Dungeon Degenerates: Adventurer Expansion
Dungeon Degenerates: Adventurer Expansion Rulebook
Table of Contents
Table of Contents
Character Record Sheets
Each sheet lists the character's name, class, starting Items, starting Skill, a passive ability, six attributes (AGI, CON, MAG, MRL, PER, STR), and a numbered track from 0 to 21 with marker icons. Below the track are three rows of empty ovals labelled FIGHT ROUND, END of FIGHT and RECOVERY. The track marker icons are not transcribed, because the photographs do not show their legend.
Jack Slasher
- Class: Human, Hunter, Wild
- Items: Pumpkin Hat & Skinning Knife
- Skill: Bloodlust
- Passive: Make a MAG Test when you destroy a monster while you are Focused & if you pass gain 1 Luck.
- Attributes: AGI 8, CON 7, MAG 7, MRL 5, PER 6, STR 7
Banished Sorcerer
- Class: Reptilian, Scholar, Wizard
- Items: Blinding Powder & Filching Familiar
- Skill: Meditation
- Passive: When you learn a Mastery, make a MAG Test & if you pass gain 1 Luck.
- Attributes: AGI 7, CON 6, MAG 9, MRL 6, PER 8, STR 6
Alley Cat
- Class: Lycanthrope, Rogue, Wild
- Items: Begging Bowl & Safety Collar
- Skill: Claws & Lycanthropy
- Passive: When you win a fight with 3 or more Wounds on your Lycanthropy card you gain 1 Luck.
- Attributes: AGI 8, CON 7, MAG 7, MRL 6, PER 8, STR 5
River Pirate
- Class: Human, Merchant, Rogue
- Items: Lucky Tattoo & Throwing Axe
- Skill: River Rat
- Passive: When you pass a Loot roll at a Lake Port [lake port icon] or River Port [river port icon] gain 1 Luck.
- Attributes: AGI 8, CON 8, MAG 6, MRL 6, PER 8, STR 8
Wastelander
- Class: Human, Fighter, Wild
- Items: Hunting Hook & Spiked Maul
- Skill: Immunity
- Passive: [illegible: the passive line is too blurred in the photograph to read. It appears to begin "Make a ... Test ... against an Encounter" and to end "...you gain 1 Luck".]
- Attributes: AGI 7, CON 9, MAG 5, MRL 6, PER 8, STR 9
Soldier of Fortune
- Class: Human, Fighter, Militant
- Items: Bastard Sword & Shoddy Shield
- Skill: Martial Discipline
- Passive: Make a MRL Test when you [illegible] & if you pass gain 1 Luck. [Only the opening words and the final "gain 1 Luck" are legible; the middle of the passive is illegible.]
- Attributes: AGI 7, CON 9, MAG 5, MRL 8, PER 7, STR 8
Dishonored Knight
- Class: Human, Fighter, Militant
- Items: Breastplate & Poleaxe
- Skill: Provoke
- Passive: Make a MRL Test when you destroy an enemy that has your Provoke card on it & if you pass gain 1 Luck.
- Attributes: AGI 7, CON 8, MAG 6, MRL 9, PER 6, STR 9
Carnival Drifter
- Class: Human, Performer, Rogue
- Items: Barbed Whip & Fortune Cards
- Skill: Performance
- Passive: When you place an Explored [explored icon] counter in a Settlement [settlement icon] you gain 1 Luck.
- Attributes: AGI 8, CON 6, MAG 8, MRL 6, PER 7, STR 6
Skill Cards
Twelve Skill cards. Each card lists its name, its text, its XP cost (shown as "XP" with a lightning symbol) and its requirement (REQ).
Shock Wave
- Type: Skill
- Text: COMBAT ACTION: Make a MAG Test. If you pass, inflict damage equal to your lowest single die on each monster targeting you.
- XP: 10
- REQ: Wizard
Performance
- Type: Skill
- Text: [performance icon] Make an AGI, MAG, or STR Test. If you pass, gain GP equal to your lowest single die.
