Dungeon Degenerates: Freaks & Psychos Expansion
Dungeon Degenerates: Freaks & Psychos Expansion Rulebook
Table of Contents
Table of Contents
Characters
Each character has a character sheet (stats, starting items and skill, and a class-specific ability) and a description card (crime, homeland, and suggested skill and weakness). Stats are listed AGI, CON, MAG, MRL, PER, STR. The track on each sheet shows printed icons at numbered boxes (blood drop at 0, lightning bolt, clover (Luck), money bag, heart, and so on); the track icons are transcribed as printed.
Cloaked Killer
- Class: Reptilian, Hunter, Scholar
- Items: Dart Pistol, Poison Darts & Hunter's Helm
- Skill: Claws & Lurker
- Ability: When you destroy a Human with XP VAL 2 or more, make a MAG Test & if you pass gain 1 Luck.
- Stats: AGI 8, CON 7, MAG 7, MRL 5, PER 8, STR 6
- Track icons: blood drop 0, lightning bolt 2, clover (Luck) 3, money bag 4, heart 14
- Crime: Murder
- Homeland: The Reptilian Sky-City
- Suggested Skills: Combat Reflexes, Misdirection
- Suggested Weakness: Scratcher
Charlatan Magician
- Class: Human, Performer, Wizard
- Items: Hand Puppet & Throwing Knives
- Skill: Illusory Double & Performance
- Ability: When your party avoids a fight by using Bribery or Stealth, make a MAG Test & if you pass gain 1 Luck.
- Stats: AGI 8, CON 6, MAG 8, MRL 6, PER 7, STR 6
- Track icons: blood drop 0, lightning bolt 2, clover (Luck) 4, money bag 6, heart 12
- Crime: Grift & Chicanery
- Homeland: Pigskin Port
- Suggested Skills: Misdirection, Mist Form
- Suggested Weakness: Superstitious
Solitary Swordsman
- Class: Human, Fighter, Rogue
- Items: Fancy Sabre & Dueling Dagger
- Skill: Counter
- Ability: When you destroy 2 or more monsters in a single combat round by using a Blade & Counter, gain 1 Luck.
- Stats: AGI 8, CON 7, MAG 6, MRL 7, PER 7, STR 8
- Track icons: blood drop 0, money bag 2, clover (Luck) 3, lightning bolt 6, heart 14
- Crime: Unauthorized Dueling & Manslaughter
- Homeland: The Foothills
- Suggested Skills: Find Weakness, Provoke
- Suggested Weakness: Marked For Death
Sharpshooter
- Class: Human, Hunter, Militant
- Items: Arquebus & Spyglass
- Skill: Dead Eye Shot
- Ability: When you destroy a monster that had 0 Wounds (blood-drop icon) at the start of your turn by using a Range Attack, make a MRL Test & if you pass, gain 1 Luck.
- Stats: AGI 7, CON 7, MAG 6, MRL 7, PER 8, STR 7
- Track icons: blood drop 0, clover (Luck) 2, lightning bolt 3, money bag 4, heart 14
- Crime: Manslaughter
- Homeland: The Fields
- Suggested Skills: Find Weakness, Martial Discipline
- Suggested Weakness: Flashbacks
Highway Robber
- Class: Human, Rogue, Hunter
- Items: Blunderbuss & Smoke Bomb
- Skill: Looter
- Ability: When you draw an Ally or Item while Looting on a Path or Road, make a MRL Test & if you pass, gain 1 Luck.
- Stats: AGI 8, CON 7, MAG 7, MRL 6, PER 8, STR 6
- Track icons: blood drop 0, clover (Luck) 3, money bag 4, lightning bolt 5, heart 14
- Crime: Armed Robbery & Banditry
- Homeland: The Foothills
- Suggested Skills: Black Market, Track
- Suggested Weakness: Astynomiaphobia
Hermit Ascetic
- Class: Human, Warlock, Wizard
- Items: Bone Totem & Wizard Pipe
- Skill: Repulsion & Transcendence
- Ability: When you become Exalted or Blessed from an Encounter card, make a MAG Test & if you pass, gain 1 Luck.
