Race & Class Selection
THE RACE & CLASS POINT BUILD SYSTEM
Didn’t see an option you liked? We’ve got good news for you picky and persnickety types: Players can simulate the thousands of options offered to their crawler by creating an entirely new Race or Class. Using the Build system, you can choose from the menu below to create your custom crawler. You have 25 Race Build Points and 30 Class Build Points to purchase specific abilities, and you can optionally select drawbacks to gain more Build Points to spend. Any leftover Build Points are lost, so get out there and spend, spend, spend! Note: Race and Class Build Points are different pools. You can’t save some Race Build Points to spend on Class options or vice versa. Step One: Imagining the Race or Cla The first step is to imagine the unique creation you’re bringing into the World Dungeon. Once you’ve got a clear idea, take deep breaths and push, just like in Lamaze class. A New Race Is this new Race a fantasy-style Race, a Race based on Earth myths or lore, or something truly unusual to fit the off-the-wall nature of the World Dungeon? After you’ve got a clear picture, determine if they’re from Earth—including Earth folklore, mythology, and legend—or if they’re an alien entity entirely! Alien Races receive unique ways to gain popularity because they’ve got planets of fans who want to see the crawler represent them in the most popular program in the galaxy, but don’t get access to Earth Classes. Earth Races, on the other hand, get a sweet, sweet Silver Earth Box, which is guaranteed to contain a mostly-useless Earth Hobby Potion, which grants 3 Ranks in a Skill, and access to Earth Classes. A New Cla Based on the Race you’ve selected and your experiences on the Tutorial Floors, you should consider the theme for the Class you want to design. In the Dungeon Crawler Carl books, the Classes are a crazy mash-up of modern pop-culture memes and traditional fantasy tropes. Feel free to come up with themes for Classes from out in left field—it’s bound to be available in the dungeon! Step Two: Benefits Peruse the menu below and spend Build Points to give mechanical benefits to the Race or Class you’ve imagined. These benefits are ranked by general usefulness and power. They’re just examples, and players are encouraged to come up with original benefits and discuss them with the GM. Characteristics that don’t provide any mechanical benefits are free, such as a strange skin color, emitting an unusual smell, or having an odd voice. Some Skill bonuses apply to thematically linked groups of Skills. The cost of such bonuses depends on the size of the group of Skills (4 or 6 points). 3 158 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 Thematically linked Skills include those that all use the same Stat, movement-related Skills, all Skills of a particular weapon type, or another definition that makes sense. Passive Skills, Spells in general, and Racial Skills are not thematically linked. You can take the same benefit multiple times, if that affects anything. For example, Stat and Skill bonuses obviously work, but two instances of Resistance to Slashing damage do nothing more than one instance of it (Resistances are fixed at “half damage”). The following menu provides Build Point costs for most examples in the Races and Classes above, plus many common effects. Keep in mind that this menu is an example of what’s possible with Races and guidance for balancing what a Build Point is worth when assembling your custom creations.
Minor Benefits (1 Build Point each)
• +1 to a Stat • Membership in Club Desperado or Club Vanquisher • At the end of each floor, add 1 to your Skill Advancement Checks for a particular Skill • Allow a specific Skill to be raised to Rank 20 • Add your Stat Mod a second time when using a specific non-combat Skill in a common circumstance • A benefit that has a condition, such as gaining Advantage when attacking stone creatures • Can see in total darkness or has a natural ability to produce light • Double Mana regeneration from mending and resting in a specific environment • You can see twice as far as most creatures • A tier-1 crafting table (as soon as you acquire a personal space, it shows up there) • A free room in saferooms • Discount at stores, bonus earned from sales or interest earned (+1 for each category) • Gain a non-combat benefit once per session under very specific conditions
Moderate Benefits (2 Build Points each)
