Dungeon Degenerates: Malingerers Character Pack
Dungeon Degenerates: Malingerers Character Pack Rulebook
Table of Contents
Table of Contents
Characters
Each character has a front sheet (class, starting Items and Skill, ability, attributes, and a track) and a back (crime, homeland, suggested Skills and suggested weakness). Only the printed rules text is transcribed. The track boxes are not transcribed, and the flavour paragraphs on the backs are omitted.
The Fool
Class: Human, Rogue, Wild Items: Bindlestiff, Magic Rose Skill: Happy Go Lucky Ability: When you pass successfully Explore due to an Ally or Item (you would otherwise have failed the PER Test) gain 1 Luck. Attributes: AGI 8, CON 8, MAG 6, MRL 7, PER 4, STR 7
Back: Crime: Trespassing. Homeland: Parts Unknown. Suggested Skills: Immunity, Mend Wounds. Suggested Weakness: Wanderlust.
Provincial Prowler
Class: Human, Rogue, Wild Items: Concealed Knife, Vial of Poison Skill: Street Rat Ability: When you win a fight & at least 1 Law monster is destroyed gain 1 Luck. Attributes: AGI 8, CON 7, MAG 4, MRL 6, PER 8, STR 6
Back: Crime: Theft. Homeland: The Fields. Suggested Skills: Backstab, Looter. Suggested Weakness: Superstitious.
Warrior Poet
Class: Human, Fighter, Performer Items: Axe Axe, Shiny Shield Skill: Street Songs Ability: When you successfully use a Skill with the requirement Performer, make a MAG Test & if you pass gain 1 Luck. Attributes: AGI 7, CON 7, MAG 6, MRL 7, PER 7, STR 7
Back: Crime: Desertion. Homeland: The Solar Empire. Suggested Skills: Misdirection, Provoke. Suggested Weakness: Wanderlust.
Squash Sorceress
Class: Human, Wild, Wizard Items: Squash Staff, Spell Book Skill: Nature's Child Ability: When you succeed in your Recover action on doubles in an Outside space gain 1 Luck. Attributes: AGI 7, CON 6, MAG 9, MRL 6, PER 8, STR 5
Back: Crime: Sorcery & Witchcraft. Homeland: The Crossroads. Suggested Skills: Meditation, Shock Wave. Suggested Weakness: Remorse.
Weird Wizard
Class: Human, Warlock, Wizard Items: Bag of Scratch, Enchanted Sword Skills: Psychic War, Weird Time Ability: When you resolve a Human Encounter without Ignoring, Fighting of Plundering [sic] gain 1 Luck. Attributes: AGI 7, CON 6, MAG 9, MRL 6, PER 7, STR 6
Back: Crime: Possession, Sorcery & Witchcraft. Homeland: The Windmill. Suggested Skills: Blood Curse, Levitate. Suggested Weakness: Scratcher.
Manscrag
Class: Human, Puritan, Hunter Items: Scragarang, Scrag Costume Skills: Strike Fear, Detective Ability: When you destroy a monster with XP VAL2 or above with an Unarmed Strike, gain 1 Luck. Attributes: AGI 8, CON 8, MAG 5, MRL 8, PER 8, STR 8
Back: not transcribed. The Manscrag "back" image in the source is a second copy of the front sheet and contains no crime, homeland, suggested Skills or suggested weakness text. See Source Notes.
Leather Lash
Class: Human, Rogue, Scholar Items: Wicked Whip, Leather Gear Skill: Dominate Ability: When you succeed in your Dominate skills Combat Action with doubles gain 1 Luck. Attributes: AGI 8, CON 6, MAG 6, MRL 6, PER 8, STR 6
Back: Crime: Possession, Attempted Murder. Homeland: Brüttelburg. Suggested Skills: Lurker, Find Weakness. Suggested Weakness: Accustomed To Comfort.
Beefy Barbarian
Class: Human, Wild, Fighter Items: Sturdy Sword, Solid Shield Skill: Rising Fury Ability: When you succeed in a STR Test against an Encounter, gain 1 Luck. Attributes: AGI 6, CON 8, MAG 6, MRL 8, PER 7, STR 9
Back: Crime: Manslaughter & Escaped Slave. Homeland: The Watchtower via the Wasteland. Suggested Skills: Burly, Foe Killer. Suggested Weakness: Battle Crazed.
Skill Cards
Skill cards are listed as printed. The card's cost in XP is shown with its requirement (REQ). Boxes labelled "Box", "Attack box" or "Defense box" are the card's separate rule blocks, in printed order.
Detective
Type: Skill. Cost: 6 XP. REQ: Scholar or PER 8.
When rolling dice (a Test or otherwise) for the purposes of revealing, obtaining, or activating a Clue token, you may roll an additional die & discard any single die.
Dominate
Type: Skill. Cost: 10 XP. REQ: PER 8.
