Character Creation
Randomizing a Character
Before accepting your character when first joining a game or by activating the character generator, you can fully randomize your character using our "Random Unfortunate Soul" button at the top of the sheet if you'd like to jump right into the action!
Once you accept the character (via the checkmark at the bottom of the modal) you'll need to Edit and Delete the character if you'd like to randomize another Unfortunate Soul.
At any point you'd like to "Roll/Randomize" a field, just click the Randomize button on the right of the desired field.
Character Name - Name your character that is doomed to die
Choose a Class
Each class comes with things you'll need to start your trudge through this fetid world.
Once you see a Class you think is interesting, using Omnisearch in game, typing in the Class you like in the search field, then sharing the resulting Article to the Journal will help you find the following information:
A short indicator/description of a character background/origin story
Modifiers for when you roll your Ability stats (i.e. 3d6 + 2 for Strength; with the +2 being the Class specific modifier)
If there isn't a calculation here for any/each of the 4 Attributes, it defaults to just 3d6 with no modifier
A Class Feature
Starting Equipment (if any)
Die to roll for a starting Weapon
Die to roll for starting Armor
Number of scrolls (and the type allowed; if any)
Amount of Silver you start with
Number of Omens you start with
Your HP calculation (i.e. Toughness Modifier + specified dice roll; dice roll changes per class played)
Your class may actually give you an attack specific to the class as well.
Characters are, as per Rules as Written, normally randomized, but if you'd like to build your character from scratch, the following information helps you create the character step by step.
Background
Randomize, choose, or create your own origin story for the character in the field below the "Class" field.
Class Feature
Randomize, choose, or create your own Class Feature for the character in the field below the background/origin field.
These Features will often times give you special actions you can take during a game specific to the, almost subclass like, character you are playing. These Features can be anything from a new attack/weapon/item/spell scroll/animal given, a skill you're particularly good at (ultimately lowering the Difficulty to pass certain rolls), or a table of possible items you can craft.
Armor
Your Class will tell you to roll a certain die to determine your starting Armor, up to a d4. (and give you any restrictions you might have on certain types of Armor) You can also spend any starting gold on grabbing some armor if your GM allows it.
No Armor - (tier 0)
Light Armor - (fur, padded cloth, leather etc.; -d2 damage; tier 1) Cost: 20 Silver
Medium Armor - (scale, mail etc.; -d4 damage; tier 2) Cost: 100 Silver
DR +2 on Agility and Defense tests
Heavy Armor - (splint, plate etc.; -d6 damage, tier 3) Cost: 200 Silver
DR +4 on Agility tests, Defense tests DR +2
The heavier your Armor the less likely you are to dodge an attack, but have larger damage reduction if hit. (often times negating the damage altogether)
Armor Repair
If Armor is ever damaged ("Tier reduced" due to a Fumble or outside source) you can have it repaired using Silver. Armor reduced below Tier 1 is ruined and can't be repaired.
Tier 1 to 2 - 25 Silver
Tier 2 to 3 - 40 Silver
Shield
You may start with a Shield while rolling your Starting Equipment or you can buy one for 20 Silver. Shields function in two ways:
Reduce incoming damage from attacks by -1 (this can be added on top of the damage reduction from Armor)
Ignore ALL incoming damage from a single attack, but the shield is destroyed
In Alchemy, the dropdown allows you to state what kind of armor you're wearing (or create your own) and the pips display how much damage reduction that kind of armor applies.
Abilities
Each of the 4 Abilities are rolled with 3d6 and then a Modifier is created with the resulting total. Place the Modifier in the fields next to each Attribute.
Before matching a Modifier to your roll, don't forget to add or subtract numbers to the initial roll depending on our Class selected.
After improving a character, an Ability can never exceed +6 or -3.
Example: 3d6 + 2 for Strength
Total of 3d6 = 13
13 + 2 = 15
Strength Modifier = +2
Roll | Modifier |
1-4 | -3 |
5-6 | -2 |
7-8 | -1 |
9-12 | 0 |
13-14 | +1 |
15-16 | +2 |
17-20 | +3 |
Optional Ability Calculation
If you've chosen not to use any of the core classes provided in the book, you can roll 3d6 for two abilities and then roll 4d6, dropping the lowest die, for the two other Abilities.
