Mã RK Borg Minimal 2-2

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A MÖRK BORG rules collection by Vandel Arden Character Traits Character Backgrounds

Roll Trait 1: Body Trait 2: Face Roll Horrible Habits


The Condensed Scripture ver. 2.0 1
2
Emancipated
Gaunt
Hollowed
Blunt
1
2
Compulsive liar whenever the opportunity arises
Frenetic drinker who can't stop despite better judgment
3 Skinny Furrowed 3 Emotional Neurosis causes you to try to be everyone's best friend
CHARACTER CREATION 4 Scrawny Elongated 4 Eat Bugs and other critters in a most disgusting way
5 Wiry Rugged 5 Talks to dead people, which only you can see or hear
ABILITIES & MODIFIER SCORE 6 Lanky Haunted 6 You pray for the end of the world each day
7 Stocky Bony 7 Constantly complaining about everything
STRENGTH: Crush, lift, strike, grapple, melee attack 8 Slender Soft 8 Cannibalistic diet, which seems rather healthy to you
AGILITY: Defend, balance, swim, flee, athletics, stealth 9 Rugged Craggy 9 You collect teeths from your victims
PRESENCE: Perceive, aim, charm, wield Powers 10 Athletic Unremarkable 10 Anti-authoritarian in a most severe way
11 Brawny Flat 11 You like to try fresh meat whenever you kill something new
TOUGHNESS: Resist poison/cold/heat, survive falling 12 Willowy Square 12 You talk to yourself in the third person, with different names
KNOWLEDGE: Lore, education, politics, technology, using relics 13 Hulking Refined 13 You giggle insanely in the worst situations
14 Delicate Beautiful 14 You just keep talking, also when nobody is around
Roll 3d6 to generate each Ability Score from −3 to +3. Player Characters 15 Tall Round 15 You constantly scratch open you wounds
not created with the optional classes can roll 4d6 and drop the lowest die for two 16 Towering Aristocratic 16 You are so horribly clean that it unsettles everyone around you
of their abilities. When the character is later improved an ability can never 17 Corpulent Weathery 17 You are think you are funny and laugh about your own jokes
exceed +6 or −3. 18 Curvy Angular 18 You are addicted to gampling and will sell out your friends
19 Stout Delicate 19 You stare others in the eye with a constant maniacal grin
20 Bloated Eldritch 20 You are convinced that everyone is already dead and this is hell
Roll Result Ability Score Hit Points (HP) Roll Trait 3: Hair Trait 4: Scars & Afflictions
1–4 –3 Begin with Toughness + d8. Roll Terrible Tragedies
5–6 –2 Minimum 1 HP, but never less 1 Bald Accursed by the Dead Gods 1 You were left to die in the woods as an infant
7–8 –1 2 Cropped short Rotten wounds 2 Your family was slaughtered in front of your eyes
9–12 ±0 3 Filthy Dreadful cough 3 King Fathmu IX killed your whole family in Schleswig
13–14 +1 4 Rancid Burn Scars 4 Lady Anthelia killed your loved ones in frozen Kergüs
15–16 +2 5 Slick Feverish nightmares 5 Your parents were hanged for Heresy in Galgenbeck
17–20 +3 6 Unkempt mess Missing finger 6 All your friends died in one of the many border wars
7 Mohawk Missing Eye 7 The Church has burned down your home and family
Starting Equipment 8
9
Shaggy
Undercut
Missing Ear
Scarred Body
8
9
Everyone you once knew is now dead
Your best friend went made and killed your loved ones
● 2d6 x 10 Silver Coins. 10 Bellboy Unremarkable 10 One Day, no one you knew recognized you anymore
● A waterskin, d4 Rations. 11 Wavy Facial Scar 11 A rift in reality swallowed up your home and family
● Roll 2d10 for a Weapon & Armor each. 12 Bob Cult Tattoos 12 The Basilisk came and killed off the few left of your hometown
● Roll 2d12 for Items A & B each. 13 Curly Locks Birthmark 13 Your loved ones joined a cult in Grift, ready for the end
● Roll 1d6: 1 Nothing, 2: Bag, 3-4: Backpack, 5: a Mule, 6: a Horse. 14 Topknot Dead looking Eyes 14 You were mistaken for a horrible criminal and hunted since then
15 Ringlets Missing Teeths 15 There is something dark hunting you, killing all your friends
Roll Weapon Armor 16 Pixie Pox Scars 16 The Shadow King finds you funny and bless you with misfortune
1 (d4)Staff/Club (0)Rags 17 Luxurious Aura of Despair 17 You are sure you died and were buried in Graventosk