Combat Action: Make a PER Test. If you pass, inflict damage equal to your lowest single die to target monster (not Ooze or Swarm or has Ghostly). If you inflict damage greater than the monster's XP VAL, they become Dazed.
Happy Go Lucky
Type: Skill. Cost: 8 XP. REQ: Performer or Wild.
When you make a MRL Test, roll 3 dice & use any 2.
Nature's Child
Type: Skill. Cost: 8 XP. REQ: Wild & Wizard.
Attack box: If you roll at least one 6 on any Attack or Power die, inflict damage equal to (halved) Power die to target monster (cannot use a Power die used for damage).
Defense box: If you roll at least one 6 on any Defense or Power die, recover Wounds equal to (halved) Power die before suffering Wounds (cannot use a Power die used to reduce damage).
Rising Fury
Type: Skill. Cost: 10 XP. REQ: STR 8.
Quick Action: If you hit a monster this round, make a STR Test. If you pass, inflict damage to that monster equal to the XP VAL of a single trophy you have from this fight (not an Epic Monster trophy).
Psychic War
Type: Skill. Cost: 12 XP. REQ: Reptilian, Wizard or Warlock.
Quick Action: Make a MAG test. If you pass, become Suppressed to inflict Piercing damage equal to the lowest single die to any monster targeting you. If you fail, become Stunned until the end of the round. On doubles (pass or fail), lose 1 XP.
Pugilist
Type: Skill. Cost: 8 XP. REQ: AGI 8 & STR 8.
Box 1: Your Unarmed Strike Attacks inflict +1 damage against Goblins & Humans.
Box 2: If you make an Unarmed Strike Attack, you may reroll a single Power die.
Street Rat
Type: Skill. Cost: 8 XP. REQ: Merchant or Rogue.
Box 1 (Escape icon): Roll 3 dice & use any 2 when you attempt to Escape.
Box 2: Combat Action: Make a PER Test. If you pass, monsters cannot inflict Wounds on you unless they have Pursue.
Street Songs
Type: Skill. Cost: 8 XP. REQ: Performer.
Box 1: At the start of the Map Action Phase, if there are no counters on this card, place a Metaphysical counter on this card.
Box 2: Remove a Metaphysical counter from this card to remove Demoralized or Fatigued, from any adventurer in your party.
Strike Fear
Type: Skill. Cost: 10 XP. REQ: MRL 8.
At the start of a fight, make a MRL Test. If you pass, any Humans or Goblins with XP VAL lower than your lowest single die become Dazed for the first round of the fight. If you fail, all Human & Goblin monsters will target you for the first round of the fight.
Weird Time
Type: Skill. Cost: 12 XP. REQ: Wizard, Warlock.
Combat Action: Make a MAG Test. If you pass, become Suppressed, then any monsters in your space with XP VAL lower than your lowest single die become Dazed until they are targeted by an adventurer. If you fail, lose 1 XP.
Moralistic
Type: Grudge.
Your sense of superiority leaves you unable to compromise. You may not Accept, Agree, Approach, Eat, Drink, Gamble, Join or Trade during an Encounter with the class Bandit, Cult, Daemon, Goblin, Heretic or Witch (if your party chooses to, you must refuse to participate). +4 XP.
Item and Relic Cards
Cards are listed as printed. Each line gives the card type, cost in GP, and its requirement (REQ) where one is printed. The loot-card icons (Blade, Shield, Herb, Alchemical, Body, 1H) are shown as the card's type words.
Shiny Shield
Type: Item, Lh, Shield. Cost: 10 GP. REQ: STR 7.
-1 AGI
You may roll an additional Power die.
You are immune to Annoy, Onslaught & Taunt. If you roll a 12 on your Defence dice & a 6 on your Power die while using this item, discard it.
Solid Shield
Type: Item, Lh, Shield. Cost: 8 GP. REQ: STR 7.
-1 AGI
You may roll an additional Power die. If you roll doubles on your Power dice ignore Wounds from monsters targeting you with Range.
Spell Book
Type: Item, Relic. Cost: 10 GP. REQ: MAG 8.
At the the start of any fight or Phase, you may spend 1 XP to make a MAG test. If you pass, take any Skill card (not Mastery) with the requirement Warlock & use it even if you don't meet its requirements. If you fail, become Suppressed.
At the end of the fight or Phase, discard the skill.
Squash Staff
Type: Item, 1H. Cost: 6 GP. REQ: MAG 8.
Attack: STR (Reach). Roll an additional Power die if you are in an Outside space.
Combat Action: Make a MAG test, if you pass, all monsters in this space lose Pursue & Skirmish until the end of this round.
Sturdy Sword
Type: Item, 1H, Blade. Cost: 8 GP. REQ: STR 7.
Attack: STR (Melee).
