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Table of contents
  1. Summary
  2. Character Creation
    1. Behaviour Setup
  3. Allies
  4. Omens
  5. Source Book as Oracle
  6. Combat
  7. Combat Maneuvers
    1. Damage
    2. All-Out Attacks
    3. Additional Notes
    4. Enemy AI
  8. Morale
  9. Dungeons
  10. Enemy Generator
    1. Traps

Summary

  • Core Rules from MORK BORG
  • GM Emulator from Mythic
  • General Oracles from Ironsworn
  • Moves from Solitary Defilement
  • NPC Generation from UNE
  • Dungeon Generation from Ironsworn: Delve
  • Supplementary Tables from Feretory

Character Creation

  • At the start, distribute 0 1 2 3 amongst the stats.
  • Start with max HP and 10 Grit.
  • Start with a chosen/rolled Unheroic Feat.

Behaviour Setup

  • Personality-based behaviours (At least 5)
    • Example: I read any book I can get my hands on.
    • Example: Undead are an abomination - I always kill them if I can.
    • Example: I’m a horrible liar.
    • Example: I try to find a logical reason for everything

Allies

  • Allies get -2 0 0 2 distributed amongst their stats.
  • Allies have max HP and 8 Grit.

Omens

  • Start with max Omens (class/character dependent)
  • Allies do not get Omens
  • Omens can be used to:
    • Deal maximum damage with one attack
    • Reroll a dice roll (yours or someone else’s)
    • Prevent damage
    • Neutralize a crit or fumble
    • Lower one test’s DR by -4

Source Book as Oracle

Roll d6 for tens place and d10s for ones place, and flip to that page.

Combat

  • No rolls are required to hit - combat is taken mostly from Into the Valley of the Unfortunate Undead, an Into the Odd/MORK BORG hack.
  • Armor tier x 2 is added to Grit. Shields count as a +1.
  • If attacking from a position of weakness (such as through cover or with bound hands), attack is Impaired. Roll d4 for damage.
  • If attacking from a position of advantage (such as against a helpless foe or through a daring maneuver), attack is Enhanced. Roll d12 for damage.
  • For enemies, Grit is DR to hit - 4.
  • The enemy automatically applies its special once it damages HP.

Combat Maneuvers

To use a maneuver, instead of rolling for damage, test DR Strength/Agility/Presence, where the difficulty is 10 + enemy Grit.

Damage

If you fail, you can do half damage (rounded up).

You can also choose to do 0 damage on failure, in which case the difficulty is reduced by -4 (meaning difficulty starts at 6 + enemy Grit)

All-Out Attacks

All-Out Attacks are a special kind of maneuver. Deal double damage on success.

Additional Notes

Maneuvers cannot be done when the player is at 0 Grit.

Apart from All-Out Attacks, maneuvers cannot directly do damage - environmental attacks (eg throwing someone out a window) are okay, though.

Feel free to add to the difficulty modifier if it feels like enemies will wise up. Do this in increments of +2.

Difficulty ±4 depending on relative advantage/disadvantage.

Enemy AI

Enemies can try to do maneuvers if they are above 0 Grit but the player is at 0 Grit.

Morale

If an enemy is at 0 Grit, regardless of if it’s in a group, it checks morale.

Dungeons

First, decide Threat Level (T) of the Dungeon, from 1-10.

Enemy Generator

If an enemy is listed as a Common/Rare Encounter with a specific number, before fighting it, roll a 1d6.

  • 1: -1 Threat Level (Minion)
  • 6: +1 Threat Level (Elite)

Otherwise, add 1d4 to the Threat Level. (Grit starts at 8, additional Grit means armored opponent.)

# Grit HP Morale Attack
2 8 2 6 D4
3 8 3 6 D4
4 10 3 7 D4
5 8 5 7 D6
6 10 6 8 D6
7 10 8 9 D6
8 10 10 10 D8
9 12 10 10 D6
10 12 10 9 D8
11 12 15 8 D8
12 14 15 7 D10
13 12 25 7 D10
14 8 35 6 2D6

Roll a d12 for enemy modifiers: (meant to be rolled for each individual monster, but can be rolled for groups as well)

  1. Confused: Skips the first round
  2. Easier to hit: -4 Grit
  3. Harder to hit: +4 Grit
  4. Prevents escape: Escape DR +4
  5. Blood crazed: Will not flee/surrender if any player is at 0 Grit
  6. Calls for backup: 1 in 6 chance every round of combat for another enemy to join the fray
  7. Fast: Roll damage dice twice, pick highest
  8. Coward: -4 Morale
  9. Fights to the end: Will never flee/surrender
  10. Clumsy: 1 in 6 chance every round that the enemy trips, and loses his turn
  11. Frantic: Attacks with +2 Damage at 0 Grit
  12. Boring: No modifiers

Traps

To evade a trap, do a DR12 Presence check.

The trap damage is the closest die under T + d4. For example, if T is 5 and you get a result of 4, then the number is 9 and the closest die is d8.

Roll for trap effect. (Trap damage is dealt alongside trap damage unless otherwise stated)

  1. Lose a random item.
  2. Cause infection.
  3. The player is trapped. A Common Encounter occurs in d4 turns unless player can free himself (DR(8+T) Strength Check per turn)
  4. Gas fills the room. D2 damage every round until trap is disarmed. (DR(8+T) Presence Check per turn)
  5. Roll on rare effects.
  6. No additional effects.

Rare effects

  1. Causes a mutation. If they can pass a DR(8+T) Presence Check, it’s a positive mutation (+2 to random stat), otherwise it’s a negative mutation (-2 to random stat). Determine the mutation based on the stat affected.
  2. A random scroll is used against the player. (If the rolled scroll doesn’t make sense, there is no additional effect)
  3. An Arcane Catastrophe occurs to the player.
  4. A Rare Encounter appears and gets initiative!