TEXT: AGILITY 
  Defend, balance, swim, flee
  PRESENCE 
  Perceive, aim, charm, wield Powers
  STRENGTH 
  Crush, lift, strike, grapple
  TOUGHNESS 
  Resist poison/cold/heat, survive falling
  Abilities and tests
  Adventuring
  Powers / scrolls
  Combat
  TESTS
  Roll d20 ± ability equal 
  to or greater than DR 
  to succeed. Creatures 
  don’t add any ability, 
  only roll an unmodified 
  d20 against the DR.
  AMOUNT PER DAY
  A PC can use their 
  Powers a total of 
  Presence + d4 times 
  per day. Roll the total 
  amount every day.
  WIELD A POWER
  Make a Presence DR12 test. 
  Failure means the Power doesn't 
  work and the caster takes d2 HP 
  damage, becomes dizzy for an hour 
  and cannot use Powers during that 
  time. For fumbles, see page 44.
  REST
  Catch breath 
  heal d4 HP
  A night's sleep 
  heal d6 HP
  Infection: No healing when 
  resting. Take d6 damage each day.
  ROLL MORALE IF
  • The leader is killed
  • Half the group is eliminated
  • Lone enemy has 1/3 HP left
  MORALE (2D6)
  If you roll over the 
  creature's Morale, d6:
  1–3 
  Flees
  4–6 
  Surrenders
  DIFFICULTY RATINGS (DR)
  6 
  incredibly simple
  8 
  routine
  10  pretty simple
  12  normal
  14  difficult
  16  really hard
  18  should not be possible
  INITIATIVE D6:
  1–3 Enemies begin
  4–6 Player Characters begin
  individual: Agility + d6
  BROKEN (0 HP) D4:
  1  Fall unconscious for d4 rounds, 
  awaken with d4 HP. 
  2  Roll a d6: 1–5 = Broken or 
  severed limb. 6 = Lost eye. 
  Can’t act for d4 rounds then 
  become active with d4 HP.
  3  Haemorrhage: death in d2 
  hours unless treated. All tests 
  are DR16 the first hour. DR18 
  the last hour.
  4 Dead.
  CRIT (NATURAL 20)
  Attack: ×2 damage, armor/
  protection reduced one tier.
  Defence: PC gains a free attack.
   *+2 DR Agility tests
  **+4 DR Agility tests (Defence +2 DR)
  ARMOR TIERS
  1. light 
  −d2
  2. medium* 
  −d4
  3. heavy** 
  −d6
  FUMBLE (NATURAL 1)
  Attack: Weapon breaks or is lost. 
  Defence: PC takes double 
  damage, armor is reduced  
  one tier.
  MELEE 
  DR12 STRENGTH
  RANGED 
  DR12 PRESENCE
  DEFENCE 
  DR12 AGILITY
  REACTION (2D6)
  2–3 
  Kill!
  4–6 
  Angered
  7–8 
  Indifferent
  9–10 Almost friendly
  11–12 Helpful
  
SOURCE: textdata/thevault/MÖRK BORG/Mork Borg - Rules - Reference.pdf