Sheet Editor

Unnamed Soul

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Core Rules Mode

The randomizer follows baseline classless character generation from the MORK BORG Bare Bones ruleset: silver, kit tables, weapon/armor tables, ability rolls, HP, and omens.

If you pick an optional class, class-specific starting rules may differ and should be adjusted manually.

Identity

Name the doomed soul, its station, and the land that spat it out.

Core Stats

Modifiers are normally created by rolling 3d6 and mapping to -3 through +3. They can improve up to +6 over time.

Survival

Track wounds, omens, silver, and scars as the end draws nearer.

Hit Points (Current)

1 / 1
1

Equipment

Record the rusted steel, tattered armor, and grave-picked relics keeping you alive.

Powers

Catalogue forbidden rites, cursed scrolls, and the toll of each casting.

Known Powers 0
Cast Attempts Today 0

Cast Attempts Tracker

0

Mark every invocation as your spirit frays.

Known Powers List

Inscribe each power that still answers your call.

Notes

Quick Reference

Doom-soaked rites and rulings for the table's final hour.

Tests

  • Roll d20 ± ability and meet or beat DR to succeed.
  • Creatures typically roll unmodified d20 versus DR.
  • Default baseline DR for routine action is often 12.

Powers and Scrolls

  • Use powers per day: Presence + d4 (roll daily).
  • Wielding a power: Presence DR12 test.
  • Failure: no effect, take d2 HP, dizzy for one hour, no powers during that hour.
  • Fumble handling follows the fumble section.

Rest and Infection

  • Catch breath: heal d4 HP.
  • Night's sleep: heal d6 HP.
  • Infection: no healing from rest and take d6 damage each day.

Morale

  • Roll morale when leader dies, half group is eliminated, or lone enemy is near defeat.
  • Morale test: 2d6 versus creature morale.
  • On failure, roll d6: 1-3 flee, 4-6 surrender.

Initiative

  • Group initiative: d6.
  • 1-3 enemies begin, 4-6 PCs begin.
  • Individual initiative variant: Agility + d6.

Attack and Defence

  • Melee test: DR12 Strength.
  • Ranged test: DR12 Presence.
  • Defence test: DR12 Agility.

Critical and Fumble

  • Crit (natural 20) attack: double damage; armor/protection drops one tier.
  • Crit defence: PC gains a free attack.
  • Fumble (natural 1) attack: weapon breaks or is lost.
  • Fumble defence: PC takes double damage; armor drops one tier.

Armor Tiers

  • Light: -d2 damage reduction.
  • Medium: -d4 damage reduction and +2 DR Agility tests.
  • Heavy: -d6 damage reduction and +4 DR Agility tests.

Ability Score to Modifier (3d6)

Score Modifier
3-4 -3
5-6 -2
7-8 -1
9-12 0
13-14 +1
15-16 +2
17-18 +3

Difficulty Ratings

DR Meaning
6 Incredibly simple
8 Routine
10 Pretty simple
12 Normal
14 Difficult
16 Really hard
18 Should not be possible

Broken (0 HP) d4

Roll Outcome
1 Fall unconscious for d4 rounds; wake with d4 HP.
2 Roll d6: 1-5 broken/severed limb, 6 lost eye. No action for d4 rounds, then active with d4 HP.
3 Haemorrhage: death in d2 hours unless treated. Tests are DR16 first hour, DR18 last hour.
4 Dead.