VOIDBORG — An Orville-like Mörk Borg Hack

A grim, sardonic space-opera where optimism and absurdity share a bunk with vacuum and entropy. Rules stay Mörk Borg–compatible (Agility, Presence, Strength, Toughness; Omens; DR system) but re-skinned for starships, laser burns, and diplomatic disasters.

What You Need

  • d20, d12, d10, d8, d6, d4
  • These rules (this page)
  • Friends willing to joke on the brink of doom

Compatibility

Uses the MB backbone (abilities, DR tests, omens, damage). Original content here; unofficial parody homage to episodic optimistic sci-fi.

Tone & Play

Goofy heart meets void-horror. Jokes may land; ships may not.

Core Rules

Abilities

Agility (AGI), Presence (PRE), Strength (STR), Toughness (TOU)

Roll 3d6 in order (or 4d6 drop lowest and assign). Modifiers: 3-4: −3, 5-6: −2, 7-8: −1, 9-12: 0, 13-14: +1, 15-16: +2, 17-18: +3.

Tests: Roll d20 + relevant modifier vs. a Difficulty Rating (DR). Default DR12.

HP, Armor, Omens

  • HP: d8 + TOU (min 1). Zero = broken; roll on the Broken table.
  • Armor: Enviro-suits and plating reduce damage by their rating (−1/−d2/−d4) but impose AGI penalties as noted.
  • Omens: 1d2 per day (PCs). Spend to: power reroll, reduce damage by d6, neutralize a fumble, act first, or lower DR by −4 for one test.

Combat & Damage

  • Attack: d20 + AGI (ranged) or STR (melee) vs DR12 (or target’s defense).
  • Damage: weapon die (see Equipment). Nat 20: double damage or disarm/critical effect. Nat 1: fumble (GM choice).
  • Morale: intelligent foes check PRE vs DR12 when half HP or leader drops.

Rest & Recovery

  • Short rest (1 hr): spend medkit charge to heal d6.
  • Long rest (8 hr & safe): restore to full, regain Omens.
  • Ship Safe Mode (power down 2 hrs): clear 1 Power Stress (see Starship).

Sanity & Cosmic Absurdity

When reality breaks (horror, paradox, the captain’s karaoke): roll PRE vs DR12. Fail: lose 1d4 Sanity. At 0, you break (panic, freeze, lash out; become temporary NPC until rest).

XP & Advancement

  • After each session: mark 1 XP for a mission milestone achieved, 1 XP if someone made the table laugh, 1 XP if ship took Critical Damage and survived.
  • Every 5 XP: increase one ability by +1 (max +3) or gain a perk (see Roles).

Character Creation

Species (d6)

  1. Human — adaptable; +1 Omen at start of session.
  2. Moclan — hardy; +1 TOU (max +3), social rolls with outsiders are +2 DR against you.
  3. Krill — zealot; +2 PRE for religious rhetoric, −2 PRE with non-Krill unless cloaked identity.
  4. Xelayan — super-strength; roll melee damage twice, keep best; −2 to tests in heavy gravity.
  5. Kaylon Unit — synthetic; immune to disease/poison, cannot be healed by medkits (use repair kits), vulnerable to hacking.
  6. Unknown Alien — each session roll a Mutation (see Generators) that lasts until long rest.

Abilities: roll as usual, then apply species tweaks.

Roles (pick or d6)

  1. Captain — Once/scene, ally rerolls a test. Perk: “Walk-and-Talk” (free aid, −2 DR once/scene).
  2. Pilot — Ignore difficult ship maneuvers once/encounter. Perk: “Red-Eye Turn” (auto-win initiative in space once/session).
  3. Security — +1 Armor while conscious. Perk: “Suppressive Fire” (one target loses next action on hit, 1/session).
  4. Science Officer — Scan: ask GM one true fact/scene. Perk: “Analyze Weakness” (ally’s next attack gets +1d4 damage).
  5. Engineer — Jury-rig: repair d6 Hull or item/scene. Perk: “Overclock” (ally gains +2 on a test; item risks burnout).
  6. Doctor — Medbay: heal d6 twice/scene if supplies available. Perk: “Field Tri-Gel” (revive Broken ally at 1 HP, 1/session).