If any Power die is equal to any Attack die, inflict +1 damage to target monster this round.
Wicked Whip
Type: Item, 1H. Cost: 6 GP. REQ: AGI 8.
Attack: AGI (Reach).
At the start of a fight, make a PER Test. If you pass, target monster with XP VAL less than {PER Test} loses all Arrival abilities. Constructs, Oozes & Swarms are immune to this action.
Vial of Poison
Type: Item, Alchemical. Cost: 4 GP. REQ: Arrows, Blade or Bolts.
Attach this Item to a Blade, or to a weapon that uses Arrows or Bolts. Discard the Vial of Poison next time you Rest.
When you inflict 1 or more Wounds on a monster with the attached weapon, that monster becomes Dazed.
Constructs, Daemons, Oozes, Undead & Epic Monsters are immune to this Item.
Axe Axe
Type: Item, 1H, Blade. Cost: 8 GP. REQ: Performer.
+1 MRL
Attack: STR (Melee).
If you have the Street Songs skill, when you destroy a monster with this item with doubles on your Attack roll, place a Metaphysical counter on your Street Songs card.
Bag of Scratch
Type: Item, Alchemical. Cost: 8 GP. REQ: MRL <8.
Scratchers always target you.
You may use a Rest action provided by one of your Items, Skills or Masteries, even if you already used it this turn. Then, you become Fatigued & Poisoned & roll a D6. On a roll of a 6, discard this card.
Bindlestiff
Type: Item, 1H. Cost: 4 GP. REQ: Wild.
If you succeed with doubles on your Recovery Test, draw an Item or Ally from the Loot deck.
When you make a Force March Test, roll 3 dice & use any 2.
Concealed Knife
Type: Item, 1H, Blade. Cost: 4 GP. REQ: Rogue or Wild.
Attack: AGI (Melee).
Quick Action: If it is your first turn after entering a fight, make an AGI Test & inflict damage equal to your lowest single die to a target monster (not Swarm) without Ambush, Evade or Ghostly.
Enchanted Sword
Type: Item, 1H, Blade. Cost: 11 GP. REQ: MAG 8.
Attack: MAG (Melee).
If you inflict damage on a monster with this item, you become Exalted. You may defend using MAG (in place of AGI).
When you miss your Attack roll with this item, become Suppressed & take 1 Piercing damage.
Leather Gear
Type: Item, Body. Cost: 12 GP. REQ: AGI 8.
+1 ARM
When this item is equipped, you are immune to Demoralized (Equipping the item doesn't remove Demoralized).
When checking against the Bounty Level in the Danger Phase treat the Bounty Level as 1 higher than it is.
Magic Rose
Type: Item, Herb. Cost: 4 GP. REQ: none printed.
If you succeed with doubles on your MRL Test, become Blessed.
If you are the Fool you may double your starting PER for any PER Test.
Scrag Costume
Type: Item, Body. Cost: 10 GP. REQ: Manscrag.
+1 ARM
Make a PER Test. If you pass, you may buy any Alchemical Items in the Loot discard pile with GP cost lower than or equal to {PER Test} at its standard cost so long as you meet the item's requirements.
Scragarang
Type: Item, 1H, Blade. Cost: 6 GP. REQ: AGI 8.
Attack: AGI (Range).
If you hit, inflict damage equal to your lowest die.
If you hit with an Attack from this item, inflict damage equal to the lowest Attack die or highest Power die.
Quick Action: If you miss with this item this turn, you may reroll your Attack & Power dice rolls.
Source Notes
These notes are for the transcriber and the reader. They are not printed rules.
- Skill card count. BGG lists 10 Skill cards for this pack. The skill sheet in the source shows 11 Skill cards and one Grudge card (Moralistic), so all eleven are transcribed above. The sheet does not say which pack each card belongs to. Pugilist is the one Skill that no character sheet lists as a starting or suggested Skill. This is an observation only. It is not evidence that Pugilist belongs to another pack, and it has not been removed.
- Manscrag back missing. The source file for Manscrag's back (the second image in the mod) repeats the front stat sheet. It has no crime, homeland, suggested Skills or suggested weakness text. Manscrag's back content is therefore not transcribed.
- Legibility. Card text was read from the full-page card-sheet images. Some small type (Shiny Shield's Defence line, Scragarang, Scrag Costume) was read at reduced page scale. Check those lines against a physical card if exact wording matters.
- Printed typos kept. Weird Wizard's ability reads "Fighting of Plundering" as printed. Spell Book reads "At the the start" as printed. Both are marked or left as printed rather than corrected.
- Omitted. Character flavour paragraphs, the track boxes (Wounds, Gold, Luck, XP and the Fight Round, End of Fight and Recovery slots), and the figurine images carry no rules text and are not transcribed. Base Dungeon Degenerates: Hand of Doom rules are not part of this pack.