You are on page 1of 20

1

Diavolos
Wildcard

Kyler Burson
2

Acknowledgements

Game concept inspired by Diablo by Blizzard Entertainment

Cover art generated by copilot using Dall-E 3, “Cover art

for a TTRPG that features a human warrior wielding a big

axe in the center, a human hunter shooting a bow on the

left, and a human wizard casting a spell on the right,

fighting against hordes of demons in a dark dungeon with

warm torchlit lighting”

Impusire Art generated by Copilot using Dall-e 3, “A small

demon creature that is slightly bigger and more scary”

Cultuso Art generated by Copilot using Dall-e 3, “A scary

demon cultist using magic”

Juggotore Art generated by Copilot using Dall-e 3, “A large

scary bulky demon with less armor, more ramshackled, and in

warm fiery dungeon lighting, in a more painted style”

Exocet font by Jonathan Barnbrook


3

Table of Contents

How To Play ............................................................................ 5

Attributes ............................................................................ 5

Might ...................................................................................... 6

Agility ................................................................................... 6

Discipline ............................................................................... 6

Character Creation.............................................................. 7

Classes .................................................................................... 8

Warrior ................................................................................. 8

Hunter ................................................................................... 9

Wizard .................................................................................. 10

Inventory ............................................................................... 11

Weapons ................................................................................ 11

Tags ........................................................................................ 12

Combat ..................................................................................... 12

Enemies .................................................................................... 16

Impusire ................................................................................. 16

Cultuso ................................................................................17
4

Juggotore ............................................................................18

Example of Play .................................................................... 19


5

How To Play

To play this game you will need a handful of

six-sided die, or d6’s for short. You will need one

player to be the Dungeon Lord (DL) and ideally 2-3

more players to act as the adventurers. Diavolos is

a game about extraordinary and experienced

Dungeon Delvers risking their lives to get Loot,

Gold, and Fame.

Attributes

Each character has 3 Attributes to represent in

what way they best handle situations. When making

an action with at least some chance of failure the

DL will ask you to Roll a check. You describe to

them how you want to do what you want to do

and you both decide which attribute best fits.

Roll a number of d6’s equal to the number you have

as your character for that attribute. Take the

highest number you roll and compare it to the

chart below.
6

• 1-2 The action Fails and there is a Consequence.

• 3-4 The Action Succeeds, but there is a

Complication.

• 5-6 The Action Succeeds with no problems.

Might

Might is used for when your character wants to

act with power, Strength, or Passion for an action.

Agility

Agility is used to represent acting with speed.

Seizing an opportunity, reacting quickly, running

to catch something escaping, thinking up an idea at

the correct time.

Discipline

Discipline represents the player performing anything

that has been practiced. Patience and methodical

action for just the right situation.


7

Character Creation

In Diavolos you create your character by Picking

your class. You class determines your Health, Mana,

Powers, and Attributes. Pick whichever class

interests you in theme or playstyle the most.

You should also come up with some sort of story

for your Adventurer. What’s their name? Where are

they from? Why are the risking their lives in deadly

dungeons? When did they start learning their craft

or adventuring? How do they look?


8

Classes

Warrior

Health: 9

Mana: 2

Attributes

Might: 3

Agility: 2

Discipline: 1

Powers

Shout – 1 Mana

1d6 + 1 Nearby enemies must attack you until the

next round

Whirlwind – 1 Mana

Deal 2 Harm to all Close enemies

Grit Your Teeth – 2 Mana

Give you and your allies a shield with 4 Health,

Harm is dealt to the shields Health before it is

dealt to the characters Health.


9

Hunter

Health: 7

Mana: 3

Attributes

Might: 1

Agility: 3

Discipline: 2

Powers

Multishot – 1 Mana

Deal 1 Harm to up to 5 enemies Nearby

Mark – 2 Mana

Mark an Enemy for Death. Until the end of your

next turn the Enemy takes 1 additional Harm from

attacks and Powers.

Trap – 1 Mana

Set an explosive Trap Close to you that can only be

triggered by an Enemy. When an Enemy Moves close

to the Trap it explodes for 2 Harm to all Enemies

Close to the Trap.


10

Dodge – 1 Mana – Reaction

you may use this Power once per round After an

Enemy hits you to prevent 2 Harm from being dealt

to you.