Starting Kit (roll 2×d6)

d6ItemNotes
1Laser pistol (d6)Light, no AGI penalty
2Medkit (3 charges)Spend: heal d6
3Data tabletScan, store logs; +2 to relevant PRE tests
4Plasma rifle (d8)Two-handed; −2 to stealth
5Tool kitRepair d6 (Engineer +2)
6Ration pack & weird artifactGM decides function (or roll on Relics)

Character Sheet (fillable)

Equipment & Weapons

Weapons

WeaponDamageTags
Laser Pistold6Light
Shock Batond6Melee, stun on crit
Plasma Rifled8Two-handed, loud
Snub Scatterd8Close; roll 2d20 take best at < 5m
Micro-missiled10Explosive (adjacent −1)

Armor & Suits

ArmorReductionPenalty
Enviro-Suit−1−1 AGI to stealth
Tactical Vest−d2−2 to swimming/climb
Combat Plating−d4−2 AGI on initiative

Gear & Supplies

  • Medkit (3 charges): heal d6 (organic only)
  • Repair kit (3 charges): restore d6 (Kaylon/ship modules)
  • Tri-scanner: +2 PRE to analyze/scan
  • Universal translator: removes language penalties after 1 scene
  • Rations & water: 3 days in a pack

Credits & Economy

Mission budget, favors, and requisitions replace strict currency. Roll PRE vs DR12 to requisition unusual items; failure means strings attached.

Starship & Space

Your Ship (the “Explorer-class”)

Hull Points20 (restore with Repair)
Armor−d2
Power Stress0 (at 4+: systems glitch; at 6+: reactor scram, lose turn)
Crew MoraleStarts 10; drops on catastrophes; test PRE when 5 or less for risky orders

Actions per round: Helm Maneuver (Pilot), Attack (Gunner), System (Engineer/Science), Command (Captain).

  • Guns: Forward cannons 2d6; Torpedoes 1d10 (limited), Tractor (+2 to boarding attempts).
  • Special: Deflectors (−1 damage/attack this round), Cloak (Krill-tech; PRE test DR14 to maintain).

Space Combat (Quick)

  1. Determine range: Far, Near, Boarding.
  2. Each role chooses one action; Captain sets order (spend Omen to act first).
  3. Attack: d20 + AGI (gunner) vs DR12 (or enemy Evasion). Damage as listed.
  4. Criticals: at 0 Hull, roll d6: 1 Reactor breach; 2 Fire; 3 Atmos leak; 4 Power loop (+2 Stress); 5 Systems offline; 6 Miraculously holding (1 Hull).

Safe Mode: power down 2 hours to clear 1 Power Stress & repair d6 if tools available.

Boarding & EVA

At Near range, grapple or match vectors (Helm DR12). Boarding actions are standard combat but in cramped, zero-G corridors (AGI checks to move quickly).

Warp & Hazards

  • Micro-jump: PRE DR12 to avoid emergence collision.
  • Radiation belts: TOU DR12 or take d4 & 1 Sanity.
  • Temporal eddies: on fail, skip next round; someone’s watch now counts backwards.

GM Tools

Running the Tone

  • Let players be clever; let the universe be weirder.
  • Balance sincere problems with comedic beats; reward empathy and diplomacy.
  • Keep DR fluid: DR10 for straightforward, DR14+ for desperate or absurd.

Mission Skeleton (Roll)

  1. Hook: Distress, Diplomacy, Discovery, Escort, Investigation, Relief.
  2. Complication: Betrayal, Temporal loop, Bio-horror, Political optics, Power failure, Cultural taboo.
  3. Twist: Enemy actually ally, Artifact sentient, The problem is the ship, Doppelgangers, Simulation, It was Tuesday.

