Deities & Worship
Skills
The description may contain additional keywords like “AI Favor” and “Limitations,” which vary by the Skill type. Finally, the entry teases you with upgrade benefits if you train it to higher Ranks, as if you need more incentive to avoid your leg being ripped off by a giant demon crab, only to wake up two floors later to discover it grew an eyeball and a mouth and is licking your face off in anger at being replaced by a prosthetic. SKILL CHECKS Skill Checks are either Opposed or Unopposed, depending on what you are up against (see p. 59). Roll 1d20, add your Skill’s Rank, and add your associated Stat Mod. If the total matches or exceeds the Difficulty of the Check, the outcome is at least a Standard Success but could grant even better effects if you significantly exceed the Difficulty. Your GM determines the Difficulty for a Check, so they’re the one who needs to know the exact type of Skill Check you’re making. They won’t share the Difficulty with you but will only inform you of the outcome. Don’t worry, System AIs don’t cheat or lie; we always fully believe what we tell you. But if you must know every detail (good for you, boring for viewers), Opposed Skills make Checks against a specific antagonist, and the Difficulty factors in their Stat Mod. Unopposed Skills make Checks against things that don’t have a Stat block, like objects or the environment. The Skill’s description lists the effects of a Standard Success. Lots of results are possible other than a Standard Success (see Degrees of Success and Failure, p. 60). Know that I encourage GMs to get creative when narrating both Successes and Fails; the more spectacular the results (good or bad), the more the viewers can’t turn away. PASSIVE SKILLS You don’t make Skill Checks to gain the effects of Passive Skills. This makes them easy to use but hard to Rank-up; since you don’t make a Skill Check, you can’t mark it for a Skill Advancement Check (p. 169). Each Passive Skill entry describes how you can increase its Rank, typically requiring magic gear and training, though some feature other ways. Using a Passive Skill typically requires an Action like any other Skill type. However, some trigger alongside other Skills at no extra Action cost, like Hand-to-Hand Damage Effects (see p. 180). You can’t use a Passive Skill if you have no Ranks in it (untrained). The easiest way to gain them is via a potion, scroll, or gear. They can also be found in some Race and Class benefits starting on the Third Floor. SKILL UPGRADES As Skills increase in Rank, they grant additional bonuses at Ranks 5, 10, and 15. To survive the World Dungeon, crawlers nd to coect Skis, Spes, and Lt. Skis and Spes directly impact a crawler’s ability to function in the dungeon, and sa¸y crawlers lk for ways to kp improving them. Lt takes the form of money, magical and mundane equipment, misceaneous junk and materials for crafting, and sometimes you can even find a pet or a mount. This chapter covers a the things crawlers can gain during the Crawl. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 173 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. Upgrades on Attack Skills typically add extra damage dice to the base effect damage, and these always apply even if other parts of the Upgrade are situational. Where an Upgrade increases the range or duration, removes a limitation, or the like, the Upgrade overrides the base effect instead of being in addition to it. All other sorts of Upgrades get added together. Typically, these additive Upgrades use a plus sign (+) to help note this. 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. 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. RANGED WEAPON SKILLS Ranged Skills allow you to strike targets from a distance, hopefully before they can get into range to attack you— you filthy camper. All ranged weapons use your DEX to hit, and some add your STR to the damage. BOW Ranged Attack, DEX Range: 100 feet Limitations: Requires two hands to wield. Each Attack requires proper ammunition. Base Damage: 1d6 + STR Piercing UPGRADES Rank 5: +1d6 base damage Rank 10: +1d6 base damage, and add 1 Rank damage die. Rank 15: +1d6 base damage, and the target gains the Blood Trail Debuff. CROSSBOW Ranged Attack, DEX Range: 50 feet Limitations: Requires two hands to wield. Each Attack requires proper ammunition. Cooldown: Once per round. Base Damage: 1d8 Piercing UPGRADES Rank 5: +1d8 base damage Rank 10: +1d8 base damage, and the target gains the Blood Trail Debuff. Rank 15: +1d8 base damage, and the range is 100 feet. HANDGUN Ranged Attack, DEX Range: 150 feet Limitations: Each Attack requires proper ammunition. Spend one Action to reload after a Major Fail or worse. Base Damage: 1d8 Piercing UPGRADES Rank 5: +1d8 base damage Rank 10: +1d8 base damage Rank 15: +1d8 base damage, and the target gains the Staggered Debuff. “Ranged weapons. | didn’t like ranged weapons.” —Carl 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 181 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. JAVELIN Ranged Attack, DEX Range: 40 feet Base Damage: 1d8 + STR Piercing UPGRADES Rank 5: +1d8 base damage Rank 10: +1d8 base damage, and this attack deals Armor-Piercing damage (ignores DR). Rank 15: +1d8 base damage, and its range increases by your Strength score in feet. SHOTGUN Ranged Attack, DEX Range: 30 feet Limitations: Requires two hands to wield. Each Attack requires proper ammunition. Spend one Action to reload after a Major Fail or worse. Base Damage: 1d10 Piercing UPGRADES Rank 5: +1d10 base damage Rank 10: +1d10 base damage Rank 15: +1d10 base damage, +5ft Splash SHURIKEN Ranged Attack, DEX Range: 30 feet AI Favor: 1 Base Damage: 1d4 + STR Piercing UPGRADES Rank 5: +1d4 base damage, and the range is 40 feet. Rank 10: +1d4 base damage, and you may make an extra free attack with Disadvantage. Rank 15: +1d4 base damage, and you may make an extra free attack with Disadvantage. SLINGSHOT Ranged Attack, DEX Range: 30 feet AI Favor: 2 Limitations: Requires two hands to wield. Base Damage: 1d2 + STR Bludgeoning UPGRADES Rank 5: +1d2 base damage, and its range increases by your Strength score in feet. Rank 10: +1d2 base damage, and add 1 Rank damage die. Rank 15: +1d2 base damage, and add 1 Rank damage die. REACH WEAPON SKILLS Reach weapons allow you to make melee attacks against foes up to 10 feet away but not through occupied spaces. You may attack diagonally through the junction of two spaces as long as at least one of those spaces is unoccupied. HERDING WEAPONS Melee Attack, STR You start with a shepherd’s crook but soon have more tricks up your dirty sleeves. Range: 10 feet AI Favor: 1 Limitations: Requires two hands to wield. Base Damage: 1d4 + STR Bludgeoning UPGRADES Rank 5: +1d4 base damage and you may slide the target 5 feet Rank 10: +1d4 base damage, and you may use this skill to make a Sling attack with a range of 50 feet, but using DEX to hit. Rank 15: +1d4 base damage, and the target gains the Take Down Debuff. LANCE Melee Attack, STR Range: 10 feet Limitations: Must be mounted to use. Cannot be used in conjunction with Attack of Opportunity or Zone of Control Skills. Base Damage: 1d12 + STR Piercing UPGRADES Rank 5: +1d12 base damage Rank 10: +1d12 base damage, and +1 damage for every 10 feet your mount Moved this turn. Rank 15: +1d12 base damage, and +X damage, where X is the size of your mount. 4 182 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 POLEARM Melee Attack, STR Range: 10 feet Limitations: Requires two hands to wield. Base Damage: 1d8 + STR Piercing UPGRADES Rank 5: +1d8 base damage Rank 10: +1d8 base damage, and +1 Rank in the Zone of Control Skill. Rank 15: +1d8 base damage, and +1 Rank in the Zone of Control Skill. QUARTERSTAFF Melee Attack, STR Range: 10 feet Limitations: Requires two hands to wield. Base Damage: 1d6 + STR Bludgeoning 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. EXPLOSIVES SKILLS For handling explosives, see Explosives Handling, Goblin Explosives, and Incendiary Device Handling in Utility Skills (below). These Skills will also be useful for crafting your own explosives once you have access to a Sapper’s Table on the Fourth Floor. As crawlers descend to lower floors, explosives become more complex than the Tutorial Floors’ “light and throw” variety. See the Area of Effect Attacks (p. 83) for targeting, Difficulties, and what happens when you miss your target with tossed explosives. Your explosives Skill is not used when attacking with a thrown explosive, but the GM should have you make an Unopposed handling Skill Check before throwing. Here are the explosives typically found on the first five floors. Lesser explosives can be found on lower floors, but the more powerful explosives are rarely seen on the upper floors. Floor 1: Standard Explosive—Dynamite: 1d6 Bludgeoning, 0ft Blast radius +5ft Splash. Floor 2: Goblin Explosive—Dynamite: 2d6 Bludgeoning damage, 5ft Blast radius + 5ft Splash. Floor 2: Incendiary Device—Carl’s Jug O’ Boom: 1d8 Fire damage, 5ft Blast radius + 15ft Splash. Anyone who loses at least 1 Health Bar slot gains the Burned Debuff. Floor 3: Goblin Explosive—Hob-Lobbers: 3d6 Piercing, +10ft Splash Floor 4: Standard Explosive—Demon Det Cord: 5d6 Bludgeoning, deals double damage to objects. Can only be applied to non-moving targets. Floor 5: Incendiary Device—Gnomish Knock-Knock: 4d6 Fire, 10ft Blast radius +10ft Splash, and anyone who fails to Evade gains the Burned Debuff. As this is a notoriously unstable fuel-air explosive, a Critical Fail is achieved on a Natural 1–4. Most explosives are custom made and not available on store shelves. Carl had his custom Jelly Bombs, Banger Spheres, Chum Bombs, and more. “| must admit, | like it when you blow stuff up. | like it a lot.” —Princess Donut 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 183 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. SMOKE Smoke is used for concealment, distraction, and confusion. Attacking into or out of smoke is done with Disadvantage (see Mob Advantage and Disadvantage p. 60). Thrown smoke bombs are popular on most dungeon floors as a way to get out of trouble quickly. See the Throwing Skill (p. 200) for targeting, Difficulties, and what happens when you miss your target. You don’t need to make a Skill Check to drop it in your own space. Floor 1: Goblin Smoke Bomb: Creates a multicolor smoke cloud that reaches 30 feet in each direction from the point of impact, with a maximum duration of 3 minutes. However, even a slight breeze will dissipate it in 1 minute. Floor 3: Hobgoblin Smoke Curtain: Creates a dense white fog over a 60ft radius that holds even in a breeze. Floor 5: Hobgoblin Disco Ball: Created by infusing (see Infusion Skill, p. 194) an Invisibility potion onto a Hobgoblin Smoke Curtain. It produces thick multihued smoke plumes, along with some sick beats. It blinds everyone in the area, friend and foe alike. Utility Skis Utility Skills help crawlers survive, adapt, and solve problems that can’t be fixed by hitting them until they stop moving. Checks that are labeled as Unopposed can, at the GM’s discretion, become Opposed if something is actively working against you. For example, you’re trying to swim the rapids, and some dipshit is throwing fishing nets at you. Cut it out, Cletus! Or I’m gonna tell Mom on you! ACUTE EARS Intelligence Passive Improves a crawler’s hearing and allows the crawler to see more Mobs on the minimap in their HUD. The information is “somewhat reliable.” Rank 5: Information on the Mob’s size and whether you have encountered them before are added to the red dot indicator. Rank 10: Mobs of a lower level than you cannot Ambush your party. Rank 15: Mobs cannot Ambush your party. AIMING Passive Limitations: This Skill is used only in conjunction with Ranged Attacks. Mark this Skill for Advancement only when applying its Ranks to such an Attack. You are skilled at targeting vital body parts to deal additional damage. When making a Ranged Attack, you can add your Ranks in this Skill to your Attack Skill Check if you choose to make the Check with Disadvantage. On Success, add 1d4 to the damage. UPGRADES Rank 5: +1d4 damage Rank 10: +1d4 base damage Rank 15: +1d4 base damage ALCHEMY Intelligence Used for crafting potions and poisons. See Crafting p. 221. You may craft potions up to a +5 bonus level. UPGRADES Rank 5: You may craft potions up to a +10 bonus level. Rank 10: You may create additional potions of the same kind without spending extra time. Rank 15: You can write the recipe for any potion you find. AMBUSH Intelligence You are skilled at popping up out of nowhere. When a Mob is moving toward you, even if they are aware of your general presence, make an INT-Opposed Skill Check. On Success, you gain a surprise Action against the Mob before combat starts. As an unseen attacker, you Attack with Advantage. UPGRADES Rank 5: If you Attack with your Surprise Action, add an Ambush Rank damage die to your Surprise Attack damage. Rank 10: When other crawlers in your party roll this skill untrained, they roll as normal (not with Disadvantage). 4 184 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 Rank 15: You gain a second bonus Action as a surprise Action. This bonus Action can’t be an Attack. ANIMAL HANDLING Charisma You are skilled in calming, befriending, and guiding animals. Make an INT-Opposed Skill Check. On Success, the animal is friendly enough to avoid attacking you. UPGRADES Rank 5: Choose an animal type to specialize in. You have Advantage on your Animal Handling Skill Checks against that animal type. You gain a second bonus Action as a surprise Action. This bonus Action can’t be an attack. Rank 10: Forming each level of bonding with a potential pet takes half the normal time. Rank 15: You can have up to two pets. ARCANE Intelligence You have general knowledge of magic and can determine whether items are magical or not. Make an Unopposed Skill Check. On Success, you can identify the item as magical or not. UPGRADES Rank 5: You are able to determine details such as the specific Rank and bonus levels of magical items. Rank 10: You can imbue items with inherent spells using an Arcanist Table. See Crafting on p. 221. Rank 15: The default cooldown of your imbued spells is 3 hours. ATTACK OF OPPORTUNITY Passive, Interrupt Limitations: Requires a single-handed melee weapon with a range no greater than 5 feet. When a foe moves out of a space adjacent to you (except via a Step), you may spend an Action to make an Attack Action as an Interrupt against that foe. On Success, roll damage and apply any other effects from the Attack! UPGRADES Rank 5: If the foe moves into another space adjacent to you, they must stop. Rank 10: A foe using their Step no longer prevents this ability. Rank 15: Roll the Attack Skill Check with Advantage. BACKFIRE Intelligence Limitations: Compensated Anarchist Class Only You are skilled at neutralizing and deconstructing traps without the use of a Sapper’s Table. Triggering mechanisms are quite valuable. Time required to neutralize a trap is 10 minutes. Time required to deconstruct it is 1 hour. Make an Unopposed Skill Check. On Success, you successfully take apart the trap and can repurpose it. UPGRADES Rank 5: You can identify when the trap was placed. Time required to neutralize a trap is 5 minutes. Rank 10: You can identify when the trap was created. Time required to deconstruct a trap is 30 minutes. Rank 15: You can identify the designer of the trap. Time required to deconstruct a trap is 15 minutes. “That is the equivalent of dropping a grenade down your pants and shouting, ‘Yolo!’” —The System AI 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 185 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. BALANCE Dexterity You can traverse tricky surfaces with general ease. Make an Unopposed Skill Check. The GM may add Difficulty for especially crazy surfaces. On Success, you keep your balance on tricky or shifting surfaces. UPGRADES Rank 5: You may perform Move Actions in difficult terrain without penalty. Rank 10: When subject to a Take Down or involuntary Move effects, you may use this skill as a free Interrupt Action to avoid the effect. Rank 15: You may perform your Step on vertical surfaces (yes, like in The Matrix), but must end it on a flat(ish) surface. BASIC SCIENCE Intelligence You understand basic scientific principles and natural laws, which you hope are still in effect in the dungeon. If you want to conduct experiments involving dead Goblins and various acids, this is the Skill for you. Experiments take 2 hours to perform. Make an Unopposed Skill Check. On Success, you learn or confirm something. UPGRADES Rank 5: Experiments take 1 hour to perform. Rank 10: Choose a specialty (physics, biology, chemistry, Earth science, etc.), and roll with Advantage when dealing with that. Rank 15: Experiments take 30 minutes to perform. BOMB SURGEON Intelligence Use this Skill to deconstruct explosive bombs and smoke bombs. You can then use the half-sized bomb, or use the component parts to craft new bombs using other Skills. If you are using a Sapper’s Table, you do not have to make an Unopposed Explosives Handling Skill Check to avoid a mishap. Time required is 1 hour. Make an Unopposed Skill Check. On Success, you have deconstructed it. UPGRADES Rank 5: Time required is 30 minutes. Rank 10: You never have to make an Explosives Handling Skill Check when using this skill. Rank 15: When cutting dynamite in half to make smaller bombs, round dice up. Time required is 15 minutes. CALLIGRAPHY Dexterity Used for making documents look super elegant. Make an Unopposed Skill Check. On Success, what you have written is a joy to read and feels important, even if it’s bad news. UPGRADES Rank 5: Roll with Advantage on your next Charisma Skill Check vs. the recipient of your beautiful paper. Rank 10: You are able to craft scrolls as if this were a crafting skill. See Crafting, p. 221. Rank 15: Once per floor, you may craft a scroll for a spell you have only seen cast within the last 2 hours. CARTOGRAPHY Intelligence You probably played some old-school TTRPGs and think that mapping the dungeon will help you in some way. Wrong! It will help you in many ways. Make an Unopposed Skill Check. On Success, you figure out where you are in relation to other things. UPGRADES Rank 5: You can always return from whence you came quickly, assuming the dungeon walls haven’t shifted in the meantime. Rank 10: You provide an Advantage die to crawlers in your party (could be you) who are making Tracking Skill Checks or Checks that rely on spatial relations. Rank 15: Even with merely a finger point or a “thattaway,” you can get from point A to point B via the most direct path. CATLIKE REFLEXES Dexterity Limitation: This limited Skill is only available to catbased Races, such as Cat, Cat Girl/Cat Boy, and Tigran You gain a +10ft Move. Use this Skill Check when you would make a Dexterity Stat Check (vs. the typically lesser Stat Check Difficulty). UPGRADES Rank 5: Reduce the damage you take from foes’ Surprise Attacks against you by your Rank in this skill. 