Mork Borg Character Maker (d20)

d20 Mork Borg Class Breed Feature Ability Backstory Extra Feature Starting Equipment

1

Accursed Inheritor

Hybrid

Begins with 1d6 × 10 silver and d4 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Painfully average. You adjust no abilities.

Accursed. There is no way to get rid of your accursed instrument. Death seems the only relief. Maybe.

Roll a d6 on the weapons table. Roll a d3 on the armor table.

Roll on "Accursed Inheritor "Instrument of your curse""

Roll on "Accursed Inheritor Curse"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

2

Cursed Skinwalker

Martial

Begins with 2d6×10 silver and d2 Omens.

HP: Toughness + d8 + d4

(reroll 1's, minimum of 4 HP)

Weakened mind. Roll 3d6-2 for Presence.

Bestial instincts. Roll 3d6+1 for Might and Toughness.

Roll d6 on the weapon and d2 on the armor table.

Give into the advances of your antithetical other and change your very anatomy into the likeness of its being. Shifting your bones as such occupies a single painful round. Armor and weapons are likely unusable in your new form. One (1) creature stands ever at the other side of your existence.

Roll on "Cursed Skinwalker One Died"

Roll on "Cursed Skinwalker Creature Shapes"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

3

Dead God's Prophet

Spellcaster

Begins with 1d6×5 silver and d6 Omens.

HP: Toughness + d4 + d4

(reroll 1's, minimum of 4 HP)

Obsessed. Roll 3d6+2 for Presence.

Lack of care. Roll 3d6-2 for Toughness.

Roll d4 on the weapon table and a d2 on the Armour table.

You are literate and can use scrolls, but must pass a DR12 Presence test when encountering them not to immediately attempt to destroy them as words of false gods. If you start with a scroll, consider that you passed the test. Roll randomly for two gifts from your dead god.

Roll on "Dead God's Prophet God"

Roll on "Dead God's Prophet Gifts"

Roll on "Dead God's Prophet Gifts"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

4

Dire Hunter

Martial

Begins with 1d6 × 10 silver and d2 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Light footed and ready. Roll 3d6+1 for Agility and Presence.

Cadaverous Roll 3d6-2 for Might.

Roll a d10 on the weapons table (you also start with a bow) and a d2 on the armor table. You are illiterate, raised in seclusion.

You carry an arcane quiver which continuously replenishes its magical charge. Daily you can harness two randomly determined effects and can imbue a total of d4 arrows/bolts. If unused they lose their arcane nature after 24 hours.

Roll on "Dire Hunter Ruinous Mantle"

Roll on "Dire Hunter Arcane Effect"

Roll on "Dire Hunter Arcane Effect"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

5

Doomstruck Dwarf

Martial

Begins with 2d6 × 10s and d2 Omens.

HP: Toughness + d10 + d4

(reroll 1's, minimum of 4 HP)

Sturdy. Roll 3d6+2 for toughness. Make toughness checks to resist infection at +2.

Unwieldy. Roll 3d6-2 for agility.

Roll a d8 on the weapons table. Roll a d3 on the armor table.

Roll on "Doomstruck Dwarf "The end of a clan""

Roll on "Doomstruck Dwarf Dwarven Gift"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

6

Elusive Elf-Blood

Hybrid

Begins with 2d6×10 silver and d4 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Ethereal. Roll 3d6+1 for Agility and Presence. You need only rest for 4 hours to receive the benefits of a full nights rest.

Fragile. Roll 3d6-2 for Toughness.

Roll a d8 on the weapons table. Roll a d2 on the armor table.

Roll on "Elusive Elf-Blood Elven Origin"

Roll on "Elusive Elf-Blood Gift of Elf-blood"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

7

Esoteric Hermit

Spellcaster

Begins with 1d6×10 silver and d6 Omens.

HP: Toughness + d4 + d4

(reroll 1's, minimum of 4 HP)

Wise. Roll 3D6+2 for Presence.

Weak. Roll 3D6−2 for Might.

Ordinary starting equipment plus one random scroll (sacred or unclean). Roll a D4 on the weapons table and D2 on the armor table.

Roll on "Esoteric Hermit Eldritch Origin"

Roll on "Esoteric Hermit Extra Feature"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

8

Fanged Deserter

Martial

Bite Attack: DR10 to attack, d6 damage. You must be close to your target. 1–2 on d6 chance the enemy gets a free attack.

Begins with 2d6 × 10 silver and d2 Omens.

HP: Toughness + d10 + d4

(reroll 1's, minimum of 4 HP)

Built like A bull. Roll 3d6+2 for Might.

Not A bright spark. Roll 3d6-1 for Agility and Presence. Normal Agility tests are DR14 instead of DR12, excluding defense.

Illiterate. You are incapable of understanding scrolls. If you begin with one then reroll, eat it or use it as toilet paper.

Roll on "Fanged Deserter Earliest Memory"

Roll on "Fanged Deserter Extra Feature"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

9

Forlorn Philosopher

Spellcaster

Begins with d6×10 silver and d6 Omens.

HP: Toughness + d4 + d4

(reroll 1's, minimum of 4 HP)

Mental Focus. Roll 3d6+2 Presence.

Too Much Reading! Roll 3d6-2 Might.

Ruthless Inquisition. Test Presence DR14 to tear through others’ deceptions and delusions. Enough of these LIES!

Roll d6 on the weapon table and d2 on the armor table. You begin with one Roll on "Tablets of Ochre Obscurity"  .

Roll on "Forlorn Philosopher The Roots of your Dejection?"

Roll on "Forlorn Philosopher Extra Feature"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

10

Gutterborn Scum

Martial

Begins with 1d6×10 silver and d2 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Small. Roll 3d6−2 for Might.

Stealthy.  All Presence and Agility tests have their DR reduced by 2 (normal tests are DR10 instead of DR12).

Roll d6 on the weapon table and d2 on the armor table.

Roll on "Gutterborn Scum Bad Birth"

Roll on "Gutterbron Scum Extra Feature"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

11

Heretical Priest

Hybrid

Begins with 3d6 × 10 silver and d4 Omens.

HP: Toughness + d8 + d4

(reroll 1's, minimum of 4 HP)

Insightful. Roll 3d6+2 for Presence.

Frail. Roll 3d6-2 for Might.

Roll a d8 on the weapons table and may use Powers while wearing medium armor.

Roll on "Heretical Priest Unholy Origin"

Roll on "Heretical Priest Extra Feature"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

12

Maniacal Mushroom-Eater

Spellcaster

Begins with 1d6 silver and d6 Omens.

HP: Toughness + d4 + d4

(reroll 1's, minimum of 4 HP)

Drug Addled. Roll 2d6 for Presence.

Roll d2 on the weapon and d2 on the armor table.

