You are on page 1of 3

Demon Creation

Ah yes, everyone’s favorite part, making your character, your own little guy through whom you can interact with the
game world.

First, choose a demonic species, your options being Imp, Succubus, Baphomet, Fish Demon, and Hellhound. If you’re
playing this game there’s a pretty good chance you know as much, if not more, about each of these species as I do,
so I’ll skip the foreplay and get into the guts of the game.

Version 0.1
Attributes Motivations
Characters have 5 Attributes: Strength, Agility, Aware- Characters also have 7 Motivations: Pride, Greed, Wrath,
ness, Intelligence, and Moxie (just one X) Envy, Lust, Gluttony, and Sloth (that’s what we in the in-
Attributes are rated with dice representing a character’s dustry call “being thematic as fuck”).
natural ability in those areas. Motivations are also rated with dice representing how
Helluva-o, and welcome to Helluvan RPG, the Helluva You have 2d6, 2d8, and 1d10 to distribute between at- predisposed the character is towards each sin.
Boss fan TTRPG that I wrote in one night because I was tributes. You have 1d4, 2d6, 1d8, 2d10, and 1d12 to distribute be-
really excited after the new episode, using the guts of tween motivations.
a system that I was working on anyway for a different Each species has one “Prime” attribute, whenever you
game… which is how I did the “In one night” part. make a test using your prime attribute you get to add Alternatively, if you’ve bought a bunch of those
a d4 to your attribute die. The prime attributes for each weird-sided dice and have really been looking for an ex-
This game requires 4, 6, 8, 10, and 12-sided dice to play, species are as follows. cuse to use them, you can just take a fuckload of points
as well as writing implements and people willing to put ◊ Imp: Awareness (38 for attributes and 56 for motivations), distribute
up with each other for a number of hours. ◊ Succubus: Moxie them however you fucking want, then use a d-whatever.
◊ Baphomet: Intelligence However, if you do not have an appropriate die you must
If you like what you see, make sure to share it with your ◊ Fish Demon: Agility use the next size lower. And yes, this means you can put
friends and give me more reason to make further revi- ◊ Hellhound: Strength a d50 in Lust and a d1 in everything else.
sions. If you don’t like what you see… well, share it any-
way, it’ll be hilarious, trust me. I guess if you really wanted to you could also play a
condemned sinner. They get 1d6, 3d8, and 1d10, but no
prime attribute, and cannot leave the Pride ring.

©2023 Z Gosck
Based on concepts created by Vivienne “VivziePop” Medrano
This is an unlicenced fan work and is not for commerical distribution
Playing the Fucking Game
Here’s some more examples, specifically how each moti-
vation could be used in a situation where a character is
trying to sway someone’s attitude.