4 186 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 Rank 10: Reduce all Area damage you take by 50% (rounded down). Rank 15: +10ft Move. You gain a +1 Evade Buff. Roll with Advantage to Evade Attacks and effects that would apply the Held Debuff (or similar) to you. CATCHER Passive, Interrupt When a Successful direct (non-Area) Attack is about to damage an ally, you leap in and take the damage instead. You must be adjacent to that ally but can take a 10ft Step before using this Skill to get into position. You take the damage. You can’t use Evade, Shield Block, and other Skills or Spells to negate damage dealt to you this way. UPGRADES Rank 5: You’ve learned how to take hits. You gain +5 DR when using this Skill. Rank 10: You gain +5 DR a when using this Skill. Rank 15: You gain +5 DR when using this Skill and ignore any Debuffs attached to this damage. CESTA PUNTA Dexterity Limitations: Only acquired via an Earth Hobby Potion Use this Skill Check when playing jai alai or when throwing things that fit in the xistera. See Throwing p. 200 for rules on throwing things, but use the ranges below. Roll with Disadvantage at ranges over 500 feet. UPGRADES Rank 5: Throw range Strength ×20 feet. Rank 10: Add 1 Cesta Punta Rank damage die to thrown damaging Attacks. Rank 15: Throw range Strength ×30 feet, and roll with Disadvantage at ranges over 2,000 feet. CHARACTER ACTOR Passive, Charisma Limitations: Former Child Actor Class Only. Rank increases by 1 when descending to a new floor only. At the start of each floor, choose a new Class from a random list of three provided by the GM. You gain a random assortment of the new Class’s abilities for the remainder of the current floor, while keeping your current ones. For each bullet point line item in the new Class description, roll 1d2. On a 2, you gain the listed abilities. UPGRADES Rank 5: The random Classes increase in rarity and power based on the crawler’s Stats and Level. Rank 10: Skill Ranks gained in any newly-granted Skills persist from floor to floor, but the starting Ranks of those Skills are lost. Rank 15: You choose the Class from any available. CHOPPER PILOT Dexterity Known as a motorcycle in most parts of the world— and in the World Dungeon. Limitations: You suffer Disadvantage on Attack Skill Checks made while Piloting and cannot Attack with a weapon that requires two hands. You don’t need to use this Skill if you’re cruising through a town, but if you’re racing, chasing, showing off, or trying to pop a wheelie, this is the Skill you want. Rank 10: Reduce all Area damage you take by 50% CESTA PUNTA Dexterity when throwing things that fit in the xistera. See Throwing use the ranges below. Roll with Disadvantage at ranges over 500 feet. UPGRADES Rank 5: Rank 10: thrown damaging Attacks. Rank 15: Disadvantage at ranges over 2,000 feet. CHARACTER ACTOR Passive, Charisma Limitations: increases by 1 when descending to a new floor only. At the start of each floor, choose a new Class from a random list of three provided by the GM. You gain a random assortment of the new Class’s abilities for the remainder of the current floor, while keeping your current ones. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 187 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. If you’re doing something wild or trying to avoid becoming a skid mark on the highway, make an Unopposed Skill Check. Depending on how extreme the circumstances are, the GM may apply Advantage or Disadvantage to the Check. On Success, you stay upright while performing your crazy maneuvers. UPGRADES Rank 5: Your chopper has +5ft Move. Rank 10: Attacking while piloting no longer suffers Disadvantage. Rank 15: Your chopper has +5ft Move. When performing crazy stunts (like riding up a canyon wall), roll with Advantage. CLIMBING Strength Limitations: If you Attack while Climbing, you suffer Disadvantage on those Checks. You don’t need to use this Skill if you’re climbing up a narrow flight of stairs. Probably not even when you’re fully roped in and tethered to other climbers. But if you’re racing, chasing, rappelling from a burning building, or doing something dangerous while climbing, this is the Skill you want. Make an Unopposed Skill Check every minute (not round). Depending on how extreme the circumstances are, the GM may apply Advantage (such as if you’ve previously already climbed it) or Disadvantage (you got no ropes) to the Check. On Success, you are safe in your climb and make progress. See Special Forms of Movement p. 70, if the distance moved is important. UPGRADES Rank 5: Make a Check every 5 minutes. Rank 10: Make a Check every 10 minutes. You no longer Attack with Disadvantage while climbing. Rank 15: Make a Check every 15 minutes. When other crawlers in your party roll this skill untrained, they roll as normal (not with Disadvantage). COCKROACH Constitution Limitation: This Limited Skill can only be learned via a Race, Class, or item. Mark the skill for advancement until you reach Rank 5. After that, Ranks in this Skill only increase by magical means and training. Cooldown: Once per scene When an Attack would drop you to 0% Health Bar, roll an Unopposed Skill Check. On Success, drop to 10% instead. UPGRADES Rank 5: No Skill Check required anymore. Rank 10: The crawler’s Health Bar is unaffected by damage that would drop them to 0%. Rank 15: Cooldown is twice per scene. When it triggers, the crawler heals to 100% and has +Rank DR until the end of the next round of combat. COOKING Intelligence You are skilled in the culinary arts. Once you have your ingredients and 1 hour to prepare it, make an Unopposed Skill Check. 4 188 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 On Success, you make edible food for you and your party. UPGRADES Rank 5: It takes you 30 minutes to prepare a meal with makeshift ingredients. Rank 10: The diners gain the day-long “You are full!” Buff: Heal 2 Health Bar slots per hour when not resting. Rank 15: The “You are full!” Buff also causes Debuffs to end if you drop to 10% Health Bar. DECEPTION Charisma If you know the truth but want to obscure it, this is the Skill for you. When you lie and try to get away with it, make an INT-Opposed Skill Check. If the creature you’re lying to has the Detect Lies Skill, you make this Check with Disadvantage. On Success, they believe you! UPGRADES Rank 5: You can use this Skill while gambling. Rank 10: You can use this Skill to forge documents. Rank 15: You’re good enough to know when you’ve been caught. If you fail this Check, you may perform one Action before your foes can react. DETECT LIES Intelligence You have an incredible bullshit detector. If you believe someone is trying to lie to you, make a CHA-Opposed Skill Check. If they possess the Deception Skill, you make this Check with Disadvantage. On Success, you sense if they’re lying, but if they believe they’re telling the truth, you sense they’re telling the truth. UPGRADES Rank 5: When you Fail, you still can’t detect the lie, but you can ignore the additional effects of a Major Fail or worse. Rank 10: When you Fail, you can’t detect the lie, but you can ignore the effects of a Critical Fail. Rank 15: You do not need to see the speaker, which allows you to detect lies in text and audio form. DETECT TRAP Intelligence When you suspect a room, door, chest, or other object has an active trap, this is the Skill you want. Make an Unopposed Skill Check. Roll with Disadvantage when using this Skill to scan an entire room or while moving. On Success, you are alerted to the presence of a non-magic trap, which typically allows you to avoid triggering it. On Fail, you sense nothing, and a trap may or may not be present. UPGRADES Rank 5: You can detect magical traps. Rank 10: You no longer roll with Disadvantage when searching a broad area or while moving. Rank 15: When you are aware of nearby traps, your party has Advantage on their first Check to avoid or escape the effects. DETERMINE VALUE Passive Limitations: Ranks in this Skill only increase by magical means. You can sort your HUD’s Inventory by item value. The actual gold value is not displayed. UPGRADES Rank 5: Your Inventory is tabbed to sort your items by type, and it includes a history tab that tracks your item usage and any former owners of an item. Rank 10: You can determine what type of loot box the item would have come from. Rank 15: Whenever you add a new item to your Inventory, the gold value of that item is displayed. DIPLOMACY Charisma Used in mediation between opposing organizations and parties. Make an INT-Opposed Skill Check of the side with the higher INT Mod. On Success, the two parties are willing to discuss options. UPGRADES Rank 5: Roll with Advantage if you are not a member of either party. Rank 10: Each side accepts consequences if they break the deal. Rank 15: Hostilities cease at least for the remainder of the day. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 189 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. DODGE Passive Limitations: Mark the Skill for Advancement when Evading until you reach Rank 5. After that, Ranks in this Skill only increase by magical means and training. You gain a +1 Evade Buff. UPGRADES Rank 5: Gain a +1 Evade Buff, and you may Step an additional 5 feet when you perform the Evade Action. Rank 10: Gain a +2 Evade Buff, and roll Evade with Advantage vs. Spells and Ranged Attacks. Rank 15: Gain a +2 Evade Buff, and you may perform the Evade Action without spending an Action in combat. DOUBLE TAP Passive Limitations: To engage this Skill, you must declare a Double Tap at the start of the combat round, before Mob Actions have been determined. You must then use all of your Actions this round to Attack a single target with the same weapon or Spell. Mark this Skill for advancement anytime you roll an Amazing Success or better while using it. If your first Attack is an Amazing Success or better, your second Attack (if it hits) is upgraded to a Critical Hit. UPGRADES Rank 5: Roll your first Attack with Advantage. Rank 10: If your first Attack is a Standard Success or better, the second Attack (if it hits) is upgraded to a Critical Hit. Rank 15: Roll your second Attack with Advantage. If your second Attack is a Critical Hit or upgraded to one, deal ×3 damage (instead of ×2). DRIVING Dexterity Limitations: If you Attack while Driving, you suffer Disadvantage on those Checks. You don’t need this Skill if you’re casually driving down the road to pick up a quart of milk, but if you’re racing, chasing, showing off, or doing something dangerous in a vehicle, this is the Skill you want. If you’re doing something wild or trying to avoid becoming a skid mark on the highway, make an Unopposed Skill Check. Depending on how extreme the circumstances are, the GM may apply Advantage or Disadvantage to the Check. On Success, you achieve your daredevil maneuver or avoid wrecking your vehicle. UPGRADES Rank 5: You no longer suffer Disadvantage when attacking while Driving. Rank 10: Your vehicle has +5ft Move. Roll with Advantage to Evade Attacks against your vehicle. Rank 15: Your vehicle has +5ft Move. When performing crazy stunts (like driving on only your left-side wheels), roll with Advantage. DUMPSTER DIVING Intelligence Known as “scrounging” in some parts of the world. This Skill bolsters your ability to search the clutter within the dungeon to find interesting bits of rubbish and maybe something useful. Using this Skill takes 1 hour and can only be performed once per 50-foot-square area. Make an Unopposed Skill Check. On Success, you find what you were looking for or another interesting item, determined by the GM. UPGRADES Rank 5: You also find 1 Rank damage die’s-worth of Misc. Junk. Rank 10: A Dumpster Dive takes 30 minutes. On a Critical Hit, you gain an additional interesting item. Rank 15: A Dumpster Dive takes 10 minutes. On an Amazing Success, you gain an interesting item. ENDURANCE Constitution Use this Skill to prevent fatigue while grinding, walking long distances (measured in miles), or other extended strenuous activities. Make an Unopposed Skill Check. On Success, you may continue the activity and do not gain the Fatigued Debuff. UPGRADES Rank 5: You can ignore the effects of a Major Fail when making these Checks. Rank 10: If you are not Fatigued or in extreme conditions, you make this Check with Advantage. Rank 15: If your Check is a Critical Fail, you can take the effects of a Standard Fail. 4 190 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 ENGINEERING Intelligence Limitations: Cannot create vehicles or high-powered engines (see Gear Head for that p. 192). This Skill is used to design and build things with moving parts, fluids, or chemicals wholly out of Misc. Junk with no inherent bonuses, though they may have situational bonuses. Examples include a watch, a water pump, or bullets. See Crafting p. 221. Starting on the Fourth Floor, you may make use of an Engineering Table to make your mundane items easier to craft. Make an Unopposed Skill Check. On Success, you create the item. UPGRADES Rank 5: Choose a mundane item type to specialize in. You have Advantage when creating an item of that type. Rank 10: You may craft your specialty item with a +1 bonus level enchantment. Rank 15: You may craft your specialty item with up to +2 bonus level enchantment, and it takes half the time. ESCAPE ARTIST Dexterity Holy Houdini! While anyone can use Dexterity to wiggle out of restraints or a hold, you’re especially skilled at the art of escape. When you try to escape from bonds or being Held, you can use this Skill. When trying to escape bonds, make an Unopposed Skill Check. To escape being Held, make a STR-Opposed Skill Check. Based on the complexity or simplicity of what binds you, the GM may have you make the Check with Advantage or Disadvantage. On Success, you escape your bonds or the creature holding you. UPGRADES Rank 5: You can escape your bonds, and no one sees you do it. If you escape being Held, you can then take a Step (also unseen). Rank 10: When other crawlers in your party roll this skill untrained, they roll as normal (not with Disadvantage). Rank 15: When you slip out, you may immediately take an Action with Advantage. ESCAPE PLAN Passive Limitations: Ranks in this Skill only advance by magical means. Your HUD reveals hidden doors and passages, unless those passages were crafted by someone with more Ranks in Fabricate or Engineering than you have in this Skill or the passage is entirely natural. UPGRADES Rank 5: You have access to system-concealed displays and the Dungeon Locator. Holographic signs pop up in your HUD, displaying insider information like signs at a zoo. Includes arrows toward City and stronger Bosses. Rank 10: You are able to read hidden sigils (glowing blue circles) used by the showrunners to direct the movement of Mobs. Rank 15: You are able to read hidden messages and redactions in dungeon documents. EXPLOSIVES HANDLING Intelligence For making