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BLOOD-FUELED

ARMOR PLATING
Tool of Destruction [d8] Your natural plating can
be damaged to Tier 0. You
1. Parrying Arm must expend silver or

Automaton A limb capable of inhuman reflexes. d4


unarmed. Whenever you successfully dodge an
attack, you may test DR 14 Strength if melee,
scrap equal to the below
values to repair it over
the course of a day.
Presence if ranged, to send it back to the
Words by I. McClung attacker. On a failure, you take the damage.
Art by Chalkdown Repair Costs:
Tier 0 to Tier 1 - 25s
2. Chainsaw Limb Tier 1 to Tier 2 - 40s
A megalomaniacal masterpiece, you were You have a whirring mess of blades instead of
an extremity. d8 unarmed. Whenever you hit
built to surpass humanity and survive
with an attack you can lose d4 HP to attack
the end of all things. You are a void again.
in the fate of the world, reviled by
all beings in tune with the natural
3. Double-Barreled Blunderbuss
and unnatural order. Silver, hinge-action, and all too
familiar. 2d8 to a single target in
Begins with d6x10s and d2 omens. melee, d8 to d4 targets ranged. Barrels
HP: Toughness+d10 always fire together. Takes a turn and
2 shells to reload. Starts with
Presence + d6 shells.
Machine Origins [d6]
1. You stumbled upon this world in 4. Shielding Mask
search of fresh blood. A gaunt metal mask that can emits an
2. Your creator activated you shortly unsettling field. When you or someone
before becoming your first victim. near you is subject to damage, you
can test Presence to reduce it by d2.
3. Ancient, buried. A cult’s rites Crit reduces by d4. Lose d2 or d4 HP
seeped blood into your armor,
on Failure or Fumble, respectively.
awakening you.
4. You were assembled as a savior, a
being to fight off the apocalypse. 5. Sword of Fire and Ice
You’ve only left a wake of death. This strange weapon shimmers like ice
and burns like flame. d6, every time
5. Your appearance is a manifestation you roll 1 or 2 on the damage die you
of a more... abstract influence. A get 1d4. You may expend it to add it
natural result of the to your armor when you get hit or to
deterioration of the world. your damage when you hit something.
6. You are from a different time
where the apocalypse hasn’t 6. Grappling Hook
happened, sent to prevent (or Complete with launcher, you can make
bring) it.
a ranged attack to deal d6 damage and
pull yourself to your target (if
it’s bigger) or your target to you
Abilities: (if you’re bigger).
Superior by Design, roll 3d6+2 for all
abilities. Don’t roll for equipment. 7. The Nailgun
Soulless, you can’t use powers. This metal contraption hurls iron nails.
Attempting to read a scroll always d6 ranged. On a hit the target gets -X to
results in arcane catastrophe. its Defense DR until the end of your next
turn, where X is the damage it took from
Armor Plating, -d4 damage, with no the attack. Starts with Presence + d10
penalty to Agility or Defense rolls. nails.
You may don other armor, but you use
its die instead and suffer any listed 8. Flensing Staff
penalties. A staff with several rotating blades on
Blood is Fuel, Whenever a creature it. d8, zweihand. When you hit a creature
with blood dies near you, restore d6 with flesh, you can hold it lodged in your
target to automatically deal d6 damage each
HP. This is the only way you can
turn.
restore HP without the aid of powers. Blood-fueled Automaton is an independent production by I. McClung and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell.
It is published under the MÖRK BORG Third Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

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