Don't forget to check the Class you've chosen for situationally specific rolls when dealing with Abilities. (i.e. All normal Agility tests are reduced by 2, going from DR12 to DR10)
Description
Terrible Traits, Broken Bodies, Bad Habits, and Troubling Tales can all be either randomized, chosen, or created as you see fit for the character!
Terrible Traits, Broken Bodies and Bad Habits are meant as a good roleplaying aid on how to play your character, while Troubling Tales is meant to help build your character story a little more and even give your GM something to add into the story as a plot hook, drama, or however they'd like.
Arcane Catastrophes
This field is for when those pesky scrolls don't go as planned and (if the GM wills it) on a Fumble (natural 1), can ask you to randomize an effect in this field. The game plays out with the result.
Description
Here you can place a description of your character if you'd like. You can also toggle this portion of the sheet to be visible to anyone who chooses to view your character while in the game if the "Public Description" toggle is 'on/green'.
Trackers Tab
Omens
The number of Omens you have to start with are, again, stated in the Class you've chosen as a die roll (normally either a d2 or a d4).
When used, Omens can turn the Player's bad luck around, or possibly give them a better chance of survival and success. You can use an Omen to do one of the following:
Deal maximum damage with one attack
Reroll a dice roll (yours or someone else's)
Lower damage dealt to you by d6
Neutralize a Crit or Fumble
Lower one test's DR by -4
Omens can be gained back after at least 6 hours of rest, at which time the player rolls their Class's starting Omen die again to gain back that amount of Omen's back. If not playing a Class from the book, roll d2)
HP
Your Hit Points are calculated as Toughness + a certain die roll according to Class. You can start this game with 1HP, but no less.
Powers Per Day
Everyone rolls a Presence + d4 every morning (minus Classes specifying they can't use Powers/Scrolls) This is the amount of times you can use Powers for the day. (You'll find an Action named "Powers Available Today" in every player's 'Action' tab)
For Example:
You have 1 Scroll, and roll 3 Power uses. You can use that Scroll up to 3 times that day.
You have 4 Scrolls, and roll 2 Power uses. You can use any 2 of those 4 Scrolls that day.
Equipment Tab
Silver
Here is where you place the Silver you've been given according to your chosen Class. If not using a Class provided, roll 2d6 x 10 to get your starting amount.
Weapons
Weapons, much like Armor, are decided as your Class has you roll a certain die to determine your starting Weapon, up to a d10 (d6 if you start with a scroll and not using the Classes provided).
Femur - d4 damage
Staff - d4 damage
Shortsword - d4 damage
Knife - d4 damage
Warhammer - d6 damage
Sword - d6 damage
Bow - d6 damage with (Presence + 10) arrows
Flail - d8 damage
Crossbow - d8 damage with (Presence + 10) bolts
Zweihänder - d10 damage
If you don't have any weapon at all, you can still attack Unarmed - d2 damage, while Improvised Weapons - d4 damage
Scrolls
Scrolls contain spells called Powers. The number of scrolls you start with is determined by your Class and if you happen to roll a scroll on your Starting Equipment tables. You can use either the Randomize Clean Scroll or Randomize Unclean Scroll Action in Alchemy to quickly set you up with a Scroll to use.
You cannot use a Scroll / Power while wielding a 2 handed weapon or while wearing Medium/Heavy Armor
Starting Equipment
Everyone starts with a waterskin, d4 days worth of food and items you roll for using the following three tables to determine the remainder of your gear. Roll once per table:
D6
1-2 - Nothing
3 - Backpack - holds 7 normal-sized items
4 - Sack - holds 10 normal-sized items
5 - Small Wagon - or one item from above of your choice
6 - Donkey - or one item from above of your choice
D12
1 - Rope - 30 feet
2 - (Presence + 4) Torches
3 - Lantern - with oil for (Presence + 6) hours
4 - Magnesium strip
5 - Random Unclean Scroll
6 - Sharp Needle
7 - Medicine Chest - (Presence + 4) uses (stops bleeding/infection and heals d6 HP)
8 - Metal File and Lockpicks
9 - Bear Trap - (Presence DR14 to spot, d8 damage)
10 - Bomb - (Sealed bottle, d10 damage)
11 - A Bottle of Red Poison - (Toughness DR12 or d10 damage)
12 - Silver Crucifix
D12
1 - Life Elixir - d4 doses (heals d6 HP and removes infection)
2 - Random Sacred Scroll
3 - Small But Vicious Dog - (d6+2 HP, bite d4, only obeys you)
4 - d4 Monkeys - ignore but love you (d4+2 HP, punch/bite d4)
5 - Exquisite Perfume - worth 25 Silver
6 - Toolbox - 10 nails, tongs, hammer, small saw and drill
7 - Heavy Chain - 15 feet
8 - Grappling Hook
9 - Shield
10 - Crowbar - (d4 damage)
11 - Lard - may function as 5 meals in a pinch
12 - Tent
Getting Better / Leveling Up
Your Game Master will decide when it's time for you characters to get better/level up to improve themselves.