Once per day, while outside the city, pass a Presence DR12 to roll on the Forage table. Foraged mushrooms are 2 doses and will never spoil.

When someone eats your mushrooms, you must pass a Presence DR12 or reroll on the Forage table to determine what they actually do to the eater.

If you ever eat more mushrooms while still under the influence of a previous dose, roll on the Arcane Catastropes table.

You once had a noble family, then you found the blood red mushrooms in your garden. Now you wander the world, gathering and consuming the sacred fungi. Your mind is scrambled but your soul is... also scrambled.

Roll on "Maniacal Mushroom-Eater Forage"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

13

Occult Herbmaster

Spellcaster

Begins with 2d6 × 10 silver and d6 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Tough as wood. Roll 3d6+2 Toughness.

Low in protein. Roll 3d6-2 Might.
Roll d6 on the weapons table and d2 on the armor table.

You carry a portable laboratory and continually search for frequently expended ingredients. Daily you have the materials to create two randomly determined decoctions and can brew a total of d4 doses. If unused they lose vitality after 24 hours.

Roll on "Occult Herbmaster "Probably raised in...""

Roll on "Occult Herbmaster Decoction Table"

Roll on "Occult Herbmaster Decoction Table"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

14

Pale One

Hybrid

Begins with d6×10 silver and d4 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Name: Roll on "Pale One Name (Full)"

Alien. +1 Agility and Presence.

Hollow and fragile bones. -2 Toughness.
Roll d6 on the weapon table and d2 on the armor table. You are literate, but only in dead languages, and cannot use scrolls. Instead, you can intuitively use one randomly rolled Power. The Power changes each dawn, or dusk (pick one).

Roll on "Pale One Unspoken Origin"

Roll on "Pale One Blessings"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

15

Sacrilegious Songbird

Martial

Begins with 4d6×10 silver and d2 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Amplified personality. Roll 3d6+2 for Presence.

Set for an early grave. Roll 3d6-2 for Toughness.
Roll d6 on the weapon table and d3 on the armor table. You carry an aura of unnatural charm everywhere you go, capable of unsettling foes and calming friends, spend a use of your daily Powers to add or subtract d6 to any Morale check.

When you made your life-and-soul-altering deal, you were gifted one (1) accursed instrument.

Roll on "Sacrilegious Songbird "A deal was struck""

Roll on "Sacrilegious Songburd Accursed Instruments"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

16

Shedding Vicar

Spellcaster

Begins with 1d6×10 silver and d6 Omens.

HP: Toughness + d4 + d4

(reroll 1's, minimum of 4 HP)

On the edge of death Roll 3d6-2 for Agility.

Monstrously unnerving. Roll 3d6+2 for Presence.

Roll d8 on the weapon. You can never wear armor or coverings.

Pain is either a stranger or your constant companion; regardless, you are not bothered by any amount of it. You begin with d2 unclean scrolls and one blessing.

Roll on "Shedding Vicar First Peel"

Roll on "Shedding Vicar Blessing"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

17

Sun Scorched Zealot

Hybrid

Begin with d4 x 10s, and d4 omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Your flesh has been seared and transfigured by the Light, 3d6+2 toughness and you emit an eerie and discomfiting warmth, 3d6 -2 presence.

You may use scrolls, but your speech scorches and burns its very essence, and you may not use it again.

Each dawn roll for a blessing from THE SUN, replacing the previous one. Roll d6 on the weapon table and d2 on the armour table.

Roll on "Sun Scorched Zealot "Moment of Illumination""

Roll on "Sun Scorched Zealot Suns Blessing"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

18

Tormented Toymaker

Spellcaster

Begins with 3d6 × 10 silver and d6 Omens.

HP: Toughness + d4 + d4

(reroll 1's, minimum of 4 HP)

Cowardly. Agility 3d6-2.

Obsequious. Presence 3d6+2 Roll a d4+1 on the weapons table. Roll a d2 on the armor table.

Once per day, you may use one of your powers to craft a small animated wooden toy. Test Presence DR12, if you succeed the price may be paid by another, if you fail you must pay the price. If you fumble, also roll on the Arcane Catastrophes table. If you Crit, no price must be paid.

Roll on "Tormented Toymaker's "The fate of your family""

Roll on "Tormented Toymaker's Toy"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

19

Wayward Wickhead

Hybrid

Begins with 1d6×10 silver and d4 Omens.

HP: Toughness + d8 + d4

(reroll 1's, minimum of 4 HP)

Nimble and Quick: Roll 3d6+2 for Presence and Agility.

Mockery of Life: Roll 3d6-2 for Might and Toughness.

Roll d6 on the weapon table and d2 on the armor table. Start with an extra Sack.

Walking Lantern: Your face naturally sheds light. You can douse and reignite this light with but a thought.

Light Bringer: With the use of a daily Power you can douse all nearby light sources, you may re-ignite these light sources again with a thought. In addition begin with one (1) of the following gifts.

Roll on "Wayward Wickhead "What miserable heap did you crawl out of?""

Roll on "Wayward Wickhead Gift"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

20

Wretched Royalty

Martial

Begins with 4d6 10 silver and d2 Omens.

HP: Toughness + d6 + d4

(reroll 1's, minimum of 4 HP)

Painfully average. You adjust no abilities.

Roll a d8 on the weapons table. Roll a d4 on the armor table but reroll if you receive heavy armor.

Roll on "Wretched Royalty "Things were going so well...""

Roll on "Wretched Royalty Extra Feature"

a waterskin, d4 days worth of rations, Roll on "Starting Equipment (1)", Roll on "Starting Equipment (2)", Roll on "Starting Equipment (3)"

Subcharts

Fanged Deserter Earliest Memory (d6)

d6 Result

1

A burnt-black building in Daerwold . Your home?

2

A derelict rotting ship rolling endlessly across a grey sea.

3

A brothel in Finsterburg . Quite a friendly environment.

4

Sleeping with dogs in the corner of an inn, waiting for someone to return.

5

Following an army in eastern Waesthold .

6

Suckling a wolf in the wild of Bergen Chrypt .

Fanged Deserter Extra Feature (d6)

d6 Result

1

Crumpled monster mask: Strikes primitive fear into lesser creatures like goblins, gnoums and children. While worn, they check Morale every round.

2

The brown scimitar of Galgenbeck: A stinking sword you pulled from a military shit-ditch. D6 damage. DR10 attack and defence while you wield it. 1 in 6 chance a wounded enemy is smitten with potent sepsis, dying in 10 minutes.

3

Wizard teeth: Four weird teeth rattle within a blackened pouch. Before battle roll a d6 for each one. For every 6 one of your attacks deals maximum damage.