Attack Skill Checks with explosives (see Throwing, p. 200). Make an Unopposed Skill Check. On Success, you safely handle standard explosive devices. On Fail, I’m sure the GM will think of something. UPGRADES Rank 5: You are able to determine the type, status, and raw materials of explosives you handle. Rank 10: You are able to craft explosives such as dynamite as if this were a crafting Skill, though you must have explosive raw materials and a Sapper’s Table (see Crafting, p. 221). Rank 15: You may create explosive raw materials out of non-volatile materials. Your crafting takes half the time. FABRICATE Intelligence Limitations: Cannot create things with moving parts, fluids, or chemicals. Use this Skill to make generic, mundane items with no inherent bonuses wholly out of Misc. Junk, but your GM can give them situational bonuses. Examples include a ladder, a 50ft rope, or a ceramic pot to store napalm. For items with moving parts, see 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 191 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. the Engineering Skill above instead. See Crafting, p. 221. Make an Unopposed Skill Check. On Success, you create the item. UPGRADES Rank 5: Choose a mundane item to specialize in. You have Advantage when creating that item. Rank 10: You may craft your specialty item with a +1 bonus level enchantment. Rank 15: You may craft your specialty item with up to +2 bonus level enchantment, and it takes half the time. FIND CRAWLER Passive Limitations: Ranks in this Skill only increase by magical means. Your HUD displays other crawlers within 1,000 feet of you. They are designated with a blue dot. UPGRADES Rank 5: The area in which you can detect other crawlers increases to 5 miles. Rank 10: The area in which you can detect other crawlers increases to 10 miles. Rank 15: You can input a specific crawler’s name and learn their exact location anywhere in the dungeon. FIND TRAP Passive Limitations: Ranks in this Skill only increase by magical means and training. Traps within 5 feet of you appear on your HUD one second prior to triggering the trap, which is often too late to react. UPGRADES Rank 5: Traps appear on your HUD up to 5 seconds before they are triggered. Rank 10: Traps within 10 feet of you appear on your HUD as you approach them. Rank 15: Traps within 15 feet of you appear on your HUD as you approach them. FIRST AID Intelligence Limitations: After you treat someone, you can’t treat them again until they complete a Short or Long Rest. Give minor medical aid to yourself or someone else. Make an Unopposed Skill Check. On Success, the patient regains 1 Health Bar slot. Each higher degree of Success heals 1 additional slot. UPGRADES Rank 5: If you spend 5 minutes, the patient also heals a Minor Injury Debuff. Rank 10: If you spend 10 minutes, the patient also heals a Long-Term Minor Injury Debuff. Rank 15: The patient regains 1 additional Health Bar slot. If you spend 15 minutes, the patient also heals a Major Injury Debuff. GEAR HEAD Intelligence Limitations: This Limited Skill can only be learned via a Race, Class, or item. Requires an Engine Stand attachment to an Engineering Table (2,000 gold). You are proficient at building high-performance engines, using the rules of Crafting (see p. 221). Each +5ft Move is a +1 Bonus Level at the default “10 + Bonus Level ×4” Difficulty. The time it takes and Misc. Junk required uses the rules of crafting mundane items. On Success, you have successfully built a custom engine. UPGRADES Rank 5: You are able to add accessories to vehicles or even build your own custom vehicles. Use the rules of Engineering for crafting such things, but use this Skill and there are no bonus level limits to your custom-crafted items. Rank 10: Each +10ft Move is a +1 Bonus Level. You may use this Skill as a Repair Skill (see p. 197) when fixing engines. Rank 15: Cut the time required to craft engines and vehicles you build around your engines in half. GOBLIN EXPLOSIVES Intelligence For making Attack Skill Checks with explosives, see Throwing, p. 200. Make an Unopposed Skill Check. Goblin Explosives are so unstable that Critical Fails occur on a Natural 1–4. On Success, you safely use Goblin Explosive devices. UPGRADES Rank 5: Critical Fail occurs on a Natural 3 or less. You are able to determine the type, status, and raw materials of Goblin Explosives you handle. 4 192 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 Rank 10: Critical Fail occurs on a Natural 2 or less. You are able to craft explosives such as dynamite as if this were a crafting Skill, though you must have explosive raw materials and a Sapper’s Table. See Crafting on p. 221. Rank 15: Critical Fail occurs on a Natural 1 as usual. You may create explosive raw materials out of non-volatile materials with the use of a Sapper’s Table. Your crafting takes half the time. GOOD FIRST IMPRESSION Charisma Limitations: This Skill doesn’t work on crawlers, Bosses, or Elites. You can only make a Skill Check against individuals, not groups. When you encounter an NPC or Mob that is not immediately hostile or attacking, make an INT-Opposed Skill Check. On Success, the Mob approaches with wary curiosity. UPGRADES Rank 5: A Mob that is lower level than you won’t attack your party unless they are attacked by a member of your party. Rank 10: A Mob that is up to double your level won’t attack your party unless they are attacked by you or an ally or your party is preventing them from completing their objective. Rank 15: A group of Mobs of the same type up to double your level won’t attack your party unless they are attacked by a member of your party, or your party is preventing them from completing their objective. HIDE IN SHADOWS Dexterity Limitations: To move while avoiding detection, see Stealth, p. 199. While in a heavily shadowed area or out of sight, you can stay still and attempt to foil foes’ chances to spot you. Make an INT-Opposed Skill Check. If you’re hiding behind an object that is larger than you, roll with Advantage. On Success, you become invisible to Mobs and the HUDs of other crawlers but can still be affected by environmental and Area Attacks. You become visible if you take an Action that affects another creature or if you’re no longer behind cover. UPGRADES Rank 5: You can use this Skill in a dim light without having an object to hide behind. Rank 10: When other crawlers in your party roll this Skill untrained, they roll as normal (not with Disadvantage). Rank 15: You can use this Skill in a lightly shaded area and may make a Step without giving away your position. IMPROVISED EXPLOSIVE DEVICE Intelligence Use this Skill to manipulate explosive material into bombs and traps without a Sapper’s Table. You literally can’t use one, so you’ll have to make an Explosives Handling Skill Check to avoid issues when crafting your device. Use the rules of Crafting on p. 221. On Success, you create the device. Bombs and traps can have timers and triggering devices more sophisticated than a burning fuse. UPGRADES Rank 5: Your crafting takes half the time. Rank 10: Your devices deal d10s of damage instead of d6s (the default). Rank 15: Your devices can be set to trigger only against a specific Mob, Boss, NPC, or crawler. INCENDIARY DEVICE HANDLING Intelligence For making Attack Skill Checks with incendiary devices, see Throwing, p. 200. Make an Unopposed Skill Check. On Success, you are able to safely handle incendiary devices. UPGRADES Rank 5: You are able to determine the type, status, and raw materials of incendiary devices you handle. Rank 10: You are able to craft incendiary devices as if this were a crafting Skill, though you must have incendiary raw materials and a Sapper’s Table. See Crafting, p. 221. Rank 15: Add a +5 Splash to your crafted device at no additional Difficulty, and your crafting takes half the time. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 193 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. INFUSION Intelligence Limitations: Requires an Infusion Station attachment on an Alchemy Table or Tier 3 Sapper’s Table. Use this Skill to infuse potion bonuses onto consumable items. One potion can infuse one item. You’ll either need to learn Alchemy so you can craft your own potions, or find potions to transfer to consumables. Example: Infuse a Hobgoblin Smoke Curtain with an Invisibility potion to create a Hobgoblin Disco Ball. See Crafting, p. 221. On Success, your consumable item now does more! UPGRADES Rank 5: One potion can infuse 2 items at once. Rank 10: One potion can infuse 5 items at once. Rank 15: One potion can infuse 10 items at once. INTIMIDATE Strength You can use this Skill to scare the wits out of a foe. Make a CHA-Opposed Skill Check. If either side has attacked or taken a hostile stance in this encounter, roll with Disadvantage. On Success, the target gains the Staggered Debuff (p. 97). UPGRADES Rank 5: On Success or greater, until the end of the next round, the target can only use its remaining Actions to move away from you (though it does not need to use its Step when doing so). Rank 10: The target also gains the Woozy Debuff. Rank 15: The target drops everything they were holding and also gains the Paralyzed Debuff. INVESTIGATION Intelligence You spend 10 minutes looking at an area or puzzle in front of you and might make heads or tails of it. Make an Unopposed Skill Check. When you take the Look for Clues Action (p. 85), spend only one Action to use this Skill. On Success, you learn something useful. UPGRADES Rank 5: If you’re familiar with the area you are investigating, you can make the Skill Check with Advantage. Rank 10: Each attempt takes 5 minutes. Rank 15: Roll with Advantage if you know the parties involved. Example: You know the puzzle’s maker, or you know the murder victim and the main suspect. IRON STOMACH Constitution Eat magic items for fun and profit! But beware of cursed items, as they could have negative effects. Make an Unopposed Skill Check. On Success, you eat the item. It is destroyed, as the shitter will be tomorrow morning. On an Amazing Success or better, gain 1 permanent Intelligence. UPGRADES Rank 5: On a Critical Hit, gain 1 additional permanent Intelligence. Rank 10: On a Standard Success or better, gain 1 permanent Intelligence. You may eat cursed items with no ill effects. Rank 15: You choose which Stat is permanently increased. JUMPING Strength With a running start of at least 10 feet (made as a 10- foot Step with this Action), you leap through the air in an arcing trajectory. Make an Unopposed Skill Check. On Success, you leap a distance in feet up to your Rank + STR with a height of 1ft. UPGRADES Rank 5: Add your DEX to the height of your Jump. Rank 10: You gain a +1 Evade Buff. Rank 15: Your leap distance in feet is Rank + [STR ×2]. LEADERSHIP Charisma You are skilled at coordinating two or more separate parties during fights against Bosses. Make an Int-Opposed Skill Check. On Success, the parties have Advantage on their first Attack against the Boss. UPGRADES Rank 5: You may instead use this Skill during Skill challenges while on a group Quest. Perform a free Call a Play Action, and it extends to each member of the parties during their next non-combat Skill Check. 4 194 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 Rank 10: Instead of Advantage, anyone in the parties may perform a free Move Action. Rank 15: Instead of Advantage, anyone in the parties may perform a free Evade Action. LIGHT ON YOUR FEET Dexterity Limitations: Usable only by animals With a running start of at least 10 feet (made as a 10ft Step with this Skill), you leap through the air in an arcing trajectory. Make an Unopposed Skill Check. On Success, you leap a distance in feet up to your Rank ×2 with a height equal to your DEX ×2 in feet. UPGRADES Rank 5: Your distance is Rank ×3 and your height is DEX ×3. Rank 10: You may leap without an arcing trajectory, which allows for “straight up.” Rank 15: Your leap may last up to your Rank in seconds, which resembles gliding. LOCKPICKING Dexterity Limitations: Roll with Disadvantage if you do not have the proper tools, unless it’s a crude lock. You spend the Floor number in minutes trying to pick the lock. Make an Unopposed Skill Check (more complex locks may have a higher Difficulty, as determined by the GM). If the lock was created by a named antagonist, this could be an INT-Opposed Skill Check instead. On Success, you pick the lock! UPGRADES Rank 5: You make no noise and leave no trace. Rank 10: Each attempt takes half the time. You may alter the lock so that the key no longer works. Rank 15: You don’t roll with Disadvantage if you lack the proper tools. LORE Intelligence You have studied the goings-on in the Dungeon and have figured out a thing or two. Make an Unopposed Skill Check. On Success, you know a little something about a neighborhood, some of the Mobs, or how to avoid pissing off the locals. UPGRADES Rank 5: You can identify the major factions in the area. Rank 10: You are aware of the important local NPCs. Just give your GM a break and don’t demand this all up front or the first one you come across will likely attack you. Rank 15: You roll with Advantage on your first Charisma-based Skill Check when encountering an organized group in a neighborhood. NEGOTIATION Charisma Limitations: Does not work on members of your own party. Some items have a minimum price. You spend 5 minutes haggling over the price of items or negotiating to get what you want through compromise. Typically, haggling is done with an NPC merchant when you’re buying or selling items. If you haggle with other entities, you do so with Disadvantage. Make an INT-Opposed Skill Check. On Success, you increase or decrease the price 10% in your favor. If you’re not haggling, the opponent tentatively agrees to your terms. UPGRADES Rank 5: Your party members can also buy or sell at your newly-negotiated price. Rank 10: Increase or decrease the price by an additional 10% in your favor. Rank 15: Increase or decrease the price by an additional 15% in your favor. PATHFINDER Passive Limitations: Ranks in this Skill only increase by magical means and training. Your HUD map zooms out with a thought, the breadth of which is determined by a multiplier equal to your Rank. Example: Rank 4 means your map covers ×4 the standard area (1/4 of a square mile), which makes it extend to 1 mile around you. UPGRADES Rank 5: You are notified when you are near a saferoom or stairwell. Rank 10: You can see through your map while it is open in your HUD. Rank 15: Mobs appear as red dots on your HUD map. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 195 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. PERCEPTION Intelligence You concentrate your senses to pick out details about your environment that others might miss. Make an Unopposed Skill Check, though the GM will likely adjust the Difficulty based on the lighting, how cluttered the area is, how quickly an event occurs, and other such circumstances. Also use Perception when you take a Look for Clues Action (p. 85). On Success, you notice something. It could be important; it might not be. UPGRADES Rank 5: Halve the penalty for cluttered areas. Rank 10: Halve the penalty for how short of a window you have to notice the thing. Rank 15: Halve the penalty for the range to the thing. PERFORMANCE Charisma Whether you’re acting, dancing, playing an instrument, singing, or delivering slam poetry, use this Skill when you want to electrify an audience. Choose a type of performance to specialize in as your starting type, be it comedy, guitar, screamo, or reciting the collected works of Alan Ginsberg. Make an Unopposed Skill Check to determine the audience reaction. If you are competing against other performers, add the top rival’s CHA to the Difficulty. On Success, you command the stage. The audience is entertained. UPGRADES Rank 5: Choose an additional type of performance to specialize in. Rank 10: Choose an additional type of performance. You can coach and coordinate others in one of your specialties. After coaching them for at least 1 hour in one of your specialties, they can attempt an unskilled Performance Skill Check without Disadvantage. Rank 15: Choose an additional type of performance. You can mimic someone else’s performance after experiencing it once. PERSUASION Charisma You have a knack for getting others to see things your way. You typically need about 10 minutes of schmoozing in a safe environment to make a Check with this Skill, and you may suffer Disadvantage if the request is risky, inconvenient, or untoward. Make an INT-Opposed Skill Check. On Success, you convince the target to follow your suggestion if it isn’t too costly for them, too dangerous, or against their nature. UPGRADES Rank 5: They’ll follow your suggestion even if it is costly for them. Rank 10: They’ll follow your suggestion even if it is dangerous. Rank 15: They’ll follow your suggestion even if it’s against their nature. REGENERATION Passive If your Rank in this Skill is equal to or greater than your CON, you heal 1 Health Bar slot at the start of each round (or every 10 seconds outside of combat). If not, you heal 1 Health Bar slot every other round (or every 20 seconds outside of combat). 