2 (d4)Knife/Dagger (0)Clothes 18 Ponytail So clean its uncanny 18 A terrible creature holds sway over your soul
3 (d4)Short Sword (0)Travelcoat 19 Braided Torchlight to the dark things 19 You were sold as a slave to the crazy Wästland nobility
4 (d6)Sword/Rapier (-d2)Padded Cloths 20 Very long Blessed by the Dead Gods 20 You are on the run from the Inquisition of Galgenbeck
5 (d6)Axe/Partisan (-d2)Leather Armor
6 (d6)Bow & 12 Arrows (-d2)Leather Armor Roll Trait 5: Personality A Trait 6: Personality B Roll Unreliable Rumors
7 (d6)Warhammer (-d2)Uniform
8 (d6)Mace (-d4)Gambeson 1 Dogmatic Idealistic 1 There is a place in the north where each hunger can be sated
9 (d8)Flail/Halberd (-d4)Chainmail 2 Glutton Patriotic 2 Where the Devil is entombed you can hear the souls of the damned
10 (d8)Battle-Axe (-d4)Chainmail & Shield 3 Rake Zealot 3 There is an eldritch shadow deep beneath Grift slowly growing
11 (d8)Crossbow & 10 Bolts (-d6)Plate Armor 4 Decisive Stoic 4 The God of Light is cruel and full of lies
12 (d10)Zweihänder (-d6)Plate A. & Shield 5 Proud Jolly 5 Sometimes when you are buried in Graventosk, it's not the end
6 Impulsive Rude 6 The Bridges of Mur will soon fall into the abyss
Roll Item A Item B 7 Vain Pretentious 7 King Fathmu’s Heir is missing in some forsaken swamp
1 Grappling Hook & Rope Unclean Scroll 8 Opportunistic Theatrical 8 Tergol has his lair settled in the Bergencrypts
2 Tent (for 4) Fine Court Clothes 9 Ambitious Stubborn 9 The Shadow King is not a title but an ancient curse
3 20 meter of rope Ornate Smoking Pipe 10 Childish Superstitious 10 Deep below the sewers of Galgenbeck slumbers a Troll King
4 Lantern & Oil 8 meters of Heavy Chain 11 Intense Lazy 11 There is a third Basilisk hidden in a place of no respite
5 d6 Torches Manacles 12 Arrogant Insecure 12 Lady Anthelia is slowly losing her mind and draining all colors
6 Metal File & Lockpicks Ivory Dice 13 Distracted Pedantic 13 Deep below the deepest dungeons is the pathway the the city of Cy
7 Bear Trap (PRE14/d8) Gutter Scroll 14 Reckless Formal 14 A witch in the woods holds the secrets of eternal life
8 Bells & Wire Spyglasses 15 Anxious Stubborn 15 The Realms of the West are hidden behind the fires of hell
9 d4 Life Elixir (d6 heal) Ink, Paper & Quill 16 Competitive Gloomy 16 A Last Order of knights will emerge from their ancient graves
10 Bomb (d10) Climbing gear 17 Braggart Jealous 17 This circle of doom is not the first and not the last one
11 d4 Bandages (d4) Toolbox 18 Confident Sarcastic 18 The Saints have awaken and claim the souls of the faithful
12 Large Silver Crucifix Sacred Scroll 19 Vengeful Frivolous 19 There is a passageway into a new world somewhere in Sarkash
20 Constant Rage Pious 20 Find the Dead Gods, eat their flesh and you gain their fallen glory
Core Rules Short REST
Catch your breath, have a drink. Restore d4 HP. Once in a Dungeon or
ADVANCEMENTS
The GM decides when a Character improves and advances to the next
When the outcome of an action is uncertain the player rolls a test against a
Difficulty Rating (DR). To succeed roll a d20 ± your Ability Score with a during a day's travel, in a safe environment, camp or settlement. It takes 1 Level. It may be after completing a Scenario, killing a powerful enemy or
result equal to or greater than the DR. Creatures don’t use abilities, they just turn to have a short rest, in which a random encounter can be triggered. returning alive with a memorable treasure.
roll a d20 against DR.
LONG REST You can choose between gaining a FEAT or increasing HP & roll on
Difficulty Ratings (DR) A full night’s sleep restores d6 HP. the table below. Abilities will change at both options.
8 routine 14 difficult 3 Feats is the maximum you can take (if they survive so long at all)
10 pretty simple 16 really hard Starving
12 NORMAL 18 should not be possible Without food or drink no HP is restored when resting and after 2 days a Increase HP:
starving PC loses d4 HP per day. Roll 6d10. If the result is equal to or greater than your current maximum
COMBAT HP, increase it by d6.