4

Old Sigûrd’s sling: Sigûrd was the strongest man whose throat you ever gnawed. Woven from his long grey hair, this sling has never failed you. 2d4 damage, requires fist- sized rocks which, perhaps regrettably, are everywhere.

5

Ancient gore-hound: Asthmatic, deluded and on its last legs, this wizened creature still has a superb nose and can sniffle up treasure in the most disgusting debris. Attacks with DR10 (bite d6). Defends with DR12, 10 HP. Becomes frenzied around goblins and berserkers.

6

The shoe of death’s horse: It looks normal but since finding it in an obscure crypt you are convinced this shoe came from the horse of Death himself. In your hands it hits with DR10, d4 damage. 1 in 6 chance the shoe smashes the skull, instantly killing small-to-medium sized creatures. The shoe returns to your hand like a boomerang.

Gutterborn Scum Bad Birth (d6)

d6 Result

1

Dumped onto a moving shit-cart still in your birth caul.

2

Mother hanged from a tree outside of Bentburgh , you fell from the corpse.

3

Raised by rats in the gutters of Grift .

4

Kicked and beaten beneath a baker’s table in Finsterburg .

5

Escaped the Tuveland orphanarium.

6

Educated by outlaws in a hovel south of Fellwind .

Gutterbron Scum Extra Feature (d6)

d6 Result

1

Coward’s Jab: When attacking by surprise test Agility DR10. On a success you automatically hit once with a light one-handed weapon, dealing normal damage +3.

2

Filthy fingersmith: Your snaky little digits get into pockets and pick locks with a DR8 Agility test. You also begin with lockpicks!

3

Abominable gob lobber: Your phlegm is viscous, lumpy, vile and ballistically accurate at short range. You can spit d2 times during a fight. Roll a DR8 Presence test for accuracy. Targets are blinded, retching and vomiting for d4 rounds. Anyone witnessing this—friend and foe— must make a Toughness test to not also vomit. PCs test DR10 and enemies DR12.

4

Escaping fate: Every time you use an omen there is a 50% chance it is not spent.

5

Excretal stealth: You have an astounding, almost preternatural ability to hide in muck, debris and filth. When hidden in these conditions a DR16 Presence test is required to notice you.

6

Dodging death: You are so unpleasant, irrelevant, disgusting and vile even Death would rather avoid you if it can. On death, if there is even the slightest possibility that you survived, there is a 50% chance that you did. If successful, after 10 rounds you pop back up with d4 HP and an unlikely explanation of your escape.

Esoteric Hermit Eldritch Origin (d6)

d6 Result

1

Awakening, adult, in a ritual circle underneath the northern bridge to Grift .

2

Wandered, memoryless, from the mouth of a cavern at the seaside cliffs whalloped by the Crimson Sea .

3

Single child survivor of an incident in the Valley of the Unfortunate Undead .

4

Dying of plague in a Bergen Chrypt hovel, you touched something from outside.

5

An average individual until you encountered something in a dim glade in Daerwold .

6

Raised on a lonely island in Lake Onda . No one else has ever heard of this island and you can’t return.

Esoteric Hermit Extra Feature (d6)

d6 Result

1

Master of fate: What use are maps when the substance of causality itself is open to you? You know the right way with a DR8 Presence test.

2

Book of boiling blood: You may open and read from this book once a day. Your enemy must make a DR12 test to prevent this. If they fail d2 Berserker-slayers (see page 59) appear from the depths of a forgotten dimension of blood. Roll a d6. On a 1–4 these creatures fight alongside you. On a 5–6 they turn on you, attempting to kill you and destroy the book. After the battle they return to their imprisonment.

3

Speaker of truths: Twice per day use your wisdom, knowledge, advice and inner calm to bring clarity to a creature of your choice. The DR of the next test they undertake is lowered by 4.

4

Initiate of the invisible college: Once per day you may summon d2 scrolls, whose power can be used only once. Roll a d4, on a 1–2 the scrolls are sacred, on a 3–4, unclean. If the scrolls are not used before sunrise they turn to ash.

5

Bard of the undying: You learnt your melodies in the Otherworld. The music of your Harp gives +d4 on reaction rolls.

6

Hawk As weapon: Your crafty almost-intelligent hawk is loyal only to you. Even without shared language, you understand its cries as it keeps watch, scouts and swoops to attack foes. Attacks/defence DR10 (claws/bite D4) HP 8.

Wretched Royalty "Things were going so well..." (d6)

d6 Result

1

Your Waesthold palace was reduced to rubble.

2

Your caravan kingdom in Tuveland fell into penury.

3

King Fathmu IX ’s brother Zigmund , your father, was murdered.

4

The southern empire of the Holy Chosen Realm sank into the sea.

5

Anthelia demanded a gift of noble blood.

6

Two young princes were kidnapped east of Bergen Chrypt and disappeared into the black crevasse of the western slopes.

Wretched Royalty Extra Feature (d6)

d6 Result

1

The blade of your Ancestors: This magnificent and clearly magical talking sword is foppish, unreliable and quietly despises you. It taunts your failures and, if continually disappointed, develops a 1 in 6 chance to ‘accidentally’ attack you or your companions. Deals d6+1 damage. Attack/Defence DR is 10.

2

Poltroon’ the court Jester: While practically useless, personally irritating and an emotional drain, Poltroon’s capering actually makes enemies lose their focus in combat. For the first two rounds you and your allies get +2 on attack/defence.

3

Barbarister the incredible horse: Barbarister is magical, intelligent, arrogant and vain. He can also talk. If you can persuade him to care, Barbarister occasionally adds +2 to Presence tests involving logic and intellect. The horse may be smarter than you and is quite aware of this.

4

Hamfund the squire: This intensely cowardly servant acts only as guardian for the scabbard of the cursed sword Eurekia. Once per combat, if Ham can be found, Eurekia may be drawn. The sword does 2d6 damage, and for every swing of Eurekia roll a d6. On a 1 the squire is slain and Eurekia vanishes forever.

5

The snake-skin gift: An expensive sandalwood box bound in snakeskin. It contains a seemingly ordinary dagger, wrapped in silk. The dagger does d4 damage but on a 1 the target dies immediately of deadly poison weeping from the blade.

6

Horn of the Finsterburg lords Once per day release a blare from this dented old trumpet and test Presence DR12. One creature may make their next non-combat test an automatic success.

Heretical Priest Unholy Origin (d6)

d6 Result

1

Bentburgh , near the Cathedral of the Eternal Dreamer .

2

Massacred Fellwind cult, sole survivor.

3

The crypts of Grift .

4

Temple ruins in the Valley of the Unfortunate Undead .

5

One of the many Graven-Tosk thief-tunnels.

6

Secret Bergen Chrypt church.