4 196 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 UPGRADES Rank 5: After 5 minutes, any Minor Injury Debuff you suffer from ends. After 10 minutes, any Major Injury Debuff you suffer from ends. Rank 10: After 20 minutes, any Long-Term Minor Injury Debuff you suffer from ends. After 1 hour, any Long-Term Major Injury Debuff you suffer from ends. Rank 15: The time required to end injury Debuffs is halved. RELIGION Intelligence You have a knack for understanding gods, their followers, and what makes them tick. Make an Unopposed Skill Check. On Success, you know the basic information about a god and the practices of their followers. UPGRADES Rank 5: You can identify the followers on sight, even if they’re trying to hide their affiliation. Rank 10: You know how to sow discord among the followers of that religion. Rank 15: You know strengths and weakness of the gods. REPAIR Intelligence Limitations: For basic repairs to items with no moving parts, magical or not. After spending 2 hours, you can repair most simple items that are broken or damaged but not destroyed. Make an Unopposed Skill Check. On Success, you repair the item. UPGRADES Rank 5: You can make repairs to things with moving parts. Rank 10: You can make repairs in 1 hour. Rank 15: You can rebuild a destroyed item. RIDING Dexterity Limitations: The rider in control of the mount rolls Attack Skill Checks with Disadvantage. While mounted on a living beast, you can ride to the local watering hole without needing to make a Check. But during an action scene or when exploring Giant Gopher Hole Flats, your mount might panic, and you might get tossed for 1d6 bludgeoning for every 10ft Move your mount has, plus its size value. Don’t land in a cactus patch! Make an Unopposed Skill Check. On Success, your mount doesn’t stumble, and you stay upright. UPGRADES Rank 5: Your mount has +5ft Move. You no longer suffer Disadvantage when attacking while Riding. Rank 10: Your mount has an additional +10ft Move. When other crawlers in your party roll this Skill untrained, they roll as normal (not with Disadvantage). Rank 15: Your mount has an additional +15ft Move. When performing crazy stunts (like jumping through flames), roll with Advantage. ROPEWORK Dexterity You know a half hitch from a clove hitch, and the qualities of hemp vs. nylon (we had to look it up). Sadly, this knowledge is mostly used to tie people up so you can tor—interrogate them, but you’re going to buck that trend, right? Just climbing and cattle-rustling for you! Make an Unopposed Skill Check. On Success, you rope the thing with a good knot. UPGRADES Rank 5: You can now use this Skill as an Attack, at a Range of 10ft vs. the target’s Evade. On Success, the target gains the Held Debuff. Rank 10: You can whip your line in that special way to untie a knot you made and recover your rope. Rank 15: Your Attack now has a Range of your Strength (min 15). Just make sure your rope is long enough. RUNNING Dexterity Limitations: For short bursts of running. For extended runs, use Endurance instead (p. 190). You don’t need to use this Skill if you’re running down a hallway to attack some Mobs. But if you’re racing, chasing, or need to get away from a ticking time bomb, this is the Skill you want. See Racing & Chasing, p. 73. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 197 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. Make an Unopposed Skill Check every minute, not every round. Add 1 to your result for every 10ft of Move you have. On Success, you succeed in the run. UPGRADES Rank 5: You have a permanent +5ft Move Buff. Make a Check every 2 minutes. Rank 10: You have an additional permanent +10ft Move Buff. Make a Check every 4 minutes. Rank 15: You have an additional permanent +15ft Move Buff. Make a Check every 6 minutes. SALVAGE Intelligence Limitations: Salvage cannot be used with explosive devices. Salvage is the art of collecting useful items from things you have deconstructed or failed to properly craft. See Crafting, p. 221. Salvaging usually takes 1 hour to accomplish. At the end of that time, make an Unopposed Skill Check. On Success, you recover half of the important raw materials. UPGRADES Rank 5: Your Salvage Checks take 30 minutes. Rank 10: On Success, you recover all of the important raw materials. Rank 15: On a crafting Standard Fail or Near Miss, roll your crafting Check again with Advantage, with an additional 15-minute time expenditure. SCUTELLIPHILY Intelligence Limitations: This Limited Skill can only be learned via a Race, Class, or item. You know your way around patches and love collecting them. Make an Unopposed Skill Check. On Success, you are able to identify a patch and its bonus level, if any. UPGRADES Rank 5: You can sew and iron patches onto clothing using this Skill. Rank 10: You may use this as a crafting Skill, but crafting tables provide no bonuses. Enchanted patches are limited to one per Gear slot and do not take up Accessory slots. See Crafting, p. 221. Rank 15: Your crafting Checks take half the time. Increase the bonus value of your enchantments with this Skill by 1, at no additional Difficulty or time to craft. Example: If you craft a +2 Strength patch, it becomes a +3 Strength patch. SHIELD BLOCK Strength, Interrupt Limitations: Requires you to be wielding a shield. Cannot be used against Area of Effect damage. A successful Shield Block still counts as “a hit crawler” or “a crawler who failed to Evade.” You’re one of those types. You like a big slab of wood or metal between you and the beasties. When you are attacked by a physical Attack, spend one Action to make a separate Shield Block Skill Check vs. the Mob’s “to hit” for each of the Attacks targeting you. If 3 physical Attacks are directed at you, roll this Skill Check 3 times. Where an Evade Check is called for, ask your GM if you can use this Skill. On Success, take half the damage before applying your DR. Your Shield takes a -1 DR penalty on a Major Fail; -2 on a Critical Fail. It breaks at 0 DR. However, a broken shield and lost DR can be Repaired. UPGRADES Rank 5: You may also use this Skill against Spells and magical damage. Rank 10: On a Critical Hit, you may make a Shield Bash Attack as a free melee-range Interrupt Attack (instead of Advantage on your next Attack) if you wish, dealing 3d6 base damage + STR Bludgeoning. Rank 15: +1d6 Shield Bash damage. Further reduce the damage you would take by your STR Mod. Example: After halving 30 damage down to 15, your STR Mod of 5 reduces it to 10 damage. SLEIGHT OF HAND Dexterity Limitations: Items you manipulate must be smaller than the size of your hand. You cannot access others’ Inventories or Hotlists. You’ve learned to manipulate small objects without being spotted. Great for shoplifting. Make an INT-Opposed Skill Check. If someone’s Perception is a higher Rank than your Sleight of Hand, you have Disadvantage. On Success, you maneuver the item without being noticed. 4 198 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 UPGRADES Rank 5: You may attempt to pick the pockets of NPCs and Mobs. Rank 10: You may attempt to plant items on someone with pockets or the equivalent. Rank 15: You may manipulate items up to half your own size (rounded down). SMITHING Strength You may craft mundane items such as horseshoes, railroad spikes, nails, or the fun stuff: armor and weapons, but without DR or any bonuses. See Crafting, p. 221. UPGRADES Rank 5: You may craft items up to a +5 bonus. Rank 10: You may craft items up to a +10 bonus. Rank 15: Your crafting with this Skill takes half the time. STEALTH Dexterity Limitations: You must be out of sight of all foes to begin this Check. Use this Skill if you want to move undetected or surprise a Mob. Make an INT-Opposed Skill Check. On Success before combat starts, you are unnoticed and gain 1 non-Attack Action. Don’t forget to take your 10ft Step! On Success in a non-combat situation, you remain unnoticed and can perform a Move Action with a 10ft Step as part of this Check. UPGRADES Rank 5: Your surprise Action can be an Attack with Advantage. Rank 10: When other crawlers in your party roll this Skill untrained, they roll as normal (not with Disadvantage). Rank 15: On a successful Surprise Check, you may also take a full Move and Step. If you Attack with your Surprise Action, deal ×2 the base damage dice. STREETWISE Charisma Use this Skill in populated areas to learn or spread rumors, avoid attracting too much attention, gain access to less-than-legal items, and the like. Make an Unopposed Skill Check. On Success, you navigate a town without attracting attention, deal with a criminal network, identify an informal power structure, or gain the information you’re seeking. UPGRADES Rank 5: You also hear an additional rumor, as determined by the GM. Or spread one! Rank 10: You also quickly find a hiding place determined by the GM. Rank 15: You also uncover information that might give you some leverage on an important person in town determined by the GM. SURVIVAL Constitution You know how to survive in dangerous, often remote places for long periods of time with only the meager food and water you can rustle up. When traveling through such areas, make an Unopposed Skill Check. On Success, you survive the perils of the conditions unscathed. On a standard Fail, you suffer the effects of hunger and/or thirst (see p. 76). UPGRADES Rank 5: You do not suffer additional damage from a Critical Fail. Rank 10: When other crawlers in your party roll this Skill untrained, they roll as normal (not with Disadvantage). Rank 15: You do not suffer additional damage from a Major Fail. SWIMMING Strength Limitations: After 1 minute of Swimming (Success or Fail) or immediately on a Major Fail or worse, gain the Fatigued Debuff. Use this Skill when there are consequences for not swimming strongly or well rather than when you’re taking a casual swim. For instance, if you’re racing for your life, swimming against a strong current, or trying to get to shore to avoid a waterfall. In these cases, make an Unopposed Skill Check every 30 seconds. On Success, you swim well despite the danger. For swimming during combat, see Special Forms of Movement, p. 70. UPGRADES Rank 5: After 2 minutes of Swimming (Success or Fail), gain the Fatigued Debuff. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 199 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. Rank 10: You can swim at your full Move rate as an Action, but you still can’t take a 10ft Step. Rank 15: Make this Check every 5 minutes, and only gain the Fatigue Debuff on a Critical Fail. TACTICS Intelligence Limitations: A crawler may attempt this Skill Check only once per combat. Your tactical mind and directions can spur your allies to victory. Choose one of the following combat disciplines: Attack, Damage, or Evade, and then make an Unopposed Skill Check. On Success, you and each member of your party gain a +1 bonus to Checks for the chosen discipline. Increase the bonus by +1 for each higher degree of Success. UPGRADES Rank 5: If you observe the foes and battlefield for at least 5 minutes prior to combat, roll this Skill Check with Advantage. Rank 10: After using this Skill during a combat, you roll 2d10 when you Call a Play (still choose one die). Rank 15: The bonus applies to all three combat disciplines instead of just one. TATTOO ARTISTRY Dexterity Used to stick and poke ink under someone’s skin to create a mundane tattoo. See Crafting, p. 221 for magical tattoos. UPGRADES Rank 5: You may craft tattoos with up to a +5 bonus. Rank 10: You may craft tattoos with up to a +10 bonus. Rank 15: Your crafting with this Skill takes half the time. TAUNT Charisma, Interrupt With a shout, some choice words, and maybe an obscene hand gesture, you attempt to draw the ire of enemies within 30 feet of you. After seeing where the Mob Attacks are headed, make an INT-Opposed Skill Check. On Success, Taunt one Attack of your choosing away from any target of your choosing and onto you. Higher degrees of Success allow you to Taunt additional Attacks onto you. UPGRADES Rank 5: You may make a free Evade Check against each Taunted Attack (roll separately vs. each Attack as usual). Then you may still spend an Action to Evade other Attacks and reroll any Fails from your free Evades. Rank 10: You can affect Mobs within 60 feet. Rank 15: Your free Evade Checks against Taunted Attacks are made with Advantage. THROWING Strength This Skill is used for passing the pigskin with your pops or throwing dynamite (potentially also at your pops). You can Throw an object that weighs up to your STR in pounds at a distance of up to your STR ×10 feet. If you want to Throw a heavier or bulkier item (up to the GM’s discretion), you do so with Disadvantage. To hit a target area, make an Unopposed Skill Check. To hit a foe with an object, make an Attack Skill Check vs. the target’s Evade. On Success, you hit the target. 1 8 2 7 3 4 5 6 Figure 3 4 200 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 On Fail, roll 1d8 for direction (see Figure 3). The amount the Skill Check missed by is the distance away in feet it lands. UPGRADES Rank 5: You have Advantage when Throwing to a target who wants to catch what you are selling. Rank 10: Choose the direction on a miss, rather than roll. Rank 15: Your Throw range is your STR ×20 feet. TRACKING Intelligence Use this Skill to find and follow tracks. When searching for or attempting to follow tracks, make an Unopposed Skill Check. Factors such as how long ago the tracks were made, the ground conditions, and whether other tracks or marks obscure them may influence the Difficulty. Once you find tracks, you must make another Tracking Check every 15 minutes to continue following them. On Success, you either find the tracks or continue following them. UPGRADES Rank 5: You can follow found tracks for 30 minutes before making a new Check, and gain 1 piece of information about the target(s). Rank 10: You can follow found tracks for 1 hour before making a new Check, and gain 2 pieces of information about the target(s). Rank 15: You can follow found tracks for 2 hours before making a new Check, and gain 4 pieces of information about the target(s). TRAP ENGINEER Intelligence Used to craft traps via a Sapper’s Table with a Trap Module (3,000 gold). See Crafting, p. 221. UPGRADES Rank 5: Roll with Advantage when making non-explosive traps. Rank 10: Your traps can be set to trigger only against a specific Mob, Boss, NPC, or crawler. Rank 15: Add a +5 Splash to your trap at no additional Difficulty, and your crafting takes half the time. ZONE OF CONTROL Passive Limitations: You must be wielding a Reach weapon. Once per round, when an enemy enters a space adjacent to you for the first time, you may perform an Interrupt Attack against them at a cost of one Action. Make the Attack with Disadvantage. UPGRADES Rank 5: Your Attack is no longer made with Disadvantage. Rank 10: The target is pushed 5 feet. Rank 15: Make your Attack Skill Check with Advantage. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 201 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. Spes Spells are the strange, dangerous, and occasionally irresponsible way crawlers bend reality. Some Spells heal wounds or reshape the battlefield, and others exist primarily to make something stop moving— permanently. Spells cannot be attempted untrained except via a scroll. Every Spell listed in this section follows the same core rules for things like casting, targeting, and spending Mana. Spell listings include a variety of terms or fields associated with them, including: Name: The name of the Spell appears as a headline to the entry. Type: Whether the Spell is an Attack or Passive is noted under the flavor text. The type of damage delivered from Attack Spells is also listed here for quick reference. Spells default to your INT Mod for to-hit and damage rolls. If a different Stat is listed here, that Stat is used to hit and damage, but Spells all still use Intelligence for Mana. If the spell is Favored by any particular Classes, other Classes pay 1 additional Mana to cast it. Mana Cost: The Mana cost to cast the Spell. Range: The range of the Spell. Melee means 5ft (adjacent). Duration: Some Spells are not instantaneous. When the duration is reached, the Spell effect wears off at the end of that round. AI Favor: Low-damage Spells 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: If there are conditions, requirements, or exclusions, they go here. Cooldown: If the Spell has a cooldown, it is listed here. You can’t cast the Spell during its cooldown. Description: Any notes or descriptions of the general effect seen when you cast the Spell are listed here. If the Spell requires a Spell Check, that is also provided here. Base Damage: This is the damage the Spell deals with 1–4 Ranks in the Spell. You add your INT to the base damage, unless it says otherwise. The damage type is listed here as well. Upgrades: These are bonuses you gain when you reach the listed Rank in the Spell. The first entry of each benefit adds a damage die of the same type to the base damage of the Spell. Additional damage dice and effects are also listed here. SPELLS IN YOUR HOTLIST Don’t forget that Spells need to be in your Hotlist to cast them in combat or other stressful situations. Write down the specific combat text for your Spell in the “Attacks” section on the front of your character sheet. When you write a Spell on your Hotlist, you need only list additional notes like the Mana cost and Range of the Spell. Attack Spells require you to make an Attack Skill Check vs. the target’s Evade. Spells that don’t require a Check to be made when cast (non-Attack Spells) are tagged as Passive and simply happen, but those are not marked for Skill Advancement (p. 169) when used. Instead, their Ranks must be raised via magical means or trained at a guild. CREATING YOUR OWN SPELLS In the ways that count, Spells are just a special type of Skill. Create them in the same way as you’re create a Skill (p. 174–175). LIST OF SPELLS AIR BUDDY “There’s no dungeon rule that a dog can’t fly.” Passive, Favored: Mage Mana Cost: 12 Range: Self You launch yourself with enough force to fly, hurtling forward from your current position up to 10 × your INT Mod away. You land safely if you land on solid ground; otherwise, you fall (see p. 76). You can cast this twice in a row to “double jump” just like in platforming video games. UPGRADES Rank 5: You may choose one additional willing target up to your size at touch range, who you bring with you. Rank 10: You can fly up to 20 × your INT Mod away with this spell. Rank 15: You may choose up to five additional willing targets up to your size at touch range to bring with you. 4 202 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 ASTRAL PAW (ASTRAL HAND, ASTRAL CLAW) “You have summoned an Astral Paw. Yes, just the paw. Budget constraints.” Passive Mana Cost: 12 Range: 30 feet Duration: Until the end of combat or 5 minutes. You conjure a spectral hand, paw, or claw, looking much like your own. You can use this astral appendage to manipulate objects up to 30ft away by spending an Action. You can use the Astral Paw to make Skill Checks but suffer Disadvantage due to a lack of fine control. UPGRADES Rank 5: Your Pugilism and Slice Attacks with the Paw add 1 Astral Paw Rank damage die. Rank 10: You can conjure a paw up to four size categories larger than your own, and the range increases to 50 feet. Rank 15: The caster no longer suffers Disadvantage when performing suitable Skill Checks using the paw, and the duration is 15 minutes. BAD FAITH “The system has classified your prayers as a hostile act.” Attack, Necrotic, Charisma, Favored: Cleric Mana Cost: 10 Range: 40 feet An unholy presence invades your victim’s mind, body, and soul. Base Damage: 1d8 + CHA Necrotic UPGRADES Rank 5: +1d8 base damage, +5ft Splash Rank 10: +1d8 base damage, and end all Buffs on the victims for the duration of the combat. Rank 15: +1d8 base damage, +5ft Splash BANG BRO “When you want more zing in your zinger.” Passive Mana Cost: 5 Range: 5 feet Duration: 5 minutes + 1 minute per Rank Cooldown: 15 minutes Place a hot and crackling temporary enchantment on a weapon you are holding. Your weapon deals +2 mixed Fire and Electric damage. UPGRADES Rank 5: +1d6 Fire and Electric damage Rank 10: +1d6 Fire and Electric damage, and on an Amazing Success, the target of the weapon attack gains the Burned Debuff. Rank 15: +1d6 Fire and Electric damage, and on an Amazing Success, the target of the weapon attack also gains the Shocked Debuff. CLOCKWORK TRIPLICATE “If one is good, then three is a party.” Passive Mana Cost: 26 Range: 5 feet Duration: 1 minute per Rank Limitations: Only castable on pets and minions. When you cast this spell upon your pet or minion, it splits into three, each with its full complement of abilities. You must spend an Action making an Unopposed Animal Handling Skill Check to issue a new command to each one separately. UPGRADES Rank 5: Duration is 2 minutes per Rank. Rank 10: Duration is 3 minutes per Rank. Rank 15: When you command your pet or minion, the clockwork versions follow suit. The caster no longer suffers Disadvantage when performing suitable Skill Checks using the paw, and the duration is 15 minutes. “The system has classified your prayers Attack, Necrotic, Charisma, Favored: ence invades your victim’s mind, body, base damage, +5ft +1d8 base damage, and end all Buffs on the victims for the duration of the combat. +1d8 base damage, +5ft gains the Shocked Debuff. CLOCKWORK TRIPLICATE “If one is good, then three is a party.” Passive Mana Cost: 26 Range: 5 feet Duration: 1 minute per Rank Limitations: Only castable on pets and minions. When you cast this spell upon your pet or minion, it splits into three, each with its full complement of abilities. You must spend an Action making an Unopposed Animal Handling Skill Check to issue a new command to each one separately. UPGRADES Rank 5: Duration is 2 minutes per Rank. Rank 10: Duration is 3 minutes per Rank. Rank 15: When you command your pet or minion, the clockwork versions follow suit. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 203 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. CONFUSING FOG “Visibility reduced. Decision-making questionable.” Passive Mana Cost: 6 Range: 40 feet Duration: Until the end of two full rounds of combat or 20 seconds Cooldown: 15 minutes You create a billowing cloud of fog that you, your party members, and friendly NPCs can see through, but it obscures the area from Mobs, making it more difficult for them to attack you. Mobs attack with Disadvantage (see Mob Advantage and Disadvantage, p. 60) against targets in the fog. This fog fills a 25 × 25ft area. Smart Mobs may attempt to move the combat out of the fog if able. UPGRADES Rank 5: The fog fills a 50 × 50ft area, and its duration is 1 minute. Rank 10: The fog fills a 100 × 100ft area and lasts for 5 minutes. Rank 15: The fog fills a 500 × 500ft area and lasts for 15 minutes. DIRT CLOD “You have weaponized dirt.” Attack, Bludgeoning Mana Cost: 1 Range: 100 feet AI Favor: 2 You hurl a magical clod of dirt, leaving dirt and pebbles strewn about near the target. Base Damage: 1d2 + INT Bludgeoning UPGRADES Rank 5: +2d2 base damage Rank 10: +1d2 base damage, and the target gains the Woozy Debuff. Rank 15: +1d2 base damage, and 1 Rank damage die. DRAIN LIFE “Organic tether deployed. Try not to think about where it’s been.” Attack, Necrotic Mana Cost: 14 Range: 30 feet Limitations: For a brief instant, you create a disgusting blood vein that reaches out and wraps itself around your target. Base Damage: 1d6 + INTNecrotic UPGRADES Rank 5: +1d6 base damage, and if the target loses at least 3 Health Bar slots, you heal 1 Health Bar slot. Rank 10: +1d6 base damage, and if you heal this way, heal +1 Health Bar slot. Rank 15: +1d6 base damage, and if you heal this way, heal +1 Health Bar slot. EARWORM “Hitting every note except the right ones.” Attack, Sonic, Charisma, Favored: Bard Mana Cost: 6 Range: 30ft Cooldown: Once per round. Sing a terrible song targeting the ear holes of a victim. Yes, sing a few bars so the GM understands the pain you’re inflicting. Base Damage: 1d6 + CHA Sonic UPGRADES Rank 5: +1d6 base damage. Rank 10: +1d6 base damage, and the target gains the Queasy Debuff. Rank 15: +1d6 base damage and +10ft Splash. FEAR “Run away, little piggies!” Attack, Mind Control Mana Cost: 3 Range: 25 feet Limitations: Warning: Scary-ass Mobs are immune to Fear effects (GM’s discretion). Target a non-Boss Mob of half your level or less. On a Standard Success, it stands its ground, but it loses its DEX Mod for the duration of the combat. On a higher success, it uses two of its Actions during the next round to run away. 4 204 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 UPGRADES Rank 5: +5ft Blast radius. Rank 10: +5ft Blast radius, and on a Critical Hit, the affected creatures gain the Paralyzed Debuff. Rank 15: +5ft Blast radius. FIREBALL “It almost reluctantly meanders toward you. Then your world explodes.” Attack, Fire, Area of Effect Mana Cost: 45 Range: 80 feet Cooldown: Once per scene A creeping beach ball-sized sphere of fire emanates from you. Since it moves so slowly, your attack is made with Disadvantage. When the impact zone has been determined, each creature in a 10ft Blast radius takes full damage. On Fail, roll 1d8 for direction (see Figure 3, p. 200). The amount the Skill Check missed by is the distance away in feet it impacts. Base Damage: 1d12 + INT Fire, 10ft Blast radius UPGRADES Rank 5: +1d12 base damage. Those who lose 1 or more Health Bar slots via this attack gain the Burned Debuff. Rank 10: +1d12 base damage and becomes an 80ft Line attack (and keeps the Blast). Rank 15: +1d12 base damage and +40ft Splash (on the Blast). FIRE FINGERS “Fire Fingers activated. Try not to make it weird.” Attack, Fire Mana Cost: 3 Range: Melee AI Favor: 1 Brilliant flame leaps from your fingers. Base Damage: 1d4 + INT Fire UPGRADES Rank 5: +1d4 base damage. Rank 10: +1d4 base damage, and the target gains the Burned Debuff. Rank 15: +1d4 base damage, and your hands begin to intermittently burn. Your Pugilism, Unarmed Combat, and Slice Attack strikes add 1 Fire Fingers Rank damage die (Fire). FROST SCAR “Frigid status achieved; relationships may suffer.” Attack, Ice Mana Cost: 2 Range: Melee AI Favor: 1 With a slice of your frigid hand, you leave a scar of rime on your target. Base Damage: 1d4 + INT Ice UPGRADES Rank 5: +1d4 base damage, and the target cannot heal themselves in the next combat round. Rank 10: +1d4 base damage, and the target gains the Stiff Legs Debuff. Rank 15: +1d4 base damage, and the target gains The Taint Debuff. GRAND ILLUSION “Why, yes, that is my pet T-Rex.” Intelligence Mana Cost: 7 Range: 40 feet Duration: 2 minutes Cooldown: 15 minutes You create an illusion that might trick your foes. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 205 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. Make a single INT-Opposed Spell Check vs. foes who can see it. Your same roll is used against foes who see it even after the casting round. Mundane illusions seeking only to impress might be rolled with Advantage, while complex illusions seeking a specific response or images that suddenly pop up during combat might be rolled with Disadvantage (GM’s discretion). On Success, they believe your illusion. UPGRADES Rank 5: Those who believe gain the Woozy Debuff or similar based on the desired response. Rank 10: Those who believe also gain the Queasy Debuff or similar based on the desired response. Rank 15: Those who believe also gain the Shocked Debuff or similar based on the desired response. HEAL “Congratulations on not dying… yet.” Heal, Interrupt, Passive Mana Cost: 2 Range: Self only Limitations: Rank 1 maximum Heal 2 Health Bar slots. UPGRADES None HEAL CRITTER “Your pet has been restored to maximum cuddle capacity.” Heal, Interrupt, Passive Mana Cost: 8 Range: 30 feet Limitations: May only be cast on pets and minions (sorry, Donut). The target glows as they heal back to 100% Health Bar. UPGRADES Rank 5: The target mends a Minor Injury Debuff. Rank 10: The target mends a Major Injury Debuff. Rank 15: The target regrows all lost appendages. HEAL OTHERS “Tell me you’re a Cleric without…” Heal, Interrupt, Passive Mana Cost: 6 Range: 30 feet Limitations: You can’t cast this Spell on yourself, pets, or minions. A wave of positive vibes engulfs the target. They heal 1d4 Health Bar slots. UPGRADES Rank 5: The target heals 1d6 Health Bar slots. Rank 10: The target heals 2d6 Health Bar slots. Rank 15: Instead of a single target, all party members within a 20ft Burst radius are healed. HEAL SELF “Way easier than manually shoving your guts back in!” Heal, Interrupt, Passive Mana Cost: 1 Range: Self only Limitations: You can only case this Spell on yourself. You center yourself, using magic to make yourself whole. You heal 1d4 Health Bar slots. UPGRADES Rank 5: You heal 1d6 Health Bar slots and mend a Minor Injury, Poison, or Disease Debuff. Rank 10: You heal 2d6 Health Bar slots and mend a Major Injury or other Debuff. Rank 15: You heal to full and gain the benefits of a short rest. HOLE “It’s a hole. This will absolutely be misused.” Passive Mana Cost: 12 Range: 10 feet Duration: Until the end of the combat or 5 minutes. Limitations: Can’t be used on saferoom doors or living things. 4 206 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 You create a temporary cylindrical hole in a surface or material within range, to a depth of 1 inch per Spell Rank and a diameter of 2ft. Anything that can fit in the hole can pass through it if the hole is deep enough to penetrate to the other side of the surface. UPGRADES Rank 5: You can reduce the diameter of the hole to a smaller size when cast. Rank 10: You can widen the hole’s diameter by 1 inch for every inch of depth you sacrifice when cast. Rank 15: The caster may end the spell with a thought (like an Interrupt, but it doesn’t cost an Action). Anything in the hole at that time is destroyed. HOLY AURA “Look who’s all high and mighty.” Attack, Holy, Area of Effect, Charisma, Favored: Cleric & Paladin Mana Cost: 7 Range: 5ft Burst radius Cooldown: Once per round You channel your deity and emanate their essence to hurt only the enemies around you. Base Damage: 1d4 + CHA Holy, 5ft Burst radius UPGRADES Rank 5: +1d4 base damage, and affected undead Mobs take double damage. Rank 10: +1d4 base damage and +5ft Burst radius. Rank 15: +1d4 base damage and +5ft Burst radius. HOT STUFF AURA “Bask in the warm glow of my machismo!” Passive, Area of Effect, Favored: Bard Mana Cost: 8 Range: 5ft Burst radius Duration: 2 rounds Cooldown: 5 minutes You create a shield of pure sex appeal around you against all damage types with a number of Health Bar slots equal to your CHA Mod, and a 2 in each slot. It also protects all allies within the radius. When depleted, it disappears. These slots cannot be healed. UPGRADES Rank 5: Increase the Health to 4 in each slot. Rank 10: +5ft Burst radius, with a 6 in each slot. Rank 15: +10ft Burst radius, with a 8 in each slot. ICE BLAST “Hope they brought a jacket.” Attack, Ice Mana Cost: 9 Range: 40 feet With the howl of blizzard winds, you let loose a compact pocket of freezing cold and ice. Base Damage: 1d8 + INT Ice UPGRADES Rank 5: +1d8 base damage. Rank 10: +1d8 base damage, and the target is pushed 10 feet away from you. Rank 15: +1d8 base damage, and you can change the range to a 15ft Cone Attack. ICICLES “Did you know that icicles are the #1 cause of home head impalements?” Attack, Ice Mana Cost: 19 Range: 60 feet Seizing upon the ice that runs through your veins, icicle projectiles shoot forth from your palms towards distant foes. Base Damage: 1d12 + INT Ice UPGRADES Rank 5: +1d12 base damage. Rank 10: +1d12 base damage, and the target gains the Stiff Legs Debuff. Rank 15: +1d12 base damage, and the damage is Armor-Piercing. “It’s pretty cool. | saw you shooting icicles out of your hand.” —Carl 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 207 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. INTIMATE TOUCHES “Show me on the doll where they healed you.” Heal, Passive, Favored: Cleric & Paladin Mana Cost: 8 Range: 5 feet Limitations: Unlike most healing, this spell is not an Interrupt. You lay hands on the target (which could be you), who heals Health Bar slots equal to your CHA Mod. UPGRADES Rank 5: The target also heals a Minor Injury Debuff. Rank 10: The target also heals a Major Injury Debuff. Rank 15: The target also heals all Poison & Disease Debuffs. LIGHTNING BOLT “Bolt released, viewership spike detected.” Attack, Electric Mana Cost: 15 Range: 100 feet With a thunderous clap, you let loose a bolt of lightning. Base Damage: 1d10 + INT Electric UPGRADES Rank 5: +1d10 base damage. Rank 10: +1d10 base damage and becomes a 100ft Line Attack. Rank 15: +1d10 base damage. The lightning bolt forks, and you may choose to apply your Attack against any number of additional targets within 15 feet of the previous target (within the range limit). Each successful Attack (including against the primary target), deals half damage. MAGIC MISSILE “Standard Spell detected. Viewers appreciate the nostalgia.” Attack, Force Mana Cost: 5 Range: Within your line of sight AI Favor: 1 From glowing eyes, fingers, or whatever, a streak of pure force shoots out. Base Damage: 1d4 + INT Force UPGRADES Rank 5: +1d4 base damage, and you can cast the Spell at a higher or lower Mana cost. 3 Mana: −4 damage 4 Mana: −2 damage 6 Mana: Add 1 Rank damage die Rank 10: +1d4 base damage, and the missiles deal Force and Fire damage. The target gains the Burned Debuff. Rank 15: This attack deals base damage ×3. MIND TICKLE “Don’t think of an elephant.” Attack, Psychic, Charisma, Favored: Cleric Mana Cost: 2 Range: 40 feet AI Favor: 2 You infect your target with a small headache. Base Damage: 1d2 + CHA Psychic UPGRADES Rank 5: +1d2 base damage. Rank 10: +1d2 base damage, and the target gains the Sore as Shit Debuff. Rank 15: +1d2 base damage, and the target gains the Muted Debuff. 