• +1 in a Skill or Spell, including Passive ones (you cannot have more than 5 points of Passive Skills in any Class build) • Ability to heal 1 Health Bar slot when you damage or kill a creature with a specific Weapon Skill or Spell, up to 5 Health Bar per combat scene • Add your Stat Mod a second time when making an attack in a common circumstance • Roll with Advantage when making Skill Advancement Checks for a particular Skill • At the end of each floor, add 1 to your Skill Advancement Checks for a particular group of thematically linked Skills • At the start of combat, you can change your damage to a different type for that combat • +1 DR Buff (to a limit of +3) • Can access any guild of a particular type (for example, any Weapon Training Guild) • Double Mana regeneration from mending and resting without a limit • Membership in all professional and social clubs • Membership in the Dungeon Book of the Floor Club • Can raise a thematically linked group of Skills to Rank 20 • Mobs drop 1 × Floor Number gold when you kill them with a specific attack • Ability to gain Popularity with specific actions and attacks • Patron Benefit • Resistance to an uncommon damage type (Force, Psychic, Necrotic, etc.) • Resistance to damage dealt by the environment (Falling, Drowning, dungeon traps, etc.) • Replace a Stat used in an ability with another Stat (normally, one that receives a Stat bonus), such as the ability to apply Charisma to Intimidate instead of Strength • A Stat Mod from another ability be used in addition to the normal Mod for specific Skills • Can use skills designed for one type of weapon on another type of weapon • When you use a Healing-type Spell, the target heals 1 additional Health Bar • The ability to traverse certain terrain types without Skill Checks • The ability to burrow • The ability to breathe underwater . • +1 in all Skills for a temporary duration that’s an hour or less • A natural attack at [Rank = Floor Number] that deals 1d6 + Stat Mod damage. Choose the Stat Mod to hit and damage (and damage type). Add another d6 at Rank 5, 10, and 15. Rank only increases by Floor • The ability to reassign a Race or Class’s Stat point benefits once per floor during a Long Rest
Major Benefits (3 Build Points each)
• Access to significant assistance, akin to the Manager benefit • Gain a friendly Pet or a Mount • Ability to provide a significant Buff or Benefit up to 4 Points to all of your Pets or Mounts • An ability to dramatically alter an encounter once a day, such as by making enemies attack each other • A defensive ability usable once per day, such as negating all damage you take from a single attack • The ability to Buff the entire party once per day, such as granting them regeneration or extra DR • The ability to fly, with some limitations • The ability to survive without breathing, which also gives Immunity to inhaled toxins • Rage (Benefit): Your melee attacks deal +1 damage for each Health Bar slot you have lost • Size 2 (Small) or less • +5ft Move (this increases the crawler’s Move value) • +5 Step (this increases the crawler’s Step value) • Add 1d4 to your Evade or Stat Checks for a specific Stat • A natural attack at [Rank = Floor Number] that deals 1d8 + Stat Mod damage. Choose the Stat Mod to hit and damage (and damage type). Add another d8 at Rank 5, 10, and 15. Rank only increases by Floor • Advantage when using a specific non-combat Skill or Spell • Situational bonus of up to ×2 damage for one round • Swap CON for determining Health Bar values with another Stat • Gain a Climb Movement, which allows you to automatically climb most surfaces, even ceilings
Extreme Benefits (4 Build Points each)
• +1 in a Skill that you wouldn’t normally be able to learn, such as Cockroach and Light on Your Feet • +1 to all Skills in a thematically linked group of 3–5 Skills (Hand-to-Hand Skills, Constitution-based Skills, etc.) • Advantage on all Stat Checks for a specific Stat • All Skills in a thematically linked group of up to 6 Skills can be raised to Rank 20 • Immunity to Poison • Resistance to a common damage type (Bludgeoning, Fire) • Double the duration of your Rank 5 and lower Spells that have a duration • Advantage on all Skills in a limited non-combat situation • Additional functional arm • Doppelgänger shape-changing Epic Benefits (6 Build Points each) • +1 to all Skills in a thematically linked group of Skills (Ranged Weapons, Intelligence-based Skills, etc.) • All Skills can be raised to Rank 20 • A significant defensive ability, such as Immunity to a common damage type (like Bludgeoning, Fire or Piercing) or halving the damage of the first nine attacks against you each day • The Limb Regeneration Benefit • Roll with Advantage on all Skills in a wide-ranging set of circumstances • Immunity to Poison and all diseases • +1 in all Skills in a thematically linked group of 6+ Skills (Ranged Weapons, Intelligence-based Skills, etc.) • A significant defensive ability, such as Advantage on Evade Checks, or Immunity to a common type of damage (Fire, Bludgeoning, etc.) • A powerful and flexible ability that can significantly change your Stats or Skills, such as a Changeling’s ability to assume another Race’s Stat or Skill bonuses • Changeling shapeshifting • Roll with Advantage on all Skill Checks for a specific Stat • The ability to fly with no limitations 3 160 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1
Step Three (Optional):
Detriments You can take mechanical disadvantages to your Class—called detriments—giving you more Build Points to spend on benefits. You don’t have to take any drawbacks to your Class if you don’t want to, since the system AI is likely to put you into positions where your drawbacks make your life difficult. You cannot gain more than 5 extra Build Points via detriments for your Race or Class, for a total of 10 by taking the maximum 5 detriments for both Race and Class.
