Dozens and Dragons

DERPS Dungeon Fantasy

An Expansion for DERPS/TWERPS

2025-10-13

CONTENTS

  1. ABOUT
  2. CHARACTER CREATION
  3. ANCESTRY
  4. PROFESSIONS
  5. GEAR
  6. THE MAGIC SYSTEM
  7. VICTORY AND ADVANCEMENT
  8. 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

  1. Roll for starting Strength as normal
  2. Choose your Ancestry
  3. Choose a Profession(s)
  4. 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.

Dungeon Fantasy Ancestries
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.)

Dungeon Fantasy Professions
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

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

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 Equipment1
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:

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 Leveless Spells from Knave by Ben Milton
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 More Leveless Spells from Knave by Ben Milton
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.

  1. Here I broke from the design choice of only using the d10 for all tables and rolls. It’s a d66 table because I just really like d66 tables. I will not apologize, nor explain or elaborate further.↩︎