4 208 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 MINION ARMY “No army can triumph when subjected to internecine conflict.” Intelligence, Area of Effect, Mind Control Mana Cost: 50 Range: 50ft Burst radius Duration: 2 minutes Cooldown: 5 hours Limitations: 5-minute casting time, and the caster cannot move while casting. Only works against Mobs with an Intelligence of 2+. When you cast this spell, choose a target within range. On a Standard Success, 1 in 50 Mobs in the affected area (min 1) become an ally and fight for you without needing to command them. Higher levels of success can turn additional Mobs into allies (GM’s discretion). UPGRADES Rank 5: The casting time is 4 minutes. Duration is 5 minutes. Rank 10: Add your Charisma Stat to the Burst radius. Duration is 10 minutes. Rank 15: Add your Charisma Stat to the Burst radius. Duration is 15 minutes. NATURE’S BREATH “This recycled dungeon air is bad for my complexion.” Heal, Interrupt, Passive, Favored: Druid Mana Cost: 6 Range: 5 feet You blow cool, fresh air over the target’s wounds (could be yourself), healing them. Roll a Nature’s Breath Rank damage die. That is how many Health Bar slots the target heals. May also target pets and minions. UPGRADES Rank 5: Add 1 to your die roll. Rank 10: Add 1 to your die roll, and remove a Minor Injury Debuff. Rank 15: Add 1 to your die roll, and remove a Major Injury Debuff. OAKHIDE “My bark is worse than my bite.” Passive, Favored: Druid Mana Cost: 5 Range: Self Duration: 2 minutes Cooldown: 10 minutes Your skin turns into solid wood, giving you great protection. You have +2 Damage Resistance for the duration of this spell. UPGRADES Rank 5: +2 DR. Duration is 3 minutes. Rank 10: +2 DR. You may target party members and NPCs up to 10 feet away with this spell. Rank 15: +2 DR. Duration is 4 minutes. PALADIN’S SMITE “Repent or die!” Attack, Holy, Charisma, Favored: Paladin Mana Cost: 11 Range: 30 feet You channel a torrent of divine wrath toward a soonto-be repentant foe. Base Damage: 1d8 + CHA Holy UPGRADES Rank 5: +1d8 base damage. Rank 10: +1d8 base damage, and the target gains the Take Down Debuff. Rank 15: +1d8 base damage, and the damage is Armor-Piercing (ignores DR). PANTY DROPPER “You know what’s on the menu? Me-n-u.” Charisma, Mind Control, Favored: Bard Mana Cost: 10 Range: 10 feet Duration: 2 minutes or until you finish Cooldown: 5 minutes Make an INT-Opposed Spell Check against a non-Boss target, even in combat. Fighting’s just another form of penetration, after all. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 209 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. On Success, the target wants to jump your bones and won’t let anyone stop them (they cease attacking or doing other things). UPGRADES Rank 5: The duration is 5 minutes. Rank 10: The duration is 10 minutes. Rank 15: The duration is 15 minutes. PING “Here piggy, piggy.” Passive, Area of Effect Mana Cost: 5 Range: 1 mile Burst radius Cooldown: 5 minutes Sends out an audible ping that gives the distance and location of all non-crawlers and non-red-tagged Mobs in a circle around you. It will mark targets beyond the range of your map. You receive information about the Mobs that is “somewhat complete.” Targets hit with Ping will hear an audible ping noise, but they will not know where the ping originated. Environmental factors and obstacles may increase or decrease range. UPGRADES Rank 5: If you know the Fear Spell (see p. 204), you may cast it at no Action cost to affect all eligible Mobs within the Ping range. You only pay the Mana. Rank 10: Environmental factors and obstacles no longer decrease the range, and you receive “mostly complete” information. Rank 15: You pay no Mana to add the Fear Spell, and you receive “entirely complete” information. PROTECTIVE SHELL “Hope activated. Try not to waste it.” Interrupt, Passive, Area of Effect Mana Cost: None Range: 10ft Burst radius Duration: 5 seconds (only long enough to push foes away and protect against a single physical attack) Cooldown: 30 hours Limitations: Spell must be imbued onto something you are wearing. The shell cannot be moved by any means. You create a 10 + INT-foot Burst radius magic shell around yourself and nearby party members. This shell pushes away all Mobs in its Area, which is the shell’s radius + 5ft. Mobs cannot enter the shell (unless non-corporeal) or physically attack those inside. The shell does not protect against magic effects. Crawlers inside may attack as usual. UPGRADES Rank 5: Duration is 10 seconds. In addition to knocking enemies away, it protects the occupants from all non-Spell attacks originating from outside the shell until the end of the current combat round. Rank 10: Duration is 20 seconds or two rounds. Rank 15: Duration is 30 seconds or three rounds. PUDDLE JUMPER “Teleportation doesn’t suck.” Passive Mana Cost: 20 Range: Line-of-sight to the destination surface Limitations: There is a 10-second delay before the effect takes place. Cooldown: 5 hours You and up to 3 party members of your choice teleport to another location. Everyone feels a tingling sensation while waiting for the effect to resolve. 4 210 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 UPGRADES Rank 5: The delay is 2 seconds, and the destination doesn’t have to be a surface. Rank 10: The delay is 1 second, and the destination can be anywhere within 1,000 yards in any direction, even if the exact destination cannot be seen. Rank 15: There is no delay, and the destination can be anywhere within 1 mile in any direction, even if the exact destination cannot be seen. RISE, DEAD MINION! “The bigger they are, the deeper they’re buried.” Attack, Favored: Necromancer Mana Cost: 10 Range: 30 feet Duration: 1 round At your command, a Medium (4) size skeleton emerges from the ground to attack your foe in melee combat, dealing 1d8 + INT Necrotic damage. After the Attack, the skeleton collapses, creating difficult terrain in the space it occupied. UPGRADES Rank 5: The skeleton attacks twice before collapsing. Rank 10: The skeleton increases to size Large (5), and its Attack range is 10 feet. +1d8 base damage. Rank 15: The skeleton increases to size Colossal (7), and its Attack range is 15 feet. Add one Rise, Dead Minion! Rank damage die to the damage. ROOTFOOT “The ground is never empty. It is only sleeping.” Attack, Favored: Druid Mana Cost: 5 Range: 30 feet Duration: 2 rounds Roots reach up from the ground to ensnare a victim of up to Size 4 (Medium). On Success, the victim gains the Held Debuff. The Rank of this Spell is used in the Opposed Difficulty to escape, instead of the default STR. UPGRADES Rank 5: Can target victims up to size Large (5). Duration is 3 rounds. Rank 10: Can target victims up to size Huge (6). Duration is 4 rounds. Rank 15: Can target victims up to size Colossal (7). The victim also gains the Poisoned Debuff. SECOND CHANCE “Everyone deserves one. Except for Phil. Never Phil.” Passive Mana Cost: 10 Range: 10 feet Duration: 1 minute You raise a Mob with a level lower than your own from the dead. The Mob temporarily becomes your Undead Minion with half of its original Health Bar slots. You spend one Action to command it, then it acts independently with 1 Move Action and 1 other Action (usually an Attack) until given new instructions. UPGRADES Rank 5: The Mob can be up to 5 levels higher than you, and the duration is 5 minutes. Rank 10: The Mob can be up to 10 levels higher than the caster, with a duration of 15 minutes. Rank 15: The Mob can be up to 15 levels higher than the caster, with a duration of 45 minutes. SHIELD “Enjoy the illusion of safety.” Interrupt, Passive Mana Cost: 8 Range: Self Duration: 5 minutes You are surrounded by a translucent force field that moves with you and reduces non-magic damage you take. The Shield has 2 Health Bar slots, each with your CON Mod. When you take damage, reduce these Health Bar slots first. The Spell ends early if the shield loses all its Health Bar slots. You can’t heal a Shield. UPGRADES Rank 5: The Shield has 5 Health Bar slots. Rank 10: The Shield has 10 Health Bar slots. Rank 15: The Shield has 15 Health Bar slots. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 211 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. SHOCK TREATMENT “Electrical therapy initiated; consent not required.” Attack, Electric Mana Cost: 2 Range: 30 feet AI Favor: 2 Like a deranged emperor, bolts of electricity shoot out from your fingers. Base Damage: 1d2 + INT Electric UPGRADES Rank 5: +1d2 base damage, and you may choose to afflict the target with the Stunned Debuff instead of dealing damage. Rank 10: +1d2 base damage, and add 1 Rank damage die (Electric) at the end of the round. Rank 15: +1d2 base damage, and if you make this attack at melee range, you deal ×5 the total damage. SOLSPLASH “The sun is merely a star close enough to hate us.” Attack, Fire, Constitution, Favored: Druid Mana Cost: 13 Range: 30 feet Beams of concentrated “sunlight” fall upon the victim and those around them. Sunscreen’s not gonna help. Base Damage: 1d8 + CON Fire UPGRADES Rank 5: +1d8 base damage, +5ft Splash. Rank 10: +1d8 base damage and +10ft Splash. Each affected entity who loses at least 3 Health Bar slots this way gains the Burned Debuff. Rank 15: +1d8 base damage and +15ft Splash. SOUL COLLECTOR “This soul appears… reusable.” Attack, Necrotic Mana Cost: 4 Range: 50 feet AI Favor: 1 With a twist of your hand, you siphon the spirit from your target. Base Damage: 1d4 + INTNecrotic UPGRADES Rank 5: +1d4 base damage, and if this Spell deals the killing blow to a foe of at least half your level, it deals +1 bonus damage until you complete a long rest. This damage bonus is cumulative up to the Spell’s Rank. Rank 10: +1d4 base damage, and the bonus continues for one week. Rank 15: +1d4 base damage, and the bonus continues for as long as you remain on your current floor. THUNDERLASH “Loud noises and bad decisions go hand-in-hand.” Attack, Sonic Mana Cost: 12 Range: 50 feet You unleash a whip-like emanation of pure sound which thunders through the air. Base Damage: 1d10 + INT Sonic UPGRADES Rank 5: +1d10 base damage. Rank 10: +1d10 base damage, and this attack deals Armor-Piercing damage (ignores DR). Rank 15: +1d10 base damage, and you can change the range to a 15ft Cone attack. TORCH “Congratulations. You can now see what’s trying to kill you.” Passive Mana Cost: 1 Range: Self Duration: Until you enter a saferoom or descend to a new floor. You create a magical orb of light that follows slightly above and behind you. It provides bright light for a 20ft radius and dim light for a 20ft radius past that. UPGRADES Rank 5: You can move the orb up to 20 feet away from you. Rank 10: You can move the orb up to 60 feet away from you and can double the radius of the brightness with a thought. Rank 15: You can move the orb up to 100 feet away from you and attach it to a surface as an Action. 4 212 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. 1 TRIPPER “Let’s see if they know we’re coming.” Passive, Area of Effect Mana Cost: None Range: 30ft Burst radius Limitations: Does not detonate traps with very specific triggers. Must be imbued onto something you are wearing. Cooldown: 5 hours With a snap of your fingers, every movement, heat, and weight-triggered trap in the area “goes off.” Blades swing, bombs blow, and creatures are released. UPGRADES Rank 5: +Intelligence Burst radius. Rank 10: +Intelligence Burst radius. Rank 15: +Intelligence Burst radius, and all damage taken is considered Splash (half damage). TURN UNDEAD “What is dead should stay dead… and far away.” Attack, Area of Effect, Favored: Bard, Cleric, & Paladin Mana Cost: 9 Range: 10ft Cone Duration: 3 rounds Limitations: Does not work against Bosses. Cooldown: 5 minutes Make a single CHA-Opposed Spell Check vs. the Undead Mobs in the affected area. On Success, the Undead Mob runs away for the duration of the Spell. UPGRADES Rank 5: +5ft Cone. Duration is 5 rounds. Rank 10: +10ft Cone. Duration is 10 rounds. Rank 15: +15ft Cone. Duration is 15 rounds. On an Amazing Success or better, the Undead Mob is destroyed. TWINKLE TOES “Fly my pretties, fly!” Intelligence, Passive Mana Cost: 2 Range: 5 feet Duration: A number of seconds equal to your Intelligence. Target a pet or minion within range. It has Move ×2 for the duration. UPGRADES Rank 5: The pet or minion has Move ×3 for the duration. Rank 10: The pet or minion has Move ×4 for the duration. Rank 15: The pet or minion has Move ×5 for the duration. UNNECESSARY FORCE “Excessive force authorized. Paperwork waived.” Attack, Force Mana Cost: 13 Range: 40 feet A shockwave akin to that of an A-bomb crashes over your target. Base Damage: 1d12 + INT Force UPGRADES Rank 5: +1d12 base damage. Rank 10: +1d12 base damage, and the target is pushed 10 feet. Rank 15: +1d12 base damage, and the target is pushed 15 feet. VINE PORN “It’s like tentacle porn, but with vines… sorry, Mom.” Attack, Piercing, Constitution, Favored: Druid Mana Cost: 3 Range: 20 feet AI Favor: 1 Magical vines with pulsating veins shoot up from the ground or sprout from the target’s own body to rip and tear and smack them around a bit. Base Damage: 1d4 + CON Piercing UPGRADES Rank 5: +1d4 base damage. Rank 10: +1d4 base damage, and this Attack deals Armor-Piercing damage (ignores DR). Rank 15: +1d4 base damage. On a Critical Hit, the target takes ×4 damage. 4 CHAPTER 4: SKILLS, SPELLS, & GEAR 213 Copyright Renegade Game Studios. Unauthorized distribution prohibited. 08/25/2026. WALL OF FIRE “You’re gonna fall in… to a burnin’ ring of fire.” Passive, Fire Mana Cost: 15 Range: 30 feet Duration: 2 rounds Creates a 30ft-long × 7ft-high × 2ft-thick wall of fire. Base Damage: 1d2 Fire for every 1ft of wall the victim passes through, and they gain the Burned Debuff. UPGRADES Rank 5: +1d2 base damage. The wall can be turned into a ring of fire. Duration is 5 rounds. Rank 10: +1d2 base damage. Creates a 50ft-long × 10ft-high × 3ft-thick wall. Duration is 10 rounds. Rank 15: +1d2 base damage. Creates a 100ft-long × 20ft-high × 5ft-thick wall. Duration is 15 rounds. WATER BREATHING “It’s okay to inhale.” Intelligence, Passive Mana Cost: 2 Range: Self Duration: A number of seconds equal to the caster’s Intelligence ×3. The target can breathe underwater without issue. UPGRADES Rank 5: You may now cast this upon others at a range of 5 feet. Rank 10: The targets roll Swimming Skill Checks with Advantage. Rank 15: You can target any or all individuals within a 15ft Burst radius. WEB “Blast your goo onto foes!” Attack, Intelligence Mana Cost: 6 Range: 20ft Cone Duration: 2 rounds A cone of sticky webbing shoots from your fingers. Make a single Spell Attack Skill Check vs. each friend and foe’s Evade (if any). On Success, that entity gains the Held Debuff. The Rank of this spell is used in the Opposed Difficulty to escape, instead of STR. UPGRADES Rank 5: +5ft Cone. Duration is 5 rounds. Rank 10: +5ft Cone. Duration is 10 rounds. Rank 15: +5ft Cone. Duration is 15 rounds. WILBUR’S SLOWBUILD FIREBLAST “Hold. Hold! HOLD!” Attack, Fire Mana Cost: 60 Range: 50 feet Base Damage: 1d8 + INT Fire, and the target gains the Burned Debuff. This Spell can be cast and held as a swirling ring of fire around your ring finger until you unleash it. Only one ring may be held at a time. The next time you perform an Attack Action, it must be this Spell (at no additional Mana cost). If anyone touches the ring with the intent to diffuse it (you may oppose that Action), the Attack hits them for half damage. The appendage they touched you with smolders, useless for a number of rounds equal to the damage inflicted. UPGRADES Rank 5: +1d8 base damage. For each full day you hold the spell, +1d8 Fire damage. Rank 10: +1d8 base damage and +5ft Splash. Rank 15: +1d8 base damage and +5ft Splash. WISP ARMOR “Empty minds are surprisingly easy to protect.” Passive Mana Cost: 5 Range: Self Duration: 5 minutes Cooldown: 5 minutes You conjure a protective barrier that reduces all magic damage (typically Spells) down to its Rank 1 base damage (1 die + Stat Mod) without any Upgrades or other bonuses. This Spell also makes you immune to Mind Control. UPGRADES Rank 5: The duration is 10 minutes. Rank 10: The duration is 15 minutes. Rank 15: The duration is 20 minutes.
e
Dungeon Crawler World — Consolidated Mechanics Tab (Books 1–8+)
SKILLS / SPELLS / ITEMS / SYSTEMS
Confirmed
Core combat/utility skills
- Second Chance — necromancy, 10 mana; temporarily resurrects/raises a lower-level corpse as a controllable minion/mercenary, duration scales with spell level (1 min/level baseline); Glass Cannon-boosted version can resurrect a corpse up to 20 levels above caster, up to 30 min at level 10.