Stat Detriments You earn Build Points by assigning penalties to your stats. You gain 1 extra Build Point for every 2 points of penalties to one or more stats. For example, a Class with −1 to Intelligence and −3 to Dexterity earns 2 extra Build Points to spend.
Skill Detriments You can also earn Build Points by assigning penalties to your current Skills. You cannot create penalties for Skills you don’t have, nor can you take a penalty larger than your current Rank in that Skill. You gain 1 extra Build Point for every 2 points of penalties you take to one or more Skills. You can also take a penalty to all Skills under a single Stat, such as “all Charisma Skills,” gaining 1 extra Build Point for every −1 penalty you take.
Minor Detriments (1 Extra Build Point)
• Cannot choose Class due to membership in a specific club • For every −2 worth of Stat detriments • For every −2 worth of Skill detriments • For every −1 to all Skills under a specific Stat • +1 Mana cost to cast spells not favored by your Class • Disadvantage when using a thematically linked group of Skills, when there is a condition (such as Disadvantage in all social Skills used against a certain category of creatures) • Must worship a deity • Cannot worship a deity • You suffer a −1 penalty when making Skill Advancement Checks for a specific Skill provided by your Race or Class at Rank 5+ • Vulnerability: An uncommon damage type (such as Force or Necrotic) deals double damage to you • You halve the effects of a broad type of damage, such as all Weapon damage or all Spell damage, that isn’t the focus of your Class (such as halving Spell damage if you are a Barbarian) • A weakness that has two conditions, such as Disadvantage in social situations when dealing with Fairies • Delay a bonus to after Level 50 or activating on the 6th Floor
Moderate Detriments (2 Extra Build Points)
• A weakness with a single broad condition, such as Disadvantage in all social situations • Skill only increases in Rank upon descent to the next floor • Limited choice of weapons available to choose from • No Stat Mod added to Weapon Skill provided by your Race or Class • +3 Mana cost to a Class of spells provided by your Race or Class • Disadvantage when using a thematically linked group of Skills, such as all movement-related Skills • Prohibited from using a wide category of useful items, such as an inability to use certain types of Weapons or to cast Passive Spells
Major Detriments (3 Extra Build Points)
• A specific Stat is capped at 10. Even magic gear and potions cannot exceed this limit • Vulnerability: A common damage type (such as Bludgeoning or Piercing) deals double damage to you
CREATING A CLASS EXAMPLE
Bob and all the other players in his game have reached the Third Floor, but none of the Classes fit what Bob wants to play: the Dungeon Dad , who looks after the rest of the party. Now that Bob’s got a concept in mind, he starts talking to his Game Master about it. After a short discussion, they agree this should be an Earth Class that includes an Earth Hobby Potion. Bob looks through the menu and picks the qualities most important to his vision of the Class: • Grill Dad: There isn’t a grilling Skill, but Crocodilian gets a bonus after eating that fits what he wants to do pretty well. Since it’s a party buff, Bob and his GM decide that, since it’s a Buff for the entire party that’ll happen 3–4 times a day, it should be an Extreme Benefit worth 4 Build Points • Protective Dad: There are a few ways to do this based on Skills and Spells, so Bob checks out the Catcher, Taunt, and Shield Block Skills, plus the Hot Stuff Aura and Shield Spells. The Shield Spell only protects his crawler, so that’s out, and so is the Shield Block Skill. Bob decides to put 3 Ranks into Catcher for 6 Build Points. He also decides that means he’s going to need a weapon, so he puts 4 Build Points into 2 Ranks of a Weapon of his choice • Helpful Advice Dad: Bob takes 2 Ranks in the Tactics Skill (since his crawler tends to keep the group together) for 4 Build Points. Bob also talks to his GM about a way to make his crawler better at helping others, such as adding a +1d4 bonus to others when taking the Help or Intervene Action. They look at the menu and see “Add 1d4 to your Evade or Stat Checks for a specific Stat” as a Major Benefit. Since this bonus die requires Bob’s crawler to take