- Stats: AGI 7, CON 8, MAG 9, MRL 6, PER 7, STR 7
- Track icons: blood drop 0, money bag 1, lightning bolt 3, clover (Luck) 4, heart 16
- Crime: Heretical Belief & Intolerable Stench
- Homeland: The Mountains of the East
- Suggested Skills: Dopesmoker, Levitate
- Suggested Weakness: Herb Fiend
Fishy Confectioner
- Class: Fishoid, Merchant, Wild
- Items: Scrogeye Aspic, Scrogspike & Scrog of Burden
- Skill: Black Market
- Ability: When you sell one or more Loot cards while Trading, roll D6 & if your roll is equal to or less than the amount of GP (money-bag icon) earned, you gain 1 Luck.
- Stats: AGI 7, CON 7, MAG 7, MRL 6, PER 7, STR 7
- Track icons: blood drop 0, clover (Luck) 3, lightning bolt 6, money bag 8, heart 14
- Crime: Tax Evasion & Violation of Public Health Code
- Homeland: Fishmonger Camp
- Suggested Skills: Looter, Gourmet
- Suggested Weakness: Money Hungry
Naughty Naturalist
- Class: Human, Scholar, Wild (you may decide to count as Wild or not in any given situation)
- Items: Dart Rifle & Tranquilizer Darts
- Skill: Find Weakness
- Ability: When your party starts a fight with one or more Filth by Hunting, you gain 1 Luck.
- Stats: AGI 7, CON 7, MAG 7, MRL 7, PER 8, STR 6
- Track icons: blood drop 0, clover (Luck) 2, lightning bolt 6, money bag 8, heart 14
- Crime: Perversion & Smuggling of Unauthorized Wildlife
- Homeland: Brüttelburg
- Suggested Skills: Gourmet, Track
- Suggested Weakness: Animal Lover
Epic Monsters
Three Epic Monster cards. Each shows its value (XP lightning-bolt icon and GP money-bag icon, printed as VAL), its type line, its attack line, Armour (ARM) and Wounds (heart). The coloured squares in the top-left corner are printed as a key; their meaning is not printed on the card face.
Gardiac Hologram
- Type: Construct
- VAL: 4 XP, 0 GP
- Attack: MAG (up-arrow icon), ATT 6 with the Range icon (crosshair)
- Keywords: Ambush; Ghostly, Pain, Pierce
- ARM: 1
- Wounds (heart): 4
- Coloured squares: red and green filled
The Hook Goat
- Type: Cult, Daemon, Witch
- VAL: 4 XP, 2 GP
- Attack: ALL (Ω icon), ATT 4
- Keywords: Rally (blue square); Command (Cult), Evade, Pain, Retaliate
- ARM: 1
- Wounds (heart): 11
- Coloured squares: yellow, blue and green filled; dark red outlined
Castle of Horror
- Type: Construct, Undead
- VAL: 5 XP, 0 GP
- Attack: ALL (Ω icon), ATT 4
- Keywords: Fear, Rally (blue square); Endless, Necro, Summon (blue square)
- ARM: 3
- Wounds (heart): 12
- Coloured squares: yellow, red, blue and green filled
Monsters
Regular monsters carry a type line, a VAL (XP lightning-bolt icon and GP money-bag icon), an attack line (a stat arrow, ATT value), ARM, Wounds (heart), and keywords. The card backs read "Lowlands Monster" or "Badlands Monster"; the sheet does not show which back belongs to which monster, so no region is assigned to a monster here.
