DERPS Dungeon Fantasy
An Expansion for DERPS/TWERPS
2025-10-13
CONTENTS
- ABOUT
- CHARACTER CREATION
- ANCESTRY
- PROFESSIONS
- GEAR
- THE MAGIC SYSTEM
- VICTORY AND ADVANCEMENT
- APPENDIX: SPELLS
ABOUT
This DERPS/TWERPS expansion provides some additional options for character creation and playing with MAGIC so that you can have an adventuring experience that is simultaneously both more classic and more contemporary!
These rules complement and expand the existing rules. So you will need a copy of DERPS or TWERPS to use them.
CHARACTER CREATION
- Roll for starting Strength as normal
- Choose your Ancestry
- Choose a Profession(s)
- Choose Starting Gear: 1 weapon, 1 armor, and 3 pieces of equipment
ANCESTRY
Choose or roll an ancestry. Optionally, blend your ancestry by choosing the primary feature from any one ancestry plus the secondary feature from any second ancestry.
d10 | Ancestry | Primary | Secondary |
---|---|---|---|
1 | Human | none | none |
2 | Dwarf | +1 to hit melee weapons | +2 poison restistance |
3 | Elfin | +1 to hit ranged weapons | -2 strength rolls |
4 | Hobblit | +2 speed | +1 defense vs magic |
5 | Goblin | +1 defense | -1 damage |
6 | Giant | +1 damage | -1 defense |
7 | Scalykind | Can breathe water and air | Bite (+2 to hit, 2 damage) |
8 | Ribbit | Latching tongue (counts as whip) | Prodigious Leap (+2 speed) |
9 | Owlin | +2 stealth | Limited Flight (+1 speed) |
10 | Meowth | Infrared vision | Beastspeech |
PROFESSIONS
Professions provide situational bonuses, and are how DERPS characters are distinguished from one another. The types of professions available will vary depending on the game setting.
Roll or choose 1 starting profession. Choose additional professions at a cost of -1 Strength each. (You must maintain a minimum of 2 Strength.)
d10 | Profession | Bonus |
---|---|---|
1 | Warrior | +1 to hit with melee weapons |
2 | Adept | Start with 1 Level of magic and 1 Spell. (Additional Levels and Spells cost -1 Strength each) |
3 | Thief | +1 to sneaking and thieving. +2 to all perception and detection. |
4 | Ranger | +2 to tracking, trapping, nature, and survival rolls. +1 to hit with ranged weapons. Animal companion |
5 | Monk | Can hit twice with Bare Hands. Can always exit a hex occupied by an opponent. +1 movement |
6 | Acolyte | +1 to using Holy Symbol. +1 to healing and medicine rolls. Start with Holy Symbol, Holy Water. +1 damage with Mace. |
7 | Merchant | +1 to haggling and negotiating. 10% off all items in shops. Double starting money. |
8 | Entertainer | Start with a musical instrument. +1 to performance, persuasion. Half off at inns and taverns where you can play. |
9 | Occultist | +2 to monster lore, occult/esoteric lore, myths, research and library rolls. |
10 | Archaeologist | +1 to hit, +1 damage with whip. +1 to searching, identify treasure, identify curse. |
GEAR
WEAPONS
Type | Damage | To Hit | Range |
---|---|---|---|
Battle Axe | 2 | 0 | |
Bow | 2 | 1 | 7 |
Club | 2 | 0 | |
Dagger | 1 | 1 | |
Mace | 2 | 1 | |
Open Hand | 1 | 2 | |
Short Sword | 2 | 0 | |
Spear | 2 | 1 | 5 |
Staff | 2 | 0 | |
Sword | 2 | 1 | |
Throwing Dagger | 2 | 0 | 4 |
War Hammer | 2 | 0 | |
Whip | 1 | 1 | 2 |
Zweihander | 2 | 2 |
ARMOR
Type | Defense Bonus | Attack Bonus |
---|---|---|
Padded | +1 | 0 |
Leather | +1 | 0 |
Studded Leather | +1 | 0 |
Chainmail | +2 | 0 |
Plate | +3 | -1 |
Shield | +1 | 0 |
Helmet | +1 | 0 |
EQUIPMENT
d66 | item | d66 | item |
---|---|---|---|
11 | Acid | 41 | Chalk |
12 | Blanket | 42 | Healers kit |
13 | 10' Chain | 43 | 10' Ladder |
14 | Crowbar | 44 | Pot of Honey |
15 | Pick | 45 | Shovel |
16 | Hammer | 46 | Tent |
21 | Holy Water | 51 | Waterskin |
22 | Animal Traps | 52 | Artisans Tools |
23 | Lantern & Oil | 53 | Bedroll |
24 | Magnifying Glass | 54 | Flint & Steel |
25 | Musical Instrument | 55 | Mule |
26 | Iron Pot | 56 | Steel Mirror |
31 | 50' Rope | 61 | Iron Spikes |
32 | Fool's Gold | 62 | 10' Collapsible Pole |
33 | Spyglass | 63 | Caltrops |
34 | Pen & Parchment | 64 | Thieves Tools |
35 | Antitoxin | 65 | Grappling Hook |
36 | Candle | 66 | Rations |
THE MAGIC SYSTEM
SPELL LEVELS
A magic profession may start with 1 Level of magic, and 1 Spell. Additional Levels and Spells may be purchased during character creation at a cost of -1 Strength per Level or Spell.
