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