• Of Imps and Mortals

    People living in this game’s assumed setting are well aware of magic, monsters, and supernatural beings’ existence. This doesn’t mean however they won’t get surprised or scared upon encountering such things as they’re all far from being an usual sight. Imps should always keep in mind that being seen in crowded places will almost always…

  • Violence and it’s consequences. Combat, damage, character’s death

    COMBAT Reasonable imps should avoid direct physical confrontation as they have slim chances of surviving it. They’re naturally able to scratch or bite for 1d4 Damage (or use a dagger for the same effect if they’re fancy). To perform an Attack Action roll your Finesse, and on success you manage to hit an enemy.  When…

  • Inventory system

    Haha, we’ve lied! There’s no inventory system in this game for a simple reason: player characters cannot carry much. You can assume an imp can carry on themselves one medium sized object (like lantern, kettle, or a book) and a reasonable amount of smaller items (single coins, rings, keys, tiny bottles, interesting stones, teeth), while…

  • Time, space, and initiative

    Continuing with the basics, most of what you’ll find below is our retelling of the Black Hack game mechanics, with a solid dose of house rules turned regular game rules. INITIATIVE Initiative is used every time you need to determine an order of Actions and events. Every party member makes a flat Wits roll. Characters…

  • Usage Dice

    Here’s a thing that will become handy at various points, so for all of those who haven’t read and/or played Black Hack: An Usage Die (Ud) represents a limited resource. You’ll find it written down in UdX (where X represents the die type) format. It works as follows: When using a resource, make an Ud…

  • Imp’s looks. EXTREMELY important

    Imps are usually between 50 and 70 cm tall. They have small wings that allow for gliding and awkward high jumps but not the actual flight. You can assume they’re able to move as quickly as an average human if they really want to, although they look ridiculous while doing so. Their feet resemble bird’s…

  • Anatomy of an Imp. Character creation and gaining levels

    From the mechanics standpoint, imps are made of three elements: Attributes, HP, and Infernal Powers: Roll 2d6+3 for each of your Attributes: Finesse  Will Wits Charm Your starting Hit Points are 1d4 + 3. Roll for your first INFERNAL POWER. You may use it Ud4 times a day. Finesse – imp’s control over their rather…

  • Tests. The corest of core mechanics.

    To make a test roll d20. If the result is below or equal to your relevant Attribute score, you succeed. Test difficulty may range from +5 bonus (trivial) to -5 penalty (extremely hard) to the relevant Attribute, with 0 being a normal difficulty. GM should inform players of the difficulty before they make a roll.GM…

  • Why are Imps questing? The Introduction

    Imp Quest mechanics are based on David Black’s Black Hack but somewhere along the way its parts got hacked beyond recognition – not so surprising since a game about tiny infernal creatures has to be different from the one about human/human-sized dungeoneering adventures. With those changes it drifts further away from DnD and OSR (as…

  • Game design by accident or welcome to the Imp Quest

    It turned out our small game concept turned out to be not as small as we thought. We wanted to share (more or less) finished fragments of this project in a way different from a messy work in progress document, and so this blog was created to serve this very purpose. The idea itself grew…

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