Heretical Priest Extra Feature (d6)

d6 Result

1

Sacred shepherd’s crook: Its head a hook of human bone inscribed with overlapping anti-prayers. This crook hooks through other worlds. Staff does 2d4 damage except to faithless humans.

2

Stolen mitre: While wearing this holy hat the priest’s vile body fades, becoming hard to hit in combat (Defence DR10). If pulled over the ears outside of battle the priest becomes nearly invisible, testing stealth against DR8.

3

List of sins: A long and accurate document cross-referenced against reality to discover unseen evil-doers. Successful Presence DR10: A strange light surrounds evil creatures. The list’s owner defends with +2 against any being discovered this way.

4

The blasphemous Nechrubel bible: So intensely blasphemous even the Priests themselves can only peruse it once per day. When read, roll a die. Even result: For the rest of the day pcs heal d4 hp after just five minutes of rest. Odd result: The priest is plagued by demonic hallucinations. The DM may invent d3 things that only the Priest can see and describe them to the player as if true. This effect ends with sunrise.

5

Stones taken from Thel-emas’ lost temple: Cast the stones on the ground. Their pattern reveals if danger lurks in an adjacent room. The stones can lie. The priest tests Presence DR10 to see if they are true but after failing they cannot test again until the sun has set.

6

False Prophet Crucifix: The crucifix can be used in encounters with the undead as well as lesser trolls and goblins. Check morale (add or subtract the priest’s Presence modifier) to see if the creatures bow and kindly remove themselves.

Occult Herbmaster "Probably raised in..." (d8)

d8 Result

1-3

Calm isolation in the Daerwold dark.

4

The illegal midnight markets of Finsterburg .

5

The heretic isle of Crëlut , twenty nautical miles east of Grift .

6

Old frozen ruins not far from Fellwind .

7

A little witches cottage just outside Bentburgh .

8

The ruins of Blackwall Castle , thick with memories of mushrooms and smoke.

Occult Herbmaster Decoction Table (d8)

d8 Result

1

Red poison: Toughness DR12 or -d10 HP.

2

Ezumiels vapor: Pass a DR14 test or severe (and arguably fun) hallucinations for d4 hours.

3

Southern frog stew: Vomit for d4 hours, pass a DR14 test or you can do nothing else.

4

Elixir vitalis: Heals d6 HP and stops infection. Can be habit-forming.

5

Spider-owl soup: See in darkness, climb on walls for 30 minutes.

6

Fernor’s philtre: Translucent oil, must be dabbed right into the eye. Heals infection and gives +2 on Presence tests for d4 hours.

7

Hyphos’ enervating snuff: Berserk! Two attacks per round but defend with DR14. Lasts one fight. Must be snorted, causes sneezing.

8

Black poison: Toughness DR14 or -d6 HP and blinded for one hour.

Accursed Inheritor "Instrument of your curse" (d10)

d10 Result

1

You found a black metal mask affixed to the face of a long buried corpse.

2

Upon a tainted altar lay a gem encrusted sword (d8 damage).

3

A crown of thorned branches once graced a prophet. You found it adorning a lone, weathered skull.

4

An obsidian stone dagger (d4) stuck from the fresh wound of a formidable but dying daemon.

5

An insane, prophetic Familiar snuck into your home, proclaiming you are its long lost master. It will not fight, but also seems immortal.

6

You came upon a creepy, malformed, Toy-doll. It wasn’t there, mere minutes before you found it. How did it get there?

7

A foreign merchant sold you an Ingraved Skull. Why did you buy it? You can’t recall.

8

Your parent or mentor passed this runed, bloodstained axe to you. The same day, he or she passed, kicking and screaming, proclaiming bloody hell and damnation.

9

You found a pristine, dark metal hauberk (medium). It’s previous owner, a blackened, burnt corpse did nothing to stop you from stealing it.

10

You killed your friend to obtain his family heirloom ring.

Accursed Inheritor Curse (d6)

d6 Result

1

Hunger of Ammyt. Unending hunger consumes you. You devour yet you grow emaciated. You must consume twice as much food and water and cannot resist leaving food if presented to you. All Agility tests have their DR reduced by 2 (normal tests are DR10 instead of DR12).

2

Utterances of the Crawling Dead. You hear the dead speak. Their ravings are mad and disorienting but some hold ancient, dark truths. All Presence tests have their DR increased by 2 (normal tests are DR14 instead of DR12). Each midnight you know the secrets of one random unclean scroll. You can use this power 1 time a day in up to medium armor and don’t roll to avoid Arcane Catastrophes

3

Degradation of Flesh. Your flesh starts to decay, slowly turning you into a ghoul. The sight and stench of death make social interactions difficult. You may consume rotten, tainted or poisoned food and water without problem and increase your max hp by 3.

4

Black Seeds of Vengeance. Blood. Blood. BLOOD. You become consumed by the lust for bloody vengeance, flying into mindless rage. Once someone deals damage to you, you cannot target any other creature and must do everything in your power to kill it. Your weapon attacks deal 1 extra damage but you cannot use scrolls during this time. This lasts for 1 day or until you kill your target.

5

Blessing of Erra. You wear disease and plague like a crown. You suffer from a form of leprosy that only slowly kills you. All Toughness tests have their DR increased by 2 (normal tests are DR14 instead of DR12). You cannot get infected and those you touch (strength DR12 test) must make a toughness test (DR12) or become infected. Creatures being infected in this way are immediately dealt 3 damage.

6

Cloak of Ba’al Zebul. Biting and stinging insects swarm you, infest you, become part of you. You attract a large swarm of various biting and stinging insects. Each day, the insects must feast upon fresh blood, equal to that of a child's corpse. If this hunger is not satiated the insects will turn to you, dealing d4 damage each day you do not feed them. The insects assault all creatures in melee range of you for 1 damage per round.

Cursed Skinwalker One Died (d6)

d6 Result

1

Clutching the body of a lover.

2

By an arrow in the brain.

3

Minutes after being born.

4

At the hands of a friend.

5

Murdered in your bed.

6

On the back of a plague-cart.

Cursed Skinwalker Creature Shapes (d6)

d6 Result

1

Murder-Plagued Rat
    Tiny: Agility tests, including defense, are DR8.
    Your bite (d4) carries disease, victims test DR14 Presence or attack their closest ally, until either is dead.

2

Flayed and Dripping Wolf
    Ferocious: attacks are DR10.
    Your fangs (d6) crit on a natural 19 as well as a 20. On a crit, all enemies test Morale.
    Slick from blood: -d2 incoming damage.

3

Boneskulled Raven
    Fast and flying: defence is DR10. Make two attacks per round with your claws (d4).
    Your bony scalp (d6) acts as a weapon and a shield: -1 damage and you may choose to ignore all damage from one attack. The skull will heal in d6 days.