Rachengeist
- Type: Undead
- VAL: 2 XP, 2 GP
- Attack: MRL (down-arrow icon), ATT 3
- Keywords: Ambush, Fear; Ghostly
- ARM: 0
- Wounds (heart): 5
Orc Berzerker
- Type: Orc, Goblin
- VAL: 2 XP, 0 GP
- Attack: STR (up-arrow icon), ATT 5
- Keywords: Fear; Fury, Berzerk
- ARM: 0
- Wounds (heart): 5
Iron Fist Goblin
- Type: Goblin
- VAL: 1 XP, 1 GP
- Attack: STR (down-arrow icon), ATT 4
- Keywords: Fury
- ARM: 1
- Wounds (heart): 5
Pelzgeist
- Type: Weird, Undead
- VAL: 2 XP, 0 GP
- Attack: MRL (down-arrow icon), ATT 2
- Keywords: Ambush, Curse; Ghostly
- ARM: 0
- Wounds (heart): 4
Loot
Loot cards show a GP value, a type line (Item, Ally, Ally/Food and so on), any equipment slot or weapon tags, a requirement line (REQ), and rules text. The card back reads "Dungeon Degenerates: Loot" and carries no rules.
Hand Puppet
- Value: 4 GP | Item | 1H
- Text: When you make a Test for Confusion or Misdirection, roll an additional die & use any 2.
- Text: When you earn 2 or less GP by passing a MAG Test for Performance, you earn 1 additional GP.
- REQ: Performer, Rogue, Warlock, or Wizard
Throwing Knives
- Value: 4 GP | Item | 1H | Blade
- Attack: AGI (Range). If you hit, inflict damage equal to your lowest die.
- Text: If you hit with an Attack from this Item, inflict damage equal to your lowest Attack die or highest Power die.
- Quick Action: If you hit with this Item this turn, you may Attack with it again without Power dice (make another Attack roll).
- Text: If you roll 12 on your Attack dice with this Item, you cannot use it again during this fight.
- REQ: AGI 6
Spyglass
- Value: 8 GP | Item
- Text: When you make a PER Test to Explore, roll an additional die & use any 2.
- (The card also shows two icons in a pink panel beside this text; they are not identified here.)
Scrogeye Aspic
- Value: 6 GP | Item | Food
- Flavour: A luxuriously quivering culinary delight of the Würstreich.
- Text: Up to 2 adventurers in your party become Focused, then discard this card.
- (The card shows a house icon and a skull-and-crossbones icon before this text; they are not identified here.)
Hunter's Helm
- Value: 10 GP | Item | Head
- Text: When you make a Test to Hunt, you may roll an additional die & use any 2. If you pass, you may reduce the effective value of your Danger card by an additional step.
- Text: When [you] make a Test for Stealth, you may roll an additional die & use any 2. (The printed card omits "you" here; the bracketed word is added for readability.)
- REQ: MAG 8, Reptilian, or Scholar
Blunderbuss
- Value: 12 GP | Relic-type icon | Item | 2H | Uses Shot
- Attack: (Range) Roll 2D6 & inflict damage equal to your highest single die on the target. If the target is a Swarm, inflict damage equal to both dice combined; but if your target is Ghostly, the Attack inflicts 0 damage.
- Text: When you Attack with this Item, add a shot counter to this card & discard any attached Ammo. You cannot Attack with this Item while there is a shot counter on it. Remove counters from it at the end of a fight.
- Combat Action: Remove a shot counter from this card.
- REQ: AGI 7
Bone Totem
- Value: 4 GP | Item | 1H | Relic
- Text: When you destroy a Daemon, you may place it under this Item unless there is already a card there.
- Combat Action: Discard a Daemon from under this Item & make a MAG Test. If you pass, target Puritan, Witch, or Wizard with XP VAL 3 or less becomes Hexed.
- REQ: Puritan or Warlock
Fancy Sabre
- Value: 9 GP | Item | 1H | Blade
- Text: You have +1 MRL during a fight while you have this Item Equipped.
- Attack: AGI (Melee)
Dueling Dagger
- Value: 5 GP | Item | 1H | Blade
- Attack: AGI (Melee)
- Text: When you use Luck to re-roll a Power die, add 1 to the value of the re-rolled die (to a maximum of 6).
- REQ: AGI 6
Scrogspike
- Value: 4 GP | Item | 1H
- Attack: STR (Reach)
- Text: Attacks with this Item ignore 1 point of ARM against Fishoids.
- REQ: STR 6
Dart Rifle
- Value: 10 GP | Item | 2H | Uses Darts
- Attack: PER (Range). If you would inflict Wounds on a monster with this Attack, apply the effects of the attached Ammo card instead (do not inflict any Wounds).