◊ Pride+Moxie: Impress upon someone your impor-


Alright, so I’m just going to go ahead and assume you know the basics of what a role-playing game is and how they
tance and splendor
work in the abstract, and just explain how this one works specifically. Mainly because I don’t feel like explaining all
◊ Greed+Moxie: Talk someone into giving you some-
that stuff.
thing
◊ Wrath+Moxie: Intimidate someone
When to Roll The Dice Now given that the motivations were clearly picked for
◊ Envy+Movie: Turn someone against someone else
◊ Lust+Moxie: Convince someone to fuck you, or vote
So as you play the game there will come points in which their thematic value over their functionality, it may be a
for you
the outcome of your character’s action is both uncertain little difficult to choose which one is most appropriate
◊ Gluttony+Moxie: Convince someone to work against
and meaningful. In such situations the game master will for which situation. So here’s some general guidelines to
their own self interests
call for a test to see if your character actually can do the help you figure it out.
◊ Sloth+Moxie: Convince someone to act on your be-
thing. half
◊ Pride: Motivated by your own self-importance, used
A test is performed by rolling the dice associated with when the goal is to elevate yourself or convince others
one attribute and one motivation, and comparing the
highest result of the two to the difficulty, with the fol-
of your superiority.
◊ Greed: Motivated by desire for material wealth, used
Wait, hold on, what
lowing results. when the goal is acquiring something.
◊ Wrath: Motivated by your anger and hatred, used
happens if I do get shot?
when the goal is to harm someone or something. Oh yeah, good question. This game doesn’t use hit
◊ Both Exceed Difficulty: Fucking awesome, every-
◊ Envy: Motivated by your disdain for someone else, points (because it’s not 1988) instead when you receive
thing worked out great, even greater than you indent-
used when the goal is denying or taking something a moderate injury you get a wound die. Just for a quick
ed.
from someone. reference, getting punched is not a moderate injury, get-
◊ One Exceeds Difficulty: Success, you did the thing
◊ Lust: Motivated by desire for experiences, used when ting stabbed is.
you tried to do, good job sweety.
the goal is the acquisition of non-material wealth/ Whenever you make a test while wounded, you roll the
◊ Neither Exceeds Difficulty: Failure, you did not do
power and pleasurable experiences. wound die in addition to the attribute and motivation
the thing, but at least you didn’t make things worse…
◊ Gluttony: Motivated by a desire to consume, used dice and discard the highest result.
or maybe you did do the thing, and are going to have
when the goal is the consumption or destruction of Example: If your imp was making a test using their Greed
to pay for it.
something or someone. of d10 and Awareness of d6+d4 (prime attribute) with a
◊ Rolled two 1s: You’re fucked… like, in a bad way, not
◊ Sloth: Motivated by desire to not act, used when the wound die of d12, and got results of 6, 9, and 4 respec-
only did you fail, but you actually made things consid-
goal is motivating others to act on your behalf or oth- tively. The highest result, the 9 from their Awareness,
erably worse.
erwise avoiding action. would be removed, making the roll result 6 and 4.
Wound dice start at d12 and then move down one step
But which attribute and motivation to use? Well, that is
And here’s the best part, you get to roll for everything. with each additional wound. Once a wound die has
ultimately up to the game master. There are really no set
That’s right, player-fucking-agency baby! If you’re shoot- reached d4, taking an additional wound adds a second
combinations, just “Whatever makes sense at the time.”
ing at someone you roll Wrath+Awareness (or Agility, die at d12 and discarding the two highest results.
For example, if you want to punch someone in their honestly I don’t care how you want to rule on the “guns
use dexterity” versus “guns use perception” debate) and Wounds are healed at the rate of “whenever the fuck the
bitch-ass face, you would obviously use Wrath+Strength,
if someone shoots at you, you roll Envy+Agility to dodge. game master thinks is an appropriate amount of time.”
but then you could also destroy someone verbally with
The enemy never gets a chance to roll a crit on you! You But in general, characters try to avoid going out on dan-
Wrath+Moxie, or hatch a petty revenge scheme with
can still get fucked by your own roll, but now it’s your gerous adventures when they’re still wounded from
Wrath+Intelligence. Whatever makes sense at the time.
fault when it happens. their previous one. So usually heal up between outings.
Running the Fucking Game “Falling Forward”
So, what happens when a character fails? Well that’s a
stupid question, the thing just doesn’t happen. I mean,
that’s how it works in D&D and therefore in every other
Someone has to be the game master and run this game, if you’re reading this section I guess that’s you. Once again,
RPG right? Well let me give you a little scenario.
I’m not going to go into basics, because I don’t feel like it, and only covering relevant information, as well as some
The characters need to break into a building, a single
basic concepts people seem to have a really hard time understanding.
door in a shady alley is the only access point.
They try to pick the lock… and fail
When to Call for a Test Setting the Difficulty They try to break the door down… and fail
There is no path for things to move forward, so the game
As stated earlier, a test should be called for when the As mentioned earlier, an attempt is successful when the ends and everyone goes home dissatisfied.
results are “Both uncertain and meaningful.” It’s pretty highest result exceeds the difficulty, but what is the dif-
obvious when the results are uncertain, but how do you ficulty? Well, it’s another die. That’s right, you get to roll Now let’s try it again, but not like a fucking idiot.
know when they’re meaningful? Well fortunately for you a die for every test. But what die to roll? Well, here’s a The character tries to pick the lock… and fails
that’s the kind of question you really only write into a set general guide. They hear the final pin click into place and confidently
of rules when you have an answer for it, and that answer turn the knob… setting off a screeching alarm.
is: when there are significant consequences for failure. ◊ D4-Easy: Things that almost anyone can do without
even thinking about it, only worth testing when con- They still failed, in that there were negative consequenc-
For example, let’s say a character is angry at a video sequences of failure would be particularly bad, and/ es for their actions, but those consequences were ones
game and wants to flip a table. The results of that action or funny. that made things more difficult for the characters, not
are uncertain, failing to flip the table is a distinct possi- ◊ D6-Average: The things that take a bit of skill and ef- placed them in a situation where there is no path for-
bility; however, the only consequence would be slight fort, but aren’t exactly rocket surgery. ward.
embarrassment and lack of rage release. The results of ◊ D8-Tricky: Things a bit more outside your comfort
the action are ultimately meaningless, so you might as zone, requiring moderate skill and ability. And hey I could go on quite a bit, but I literally made a
well just let them enjoy the comically over-the-top mo- ◊ D10-Difficult: The sorts of things that make you go whole video on this topic, so if you want a deeper dis-
ment. “Dang, I wasn’t sure I was gonna pull through on that cussion on defining failure meaningfully, just watch that.
However, if they wanted to flip the same table to cre- one.”
ate a distraction while they run away because they just ◊ D12-Fuckin’ Hard: The sorts of things that you look at And that’s about it I guess, other than don’t be a dick…
got caught cheating at cards, a roll would be required, and just go “Oh fuck me.” or do, whatever. If you want to be the kind of person no-
because there would be significant consequences to ◊ Impossible: Things that are literally impossible. Be- body wants to play with, that’s really more a “you prob-
failure: The loss of time trying to flip the table with no cause of how the mechanics work, no roll is impossi- lem,” than it is a “game problem.”
benefit. ble. If you’re rolling 1d2 against a difficulty of 100d12
with 16d4 wound dice, success is unlikely, but still pos-
Basically, only call for tests when doing so enhances the sible. So how do you get around that? Literally just do
game. Like yeah, engaging with the mechanics is fun, not have players roll for things that are impossible.
but doing it too much can also slow things down to a
crawl.
Afterword
Well, that’s it For Helluvan RPG V0.1. As I said earlier, if
you like it, share it around. This is a thing I created for the
Helluva Boss fan community, and if I see no interest in it,
I don’t really have any reason to continue working on it.

You might also like