Wizard

Health: 5

Mana: 4

Attributes

Might: 1

Agility: 2

Discipline: 3

Powers

Flame Sphere – 3 Mana

Target a Nearby Enemy they are dealt 4 Fire Harm.

All Enemies Nearby the target are dealt 2 Fire Harm.

Ice Storm – 2 Mana

Deal 2 Ice Harm to a Target Nearby Enemy and 2 Harm

to all Enemies close to the Target. Affected Enemies

are unable to move until next round.


11

Lightning Strike – 4 Mana

Summon a portal in the air that calls down a

lightning Strike on an Enemy you can see dealing 5

Electric Harm.

Magic Bolt – 1 Mana

Shoot a bolt of arcane energy at a Nearby Enemy

dealing 2 Arcane Harm. You may use this Power up to

3 times in the same turn.

Blink – 1 Mana

Teleport yourself to a location you can see. You

may spend an additional 1 Mana for every Close

Adventurer that you would like to teleport with

you.

Inventory

Weapons

Great axe: 3 Close, Cleave

Longbow: 2 Near/Far

Gnarled Staff: 1 Close, 2 Near, Elemental


12

Tags

Cleave – Can deal harm to up to 3 Close Enemies

Elemental – Can change the Harm type dealt to

Arcane, Fire, Ice, or Electric

Combat

Combat is the main driving force of this game. When

the adventurers get into a conflict with the

denizens of the dungeons they will get into

combat.

Combat is split into the Adventurers turns and the

Dungeon Lord controlling the enemies and the

environment. When it’s the adventurers turn they

may take it in any order among them as they wish.

On each players turn they may take 1 action and

move freely (see page 15).

Actions include:

• Attacking with a weapon


13

o The player describes HOW they would like to

attack and rolls for that attribute to see

if they succeed.

• Using a power

o The player must have the relevant amount

of mana to spend on the power. A player

may only use 1 Power on their turn.

• Other miscellaneous acts

o Breaking down a door

o Solving a puzzle

o Pulling a lever

o Saving a citizen

o Etc.

Whenever on the Players turns they roll a 1-4 the

DL should take that opportunity to use the enemy

forces and their moves appropriately. On the

Dungeon Lords turn they will do two things.

• Change the battle in a big way

o The environment shifts

o Reinforcements arrive
14

o A new enemy type shows up

o Etc.

• Generate Drops, roll a d6 per enemy killed

o 1-2 a mana orb drops (refills 1 Mana of a

nearby Adventurer of the players choice)

o 3-5 A Health Orb drops (refills 1 Health of a

nearby adventurer of the players choice)

o 6 A piece of Loot drops (roll on the

appropriate loot table)

Range is broken into 3 bands: Close, Near, Far.

• Close- Can reach in melee or within a few steps

• Near- A quick sprint away, across a room

• Far- Anything further away

A player may move up to a near distance away in 1


turn.

Far

Near

Close
15

When an adventurers Health is reduced to 0 they

are not immediately dead and out of the game.

1. Instead their Max Health is reduced by 1

2. They are healed back to their new max at the

start of their next turn

3. They lose a random piece of loot from their

inventory

a. if they have no more loot in their

inventory they lose a random equipped

piece of loot

4. They lose 1d10 x 100 gold

If an adventurers Max Health is reduced to 0 from

a death. They have taken their last breath in their

journey and are claimed by the dungeon. They drop

all of their loot and gold. They player may create

a new character and the Dungeon Lord should work

with them to find a way to introduce their new

character as soon as possible.


16

Enemies

Impusire
• Health: 2
• Harm: 2 Close
• Moves
o Swarm and overwhelm with numbers
o Runs away to regroup after losing allies
o Likes to have stronger allies to support
17

Cultuso
• Health: 3
• Harm: 3 Near, 2 Far
• Moves
o Create a larger attack with other Cultuso
o Command lower level Demons
o Summon d3 Impusire
18

Juggotore
• Health: 8
• Harm: 4 close, 1 near
• Moves
o Pull up some floor to make cover
o Charge through all nearby adventurers
o Roar alerting others to join the fight
19

Example of Play
20

Quick Reference and

Keywords

You might also like