- Attack: STR (Melee)
- REQ: AGI 7 (Range) or STR 6 (Melee)
Dart Pistol
- Value: 13 GP | Item | 1H | Uses Darts
- Attack: AGI (Range). If you would inflict Wounds on a monster with this Attack, apply the effects of the attached Ammo card instead (do not inflict any Wounds).
- REQ: AGI 7
Poison Darts
- Value: 4 GP | Item | Alchemical | Ammo/Darts
- Text: If you hit with the attached weapon & your high die is greater than your target's ARM, place a Perilous (skull) counter on the target instead (unless there are already 3 Perilous counters on it).
- Text: If your target is a Construct, Ooze, Swarm, or Undead, the Attack has no effect (do not place a Perilous counter).
- Text: At the end of each combat round, inflict D3 Piercing damage on each monster for each Perilous counter on its card.
- Text: When you roll 12 on your Attack dice while making a Range Attack with the attached weapon, discard this card.
Arquebus
- Value: 12 GP | Relic-type icon | Item | 2H | Uses Shot
- Attack: STR (Melee)
- Attack: PER (Range). This Attack ignores 2 points of ARM & when you use this Attack, add a shot counter to this card.
- Text: You cannot use this item's Range Attack while there is a shot counter on it. Remove shot counters from it at the end of a fight.
- Combat Action: Remove a shot counter from this card.
- REQ: AGI 7 (Range) or STR 7 (Melee)
Scrog of Burden
- Value: 7 GP | Ally | Fishoid
- Text: This Ally may carry up to 2 Heavy Items. You may Equip these as if you had been carrying them, but you must be able to carry them to do so; once they are Equipped, you are carrying them.
Wizard Pipe
- Value: 4 GP | Item
- Text: When you use an Herb you may place it under this card instead of discarding it. When you use that card a second time, you must discard it as normal.
- REQ: MAG 6
Tranquilizer Darts
- Value: 3 GP | Item | Alchemical | Ammo/Darts
- Text: If you hit with the attached weapon & the total of your Attack dice (including Power dice while you are in Assault stance) is equal to or greater than the target's remaining HP (heart) & ARM combined, the target becomes Dazed.
- Text: If your target is a Construct, Ooze, Swarm, or Undead, the Attack has no effect.
- Text: When you roll 12 on your Attack dice while making a Range Attack with the attached weapon, discard this card.
Smoke Bomb
- Value: 3 GP | Item | Alchemical
- Combat Action: Adventurers & monsters in your space cannot Attack this round & adventurers in your space may immediately Escape the fight (ignore Pursue). Then, discard this card.
- REQ: AGI 7
Madness Weakness Cards
These cards are dealt as the Weakness of a character. Each shows a card name, a "MADNESS" line, a flavour quote (italic, transcribed), a rules text box, and a "+2 XP" value.
Xenophobe
- Type: Madness
- Flavour: Filthy beasts & freakish mutants are not to be trusted!
- Text: When you fail a Recovery Test while there are one or more non-Humans in your party or accompanying you as an Ally, you become Demoralized.
- VAL: +2 XP
- REQ: HUMAN
Animal Lover
- Type: Madness
- Flavour: For you there is no glory to be gained from slaying a hungry beast, even in self defence.
- Text: When you win a fight, if you destroyed one or more Filth, make a MRL Test & if you fail, you become Demoralized.
- VAL: +2 XP
Herb Fiend
- Type: Madness
- Flavour: Smoke em if you got em.
- Text: When you fail a Recovery Test, you must use an Herb Item before the end of the Map Action Phase or you become Suppressed (at the start of the Danger Phase).
- VAL: +2 XP
Skills
The Skill cards are yellow. Each shows a name, a rules text box, a VAL (XP lightning-bolt icon) and a REQ line. The Mastery version of each Skill, transcribed below, is the same card in a pink-header form with its own text.
Dopesmoker (Skill)
- Text: When you make a Test while using an Herb, you may roll an additional die & use any 2.