- Protective Shell — item-granted, no mana cost while equipped, 30hr cooldown; blocks physical/corporeal only, not magic; radius 3m + 0.5m/Int level; duration 5s + 1s/spell level; static area once cast.
- Heal Critter — pet-specific healing spell.
- Cockroach — survive-a-lethal-hit skill; lvl5 = guaranteed once/fight; lvl10 = full immunity to first fatal hit; lvl15 variant adds a shield component and can trigger more than once.
- Character Actor — per-floor class-specialty reroll subsystem.
- Double Tap — chance for a repeated identical attack to crit.
- Acute Ears — reveals extra mob info (size/type match) on the minimap for unidentified red dots.
- Clockwork Triplicate — ⚠️ inconsistent across entries: first logged as temporarily cloning a pet/minion (1 min, 26 mana); later logged as extending a temporarily-resurrected corpse’s (Second Chance) duration. Flagging both descriptions rather than merging — may be a leveled/expanded version of the same spell or a continuity slip.
- Wisp Armor — 5 mana; negates 75% magic damage, temp mind-control immunity (does not block pure charm/charisma compulsion).
- Fear (Compensated Anarchist) — causes flee or reduces target Dex; scales to hit groups at level 5.
- Water Lily — Naiad heirloom sleep-curse spell; broken only via a specific alchemical cure or by killing the caster.
- Ink Marauder (Signet) — tattoos become detachable, roughly-2D “paper” elemental minions via blood sacrifice.
- Iron Punch → “Breadbasket” (lvl10) — 10% stun chance on a solid hit.
- Second Fuel Tank (Katia) — reflect/absorb, once per fight.
- Rush (Katia) — battering-ram charge, once per day; upgraded via the Riot Shield into Crowd Blast — cone AoE, usable every 5 min.
- Xistera/Cesta Punta (jai alai) — Earth Hobby Potion skill, ranged scoop weapon mechanic.
- Magical Fervor buff — triples mana, boosts strength, immune to Fear.
- Meat Hooks — summons nearby carnivorous pets to the caster.
- Puddle Jumper — teleport/escape spell; lvl5 upgrade adds blind-elevation jumping, shorter cast delay; at higher levels can return caster to any recently-visited location at near-any distance.
- Suppurating Eye — lich/dark cleric scrying spell, cast via bodily fluid.
- Mascot — pet damage/kills grant party dex/con buffs.
- Guinness — doubles strength while drunk.
- Talon Strike — foot-based melee, chance to proc instakill Eviscerate.
- Bang Bro — temporary fire/electric weapon enchant.
- Hole — makes a temporary hole in a surface.
- Find Traps — triggered skill (exploding-suitcase trap).
- Determine Value — upgraded, now shows item rarity tier.
- Walk in Their Shoes (doppelganger) — displays another’s name overhead once appearance match is high enough.
- Queasy / Queasy Resistance — sonic-attack debuff and its counter-skill.
- Marked for Death — from the Night Wyrm’s Ring of Divine Suffering; floor-by-floor cooldown/marking rules, ties into bounty/kill-credit system.
- Find Crawler — leveled crawler-tracking skill. Minor Find Crawler Skill potion sets it to level 5 (fails if already 5+).
- Rooted in Place — anti-knockback skill.
- Sticky Feet — walking on ceilings/vertical surfaces, used tactically for positioning.
- Astral Paw (and Astral Fist) — a celestial boon (permanent physical claw modification, not a spell/skill): claws cut through anything in the mortal realm plus ghosts/incorporeal targets. Claw caps toggle the effect off.
- Cloud of Exhaust — mob-stun AoE spell, enhanced by the Pest Exterminator class.
- Rapid Detox potion — cures alcohol/drug effects, can be disguised via sage beetle ichor.
- Rubber — damage-reflection spell, castable on allies to redirect damage back at an attacker.
- Wall of Fire — escape/area spell.
- Race Shifter — changeling’s on-demand shapeshift skill (distinct from doppelganger’s clay-based method).
- Deflection buff — permanent buff at Dodge skill 10; halves accuracy of physical and magical ranged attacks against the wearer.
- Infusion — crafting skill; combines a potion’s properties into a tossable, skill level affects success (failure = “Dud”).
- Toxoplasma-line skill (Sister Ines’s race) — passive compulsion causing irrational protectiveness/forgetfulness, strengthens with exposure.
- Black Nimbus — strips a target’s worshipper benefits/protections but not their god’s direct wrath.
- Dart of Ophiotaurus — alternate god-summoning vessel/mechanic, forces early manifestation, 5-unit immunity delay. Related: the Danforth, a crossbow bolt that anchors a target in place.
- Circle of Containment (lvl15) — traps a target plus contents in a shell.
- Final Blow — normally locates hidden mobs; repurposed to redirect an incoming spell off the caster onto a linked target.
- Chi Cultivator — crab cultivation spell, repeated casting permanently triples power.
- Gloom Wraith Phase — Celestial-tier combat skill: user and gear become non-corporeal during a lunge, “scrambling” unarmored biological targets passed through; mana-gated, cooldown/duration scale with level.
- Oozy Form — slime-transformation spell; full indefinite duration at level 15; used for stealth/defense/squeezing through gaps.
- Self-Immolation — Emberus “Devotee” rank spell, no mana cost, level-10 minimum, once-daily use tied to shrine reset; caster ignites in an expanding “Sheol Fire” sphere damaging nearby enemies; bundled with an upgraded Burn-immunity tier; raises class tithe from 5% to 10%.
- Devotee worship-rank — formal tier above base Emberus worshipper status, unlocked via shrine progression, gates Self-Immolation.
Bard/charm/mind magic
- Conscript — military-charm spell (NPC bard-type casters); permanently enslaves weak-minded targets to a faction; fails against anyone already pledged elsewhere; factions invest in level-15 casters.
- Minion Army — battlefield-sabotage charm spell, temporary duration, long cast time; explicitly weaker/lesser version of Conscript.
- Bard Patron system — alternate support structure to the paladin/cleric deity bond; patron supplies money/gear for periodic entertainment, lower risk (no “smiting”).
- Word Weaver / Book of Rhymes charm spell — bard-patron-granted; at level 15 can charm and fully control a boss-tier creature and everything it commands.
- Domination magic — charm/energy-drain magic category (womantaur specialty); distinct from standard charm skills like Love Vampire.
- All Eyes on Me — bard spell; normally requires singing, but at sufficiently high charisma can be cast via ordinary speech, forcing nearby listeners’ attention.
- Razzmatazz — performance-related skill boosted by guildmaster training.
- Stage Performance Guild — hidden guild entered by completing a karaoke performance gauge (must stay fully “green”); grants permanent map-visibility for other hidden guilds afterward.
- Compounded singing potions (Honeyed/Yo-Yo Ma’d/Dio’d) — stacking multiple potion buffs to bypass individual cooldowns; effects: controlled singing, perfect pitch, extended vocal stamina.
- Gelded Choirboy scroll — temporarily raises/alters a user’s vocal register outside their normal range.
- Mind Balance — resistance to psionic/mind-magic attacks, trainable through battlefield exposure (not just potions); at level 16 grants seeing enemy mind-mages through fog/distance.
- Endless Thread of Distraction / Self Harm / Intrusive Thoughts — psionic debuff line (Madness mind-magic attacks).
Necromancy/flesh/shapeshift mechanics
- Meld — fleshmancer-adjacent ability distinct from Split Personality’s joining process: one party’s mind dominates when two creatures merge; used by slimes, demons, succubae; can be permanent or reversible by a specialized fleshmancer.
- Split Personality — bisects a mantaur-type creature vertically; halves rejoinable via fleshmancer.
- Shapeshifter taxonomy — three base types confirmed: changelings, doppelgangers, and mimics (Shadow Mimics being a hostile, highly intelligent subtype and mortal enemies of changelings).
- Flesh-golem organ transplant procedure — Naiad-donor heart/lungs plus kua-tin rebreather graft to replace cybernetic organs.
Gods/worship/deity mechanics
- Champion system — a god can unilaterally name a crawler as Champion, granting deity-tier spells alongside enemy bounties and an obligation/smite clause.
- Deity-granted spells (Donut’s set) — Raise Forest, salt-water conversion, Gather Ye Vermin, Map the All Tree (floor-12+ only).
- God-freeze exploit — a sponsored deity can be rendered vulnerable during a companion’s “choice” window, exposing its human pilot to physical attack.
- Divine item interaction rule — when two divine items would apply near the same deity, only the stronger benefit applies (no stacking).
- Mark of the Damned — debuff/scar for formally abandoning a god/faith mid-worship; triggers a “smite” consequence.
- Church loan/debt system — interest-free shrine/temple loan; requires trading in a long-worn piece of jewelry as collateral; bars renouncing that religion while in debt; payable directly to the shrine.
- Vorpal (monster condition, not a species) — creatures “deputized” by the gods as living demon-hunting weapons; grow stronger/more aggressive near demons, sense and are drawn to them, won’t wander far once nearby demons are dead, self-destruct (killing everyone nearby) if losing a fight, dissipate back to the celestial realm once fed demon blood.
- Demon Eviction event — mass-death triggers forced ejection of demons from Sheol; weak/freshly-dead zombie shells randomly possessed; evicted demons must drag a soul back down to return home; possession strength limited by host shell’s physical power; grabbing a living target = automatic instant death via portal-drag; healing a possessed shell is unpredictable/dangerous; teleporting a possessed shell frees the demon at full power (do not do this).
- Eris’s chaos-effect randomizer — proximity to Eris triggers a random reality-warping effect each time; one instance caused an involuntary full inventory swap with the nearest crawler.
- Ceremony of Chaos / Bear Witness / Bring Forth the Witnesses — unique one-time Eris ritual: mass-teleports mortals into a floating “witness” pile, grants temporary invulnerability, disables long-range teleport across the whole floor for an hour; exploitable with major unintended side effects.
Items (celestial/unique)
- Enchanted Spiked Knee Pads of the Munificent Goddess Kina — melee damage reflect, water breathing, Swim, Iron Stomach, Eater of the Dead.
- Iron Stomach — eating magical items for permanent Int gains; at level 10, safely eat cursed items.
- Eater of the Dead — eating corpses for random Con/Str/Dex gains.
- Enchanted Hairbrush of the Beefmaster — Shining Charisma, Speedster (short-burst high-speed movement), +25% Con, Entourage skill, cosmetic hair effect.
- Zhang’s Cape of Odds — passive +15% all stats/Dodge; once/hr “Roll the Dice” random-effect table (333 outcomes, manual pick unlocked after 19 uses).
- Engine of Tomorrow — Li Jun’s cybernetic eye; combat-precognition/bullet-time.
- Lucky Shot (four-leaf clover patch) — deflects one fatal blow per floor onto a party member instead.
- Trollish Portable Control Room — remote missile-battery targeting console.
- Cloak of the Benevolent Champion — equalizes wearer’s lowest stat to highest over 66 hours, grants Find Weakened, boosts 4 random known spells to level 15 and one random skill to level 15 over time; single-wearer only, resets on transfer.
- Tiara of a Thousand Lights + Charge Pillow system — drains magical properties from hat items placed on the pillow (10 hrs to fully transfer), permanently stores them as absorption-jewel buffs on the tiara; a “universal” pillow variant works for any item type, not just hats.
- Hell-Kissed Celestial Skill Potion — grants a random level 10–15 Celestial combat skill drawn from Sheol-tier (200+) mob abilities.
- Enchanted Toe Ring of the Well-Balanced — Heart Balance (auto-trigger potion on low health), Mind Balance (protection from Enslavement/Conscription + mental hijack resistance), Physical Balance (Extra Steady Balance + Walk on Air).
- Walk on Air — short-duration walking-on-empty-air, useful in melee.
- Enchanted Pauper’s Ring of the Steadfast Emberus — disguised as a Strength ring to non-worshippers; removes/numbs health-drain and disease debuffs for Emberus worshippers; overheats/mutes under too many active debuffs; cursed/dangerous for non-worshippers (absorbs all nearby debuffs) or if wearer is expelled from the faith while debt is active.
- Enchanted Tooth Cap of Hi-Yo Silver — forcibly recalls a tagged pet/mount from up to 5km away at high speed (collision risk), 3-min cooldown.
- Legendary Steed (mount saddle upgrade) — lets a mount tow a cart with no added weight penalty and without losing jump capability.
- Requite Dahlia — druid-summonable flower (four colors), via Sprout Forest-type abilities.
- Gurkha Hat item line — +3 to multiple melee skills for mercenaries/pets, +5 for the class-holder.
- Steady Charge (mount blanket buff) — +20% Con and improved formation/marching discipline for large mounts.
- Petey Motteux’s Little Secret (nipple ring) — Oxygenated (underwater/airless breathing) + Bawdy (auto-marks bars/dance halls/”chocolate houses” on map).
- Named enchanted item set: The Assassin’s Veil (headdress, dex/precognition), Nemes of Pestilence (pet hat, invulnerability + sepsis-bite proc), Wrap of Sekhmet’s Compassion (pet headband, invulnerability + heal/resurrect-bite proc), Crupper of the Benevolent Champion (matched-set armor piece, stat/skill buffs).
- Zero zone device (Orren’s ball) — creates a localized field stripping interface/magic access; used by Syndicate liaisons to negotiate outside AI oversight.
- Valtay Perso-Shield, Platinum Edition — pinback-button personal shield, no equip slot, manual toggle; blocks physical damage and corporeal magic (Magic Missile/Fireball/Lightning-type); ~2 min active, ~1 hr full recharge; degrades after a few hits.
- Bull Rush Bespoke Personal Shield (Hereford War Machines) — bubble-form personal shield that also covers mounts/vehicles at reduced strength.
- Eye in the Sky scroll — area-wide detection combining Find Crawler + Ping; level 5/10/15 tiers, higher levels conceal caster identity from target’s notification.
- Wand of Nighty-Night — 10 charges; casts level-10 Sleep on a single non-boss target for 5 min; breaks on physical damage; multiple casts stack/compound.
- Book Burner (upgrade-patch benefit) — once/day; forces an opponent at or below your level to forget a named/last-cast spell for 30 hrs; fail chance scales down 5%/opponent level above caster.