an Action and it’s limited compared to the always-on +1d4 bonus on the menu, they decide it’s worth 2 Build Points • Awful Jokes Dad: Bob loves making terrible, groan-inducing puns and worse jokes during play, so this comes naturally. First, he considers putting points into the Good First Impression Skill, but the rest of the players tell him that his awful jokes definitely don’t fit there. Rather than a Skill, Bob decides to put his points into his Charisma Stat bonus • Fix-It Dad: Bob decides on this one easily and adds 2 Ranks to the Repair Skill, spending another 4 Build Points • DILF: Bob’s got some points left over and a good Charisma score, so he decides to put 4 Build Points into the Hot Stuff Aura Spell, gaining 2 Ranks and hitting the cap of 5 Ranks of Passive Skills for his Class Build Bob reviews his choices and sees that he’s spent 24 of his 30 Class Build Points. He decides to put 2 Build Points into +1 DR, and the remaining 4 Build Points in Stat Points: +2 Charisma, +1 Strength, and +1 Constitution. With 30 Build Points spent, he considers Drawbacks and decides that the Dungeon Dad is pretty clumsy, suffering −2 DEX, and that Dads may be experienced, but they feel their age— and Necrotic damage makes the most sense for age-related injury, so he takes Vulnerability: Necrotic damage. These net him 2 extra Build Points, which he decides to put into an extra point of DR. At the end, Bob and his GM decide that the Dungeon Dad’s types are Fighter because of the Catcher and Weapon Skills, and Bard because of the advice and food buffs. Bob’s final Class looks like this:
Dungeon Dad
Class Type: Bard, Fighter Once a little league coach, you’ve watched much of life pass you by, but you’re determined to protect and guide the youth—even if they’re a group of 20- to 30-somethings who should have learned basics like reading warnings, how to share, and talk about their feelings without being an asshole before now. Well, you’re here to make sure they learn by teaching them the lessons the world never did and doing your damnedest to keep them alive. • +2 Charisma • +1 Strength and Constitution • −2 Dexterity • +3 Catcher Skill • +2 Repair and Tactics Skills • +2 to a Weapon Skill of your choice • +2 Hot Stuff Aura Spell • +2 DR • When you and up to 6 allies consume a meal you cooked (taking at least 30 minutes to cook), each eater gains +1 Buff for all of their Skill Checks for 1 hour • You roll a bonus 1d4 when you make the Help or Intervene Actions and add it to the benefit provided to your target • Vulnerability: Necrotic damage • Silver Earth Box, with guaranteed Earth Hobby Skill Potion 3 162
Skills
CUSTOM SKILL EXAMPLES Paolo wants his crawler, Eglantine, to use an aforementioned Crochet Skill. But that’s a bit on-the-nose, so he tries for something more imaginative and works with the GM to figure something out. One idea is for Eglantine to be a wizard with knitting needles, so he invents the Needle skill. The GM likes it because it’s pretty clear that it’s got a pretty limited scope but will still have a couple obvious uses. And custom skills don’t need to be as broad or powerful as the ones presented below. For Upgrades, Paulo and the GM decide that Needle will mostly be used in combat, so they give it the standard weapon Rank 5 Upgrade. Then they add a Crafting Upgrade at Rank 10 and Dagger’s Rank 15 Upgrade. Needle Dexterity You have knack for using needles, whether making things or using them as weapons. Needle covers any sort of needle use and possibly peripheral applications, such as metaphorically threading a needle (getting through a tight space), crafting fabric-based items, repairing a sail, or fighting with knitting needles. Upgrades Rank 5: +1d4 base damage Rank 10: Pick a needlework specialty item. You roll with Advantage when creating your mundane specialty item. Rank 15: +1d4 base damage, and attacks targeting the back of a foe deal ×2 damage. After creating Needle , Paolo isn’t sure he wants to focus on attacks with needles. He tries again so he has a second option, this time focusing on the material. Yarn Wrangler is a good option based on Fabricate and Ropework. Yarn Wrangler Dexterity You have a knack for yarn and related materials. You can use this Skill to create or salvage yarn, tie people up, or even gain a cat’s attention. Upgrades Rank 5: You can also use this skill as