4

Bear from Bergen Chrypt
    Hulking and massive: tests for Strength and Toughness, as well as attacks, are DR10. Defence is DR14.
    Thick hide: -d4 incoming damage.
    Your claws and bite deal d8 damage.

5

Life-and-Death Lizard
    Regenerate: d4 HP per round.
    Bite (d6) or spit acid (d4, 1 in 4 chance armor is lowered one tier).
    Scaly skin: -d2 incoming damage.

6

Doomsaying Monkey
    Dextrous: Agility tests, including defence, are DR10.
    Light armor and weapons remain usable.
    Your third eye allows you to read unclean scrolls at DR10.

Dead God's Prophet God (Name) (d10)

d10 Name

1

Acrophoe

2

Elioch

3

Ekk

4

Ghzat

5

Gnost

6

Häil

7

Kvera

8

Malais

9

Varkka

10

Öde

Dead God's Prophet God (Title) (d10)

d10 Title

1

Beacon

2

Bearer

3

Bride

4

Child

5

Herald

6

King

7

Lady

8

Prince

9

Queen

10

Song

Dead God's Prophet God (Domain) (d10)

d10 Domain

1

of blood

2

of death

3

of decay

4

of flies

5

of impotence

6

of panic

7

of rot

8

of rust

9

of unease

10

of the flesh

Dead God's Prophet God (d1)

Dead God's Prophet Gifts (d8)

d8 Result

1

Blood Tells. A flagellant, you regularly beat yourself to awaken your lost god. If you inflict d3 HP of damage to yourself prior to combat, you gain +2 to a number of rolls equal to the HP lost.

2

Lord of Nothing. You wear a bizarre arrangement of garments and scraps that make you look like the parody of a king or queen. Still, you gain +2 to rolls to impress the easily fooled.

3

Smell of Decay. Not only is your god dead, but their odour of decay pervades you. Tests to defend against attacks have a +2 bonus due to the gut-wrenching stench.

4

Incoherent Sophistic Babble. Concentrate to babble an ungodly litany. So disconcerting is this chant that those who hear it must pass a DR10 Presence test or lose their next action.

5

Ichor of Rot. The foul fluids of your god’s rot run from your hands - a black stigmata. As an DR12 attack you can wipe your hands on the bare skin of your assailants, who must then pass a DR12 Toughness test or descend into frothing spasms for two turns.

6

My Body, a Vessel. Your god may be dead, but what is death to a god? Once a day you may allow the ghost of your god to enter your flesh and reveal a truth. Ask the GM one yes/no question that they must answer truthfully. The god then departs, leaving you weakened and frail.

7

In Death I Live. When you die, make a DR14 Presence test. If you pass, your god refuses you into the afterlife and you recover with 1HP. If you fail, your body is consumed in holy flames.

8

Eyes of Holy Fire. Your pupils burn with the soul of your lord. Once per combat you may make an attack (DR10), as fire spurts from your eyes, d6 damage. You are left blinded for the rest of the fight.

Dire Hunter Ruinous Mantle (d6)

d6 Result

1

A hooded cobra over your head, running down your spine.

2

Like a crown over your shoulders, gnarled and bent, the horns of a troll.

3

A blood-scarred avian skull, tattered feathers edge your cloak.

4

A necklace of teeth and bone, gathered from everything and everyone that tried to harm you.

5

Boots made from another creature, your footprints become a warning.

6

A mosaic of the myriad of scars from your eternal hunt.

Dire Hunter Arcane Effect (d8)

d8 Result

1

Rift bolt: Part of your essence is imbued into the arrow; you disappear immediately when the arrow is loosed and materialize at the point of impact.

2

Ashen thorn: A carved branch from a gnarled Daerwold tree. Any damage the target deals will be halved for d6 rounds.

3

Red-nova: Embers shower the target in a blaze, dealing an additional d4 damage to them and anything in its melee range.

4

The Bergen shadow: A non-lethal arrow overwhelms the target's mind with obsidian smoke; it passes out for d6x10 minutes of until attacked. The arrow disappears moments after impact.

5

Bloodletter: Marked and bleeding, for d6 rounds any damage dealt to the target is increased by 2.

6

Eclipse: Madness fills the eyes of the target, visions of daemons and their own doom. For d6 rounds they can only see 5 foot in front of themselves.

7

Scaled lance: Bearing the form of a serpent, this arrow animates once fired to attack its target. Live snake: HP 4, Bite d4.

8

Sin-seeker: This arrow traces the ephemeral guilt of its target; their efforts to hide are wasted. This attacks always hits, none are without SIN in the DYING WORLD.

Doomstruck Dwarf "The end of a clan" (d6)

d6 Result

1

Dúrinûzad. Your clan were warriors and miners. Stubborn as you were, you all mined too deep and awoke something so vile and otherworldly that your clan saw no escape but to plunge daggers into your own hearts. You escaped, narrowly, traumatized and haunted.

2

Thrórûzad. Once priests and wardens. When prayers fell on deaf ears and the ancestors responded only with screams of torments and confusion your clan fell into madness. Your people were led astray by various divergent cults and murder-sects. You escaped the madness but can’t escape the whispers at the edge of your sanity.

3

Wardrûnûzad. Greed overcame the clan of merchants and arcanists. Greed for gold, power and status. The misdeeds of your clan earned the ire of the others. Slowly, your clan was dismembered. You left just in time to wander, and ponder revenge.

4

Kormácûzad. You all sought to lead the others in these tough times. But the task was simply too difficult. Your clan failed and was dragged down into the excrement by the others in their downfall. Your failure left a mark of shame.

5

Vili-ûzad. Some mined too deep into the earth. You mined too deep into esoteric knowledge not meant for dwarven minds. What was found drove your clan mad. A lunge from a tower, a neck suspended from a rope or a blunt blade across the wrist, you escaped the madness, barely.

6

Ogâdórzul. You were always outcasts, when the others fell you all took control. But murderers governing murderers begets one thing only: a bloodbath. You revel in the chaos.

Doomstruck Dwarf Dwarven Gift (d8)

d8 Result

1

Skullduggery. Your years of thievery have made your eyes keen and your sausage fingers nimble. Presence tests to spot traps in stone, earth or metal have their DR decreased by 2 (normal tests are DR10 instead of DR12). Agility tests to open locks have their DR reduced by 4 (normal tests are DR8 instead of DR12).

2

Seven Horns of War. You own one of the Seven Horns of War. Blow the horn and spend one power to invigorate your companions, all allies that can hear the horn make their next attack roll with a +2 bonus.

3

Roots of the Earth. You have an increased and mystical connection to the dirt and earth, the worms and critters that crawl within. As long as you are in contact with stone, earth or metal, you perceive all other creatures within the same room as long as they are also in contact with stone, earth or metal. Outside this extends to roughly 60 ft.