- Automaton leg-harness prosthetic — voice-controlled mechanical leg rigs to mobilize otherwise landlocked/flightless large tattoo-creatures.
- Filthy Little Crawler’s Book of Voodoo — untradeable/undestroyable loot-box book; logs names of other book-owning crawlers you’ve been near; lets you leave/read asynchronous per-person or broadcast messages, distinct from instant chat.
- Book of Voodoo split / Carl’s Book of Boom — second volume grants temporary consumable skill/spell pages drawn from departing crawlers.
- Words of Power calligraphy system — temporarily boosts a tattoo-transferred spell’s effective level; fades over time.
- Stayfast Ink / Adept’s Fountain Pen — crafting items enabling permanent, non-fading magical calligraphy.
- War Crime (spellbook, Donut’s) — full detail: an Atrocity-class spell combining 2/3/4 chosen spells at caster level 5/10/15; costs caster’s health down to 1%; cannot directly kill targets; escalates +5 power/cast; capped at 3 uses per crawl, usable only on Scolopendra floors. (The book itself is described as sentient/cursed — “bleeding and crying” — contents otherwise unrevealed.)
- Atrocity-class spells / synergy towers — base-building mechanic: a constructed tower can be assigned synergy bonuses to a specific skill/spell/class category (used to amplify War Crime and, separately, Rolling Battle Formation).
- Rolling Battle Formation — Atrocity-class spell (from a “skunk wizard hat” item): compresses a huge number of bodies into a single giant rolling invulnerable mass; tower-synergy amplified it far beyond expected scale.
- Gordon’s Compass of Vertical Labyrinth Management — limited-use maze-navigation compass; explicitly does not work in subterranean mazes.
- Edifice Shield — outpost-only defensive shield spell (Sai Outpost Guard Mercenary Leader class).
- War Crime achievement note: see also Gavrilo Princip (achievement) — tied specifically to killing a ruling dynasty’s heir, distinct from killing a mere warlord/official. Legendary 1914 — era-themed loot box tier.
- Bubble Buddy shield (tiered) / Heat Sink / Rocket Booster / Roller Limbo — vehicle upgrades: Bubble Buddy protects against toxic air, upgradeable to float and resist heat/molten metal; Heat Sink lowers cabin temp; Rocket Booster allows large jumps; Roller Limbo (Golden) allows upside-down racing and “phasing” through gaps ≥10cm, including under enemy vehicles.
- Emergency Gremlin scroll — summon-repair scroll for vehicles/biological mounts mid-race.
- Bomb Blanket potion — throwable potion preventing nearby bombs from detonating.
- Trollish Boom Boxes — upgraded hob-lobber throwable explosive.
- Hotlist Expansion skill potion — expands quick-item hotlist from 10 to 20 slots.
- Quadruped baby-carrier backpack — wearable item letting a carried pet share the wearer’s Phase/Oozy-type movement spells.
- Tome of Gatekeeper — “Advance Reader Copy” spell book: installable immediately but activates only on a specified future floor. Strips a target’s class-associated skills/abilities for a duration; against a deity, removes their Worshipper Base Associated skillset (elemental/inherent abilities may remain). Cost 75 mana; duration scales with caster Int vs. target Con+Cha.
- Tracking Tag / Kyryap claim — physical dart-based debuff marking a crawler as “claimed” by an entity called the Kyryap for later retrieval/hunting.
- Splooge (itemized consumable) — functions as a food-based buff rather than a standard potion; normal potion cooldown/poisoning rules don’t apply.
Debuffs/curses
- Compression Sickness — changeling birth-defect debuff; cause: parental malnutrition; effect: missing parts on shapeshift.
- Negative ROI / Separation Anxiety curse — tied to sapient-weapon abandonment; not curable by normal temple cleansing, requires recovering the weapon and all its scattered currency/pieces. (Sapient weapons use an owner until no longer useful, then relocate on their own.)
- Soul Poisoning — accumulating unspent “soul power” (e.g., from the Scavenger’s Daughter benefit) causes worsening pain/risk; must be periodically discharged (via Daughter’s Kiss) into a target. Extended variant: “Post Coital Blues”/”Post Nut Clarity” unconsciousness debuff.
- Total Ear Protection — spell/potion.
- Extreme Focus — zone-buff causing rapid/manic speech as a side effect.
Traps/vehicles/crafting
- Build Trench scroll — craft-magic exploit for breaching trenches.
- Dazzler trap modules.
- Rot Sticker Behemoth — pet-weapon system, extensive Reaver lore.
- “Run, Little Günter, Run” — summon spell, detailed mechanic.
- Necklace of Indelible Woe — spell-theft item.
- Gutter Bumper — places directional “bumpers” that redirect/extend the area of other spells along a path.
- Big-Ass Magnet — draws all matching metal objects within a large radius toward an enchanted target; intensifies for ~15 sec after casting.
- Weeper-class tank — vehicle mechanic, exploitable as a bomb by gutting the fire-control chamber and packing it with unignited rounds.
- Containment Breach Trap Mark IV — room-filling Sheol-fire trap, Tripper-proof, chained sequence, tied to a “dead man’s switch” that auto-triggers if a designated person is killed.
- Mini Tactical Nuke / Reaver “Ditch Digger” Security Sentry Dogs — Reaver tech items.
- Legendary Trap mechanic — custom-built trap breaking open the Nothing, draining simultaneously into the Ascendency, Sheol, and Scolopendra’s Lair.
- Snap-collar + shrink-wand decapitation combo — paired-item technique for cleanly severing hydra-type heads, comboing into a cauterize-to-prevent-regrowth requirement.
- Colloid Bank credit-chit transfer — orc banking system; retina scan + physical ring/hand required at a portable terminal to authorize transfer (used in Rosetta’s theft of King Rust’s fortune).
Major worldbuilding/systemic mechanics
- Primal Engine / Macro AI instability system — periodic AI-showrunner loss-of-control event; system AI overrides corporate (Borant) showrunner authority, requires liaison-negotiated settlement to resolve.
- Residuals — hyperspatial, homeless collective-mind alien race embedded in every intelligent civilization’s memory-ghost population near a “primal engine,” tasked with transmitting critical info to a newly independent system AI; individually disposable, mortal within the dungeon but untouched by monsters until their info transfers; two distinct factional types (Paulie/Goff type and Agatha type) currently in conflict.
- The Failsafe — a catastrophic Syndicate Council option capable of killing a solar system’s star; mechanics/trigger conditions still largely undisclosed (Partial).
- Containment Interface / failsafe mechanic — six-tab interface, five fuse benchmarks, an “Override Conditions And Activate Fuse” button vs. a “Disconnect Containment” button that permanently disables the failsafe (the one Carl pressed) — confirmed via the AI-avatar scene to have caused the AI to go fully primal as a result.
- AI avatar mechanic — the system AI can take over an NPC’s body/likeness to appear as an “avatar,” a different form each visit (Pater Coal, then Growler Gary, then Grigori), distinct from actually resurrecting/reusing the real character.
- The Fuse / neural-enhancement drink mechanic — grants access to the star-detonating failsafe trigger; full explanation of the crawl’s true economic purpose (harvesting “primal system” elements seeded in living beings to feed a central AI).
- gondii Valtay brain-worm parasite — “charter”/willing-host rules and outlaw variants.
- Zerzura — major spell; mass-teleports an entire city/population to the 12th floor Ascendency.
- Syndicate forced-retention rule — prevents Faction Wars teams from abdicating/abandoning a season once entered.
- Emergency Action Item (Faction Wars) — each team gets exactly three; bypass voting entirely, resolved directly by the system.
- War Mage Rebellion “Non-Team Entity” status — unaffiliated faction can gain warlord/throne-claiming rights via emergency action items despite not being an original Faction Wars team.
- Adjutant role — physically present on the battlefield, cannot fight directly/indirectly, can clarify rules and call fouls, gives daily on-air recaps, protected by invulnerability regardless of in-game protection votes.
- Phase Two location-selection mechanic — normally three choices (dev-picked/AI-picked/random); a glitch gave some squads four, one squad one, some none, and shifted key/start locations without warning.
- Time-displaced pocket zone — a floor sub-area can be spliced in from a different point in the in-universe timeline than the rest of the floor; explicit system warning given; environment/season inside doesn’t match the surrounding area.
- Officer rank/army system — General/Colonel/Sergeant First Class/Legionnaire hierarchy; recruiting requires physical touch; officers raise sub-armies and control battalions.
- Airship/”Armor” vehicle class — airships count against a 10-unit “Armor” cap for Faction Wars; can be captured/stolen post-hostilities-start to bypass the cap; tied to a guild’s Airship Portal/hangar upgrade.
- Blood-bar saferoom restriction during Faction Wars — once fighting starts, saferoom healing reverts to a depleting “blood bar” system; non-crawler mercenaries barred from guildhalls except a small rotating staff.
- Changeling two-part wedding system — a private “small wedding” is immediately legally binding with a no-penalty one-month annulment window, followed by a public “Confirmation” ceremony.
- Faction Wars four-phase structure — Ceasefire → Ramp-Up (180 hrs; no celestial summons, no offensive/teleport magic, entry only through narrow border “gates”) → Open Hostilities → the Peeling of Larracos (triggers at 4 teams remaining, throne-room capture/hold win conditions).
- Peeling Phase instant-death rule — during the final phase, when a team is defeated, every remaining affiliated soldier/warlord on the battlefield dies instantly; only one team can ultimately “win.”
- Reminiscence Hydra of Malicious Compliance — City Boss, level 125; each head independently themed/attacking (death-ray, water blast, acid-foam, etc.); one head bound as “keymaster”/deckmaster under card rules, rest freeform; heads regrow unless severed and immediately cauterized.
- Champion Pack reward tier — post-boss reward bundle: extra totem backup slots, a trophy item, Flee cards; Flee behavior changes in a later “final phase” of the season.
- Guild of Suffering / Meat Shields mercenary system — NPCs formally hired via a “Meat Shields” coupon for a fixed floor-count contract; requires a Barracks-type personal-space upgrade to house them; unlocks a “Mercenary Arcade” training-arena upgrade (base 20 capacity, upgradeable to 100 for ~5M gold with guild discount).
- “Natural” vs. generated NPC classification — some named NPCs (Astrid, the Night Wyrm/Hamed, Damascus Steel, Anaconda, and by extension the Bopca) are actual indentured/former-crawler-adjacent beings bound into the system rather than procedurally generated; Mordecai’s term for generated NPCs is “naturals” (as opposed to these); illegal to alter a natural’s memories unless they’ve “signed away their rights.”
- Extinction Sigil Tattoo (extension) — its charm-suppression effect (removing automatic hostility from a monster type) can be forcibly negated by a boss-event trigger; its damage penalty (bonus damage taken from that monster type) still applies even when charm is negated.
- Daughter’s Kiss (extension) — at full charge, capable of city-block-scale devastation (obliterated a load-bearing barn wall/turkey boss, staggered an entire structure).
- Climb (Scavenger’s Daughter back patch sub-benefit) — let Carl free-climb a ~700ft muddy cliff face.
- Warlord parlay shield — protected negotiation-bubble mechanic.
- Glory Bound (drug) — extended: Mordecai’s modified dream-therapy variant.
- Spider-ink tattoo — extended: also used for skill/spirit-transfer, not just containment.
- Ring of Divine Suffering — extended mechanics (see Marked for Death above).
- Tenth floor “Don’t Come In Last” racing system — major overhaul: Heat-based races (7 heats), vehicle selection (mechanical vs. biological), garage attendant NPCs, Blood Bar safe-room timer, per-heat upgrades (regular vs. Golden), audience-vote monster fate/upgrade mechanic, stand-in system feeding an Arena on floor 11, crawler-elimination team-merging rule (killing more than one opposing team forces crawler-vs-crawler races later). Outreach Guild — access point between Heats 6 and 7 letting remaining crawlers take a deal before the final three-team-per-heat single-survivor race.
- Pineapple Cabaret transfer mechanic — crawlers/NPCs sucked into an XL pet carrier, then “eaten” by a cleaner bot before it breaks; the loaded bot is sold via the shop interface to a hidden buyer (Herot) in the Cabaret, transferring its contents; ~50 people/bot; sold bots can’t be relisted for 30 days.
- Deadly Bloom status-signal cactus — trapped plant used as an out-of-band signal: steady glow = caster alive in dungeon; blooms + stops glowing = safely exited to the Cabaret; trap fails/cactus dissolves = caster died; one bloom = safe to send others, three = unsafe.
- Garden of Deliverance — expanded life-linked potted-plant system issued to every crawler transferred to the Pineapple Cabaret, housed in a protected glass terrarium; wilting/dust = death, blooming = successful escape.
- Ad Infinitum (AI quest) — the Heat 6 apartment-race content is the AI’s own predictive “what-if” life-simulations of specific real crawlers, built from partial “atoms” of those people and populated with reconstructed “Human Shell” NPCs; AI states it no longer uses pet/dog material for these; framed as the AI probing fate vs. deliberate action.
- Human Shell / Ruptured Feast Hive — frozen “shell” NPCs rupture into invulnerable, flight-capable Sacred Feaster Scarab Beetle swarms when their loop is disrupted by a passing racer; originally meant to assemble into a single 100-foot floor boss, broken by a last-minute AI redesign.
- Self-driving vehicle upgrade — costs two Golden upgrade slots; lets a vehicle finish a race unmanned/autonomously.
- Detect Magic / Trap Sensing gate-finding — hidden race “ring” gates are magically flagged, reliably found only via Detect Magic-type skills/items or high-end GPS upgrades; false/trap gates require Trap Sensing to distinguish.
- Catchall Holding Area / stasis chamber (expanded) — functions like an inventory system for whoever holds administrative access; people sent in via one-way portal can be selectively withdrawn later; structurally similar to but distinct from the destroyed Nothing; in-game access point: a Wheel of Fortune “Nothing” slot at the Desperado Club casino, purchasable per-person for a steep gold fee.
- Memorial Crystal — charges via kills; when full, spells/skills/knowledge can be extracted; tied to a specific deity (seen for Apito and Emberus); can be stolen/looted from a crawler.
- Scavenger’s Daughter / Apito / Nekhebit mythology — major lore framework: Nekhebit (“the Scavenger,” a vulture goddess) had three children — Apito (a centipede-god, associated with Scolopendra) and a third “Scavenger” son; myths diverge on which is the true “Scavenger”; “Scavenger’s Daughter” denotes an entity capable of absorbing/erasing a pantheon’s power.
- Nine-Tier Attack (expanded mythological framework) — in-world “fairy tale”/history names each attack: 1) Control (of infrastructure/tunnel network), 2) A Parade of Horribles (social/psychological, mass panic), 3) The Inevitable Ruin (societal turn on one another), 4) Bedlam (named, effect unspecified beyond this). Framed as a repeating historical cycle, not unique to this season.
- Ascendency Battle system (expanded) — post-Scolopendra “defeat,” godhood is up for grabs: winner becomes a true, dominion-holding god over dungeon-controlled territory. Opens participation to “OIs” (Outside Intelligences) — other escaped/abandoned AI systems vying for the throne alongside player- and NPC-controlled deities. Floor/level-collapse timers suspended dungeon-wide until a winner is declared, then full dungeon closure begins.
Partial / Name-only
Slingshot, Aiming, Steady Hand, Incendiary Device Handling, Chopper Pilot, Pathfinder (wide-area map reveal, granted by multiple classes), Dispel Protections (mentioned, not cast on-page), Control Sigils (gating magic tied to Escape Plan visibility), Enhancement-zone weapons/Homecoming Queen (normally center-system-restricted high-energy weapons, illegally installed).