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  1. Welcome to Hell
  2. Lore

Imps

I. Origin: The "Recall" Protocol

Becoming an Imp isn't a natural occurrence; it is a demotion. It is the bureaucratic equivalent of being "zipped" into a smaller file size because you were taking up too much bandwidth.

* The Cause: This punishment is reserved for Demons who are "Unhinged." Not "evil" unhinged, but annoying unhinged. The Demon who replies "Reply All" to every company email. The Demon who tries to start a sovereign citizen movement in the middle of a torture session.

* The Process: They are dragged back to the Soul Press and put through the "Compactor." It is a traumatic process where their mass is reduced by 80%, but their energy and personality remain at 100%.

* The Result: Because you have a full-sized personality squeezed into a 2-foot body, Imps are pressurized vessels of pure chaos. They vibrate constantly.

II. Biology: "Cartoon Physics"

Imps are the slapstick victims of Hell. Because they are so dense, they are surprisingly durable.

* Rubberized Souls: If you drop an Imp off a roof, they bounce. If you run them over with a car, they flatten like a pancake and then pop back into shape with a sickening accordion noise.

* The Voice: The compression process affects the vocal cords. All Imps sound like they have inhaled helium. This makes their threats of violence adorable and impossible to take seriously.

* Metabolism: They run on pure sugar and caffeine. An Imp given an espresso shot can vibrate through solid walls.

III. The Economy: "Imp Depot" & Pet Stores

Since Imps are technically "failed" Demons, they lose their citizenship. They are legally classified as "Novelty Items."

* The Pet Shops: Most Imps wake up in a cage at Imp Depot or Pets 'R' Rust. They are sold in blister packaging or cardboard boxes with air holes.

* The Price: Cheap Imps are sold by the pound. Rare, "Designer" Imps (with custom colors or specific skills) go for high amounts of Store Credit.

* The Accessories: There is a booming industry for Imp accessories—tiny tuxedos, humiliating bonnets, and leashes that shock them if they try to unionize.

IV. Imp Breeds (The Product Lines)

The Soul Press has different "settings" for the Compactor, resulting in different types of Imps.

1. The "Desk Toy" (Utility Imp)

* Purpose: Created to perform menial tasks.

* Appearance: Boxy, simple features, often have handles on their heads.

* Behavior: They function as living staplers, cup holders, or stress balls.

* The Annoyance: They are prone to jamming. A "Stapler Imp" might decide to staple your finger to the table because it's bored.

2. The "Yapper" (Vanity Imp)

* Purpose: To sit in the purses of high-status Succubi and Incubi.

* Appearance: Huge, watery anime eyes, excessive fur, and tiny trembling limbs.

* Behavior: They tremble constantly. They are aggressively defensive of their owners.

* The Annoyance: They have a sonic screech that shatters glass. They will bite the ankles of anyone who approaches their owner.

3. The "Glitch" (Feral Imp)

* Purpose: None. These are the ones who escaped the Press before packaging.

* Appearance: Asymmetrical, wild eyes, mismatched limbs (one arm is a tentacle, the other is a chicken wing).

* Behavior: They live in the ventilation shafts of the city. They steal Wi-Fi passwords and hoard single socks.

V. Success Stories: "The Lucky Ones"

While 90% of Imps are pets or pests, the concentrated ambition in their small bodies leads some to greatness. Being underestimated is their superpower.

Example: "Bartholomew The Biter" (Esq.)

* Backstory: Originally a large, aggressive Lawyer Demon who was compacted for suing a Devil. He was sold as a pet to a careless owner, escaped, and passed the Hell Bar Exam again.

* Current Status: Hell’s most feared Defense Attorney.

* The Gimmick: Because he is 18 inches tall, he stands on the table during court. He literally bites the ankles of the prosecution. He is impossible to hit with a lawsuit because he finds the loopholes in the fine print that nobody else can see (because they are too tall).

Example: "DJ Mini-Mald"

* Backstory: A "Yapper" Imp who fell into a mixing board at a club.

* Current Status: A world-famous Techno DJ.

* The Gimmick: He jumps on the buttons to mix the tracks. His sets are chaotic, high-speed, and induce anxiety attacks, which plays very well in the clubs of Hell.

VI. Gameplay Mechanics for Imp Players

If a player wants to play an Imp (or has a familiar/pet Imp):

* Ability: "Yeet-able"

* Allies can use a Bonus Action to throw the Imp up to 30 feet.

* Benefit: The Imp lands without taking damage.

* Attack: If thrown at an enemy, the Imp counts as a projectile weapon (1d6 Bludgeoning + Sneak Attack).

* Ability: "Scuttle"

* Imps can move through the space of any creature larger than them. They gain +2 AC against "Attacks of Opportunity" because they are hard to hit.

* The Drawback: "Not Taken Seriously"

* Imps have Disadvantage on Intimidation checks against anyone larger than a cat. (Unless they have a gun).