When you Get Better, 3 things happen:
More HP - Roll 6d10. If the result is equal to or greater than your current max HP, increase it by d6
Left in the debris, you find - Roll d6
1-3: nothing
4: 3d10 Silver
5: An Unclean Scroll
6: A Sacred Scroll
Ability changes - Roll a d6 against all 4 Abilities. Results equal to or above the Ability increase it by 1, to a max of +6
Results below the Ability decrease it by 1
Abilities from -3 to +1 will always be increased by 1 unless the d6 result is a 1, in which case it's decreased by 1 to a minimum of -3
(You'll find 3 Actions named "Getting Better - ..." to assist in quick character improvements. You can find these Actions by clicking the Add Action button under the 'Action' tab for Players)
Rolling Dice
Dice rolling in MÖRK BORG are considered Tests. Tests involve rolling a single d20 and adding or subtracting your Ability Modifier from the result of the die roll.
To succeed in a test, you will roll against a Difficulty Rating and attempt to roll at or over the Rating (Shown as the - Ability to be used - then the letters DR - then the number rating of the Difficulty)
For Example - Agility DR12
All Normal rolls (not easy, not too hard) are made at DR12. More than that number is considered more difficult and tests less than 12 are easier the lower it becomes.
The GM rarely ever makes rolls in MÖRK BORG (none in combat). If they ever need to roll for a creature, they will roll a raw d20 (no Ability bonuses) against the desired DR.
Crit (natural 20)
Attack - Double damage and Armor/Protection (meaning damage reduction) is reduced by one tier: d6 -> d4 -> d2 -> 0
Defense - PC gets a free attack
Fumble (natural 1)
Attack - The weapon breaks or is lost
Defense - PC takes double damage and Armor is reduced by one tier. Reduction in tier does not remove Medium and Heavy Armor penalties. Armor reduced below first tier is ruined and can't be repaired.
Combat / Violence
Before Combat Starts
When the PC's first encounter an NPC that isn't immediately thirsty for blood, an NPC Reaction roll can be made to determine their "reaction" to the PCs. (You'll find a GM Action named "NPC Reaction" under the 'Tools' tab)
Initiative
Roll 1d6
1-3 Enemies go first
4-6 PCs go first
Once it's the PC's turn, Agility + d6 will determine each individual's Initiative within the group (You'll find an Action named "Individual Initiative" in every player's 'Action' tab)
Round
During a Round you have enough time to move around a normal-sized room, make a single Attack/use a Power/throw an Item, and a chance to Defend against incoming Attacks. There are normally 10 rounds in a minute.
Movement
Movement is purposely left up to the GM to decide. The GM will say whether or not what you want to do is possible within the range you are currently. On average, you can move around a normal-sized room with ease in a single turn.
Melee Attack
Test Strength DR12 (unless GM says otherwise; can sometimes be modified by the creature being fought)
Ranged Attack
Test Presence DR12 (unless GM says otherwise; can sometimes be modified by the creature being fought)
Defense
Test Agility DR12 (unless GM says otherwise or type of Armor being worn; can sometimes be modified by the creature being fought or Medium/Heavy Armor)
Enemy Morale
When the fight isn't going the enemies way, some enemies will need to roll Morale to see if fighting to the death is worth it. (You'll find a GM Action named "Enemy Moral" under the 'Tools' tab)
Three conditions could cause your enemies to roll Moral:
The leader of a group is killed
Half the group is eliminated
A single enemy has only 1/3 of its HP left
To test Morale, roll 2d6 and compare to the enemies stated Morale value. If the rolled total is above the creature's Morale value, roll a follow up d6 with the following results:
1-3 The enemy flees
4-6 The enemy surrenders
If the creature does not have a Morale value, the creature fights to the bloody end.
