Friday, February 12, 2021

Mork Borg character matrix

MARROW designed, GLoG compatible:


STR

DEX

CON

INT

WIS

CHA

S

T

R


Dour Templar.

Your blow rebukes sin and coaxes confession- when you hit with an attack, your target must answer one question truthfully.

Cursed Laborer.

You have ADVANTAGE on rolls that relate to the work you’re ensorcelled into doing, but one you start, you can’t make yourself stop.

Witch-Hunter.

When someone CLOSE to you uses magic, you can take an OFFENSIVE.

Gargoyle.

With your MOVEMENT, make a STR roll to fly for a ROUND.

Muck Marauder.

When you are covered in filth, you are effectively invisible while immobile.

D

E

X

Wickhead Knight.

Your head is a lantern,spend WOUNDS as SUPPLY as your light dwindles.


Coward.

You move twice as fast when running away from something.

Sawbones.

You definitely are certified to do this. You can perform Battlefield Surgery in a ROUND.

Knife Orphan.

You always have another dagger tucked away.

Gutterborn Scum.

Once a day, inflict a disease of your choice on someone you hit with one of your grimy, pathogen-coated weapons.

C

O

N

Engorger.

You can safely eat and regurgitate anything you can fit in your mouth.

Worm-Host.

When you kill something, the parasitic worms in your body emerge to eat it in d4 ROUNDS. You regain 2 WOUNDS when they do.


Scum-Hucker.

Your throws always hit non-moving targets, and you can immediately spot valuables cloaked by refuse.

Fanged Deserter.

Your bite does 2 WOUNDS, and when you bite something, you can always track its location.

Addict.

Choose one drug- you have a resistance to it, and don’t take Addiction when using it.

I

N

T

Scrapper.

Once a day, roll WIS to find something; if you fail, you get something random, if you succeed, get something useful.

Reader of Blasphemies.

You can read every language, and speak to otherworldly creatures fluently.

Basilisk-Monk of Creton.

Each day at dawn,roll your LEVEL+1 in d20s. You can sub in those rolls for any made by someone you can see that day.


Exorcist.

You scare undead creatures, and can smell them from a mile away, literally.

Flesh-Grafter.

You can cause a SCAR to sew body parts (back?) onto people.

W

I

S

One with Beasts.

You start the game with a sickly beast companion you can talk to.

Profane Liturgist.

You can discern someone’s greatest fear and what they worship with a glance.

Wästland Trapper.

You instantly detect traps, and can set up your own in a TURN with a point of SUPPLY.

Occult Herbmaster.

With an INT roll, you can make any plant into a drug of dubious quality.


Apocalypse Gnostic.

Whenever an APOCALYPSE ROLL is made, force a reroll and choose the result yourself.

C

H

A

Witch.

You get one random Power of each type each day at dawn.

Melancholy Impresario.

Your mournful dirge can stop one thing in its tracks for a TURN once per day.

Undying Bard.

Once a day, play your song for all corpses around to reanimate; they attack all living creatures for a TURN.

Wretched Royal.

You have a well-armed retainer of questionable loyalty.

Inheritor.

You start with 50s and a piece of LOOT that is only slightly cursed, promise.



In other news, MARROW version 0.7 is on the way. I have some cleaning up to do in the rules department, which you'll see some blog posts about, and then I want to go over the ABILITIES and SKILLS again with a more focused design ethos, but we're swiftly crawling to a FIRST EDITION. It's working really well at the table, and I'm excited to see where it goes next!

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