4

Vengeful Ancestral Axe. Long ago you were bestowed an Axe owned by your angry, vengeful ancestor. His spirit resides in the axe still. The axe deals 2d4 damage. When attacking spend power to increase CRIT range for that attack to 20-1 per power spent. (Spending 3 power increases CRIT range to 17-20. Cannot use scrolls.

5

Blackened Bulwark. You own a set of masterwork heavy dwarven armor bearing the scars of many battles. When rolling to use this armor to reduce damage, roll with a +1. While wearing this armor, agility is treated as 1 less.

6

Scarred Bastard. You just keep getting back up. Scars tell of a life of hardship and torment. HP+1. When getting better roll 6d12 instead of 6d10 to check whether to gain hitpoints.

7

Runesmith. You can modify your armor with old magic runes. You may use scrolls in up to medium armor.

8

Deep Knowledge. You can recount old and forbidden dwarven tomes. Their writings etched in your memories like scars. Roll Presence+d6 to determine how many powers you can use each morning.

Elusive Elf-Blood Elven Origin (d6)

d6 Result

1

Distant Inheritor. One of your ancestors was an elf and now her power surges through you. You eternally struggle to match her greatness.

2

Half-blood. One of your parents was an elf, and left you and your other parent to die in the apocalypse. You struggle with feelings of betrayal.

3

Moon-Elf. Once great scholars and astronomers, now reduced to nothing. How does it feel to see your people crumble?

4

Wood-Elf. Protectors of the natural world. Little true nature is left and all is corrupted. All you fought for is now sick and dying.

5

Ash-Elf. Proud and tribal, now all are gone except you. The last ash-elf. Loneliness consumes you.

6

Dark-Elf. Deep subterranean cities were once your home, now collapsed and forgotten. You are a stranger to these weak and pathetic surfacers.

Elusive Elf-Blood Gift of Elf-blood (d8)

d8 Result

1

Premonition: You have seen the truth. Roll a d20 every morning. At any one time, change a d20 roll with your result.

2

Owl Companion: Your crafty almost-intelligent owl is loyal only to you. Even without shared language, you understand its cries as it keeps watch, scouts and swoops to attack foes. Attacks/defence DR10 (claws/bite D4) HP 8.

3

Shadow strike: When attacking by surprise test Agility DR10. On a success you automatically hit once with a light one-handed weapon or bow, dealing normal damage +3.

4

Evasive: You are hard to hit in combat (Defence DR10). Agility tests to stealth have their DR reduced by 2.

5

The Stars Tell All: Roll d4+2 for omens. Say something pretentious every time you use one.

6

What do your elf-eyes see? Presence tests to see or hear have their DR reduced by 2 (normal tests are DR10 instead of DR12).

7

Absorb Pain: Once per day, use a power to heal a creature d4 HP. You then lose 1 HP.

8

Eldritch Revelations: Once per day recall the knowledge of a random scroll (roll 1d4, 1-2 sacred, 3-4 unclean). You lose this knowledge next morning.

Tablets of Ochre Obscurity (d10)

d10 Tablet

1

Dream Theory: The target begins to doubt it is real. Attacking and defending against it is -2 DR (+2 DR for affected PC's).

2

Total Matter Comprehension: Mends or breaks a normal-sized item, mundane or otherwise, including armor (increase / decrease one tier) and weapons.

3

Ping the Shared Subconscious: You sense the presence of living creatures within 70 feet even in adjacent rooms.

4

Logical Prognostication: Using Pure Logic you can deduce the nature of any traps or mechanisms within 30 feet or of any Powers used within 60 ft.

5

Carno-Organic Speleophagy: Transmogrifies a child-sized rock into burnt, chewy meat. Feeds d4 famished people.

6

Time-Locked Pneumotixin: This cracked tablet can be crushed to a course powder. If strewn upon a creature it takes d6 damage-on a 6 it chokes and dies. The tablet reappears each morning in its owner's possession. The Power's Presence test is harmless to the wielder, determining whether or not the powder finds the target.

7

Induced Irrelevance: This tablet's code literally removes a creature's essential meaning for d4 rounds. During which enemies will not attack it, even hen it attacks them first.

8

Structural Cryo-condensation (Freezing Moon): Water freezes from the air forming a 15 foot long bridge or all water within 150 feet (unfortunately excluding that within living creatures) freezes.

9

Meta-Alchemy: The user may transform a container or liquid one of the following ways:
    Transmute it into two doses of Red or Black poison. (See Occult Herbmaster )
    Create The Loathing of Vulark. The imbiber rolls a DR16 Toughness test or jumps from great heights.
    Transform poison to water or wine

10

Memetic Cognitive Palpitation: Near imperceptible body shifts transmit a simple mind-plague which causes one creature to dance madly for d4 rounds. They may neither attack nor defend during this choreomania.

Forlorn Philosopher The Roots of your Dejection? (d8)

d8 Result

1

Your mother alternated praise and humiliation leading to grandiose self-image and burning self-hatred.

2

You wanted to be a warrior or great leader but you can’t! Stop! THINKING! STOP THE THOUGHTS!!

3

Ambient stupidity and bright lights cause your hypersensitive mental tissues to INFLAME.

4

You could save this doomed world! If only the unwashed masses would understand your GENIUS!

5

You fell victim to the mental virus of “love,” then the object of your affection went to live in a hole.

6

You encoded your omnivalent philosophy in a single tome for safekeeping and saw it burn as you fled. All is lost.

7

Udok cultists captured your family and forced you to debate with them while they devoured your parents alive.

8

You were the Holy Chosen Realm most revered philosopher - which sank into the sea and now everyone ruthlessly mocks you.

Forlorn Philosopher Extra Feature (d6)

d6 Result

1

Thorns of Comprehension: When worn, thorns pierce your flesh (d2 damage) and you Perceive All (-4DR to your next test and ignore the next two attacks to hit you as you weave aside). To regain the effect you must crown yourself anew. The damage steps up by one each time (d2 to d4 to d6 etc), until after a night’s rest.

2

Hegelian Owl: This philosophical beast is a bitter, reluctant and hypersensitive assistant—persuaded with a DR12 Presence test. After two acts of aid it regards you with mute contempt. It can fetch small items, attack enemies and find traps. By night the owl delivers understanding of what you should have done today in dreams. The Owl is too quick to hit. Claws/bite d4. Attacks are DR8.

3

Prism of Ambiguity: An external light source and a Presence DR10 test are needed to activate the prism. Its light may shine on up to two creatures healing d6 HP. For the next hour one of them lowers all test DRs by -2. If the test is failed they suffer d4 damage and their armor or a weapon is destroyed. You can use the prism twice per day.

4

Flute of Tosk: Once per combat, when a creature dies, you may play this bone flute’s Echoing Fugue. This deals an ‘echo’ of the fatal damage to a random enemy in the vicinity.