Using Powers
Everyone rolls a Presence + d4 every morning (minus Classes specifying they can't use Powers/Scrolls) This is the amount of times you can use Powers for the day. (You'll find an Action named "Powers Available Today" in every player's 'Action' tab)
As long as you have a Power use left for the day, you can attempt to use a Scroll to cast a Power.
To use a Scroll/Power - Test Presence DR12
Success - Power is activated and you subtract one use from your daily Power usage
Failure - Power doesn't work, you lose d2 HP and become dizzy for the next hour. During this time Powers will fail in the WORST possible way
Crit - The GM may decide the effect of a Crit on a Power usage
Fumble - The GM may decide to have you roll on the Arcane Catastrophe table
Combat Example
Reaction Roll = Kill!
Combat Startsd6 is rolled for Initiative = 2 (Enemy goes first)
Enemy chooses to attack Dan
Dan rolls Defense (Agility DR12+2 for wearing Medium Armor) = 13
Dan rolls d6 for damage taken by Enemy = 5
Dan rolls damage reduction for Medium Armor (-d4) = 3
Dan takes 2 points of Damage (5-3)
Players Turn
Dan rolls individual Initiative = 17
Isaac rolls individual initiative = 12
Dan rolls to attack with a Femur (Strength DR12) = 15
Dan rolls Femur damage (d4) = 3
Dan rolls for the creature's Armor damage reduction (d2) = 1
Dan deals 2 points of Damage (3-1)
Isaac rolls to attack with a Crossbow (Presence DR12) = 12
Isaac rolls Crossbow damage (d8) = 5
Isaac rolls for the creature's Armor damage reduction (d2) = 2
Isaac deals 3 points of Damage (5-2)
Morale CheckSingle enemy is below 1/3 HP
Morale roll (2d6) is made for Enemy (7 morale) = 8
Roll is greater than creature's Morale value, roll d6 = 4
The Creature surrenders!
Taking Damage
Every time before dealing out damage, whether against you or an enemy, don't forget to reduce the damage by a character/creature's Armor or Shield.
There are no modifiers added to a weapons stated damage dealt.
Starving
Without food or water, no HP is restored while resting and after two days of Starving, PC loses d4 HP per day.
Infected
An Infected creature does not benefit from resting at all and instead loses d6 HP per day.
Death
If HP is taken down below zero by an attack, your character is DEAD.
If taken down to exactly 0 HP, you are considered Broken and might not yet be dead...maybe...
Broken
Once Broken, roll d4:
Fall unconscious for d4 rounds, awaken with d4 HP
Roll a d6; can't act for d4 rounds, then become active with d4 HP:
1-5 = Broken or severed limb
6 = Lost eye
Hemorrhage - Death in d2 hours unless treated. All tests are DR16 the first hour. DR18 the last hour
DEAD
Healing Damage
There are several ways to heal damage in MÖRK BORG:
Resting
Shortly resting to catch your breath restores d4 HP
Full night's sleep restores d6 HP
Without food or drink, no HP is restored when resting. An Infected creature also does not benefit from a rest, and instead d6 HP is lost daily.
Medicine Chest - Stops Bleeding/Infections and Heals d6 HP
Life Elixir - Removes infection and Heals d6 HP
Elixir Vitalis (Occult Herbmaster) - Stop Infection and Heals d6 HP (can be habit-forming)
The Blasphemous Nechrubel Bible (Heretical Priest) - Heal d4 HP after only 5 minutes of Rest
Grace of a Dead Saint (Scroll) - d2 Creatures regain d10 HP each
The Final Rule
The Calendar of Nechrubel
Every day at dawn the GM will roll a die (die size depending on how long before the end of the world is agreed upon by players and GM)
On a 1, a Misery is rolled and the world changes accordingly. The same Misery cannot befall the world more than once. (You'll find a GM Action named "Calendar of Nechrubel" under the 'Tools' tab)
To signify the end of the world (game) and on the 7th Misery, you will always activate:
7:7 All praise Yetsabu-Nech, the underworld's nightmare, the black disk which it stands before the sun! All praise Verhu, beaming with delight! All praise the fire which burns all! And the darkness shall swallow the darkness.