp but has larger muscles. You think you can get the drop on it. +10 to combat rolls first combat turn.
- >>47453
- You walk around the edge of the spawning pool, careful not to fall in. Most ignore you once you start to leave and those that don't quickly get pulled into something else. You find yourself wandering the forest.
- >>47456
- >>47457
- >>47466
- The snake imp and the lightning imp end the combat with the snake sinking his fangs into it's competitor and the wizard using the last of it's strength to electrocute it's killer. At the end Rukh settles down and claims the pile of four imp corpses as his own.
- >>47479
- You flee into the forest in hopes of being ignored by the greater entities that have entered the fray. Luckily for you most are content to take their pickings from the greater amount of bodies in the center of the mass and leave you be. Now you find yourself in the forest alone.
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