- XP: 6
- REQ: Performer
Martial Discipline
- Type: Skill
- Text: You are immune to Annoy & Taunt.
- XP: 8
- REQ: Militant or Fighter
Shieldwall
- Type: Skill
- Text: [shield icon] COMBAT ACTION: If you have a Shield equipped, you may defend using STR this turn (in place of AGI).
- XP: 8
- REQ: STR 8
Lycanthropy
- Type: Skill
- Text: QUICK ACTION: Place a Wound counter on this card or remove a Wound counter from it. Remove all counters from this card at the end of the fight or if you become Defeated, Stunned or Suppressed. You cannot place counters on this card while you have one of these conditions.
- Printed box: If there are counters on this card, you take 1 Wound at the end of your turn each round. You cannot use 1H, 2H, or LH Items.
- Bonus shown on card: +1 AGI, +1 PER
- XP: 13
- REQ: Lycanthrope
River Rat
- Type: Skill
- Text: [anchor icon] You may River Port Travel for free & other members of your party may River Port Travel for 1 GP each.
- XP: 6
- REQ: Merchant, Rogue, or Wild
Streetwise
- Type: Skill
- Text: When you make a PER Test to Explore or Hunt, roll 3 dice & use any 2.
- XP: 6
- REQ: Merchant, Rogue, or Performer
Provoke
- Type: Skill
- Text: QUICK ACTION: If you are not being targeted this round, attach this card to a monster in your space (place this card on that monster's card). The attached monster must target you during the Establish Targets step. Return this card to your hand at end of fight, or at the end of a round if the attached monster is removed from the fight or Provoked by another adventurer.
- XP: 6
- REQ: MRL 6
Claws
- Type: Skill
- Text: [claw icon] ATTACK: AGI (MELEE).
- XP: 6
- REQ: Reptilian, Warlock, or Lycanthrope
Bloodlust
- Type: Skill
- Text: [claw icon] Make a MAG Test when you destroy an enemy. If you pass, you become Invigorated & Focused.
- XP: 13
- REQ: Warlock or Wild
Meditation
- Type: Skill
- Text: [house icon] [skull icon] You may use MAG for Recovery Tests (in place of MRL).
- XP: 6
- REQ: Wizard
Immunity
- Type: Skill
- Text: If you would become Poisoned, first roll D6. If your roll is equal to or greater than your Wounds, you are not Poisoned.
- XP: 8
- REQ: Rogue, Scholar, Warlock, or Wild
Loot Cards
Sixteen Loot cards. Each card lists its name, its GP cost (shown as a bag icon with a number), its type line, its text, and its requirement (REQ) where one is printed. The trophy-shaped symbol on some cost lines is not identified in the photographs and is not transcribed.
Bastard Sword
- Cost: 10 GP
- Type: ITEM, 1H or 2H*
- Attack: STR (MELEE)
- Text: [illegible: the text below the attack line is too small and blurred to read.]
- REQ: [illegible]
Shoddy Shield
- Cost: 6 GP
- Type: ITEM, LH, SHIELD
- Modifier: -1 AGI
- Text: [shield icon] You may roll an additional Power die. If you roll 12 on your Defence dice while using this Item, discard it.
- REQ: STR 7
Barbed Whip
- Cost: 4 GP
- Type: ITEM, 1H, BLADE
- Attack: AGI (REACH)
- Quick Action: Make an AGI Test. If you pass, target monster with XP value 1 or less loses the following abilities until your next turn: Evade, Pursue & Skirmish. Oozes, Swarms & Ghostly monsters are immune to this Action.
- REQ: AGI 7
Fortune Cards
- Cost: 4 GP
- Type: ITEM
- Text: [house icon] [skull icon] Choose a willing adventurer in your space (or yourself) & reveal the top card of the Danger deck. If the space indicated on the top card [illegible] ... [illegible] ... the chosen adventurer gains 1 Luck. [illegible] ... Discard the revealed card without resolving it. [The middle of the text is partly hidden under the adjacent card and is illegible.]