an Attack, with a 10ft range vs. the target’s Evade. On Success, the target gains the Held Debuff. Rank 10: Pick a yarn-craft specialty item. You roll with Advantage when creating your mundane specialty item. Rank 15: The attack range is now your Strength value (min 15). Just make sure your yarn is long enough. Paulo and the GM decide that both skills might work well for the character, but since the Rank 10 overlaps, Paulo might want to just pick one or redesign one of them. Another player mentioned they expected Yarn Wrangler to deal with lassos, so Paolo has plenty of options to consider. CREATING YOUR OWN SKILLS The list of Skills in the World Dungeon is endless. Our artificial sky’s the limit, folks! Here’s the framework in which you can create any Skill you want. You’ll need to use it if you come across a Skill or Spell marked with an gear asterisk ( ): that’s the cue that it’s a Custom Skill not found in this book. The simplest way to customize a Skill is to reuse an existing Skill but reframe its narrative. A Skill like Dumpster Diving could just as easily become Search 4 174 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 or Scrounging, just by changing the name and thematic focus while still operating within the same mechanical structure. Mixing and matching Skill effects and Upgrades is a great way to create weird Skills to really customize your crawler. A Crochet Skill, for instance, might have a custom Upgrade that works like a Utility Skill Upgrade, or it could borrow a Rank 5 Upgrade found on the Dagger Skill. You can invent a new effect or Upgrade following the guideline that the more niche it is, the stronger it can be. If something ends up too strong or too weak, the GM can always patch it later. The system adjusts; so should you. In play, you’ll often find more than one Skill that applies to a situation. Because Skills improve through use, you might choose to attempt a task with a weaker or less-optimal Skill just to gain experience with it. This is perfectly normal behavior and occasionally even works out. Made-up Skills should typically be narrowly focused and should not completely replace or outgun existing Skills… or Actions like Evade. If you want to create an Evade-like Skill, it should perhaps only be useful against a certain attack type (such as Edged Weapons and Ranged Weapons) or come with a significant downside that makes its usage situational. Evade Checks don’t use Ranks, so anything that adds Ranks to a Skill Check that lets you avoid any type of attack will instantly be much better than Evading, and that’s a no-no. If you don’t spill blood, I won’t be happy. That’s the whole point! AACK SKILLS (WEAPONS) Attack Skills represent your ability to harm, disable, or otherwise make something stop trying to kill you, whether through weapons, fists, or pure destructive intent. Name: The name of the Attack appears as a headline to the entry. Attack Type: Melee or Ranged. Most Attacks are Melee, which have a range of 5 feet (i.e., adjacent). If an Attack has a range farther than that, it will be noted in the Range entry below this line. The default Stat Mod used for Melee rolls to hit is STR, while the default Stat Mod for ranged weapon Attacks is DEX. If another Stat Mod is used to hit, it will be listed here. Range: If the Attack can hit a target farther than 5 feet away, the maximum distance it can hit will be listed here. If the Attack has no range listed, its range is Melee range (adjacent or within 5 feet). AI Favor: Low-damage weapons grant AI Favor to you if you use such a wimpy Attack for a majority of your attacks during a combat that lasts for at least three rounds. Limitations: Any conditions, requirements, or penalties are listed here. “Requires two hands to wield” is a common limitation, which means both hands must be used to wield the weapon (I’m sure you never would’ve figured that out without this explanation). You can’t hold other things at the same time when attacking. COMBATFOCUSED EXAMPLE Upon reaching the Third Floor, Paolo wants Eglantine to choose a Samurai-like Class. Taking some inspiration from video games and anime, he decides he wants a Shinken Shirahadori or Samurai Blade Clap Skill. It’s totally unrealistic, but cool. Talking it over with the GM, they decide it’s very narrowly useful, and probably hard to train up. Samurai Blade Clap Dexterity You can catch blades with your bare hands. Or you’d better hope you can. Make a Samurai Blade Clap Skill Check when you’re being attacked by an Edged melee weapon. On Success, you avoid the damage and effects from the attack. Upgrades Rank 5: You can also use this Skill against Ranged weapons if the missile features an edge (such as arrows or shuriken). You can put the projectile in your Inventory after catching it as part of the same Action. Rank 10: On an Amazing Success or better, you disarm the melee attacker. Rank 15: You have +5 DR Edged weapons you attempt to catch. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 175 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. Cooldown: If the weapon or effect has a cooldown, it will be listed here. Hit or miss, the timer starts. While on cooldown, the weapon or effect cannot be used. Description: Any notes or descriptions of the Skill are listed here. Make an Attack Skill Check vs. the target’s Evade value, which is: 10 + DEX + the Floor number. Base Damage: This is the damage dice the weapon deals with 0–4 Ranks in the Skill. Zero Ranks means using it untrained. The appropriate Stat Mod value is added to the damage. This Mod does not always match the one listed in the Attack Type line, and not every weapon adds a Stat Mod. Finally, the damage type is listed. The damage type is important if the target has Resistance, Immunity, or Vulnerability to that damage type. Effects: If there are effects other than damage, they will be listed there. Upgrades: When you reach Rank 5, 10, and 15, these bonuses kick in. Write your Attack Skills in the “Attacks” section on the front of your character sheet. Fill out the “To Hit” box for your weapons, writing in your “Rank + Stat Mod” values. Then fill in the “Damage” box. Write in the dice as “1dX,” replacing the “X” with the die type noted in the description. The weapon’s base damage entry will also tell you which Stat Mod (if any) you add to the damage. Use the Effects area to write in short reminders of base effects, Upgrade effects, and AI Favor (if any). Lastly, write in the Attack Skill name on your “Skills” list. There, you can write in additional notes and mark the advancement box on the far right when you use the Skill. This keeps all your Skills in one place when rolling for Skill Advancement (p. 169). Just remember to update your Rank in the “Attacks” section as well when you advance an Attack Skill, or you’ll be weak forever, just like your middle school gym teacher prophesied. Rank Damage Dice One common damage bonus is adding a “Rank damage die” to your damage roll. That die is based on your current Rank in the Attack Skill, though sometimes other Skills use this as well, and not always for damage purposes. It is not part of the base damage of the Attack, so it is not doubled on a Critical Hit. Table 37 shows the Rank damage dice for each Skill Rank. Roll the die that is closest to your Skill Rank without going over (Rank 1 simply grants +1 damage). For example, if you have 7 Ranks, your Rank damage die is 1d6, as that is the closest die without going above 7. TABLE 37: RANK DAMAGE DICE SCALING SKILL RANK DAMAGE DICE 1 +1 2–3 +1d2 4–5 +1d4 6–7 +1d6 8–9 +1d8 10–11 +1d10 12–13 +1d12 14–15 +1d8 & +1d6 16–17 +2d8 18–19 +1d10 & +1d8 20 +2d10 “One doesn’t have to resort to gore-themed violence in order to be stylish.” – Princess Donut 4 176 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 A¡ack Skis Attacks are grouped by type, but each weapon entry is a unique Skill. You don’t gain experience for using all edged weapons just because you gave someone a paper cut. The name of the weapon is also the name of the Skill used to wield that weapon. All Attack Skill Checks are made vs. the target’s Evade value, which sets the Difficulty of the attack. ANIMAL CRAWLER & PET STRIKE SKILLS BACK CLAW Melee Attack, STR Base Damage: 1d6 + STR Slashing UPGRADES Rank 5: +1d6 base damage Rank 10: +1d6 base damage Rank 15: +1d6 base damage, and the target gains the Blood Trail Debuff. BITE Melee Attack, STR Limitations: The target must have an appendage you can clamp down onto. You taste your victim’s blood. Better hope they’re not poisonous. Base Damage: 1d8 + STR Piercing UPGRADES Rank 5: +1d8 base damage Rank 10: +1d8 base damage. You may latch on to move when the foe moves during their next Action (then