- VAL: 6 XP
- REQ: MAG 6
Performance (Skill)
- Text: Make an AGI, MAG, or STR Test. If you pass, gain GP equal to your lowest single die.
- VAL: 6 XP
- REQ: PERFORMER
Transcendence (Skill)
- Text: When you become Blessed, remove Suppressed & while you are Blessed, you cannot become Suppressed.
- Text: When you become Exalted, remove Demoralized & while you are Exalted, you cannot become Demoralized.
- VAL: 6 XP
- REQ: MRL 9 or MAG 9
Repulsion (Skill)
- Text: When you use an Unarmed Strike Attack, do not halve your Power dice.
- VAL: 6 XP
- REQ: WIZARD
Illusory Double (Skill)
- Text (Quick Action): If it is the first round of a fight, roll D6 for each monster targeting you. If you roll a 5 or higher, that monster attacks your duplicate & inflicts no damage on you.
- Text: This Skill has no effect on Void monsters.
- VAL: 10 XP
- REQ: REPTILIAN or WIZARD
Find Weakness (Skill)
- Text (Combat Action): Make a PER Test. If you pass, attach this card to target monster (place this card on that monster's card).
- Text: Attacks inflict +1 damage against the attached monster.
- Text: Return this card to your hand at the end of the fight, or at the end of the combat round if the attached monster is removed from the fight.
- VAL: 8 XP
- REQ: FIGHTER, HUNTER, SCHOLAR, or WILD
Claws (Skill)
- Attack: AGI (MELEE)
- VAL: 6 XP
- REQ: REPTILIAN, WARLOCK, or LYCANTHROPE
Black Market (Skill)
- Text: Draw a card from the Loot deck. If it is an Ally, Item, or Service, you may purchase it for normal cost (otherwise discard it).
- VAL: 8 XP
- REQ: MERCHANT or ROGUE
Misdirection (Skill)
- Text: If this card is attached to a monster during the Establish Targets step, you may choose that monster's target.
- Text: Return this card to your hand if you or the attached monster leaves the fight for any reason.
- Text: This Skill has no effect on monsters that target ALL (Ω).
- Text (Quick Action): Choose a target monster & make an AGI or MAG Test. If you pass & your highest single die is equal to or greater than the target's XP VAL, place this card on the target.
- VAL: 8 XP
- REQ: PERFORMER, REPTILIAN, or WIZARD
Looter (Skill)
- Text: When you make a Loot roll, roll two dice & use either result (ignore the other die).
- VAL: 8 XP
- REQ: MERCHANT or ROGUE
Lurker (Skill)
- Text: During a fight, you may skip your turn & act last; after all other adventurers in your party have taken a turn.
- Text: If another member of your party is also using this Skill/Mastery, agree who will act first or roll off.
- VAL: 6 XP
- REQ: AGI 7 & PER 7
Martial Discipline (Skill)
- Text: You are immune to Annoy & Taunt.
- VAL: 8 XP
- REQ: MILITANT or FIGHTER
Counter (Skill)
- Text: For each 6 you roll on a Power die, inflict 1 Piercing damage on a monster targeting you without Range (⊙).
- VAL: 10 XP
- REQ: AGI 8
Dead Eye Shot (Skill)
- Text (Quick Action): If you make a Range Attack this turn, you may swap the value of a Power die with the value of one of your Attack dice, unless your target is an Ooze or Swarm, or has Ghostly.
- VAL: 13 XP
- REQ: HUNTER, MILITANT, or WILD
Exploit (Skill)
- Text: Your Attacks inflict +1 damage against monsters that are Dazed or Hexed.
- VAL: 10 XP
- REQ: FIGHTER, HUNTER, MILITANT, or ROGUE
Masteries
The Mastery cards are the pink-header versions of the Skills above. Each adds to or replaces the Skill text. The Weakness card back printed on the same sheet is not transcribed.
Dopesmoker (Mastery)
- Text: When you make a Test while using an Herb, you may roll an additional die & use any 2.
- Text: You may purchase an Herb Item from the Loot discards.