5

Sash of the Stylite: The MIND controls the body! Nothing is good or bad but thinking makes it so including calories and protein. Wearing this belt means you feel no hunger and only need to drink water to regain HP when resting. Wearing it for more than d4 days causes you to collapse. It takes a day to regain its power.

6

Marked by Obscurity: An ever-shifting Tablet of Ochre Obscurity is tattooed on your flesh. Roll each morning which tablet it is. The tablet can only be used once per day but automatically succeeds.

Maniacal Mushroom-Eater Forage (d8)

d8 Result

1

Dålig resa (bad trip): roll for the next mistery.

2

Förlamad av rädsla (formed by fear): paralyzed. Lasts 1d6 hours.

3

Värdelösa armar (idle arms): fumble all tests. Lasts 1d4 hours.

4

Stor mun (big mouth): tell no lies. Lasts for 1d20 days.

5

En ny dig (a new you): Reroll stats. Revert to old stats after 1d20 days.

6

Jag ser ingenom (see through): +2 presence. Lasts 1d20 hours.

7

Fartdåre (speed daemon): win initiative. Lasts 1d20 rounds.

8

Ingen skada (no wounds): heal 1d4 HP.

Pale One Unspoken Origin (d6)

d6 Result

1

Caught by fishermen on the Crimson Sea .

2

Accidentally summoned by cultists in Graven-Tosk .

3

Vomited forth by a foul beast in Bergen Chrypt .

4

Fell from the Sky near Fellwind .

5

Hatched from an egg laid by a bog-witch in a Waesthold swamp.

6

Crawled out of a crack in the ground not far from Grift .

Pale One Blessings (d6)

d6 Result

1

The Stars Were Right. Roll d4+2 for omens. Say something cryptic every time you use one.

2

Membranous Wings. You can fly short distances, but cannot wear armor. Birds seem to dislike you.

3

Uncommon Clay. You can draw nourishment from soil, but normal food makes you sick. You smell like mushrooms.

4

Mana from Somewhere. Spend a use of your Powers to create food for d6 people. It is weirdly delicious, but unsettling.

5

Digitigrade Limbs. You can escape any bindings, and fit through tiny spaces. Tests involving flexibility are -4 DR.

6

Too Many Eyes. Just way too many. You cannot be attacked from surprise. You can spend a use of your Powers to leave an eye behind, and spy on a remote area. If anyone squishes the eye, you take d2 damage.

Pale One Name (1) (d20)

d20 Result

1

Abhorred

2

Beneath

3

Clad

4

Errant

5

Familiar

6

Giant

7

Hidden

8

Lyrical

9

Maniacal

10

Nameless

11

Obscene

12

Painful

13

Reposed

14

Skeletal

15

Strong

16

Sudden

17

Unaware

18

Unknowing

19

Vitriolic

20

Westward

Pale One Name (2) (d20)

d20 Result

1

Attacks

2

Attracts

3

Awaits

4

Blackens

5

Chimes

6

Covers

7

Dances

8

Denies

9

Descends

10

Drowns

11

Echoes

12

Proffers

13

Quivers

14

Rains

15

Reflects

16

Returns

17

Seals

18

Submits

19

Weaves

20

Wilts

Pale One Name (3) (d20)

d20 Result

1

the Aether

2

the Damned

3

the Decay

4

the Dust

5

the Eye

6

the Face

7

the Flesh

8

the Flies

9

the Flower

10

the Knives

11

the Moon

12

the Mountain

13

the Plague

14

the Prayer

15

the Saint

16

the Saint

17

the Sea

18

the Stranger

19

the Truth

20

the Void

Pale One Name (Full) (d1)

Name 1
Name 2
Name 3

Sacrilegious Songbird "A deal was struck" (d6)

d6 Result

1

In an outhouse just outside Grift .

2

Hiding from guards in Bentburgh .

3

In a Waesthold noble’s bedchamber.

4

Dreaming in a disremembered ditch.

5

In a Finsterburg prison cell.

6

Minutes from freezing to death on the way to Fellwind .

Sacrilegious Songburd Accursed Instruments (d6)

d6 Result

1

Gutpipes of Destiny. This amalgamation of sown, hairy gutsacks feature extruding bone pipes for you to blow on. When doing so, listeners of your choosing are filled with unearthly hunger, as if they hadn’t eaten for a week.

2

Hurty Gurdy. Cranking this stringed thing of wood and gore emits a droning sound that hurts the ears of creatures that fail a Presence test against DR12. The first round played, it deals d2 damage, increasing to a d4 and beyond on subsequent rounds.

3

Spinal Husk. When beating this drum made from a hellion’s shell, roll 2d6.

6-10 Everyone except you tests Agility against DR14 or falls prone.

11 Choose d4 creatures that can hear your drumming. Their spines break like twigs. You cannot use the drum again today.
12 Your ears won’t stop ringing; you are deaf for the next 24 hours.
Also doubles as a shield.

4

The Devil's Aquifer. The horn of a beelzebubonic creature from the deepest depths of the Crimson Sea . When blown, the lungs of your enemies fill with seawater, should they fail a Toughness test against DR14; a round must be spent expelling it before doing anything else.

5

Mouth-to-Mouth Organ. Play this bony mouth harp to make a broken listener instantly recover d4 HP. They cannot speak until their HP is fully recovered.

6

Lute of the Acute Brute. When strummed, the sound of this axe-shaped (d8 damage) instrument makes the Strength and Presence score of anyone hearing it swap scores for the next d6 days. Repeated listening has no effect.

Shedding Vicar First Peel (Who) (d6)

d6 Result

1

Cult Leader

2

Abusive parent

3

Skindealer

4

Grift trader

5

Lone goblin

6

Sarkash hermit

Shedding Vicar First Peel (What and Why) (d6)

d6 Result

1

From fingernail to armpit for assault

2

Ear to ear, over closed eyes for coveting

3

De-gloved hand for theft

4

From heel to buttocks for evasion and lies

5

Face removed for vanity

6

Mark of the Heretic on back for blasphemy

Shedding Vicar First Peel (d1)

Shedding Vicar Blessing (d6)

d6 Result

1

Skin Whip. Once daily, you may pull a thread of skin from the top of your head to an extremity. It is elastic and tough and may be used as, for example, d10 ft. of rope or a whip (d6, DR10 to kit, breaks if it does maximum damage).

2

Bloodwrit Esoterica. Peel a slab of your skin, lowering your Toughness by d3. The bloodied side is marked with heinious glyphs functioning as a random unclean scroll. Should your Toughness reach -6 this way, you die. You may reattach and dispel the slab to regain the lost Toughness.