- REQ: MAG 8
Poleaxe
- Cost: 8 GP
- Type: ITEM, 2H
- Attack: STR (REACH)
- Text: You may roll an additional Power die when you attack with this Item.
- REQ: STR 8
Blinding Powder
- Cost: 3 GP
- Type: ITEM, ALCHEMICAL
- Quick Action: Discard this card & make a MAG Test. If you pass, target monster becomes Dazed. Constructs & Epic Monsters are immune to this Item.
- REQ: MAG 7
Hunting Hook
- Cost: 5 GP
- Type: ITEM, 1H
- Attack: STR (REACH)
- Quick Action: This Action may only be used once per fight. Target monster you inflicted Wounds on this round loses these abilities: Evade, Pursue & Skirmish. Oozes, Swarms & Ghostly monsters are immune to this Action.
- REQ: AGI 7 & STR 7
Lucky Tattoo
- Cost: 6 GP
- Type: SERVICE, TOWN ONLY
- Text: This card cannot be lost, exchanged, or stolen, but can be destroyed by Acidic monsters (treat it as an Item when choosing a random Item to discard). When you use a Luck counter to re-roll a die (heroic effort) & you roll the same result, you may re-roll that die again (keep rolling until you roll a different result).
Throwing Axe
- Cost: 4 GP
- Type: ITEM, 1H, BLADE
- Attack: STR (MELEE)
- Attack: AGI (RANGE)
- Text: If you use the Throwing Axe's Range Attack, you cannot use this Item again during the same fight.
- REQ: STR 6
Breastplate
- Cost: 12 GP
- Type: ITEM, BODY
- Modifiers: -1 AGI, +2 ARM
- REQ: STR 7
Spiked Maul
- Cost: 4 GP
- Type: ITEM, 1H
- Attack: STR (MELEE)
- Text: Attacks with this Item ignore 1 ARM.
- REQ: STR 7
Filching Familiar
- Cost: 10 GP
- Type: ALLY, VERMIN
- Text: [flag icon] Roll D6.
- 1: Discard this card.
- 2: Increase the Danger Level.
- 3: No effect.
- 4: Take an Item from the Loot deck & increase the Danger Level.
- 5: Take an Item from the Loot deck.
- 6: Take an Item from the Loot deck & gain D3 GP.
- REQ: MAG 8
Safety Collar
- Cost: 4 GP
- Type: ITEM, JEWELRY
- Text: You cannot become Defeated by your own Masteries, Skills, or Weaknesses. If you would inflict the final Wound on yourself, place that Wound on this card instead. If there are 8 Wounds on this card, discard it.
Begging Bowl
- Cost: 0 GP
- Type: ITEM
- Text: When you give GP to another adventurer you must make a MRL Test & if you fail, you become Demoralized.
- Action: [fist icon] & [house icon] Roll D6. If your roll is equal to or greater than your current GP, gain GP equal to the difference (your GP total becomes equal to your die roll).
- REQ: PERFORMER or ROGUE
Pumpkin Hat
- Cost: 4 GP
- Type: ITEM, HEAD, FOOD
- Text: An ancient symbol of the pumpkin cult, worn at the festival of Kürbisnacht to ward away evil spirits & celebrate the harvest. You may use MAG when you Test against Fear.
Skinning Knife
- Cost: 4 GP
- Type: ITEM, 1H, BLADE
- Attack: AGI (MELEE)
- Text: Attacks with this Item against Filth ignore 1 ARM.
- REQ: AGI 6
Transcription Notes
- All eight characters, twelve Skill cards and sixteen Loot cards are transcribed. The photographs are the only available source; no rules insert or publisher rules document exists for this product.
- Marked [illegible] gaps are text that could not be read in the photographs: the Wastelander passive, most of the Soldier of Fortune passive, the Bastard Sword body text and requirement, and the middle of the Fortune Cards text.
- Icons are shown as bracketed names (for example [house icon], [fist icon]) because the photographs do not include a legend for them. Track marker icons on the character sheets are not transcribed.
- The "1H or 2H*" line on the Bastard Sword and the asterisk note it refers to are not legible.