- REQ: MAG 6
Performance (Mastery)
- Text: Make an AGI, MAG, or STR Test. If you pass, gain GP equal to your lowest single die, or equal to your highest single die if you are in an Explored Town.
- REQ: PERFORMER
Transcendence (Mastery)
- Text: When you become Blessed, remove Suppressed & while you are Blessed, you cannot become Suppressed.
- Text: When you become Exalted, remove Demoralized & while you are Exalted, you cannot become Demoralized.
- Text: While you are Blessed or Exalted, you are immune to Annoy, Fear, Pain & Taunt.
- REQ: MRL 9 or MAG 9
Repulsion (Mastery)
- Text: When you use an Unarmed Strike Attack, do not halve your Power dice.
- Text: When you hit with an Unarmed Strike & roll a six (die-face icon) on a Power die, your target becomes Dazed until the end of your next turn in combat.
- REQ: WIZARD
Illusory Double (Mastery)
- Text: If it is the first round of a fight, roll D6 for each monster targeting you. If you roll a 3 or higher, that monster attacks your duplicate & inflicts no damage on you.
- Text: This Mastery has no effect on Void monsters.
- REQ: REPTILIAN or WIZARD
Find Weakness (Mastery)
- Text (Quick Action): Make a PER Test. If you pass, attach this card to target monster (place this card on that monster's card).
- Text: Attacks inflict +1 damage against the attached monster.
- Text: Return this card to your hand at the end of the fight, or at the end of the combat round if the attached monster is removed from the fight.
- REQ: FIGHTER, HUNTER, SCHOLAR, or WILD
Claws (Mastery)
- Attack: AGI (MELEE)
- Text: Attacks with this Mastery ignore 1 point of ARM.
- REQ: REPTILIAN, WARLOCK, or LYCANTHROPE
Black Market (Mastery)
- Text: Draw a card from the Loot deck. If it is an Ally, Item, or Service, you may purchase it for normal cost (otherwise discard it). In addition, you may sell Items for half their listed cost.
- REQ: MERCHANT or ROGUE
Misdirection (Mastery)
- Text: If this card is attached to a monster during the Establish Targets step, you may choose that monster's target.
- Text: Return this card to your hand if you or the attached monster leaves the fight for any reason.
- Text: You may use this Mastery to force a monster that targets ALL (Ω) to target only one adventurer.
- Text (Quick Action): Choose a target monster & make an AGI or MAG Test. If you pass, place this card on the target.
- REQ: PERFORMER, REPTILIAN, or WIZARD
Looter (Mastery)
- Text: When you make a Loot roll, roll two dice & use either result (ignore the other die).
- Text: If you draw a Disease or Monster while Looting, make a PER Test. If you pass, you may discard that card without resolving it.
- REQ: MERCHANT or ROGUE
Lurker (Mastery)
- Text: During a fight, you may skip your turn & act after any other player's turn.
- Text: If another member of your party is also using this Skill/Mastery, agree who will act first or roll off.
- REQ: AGI 7 & PER 7
Martial Discipline (Mastery)
- Text: You are immune to Annoy & Taunt.
- Text: You may target any monster in your space, even while you are being targeted.
- REQ: MILITANT or FIGHTER
Counter (Mastery)
- Text: If you are being targeted by more than one monster, you may roll an additional Power die.
- Text: For each 6 you roll on a Power die, inflict 1 Piercing damage on a monster targeting you without Range (⊙).
- REQ: AGI 8
Dead Eye Shot (Mastery)
- Text (Quick Action): If you make a Range Attack this turn, you may swap the value of a Power die with the value of one of your Attack dice, unless your target is an Ooze or Swarm, or has Ghostly.
- Text: If you roll a six (die-face icon) on a Power die (after swapping a die or choosing not to), your Attack inflicts Piercing damage unless your target is an Ooze or Swarm, or has Ghostly.
- REQ: HUNTER, MILITANT, or WILD
Exploit (Mastery)
- Text: Your Attacks inflict +1 damage against monsters that are Dazed or Hexed & monsters with Berzerk, Fury, or Dimwit.
- REQ: FIGHTER, HUNTER, MILITANT, or ROGUE