you let go). Rank 15: +1d8 base damage, and the target gains the Woozy Debuff. SLICE ATTACK Melee Attack, DEX AI Favor: 1 Base Damage: 1d4 + STR Slashing UPGRADES Rank 5: +1d4 base damage Rank 10: +1d4 base damage Rank 15: +2d4 base damage 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 177 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. BASHING WEAPON SKILLS CLUB Melee Attack, STR Base Damage: 1d6 + STR Bludgeoning UPGRADES Rank 5: +1d6 base damage Rank 10: +1d6 base damage, and the target gains the Woozy Debuff. Rank 15: +1d6 base damage, and if the target loses at least 3 Health Bar slots, they gain the Take Down Debuff. IMPROVISED WEAPONS Melee Attack, STR AI Favor: 1 Pick up something and smack someone else with it. That object must weigh at least one pound and can’t weigh more than your STR in pounds. Base Damage: 1d4 + STR Bludgeoning UPGRADES Rank 5: +1d4 base damage, and you can throw the item (using this Skill) up to a range of Rank ×5 feet. Rank 10: +1d4 base damage, and you roll your first Attack each combat with Advantage due to the unexpected nature of your Attacks. Rank 15: +1d4 base damage WARHAMMER Melee Attack, STR Limitations: Requires two hands to wield. Base Damage: 1d10 + STR Bludgeoning UPGRADES Rank 5: +1d10 base damage Rank 10: +1d10 base damage Rank 15: +1d10 base damage, and the target (of your size or smaller) is pushed 15 feet. EDGED WEAPON SKILLS AXE Melee Attack, STR Base Damage: 1d6 + STR Slashing UPGRADES Rank 5: +1d6 base damage Rank 10: +1d6 base damage, and you may make an extra free Attack with Disadvantage against another foe adjacent to both you and the original target. Rank 15: +1d6 base damage, and on an Amazing Success or better, sever an arm (or similar) of your foe (which disarms anyone with a two-handed weapon). DAGGER Melee Attack, DEX AI Favor: 1 Base Damage: 1d4 + STR Piercing UPGRADES Rank 5: +1d4 base damage, and this Attack deals Armor-Piercing damage (ignores DR). Rank 10: +1d4 base damage, and you can throw this weapon (using this Skill) up to a range of Rank × 5 feet. Rank 15: +1d4 base damage, and Attacks targeting the back of a foe deal ×2 damage. LONGSWORD Melee Attack, STR Base Damage: 1d8 + STR Slashing UPGRADES Rank 5: +1d8 base damage Rank 10: +1d8 base damage Rank 15: +1d8 base damage, and you gain a +1 Evade Buff. RAPIER Melee Attack, DEX Base Damage: 1d6 + DEX Piercing UPGRADES Rank 5: +1d6 base damage Rank 10: +1d6 base damage, and you gain a +1 Evade Buff. Rank 15: +1d6 base damage, and you gain a +1 Evade Buff. 4 178 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 HAND-TO-HAND COMBAT SKILLS When attacking with a hand-to-hand Attack Skill that has a description stating you can choose a Damage Effect, choose one available Damage Effect before you make the Attack Skill Check. If the Attack hits, first roll the base damage dice and then apply the chosen Damage Effect. If you choose not to use a Damage Effect for a majority of your hand-to-hand attacks during a combat that lasts for at least three rounds, you gain the amount of AI Favor listed in the Skill’s entry. FOOT SOLDIER Melee Attack, STR AI Favor: 1 (only if no Damage Effect is used) Choose the Powerful Strike or Smush Damage Effect (if you wish) before rolling to hit. Base Damage: 1d4 + STR Bludgeoning UPGRADES Rank 5: +1d4 base damage Rank 10: +1d4 base damage Rank 15: +1d4 base damage, and the target gains the Sore as Shit Debuff. NOGGIN NOCKER It’s like a headbutt, only cooler. Melee Attack, STR AI Favor: 1 (only if no Damage Effect is used) Limitations: On Success, you lose 1 Health Bar slot. Choose the Skullcracker or Powerful Strike Damage Effect (if you wish) before rolling to hit. Base Damage: 1d4 + CON Bludgeoning UPGRADES Rank 5: +1d4 base damage, and you don’t take any damage from your own Attack. Rank 10: +1d4 base damage, and add 1 Rank damage die. Rank 15: +1d4 base damage, and the target gains the Woozy Debuff. PUGILISM Philistines call it punching. Melee Attack, DEX AI Favor: 2 (only if no Damage Effect is used) Choose the Dirty Fighting, Iron Punch, or Powerful Strike Damage Effect (if you wish) before rolling to hit. Base Damage: 1d2 + STR Bludgeoning UPGRADES Rank 5: +2d2 base damage Rank 10: +1d2 base damage Rank 15: +1d2 base damage, and you may make an extra free Attack with Disadvantage. UNARMED COMBAT Melee Attack, STR AI Favor: 1 Limitations: Cannot choose a Damage Effect. Every crawler starts out with this Skill. This is a mixture of all strikes, so call it what you will when you Attack. Base Damage: 1d4 + STR Bludgeoning UPGRADES Rank 5: +1d4 base damage Rank 10: +1d4 base damage Rank 15: +2d4 base damage WRASSLIN’ Melee Attack, STR AI Favor: 1 (only if no Damage Effect is used) Limitations: Requires two hands to wield. Choose the Choke Out, Dirty Fighting, or Toss Damage Effect (if you wish) before rolling to hit. On Success, the target gains the Held Debuff. Held foes continue to be Held until they spend an Action to attempt escape (Mobs may use their Move Action). To prevent such an escape, you must use an Action as an Interrupt and succeed in a Wrasslin’ STR-Opposed Skill Check. Base Damage: 1d4 + STR Bludgeoning UPGRADES Rank 5: You may maintain the Held Debuff at no Action cost if you wish, but your Skill Check to prevent escape is made with Disadvantage. Rank 10: +1d4 base damage Rank 15: +1d4 base damage 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 179 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. HAND-TO-HAND DAMAGE EFFECT SKILLS Hand-to-hand Damage Effects are a special kind of Passive Skill that can be added to certain hand-to-hand Skills to enhance or modify the attack. If the attack succeeds, the chosen Damage Effect applies as well. If the attack Fails, the Damage Effect does nothing but still goes on cooldown (if there is one). When you make an Attack that adds a Damage Effect, place a mark for later Skill Advancement (p. 169) in either the Attack Skill or the Damage Effect, not both. CHOKE OUT Wrasslin’ Damage Effect, Passive If the target is at 10% Health Bar or less, you deal ×2 the total damage. UPGRADES Rank 5: Choke Out activates at 20% Health Bar or less. Rank 10: Choke Out activates at 40% Health Bar or less, and deals ×4 the total damage. Rank 15: Choke Out activates at 80% Health Bar or less, and deals ×8 the total damage. DIRTY FIGHTING Pugilism or Wrasslin’ Damage Effect, Passive You use underhanded tactics to win fights and cause a different kind of harm to your opponents. If the Attack Skill Check is a Critical Fail, lose 1 Popularity. Apply the Woozy Debuff to the target. UPGRADES Rank 5: Also apply The Taint Debuff to the target. Rank 10: Also apply the Blinded Debuff to the target. You no longer lose Popularity on Critical Fails. Rank 15: Also apply an immediate Minor Injury Debuff to the target. IRON PUNCH Pugilism Damage Effect, Passive You deal +1d2 base damage. UPGRADES Rank 5: Add 1 Rank damage die. Rank 10: You may choose to have the target gain the Stunned Debuff instead of rolling damage. Rank 15: Add 1 Rank damage die, and the target gains the Stunned Debuff. POWERFUL STRIKE Foot Soldier, Noggin Nocker, or Pugilism Damage Effect, Passive Cooldown: 30 hours Multiply your base damage dice result by your Rank in this Skill, then add your modifiers and buffs. UPGRADES Rank 5: The cooldown is 10 hours. Rank 10: The cooldown is 5 hours. Rank 15: The cooldown is 2 hours. SKULLCRACKER Noggin Nocker Damage Effect, Passive If the target is the same size as you, gain +1d4 base damage. UPGRADES Rank 5: +1d4 base damage if target is the same size as you. Rank 10: If the target is the same size as you, add 1 Rank damage die, and the target gains the Stunned Debuff. Rank 15: If the target is the same size as you, add 1 Rank damage die, and the target gains the Blood Trail Debuff. 4 180 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 SMUSH Foot Soldier Damage Effect, Passive Limitations: You can only apply this Damage Effect to targets with 20% Health Bar or less. Cooldown: Once per round. You deal ×2 the total damage. UPGRADES Rank 5: Smush activates at 30% Health Bar or less and deals ×3 the total damage. Rank 10: This skill has no cooldown. Rank 15: Smush activates at 40% Health Bar or less and deals ×4 the total damage. TOSS Wrasslin’ Damage Effect, Passive You deal +1d8 base damage + STR Bludgeoning, end the Held Debuff, and throw the target 5 feet for every five Ranks (minimum 5 feet) you have in this Skill. You can only Toss foes of a smaller size than you. UPGRADES Rank 5: You can Toss foes up to your own size or smaller. Rank 10: You can Toss foes one size larger than you or smaller. Rank 15: +1d8 base damage, and you can throw foes two sizes larger than you or smaller. R