A magic user can cast spells in combat during the action phase of their attack. When casting, select the spell and the Level at which to cast it. For example, a caster with 3 Levels of magic may cast 1 spell at Level 3, 3 spells at Level 1, 1 spell at Level 2 and 2 spells at Level 1, etc.
When the magic user runs out of Levels, they may no longer cast spells during that battle.
Levels are spent whether the spell is successful or not. Spells must hit the target (as applicable) as a to-hit roll roll melee or ranged combat. If the spell misses, it is discharged.
ARMOR
Armor does not protect against spells.
Armor worn by the caster hinders their use of magic. Add the caster’s armor points to the target’s defense roll.
RECHARGING
After combat, the magic user recovers all of their Levels if they are still alive.
ENCHANTMENT
Casters may attempt to permanently enchant an object. Roll to hit vs. item defense Strength 1. Invest a number of magic Levels into the enchantment. If to hit fails, the spell Levels are lost.
On a success, choose one:
Permanent effect on something. e.g. permanent sleep on a princess.
Permanently imbue an object with a spell. e.g. a Wand of Fear created at 1 Level would allow the user to cast unlimited Level 1 Fear spells. Or, enchanting weapons, armor, or equipment with +1 to hit, or damage, or defense per Level invested.
All spell levels used in an enchantment are lost, and must be replaced via VP purchase.
VICTORY AND ADVANCEMENT
Magic spells or Levels cost 4 VP per spell or Level.
New professions cost 5 VP.
APPENDIX: SPELLS
L = Spell Level; item = object able to be lifted with one hand; object = anything up to human size. Unless otherwise noted, all spells with ongoing effects last up to Lx10 minutes, and have a range of up to 40 feet.
d10 | Effect | Description |
---|---|---|
1 | Bend Fate | Roll L +1 d10s. Whenever you must roll a d10 after casting the spell, you must choose and then discard one of the rolled results until they are all gone. |
2 | Charm | L creatures treat you like a friend. |
3 | Disassemble | L body parts may be detached and reattached at will, without causing pain or damage. You can still control them. |
4 | Elasticity | Your body can stretch up to L x10ft. |
5 | Elemental Wall | A straight wall of ice or fire L x40ft long and 10ft high rises up from the ground. |
6 | Filch | L visible items teleport to your hands. |
7 | Hover | An object hovers, frictionless, 2ft above the ground. It can hold up to L humanoids. |
8 | Hypnotize | A creature enters a trance and will truthfully answer L yes-or-no questions you ask it. |
9 | Manse | A sturdy, furnished cottage appears for L x12 hours. You can permit and forbid entry to it at will. |
10 | Miniaturize | You and L other touched creatures are reduced to the size of a mouse. |
d10 | Effect | Description |
---|---|---|
1 | Mirror Image | L illusiory duplicates of yourself appear under your control. |
2 | Pacify | L creatures have an aversion to violence. |
3 | Pit | A pit 10ft wide and L x5ft deep opens in the ground. |
4 | Push Pull | An object of any size is pulled directly towards or away from you with the strength of L men for one round. |
5 | Raise Dead | L skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders. |
6 | Raise Spirit | The spirit of a dead body manifests and will answer L questions. |
7 | Shroud | L creatures are invisible until they move. |
8 | Shuffle | L creatures instantly switch places. Determine where they end up randomly. |
9 | Sleep | L creatures fall into a light sleep. |
10 | Telekinesis | You may mentally move L items. |