Players roll for both their attacks and defenses. Infection
Creatures and enemies don’t roll dice in combat. An infected character does not benefit from resting. Instead, d6 HP is Left in the Debris you find: d6
lost daily. 0-3 Nothing
Initiative
Roll d6: 1-3 enemies goes first 4-6 PCs go first. REACTIONS 4 3d10 Silver
Agility + d6 for individual initiative. Or choose within the group. When meeting creatures whose reaction is uncertain, roll 2d6. 5 An Unclean Scroll
● 2–3 KILL!
ATTACK ● 4–6 ANGERED 6 A Sacred Scroll
Melee Ranged ● 7–8 INDIFFERENT
● 9–10 ALMOST FRIENDLY Ability Changes
Test Strength DR12 Test Presence DR12 Roll a d6 against every ability. Results equal to or greater than the ability
● 11–12 HELPFUL
increase it by 1, to a maximum of +6. Results below the ability decrease it by
DEFENCE 1. Abilities from −3 to +1 are always increased by 1 unless the d6 result is 1.
Test Agility DR 12. If you fail the enemy hits you. MORALE
The ability is then reduced by 1, but never below -3.
Enemies attack once per round unless noted otherwise. Roll for Morale if:
The DR for attacks and defense are modified as with any test. ● The leader is killed, OMEN (d2)
● Half the group is eliminated Every class gains a number of Omens. If you play without classes every
CRITICAL(natural 20) ● A single enemy has only 1/3 of its HP left character begins with d2 Omens. When depleted, roll the class’ designated
Attack: Double damage & armor/protection is reduced 1 tier. If you roll greater than the creature’s Morale value with 2d6 it is die and regain that many Omens after resting at least six hours. Use Omens
Defence: PC gains a free attack. demoralized. Roll d6 to see if the enemy (1-3) flees or (4-6) surrenders. to:
FUMBLE(natural 1) Carrying Capacity ● deal maximum damage with one attack
Attack: The weapon breaks or is lost. You can carry Strength+8 normal-sized items without a problem. After that ● reroll a dice roll (yours or someone else’s)
Defence: PC takes double damage and armor is reduced one tier. when testing Strength and Agility rolls increases by 2 (from 12 to 14 ● lower damage dealt to you by d6
When armor is damaged, penalties to STR and AGL tests are not modified. etc.). It is impossible to carry more than twice Strength+8. ● neutralize a Crit or Fumble
Armor reduced below 1st tier is ruined and can’t be repaired. A Sack holds 10 items, a Backpack 7 and a bag 3. ● lower one test’s DR by -4
ARMOR PROTECTION ROUNDS
–d6 (Heavy Armor) +4 on AGL rolls & +2 on Defense rolls
–d4 (Medium Armor) +2 on AGL rolls
A round is enough time to make an attack (or use a Power) and traverse a
normal-sized room. Moving fast through 2 rooms also takes 1 round. There
Optional Rules (from Cy_Borg)
–d2 (Light Armor) are 10 rounds in one minute. COVER
– 0 (Clothing & Rags) Taking cover reduces the chance of getting hit by ranged attacks. Increase
Turns DR to hit a covered target, or lower DR to defend while covered:
One turn is about 10 minutes of time. Exploration of a dungeon room
SHIELD takes up 1 turn. Light cover ±2DR: Furniture, tree, barrel, shield, other person.
-1 Damage. You can choose to ignore all damage from one attack but the
Heavy cover ±4DR Stone wall, carriage, large animal, barricades.
shield breaks. POWERS When an attack misses a covered target:
Roll Presence + d4 every morning to determine how many times you
Damage can use Powers that day. When reading a scroll, test Presence DR12.
Heavy cover becomes light cover. Light cover is destroyed.
ZERO HP = Broken NEGATIVE HP = Dead If you succeed, the Power is activated and you subtract one use from your
daily total.
HITS ALWAYS HURT
Broken Hits always deal a minimum of 1 damage regardless of armor reduction or
1. Fall unconscious for d4 rounds and awaken with d4 HP. If you fail, the Power doesn’t work, you lose d2 HP and you become other negative damage modifiers unless that would bring a character down
2. Mauled: Roll a d6: 1-5 = Broken or severed limb. 6 = Lost eye. dizzy for the next hour. During this time, when the use of Powers to 0 HP.
Can’t act for d4 rounds then become active with d4 HP. fails, it becomes a fumble. The GM decides the effect on a Crit or Fumble.
3. Hemorrhage: death in d2 hours unless treated. All tests are DR16 the AIMING
first hour. DR18 the last hour. Scrolls will never work when wielding a Zweihänder or wearing Spend one round aiming to receive either -2DR to hit or +2 damage.
4. Dead. Medium or Heavy Armor.

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