Table of contents
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)
- Confused: Skips the first round
- Easier to hit: -4 Grit
- Harder to hit: +4 Grit
- Prevents escape: Escape DR +4
- Blood crazed: Will not flee/surrender if any player is at 0 Grit
- Calls for backup: 1 in 6 chance every round of combat for another enemy to join the fray
- Fast: Roll damage dice twice, pick highest
- Coward: -4 Morale
- Fights to the end: Will never flee/surrender
- Clumsy: 1 in 6 chance every round that the enemy trips, and loses his turn
- Frantic: Attacks with +2 Damage at 0 Grit
- 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)
- Lose a random item.
- Cause infection.
- The player is trapped. A Common Encounter occurs in d4 turns unless player can free himself (DR(8+T) Strength Check per turn)
- Gas fills the room. D2 damage every round until trap is disarmed. (DR(8+T) Presence Check per turn)
- Roll on rare effects.
- No additional effects.
Rare effects
- 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.
- A random scroll is used against the player. (If the rolled scroll doesn’t make sense, there is no additional effect)
- An Arcane Catastrophe occurs to the player.
- A Rare Encounter appears and gets initiative!