3

A Fair Barter. Shed skin or scab to tap into a higher power. Trade 1 HP damage for +1 to a test roll, maximum 3.

4

Blood Eagle. Your broken back births a black eyed viscera-covered wing-demon who seeks eyes to feast upon. Each time the Blood Eagle attacks a target, roll d6, plucking d2 eyes from the target on a 4-6. A 1-3 means the hawk is captured; try again next round. A second 1-3 means the hawk is killed an cannot be summoned again.

5

Holy Moulting. You twist away and out of your wretched skin, entering the world anew, uncovered and glistening red. This way, you may escape grapples and shackled or reduce the damage of an incoming attack to 1. Once freed of your skin, your strength is reduced d3 (minimum -6) until re-donned.

6

Blood Trail. The scent of blood always finds you, and you it. You are able to track another Shedding Vicar or any wounded creature who has passed by within a week.

Sun Scorched Zealot "Moment of Illumination" (d6)

d6 Result

1

On a windswept peak, a parted gap in the choking clouds, a glimpse of the SUN.

2

Crucified before the foetal Sun-Childe, beyond Bergen Chrypt .

3

Burnt as a Wytch in Bentburgh , resurrected in radiance.

4

Radiant words whispered by a wretched Gull of the Crimson Sea.

5

Scrabbling in the mud, uncovered a tablet of Solar Wisdom.

6

Listening to the blasphemies of a Wickhead prophet.

Sun Scorched Zealot Suns Blessing (d6)

d6 Result

1

And thine hands shall burn with Heavenly Fury. Afflicted by raging solar stigmata, you cannot wield weapons and set flammable objects ablaze with your touch. Your unarmed attacks do d6 damage

2

The Heretic and the Apostate shall tremble beneath his Empyreal Visage. Your head is replaced by a burning mote of the sun, and thine enemies must avert their gaze before your glory. You gain +2 to defence rolls.

3

All under thine gaze will be Cast into Light. Your eyes bloom with the judging light of the stars, allowing you to see in the pitch black and discern the false from truth. You may not hide, or disguise yourself as their unearthly glow betrays you.

4

Armoured in radiance, none shall impede them. You are clad in a luminescent mantle of furious starlight. If you are hit by an attack, your attacker takes d4 damage as they are scorched by vengeful radiance.

5

By their Radiant Speech shall ye know THEM. You speak the tongue of long dead stars, and your words cast their brilliance in the air, warming the masses. Gain +2 to rolls during conversation. Drives those of the Basilisk into apoplexies of rage.

6

THESUN THESUN THESUN THESUN. Once per day your flesh transfigures and a SUN walks the earth. All creatures in 10ft are scorched by your stellar fury and take 2d10 damage. Mortal flesh is not meant to contain such power, so afterwards you may not wear armour and HP is halved, until the next dawn.

Tormented Toymaker's Toy (d4)

d4 Result

1

Bird: Will seek out a hidden target.
    Price: One eye.
    HP 1 Morale - Attack -

2

Horse: Brings bad luck when hiding in an enemy's house.
    Price: One cup of blood.
    HP 3 Morale - Attack -

3

Soldier: Will attack one target who's location is known.
    Price: One finger.
    HP 3 Morale - Tiny Sword d3

4

Spinner: Slows time for d6 rounds.
    Price: One tooth. Shatters after one use.
    HP - Morale - Attack -

Tormented Toymaker's "The fate of your family" (d6)

d6 Result

1

Killed by cultists of an almost forgotten god.

2

Lost in the woods of Daerwold.

3

Enslaved by the Blood-Countess.

4

Taken to the realm of the dead.

5

Lured to Grift by false promises.

6

Claimed by the Eternal Dreamer.

Wayward Wickhead Gift (d8)

d8 Result

1

Fiery Gaze: Fire can burst from your face, great for lighting up torches, campfires, and enemies. This is a melee attack that uses Presence and deals d8 damage.

2

Fightal Organs: You have an odd anatomy. You have a shield organ that regrows every night. This organ is inside of you and behaves as a shield for you.

3

Flash of Fright: When in darkness, you can use a daily Power to flash bright your light, disorienting all who see, they must roll Agility DR 14 or cannot see or act for one turn.

4

Flicker of Fate: You have seen the truth. Roll a d20 every morning. At any one time, change a d20 roll with your result.

5

Gleaming Knife: If murder is wrong, why did the gods give you such a pretty knife? This knife is special to you, when you wield it, it deals 1d4+3 damage.

6

Moment of Brilliance: Suddenly inspired, once per day you may treat any Presence roll as a total result of 19 instead of what was rolled.

7

Sack of Nightmares: Your extra Sack is as hungry as your soul. There is no limit to how many things you can carry in this Sack. Retrieving items from it takes a full minute.

8

Strained Soul, Stained Glass: You were made with alchemical and sacred glass. You may read any scrolls with a DR 8 Presence test. Your natural light source can be any color you like, and you can change it with a thought.

Wayward Wickhead "What miserable heap did you crawl out of?" (d6)

d6 Result

1

You were once a human, but then you saw THE SUN.

2

You were once a candle, extinguished by love-filled tears.

3

You were summoned in Bentburgh to uphold the One TRVE Faith.

4

You were birthed directly from a monstrous being.

5

You were spoken into being by the Eternal Dreamer as part of the eternal truth.

6

You were a lantern held up by a Forlorn Philosopher to find an honest man.

Tough (d1)

tough stat

{%if {$tou} <5%} -3

{%if {$tou} < 7 and {$tou} > 4%} -2

{%if {$tou} < 9 and {$tou} > 6%} -1

{%if {$tou} < 13 and {$tou} > 8%} 0

{%if {$tou} < 15 and {$tou} > 12%} +1

{%if {$tou} < 17 and {$tou} >14%} +2

{%if {$tou} < 21 and {$tou} >16%} +3

{%end%}

{%end%}

{%end%}

{%end%}

{%end%}

{%end%}

{%end%}

tough mod

Modifiers (d20)

d20 modifer

1

{% str = -3 %}

2

{% str = -3 %}

3

{% str = -3 %}

4

{% str = -3 %}

5

{% str = -2 %}

6

{% str = -2 %}

7

{% str = -1 %}

8

{% str = -1 %}

9

{% str = 0 %}

10

{% str = 0 %}

11

{% str = 0 %}

12

{% str = 0 %}

13

{% str = 1 %}

14

{% str = 1 %}

15

{% str = 2%}

16

{% str = 2%}

17

{% str = 3%}

18

{% str = 3%}

19

{% str = 3%}

20

{% str = 3%}

Starting Equipment (1) (d6)

d6 Result

1

Nothing

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

Starting Equipment (2) (d12)

d12 Result

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 Holy Symbol

Starting Equipment (3) (d12)

d12 Result

1

Life Solution - 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