Difficulty Benchmarks

DRExample
10Calm docking; basic first aid
12Aim under pressure; negotiate with routine officials
14Blind jump; talk down hostile patrol
16Hot-wire alien reactor mid-firefight
18Out-logic a Kaylon prime node

Factions (Seeds)

  • Union — exploration, diplomacy, paperwork
  • Krill Theocracy — zealous, shadow fleets
  • Moclan Clans — honor, armament, stubborn tradition
  • Kaylon Collective — synthetic consensus, cold calculus
  • Independent Worlds — odd laws, odder taxes

Generators

Mutation (d12)

  1. Bioluminescent veins (dim light)
  2. Grav-tuned bones (+2 STR in low-g)
  3. Telemetric flicker (see through walls 1/scene)
  4. Chitin patches (−1 damage)
  5. Echo-hearing (+2 to detect)
  6. Photosynthetic skin (no rations in sunlight)
  7. Quantum hiccups (displace 1m on crit)
  8. Gelatinous joints (squeeze through 10cm)
  9. Electro-taste (sense power)
  10. Extra eyelid (immune to flash)
  11. Prehensile hair (tiny tasks)
  12. Vestigial winglets (slow fall)

Relic (d12)

  1. Time-loop locket (reroll 1 test/day)
  2. Gravity marble (anchor point)
  3. Translator seed (learn any one tongue)
  4. Null blade (ignores armor on 6)
  5. Pocket singularity (1-use grenade d12)
  6. Holo-guise puck (disguise DR10)
  7. Stellar map shard (shortcut once)
  8. Kaylon logic key (+2 vs hacking)
  9. Moclan honor tag (boon with veterans)
  10. Krill scripture chip (+2 with clergy)
  11. Union patch (doors open)
  12. Comedy cube (auto-succeeds at one social test if you crack them up)

Mission (d20)

  1. Escort a peace envoy through pirate space
  2. Investigate vanishing cargo drones
  3. Arbitrate a cultural rite gone lethal
  4. Rescue team trapped in temporal fold
  5. Derelict hospital ship broadcasting jokes
  6. Krill defector with explosive theology
  7. Moclan prototype missing (angry clan)
  8. Kaylon listening post wakes up
  9. Terraformer AI loves poetry (too much)
  10. Xelayan festival in low-g riot
  11. Cannibal nebula cult wants your ship
  12. Diplomatic dinner with invisible guests
  13. Star-plague relief, but it talks
  14. Prison asteroid rotates into your path
  15. Haunted holodeck tries stand-up comedy
  16. Wormhole lottery: free trip or free dismemberment
  17. Ancient beacon pings your captain’s name
  18. Ice world whales demand unionization
  19. Nanite storm eats metal and metaphors
  20. The admiral is two raccoons in a trenchcoat

Creatures & Foes

Kaylon Enforcer

AGI 14, PRE 8, STR 16, TOU 12 | HP 18 | Armor 2

Attack: Energy Beam d8 (ignores armor)

Special: Immune to mind-effects. On 0 HP, explodes (d6 in 10 ft).

Krill War-Priest

AGI 10, PRE 16, STR 12, TOU 12 | HP 12 | Armor −d2

Smite: radiant lash d8; on crit, target must PRE DR12 or be shaken (−2 next roll).

Moclan Berserker

AGI 12, PRE 8, STR 16, TOU 14 | HP 16 | Armor −1

Rage: +2 damage; takes +1 damage from energy while raging.

Xelayan Guardian

AGI 12, PRE 10, STR 18, TOU 12 | HP 14 | Armor −1

Feat: Throw person; STR vs DR12 to hurl a target 5m (d4).

Void Amoeba

AGI 8, PRE 5, STR 14, TOU 16 | HP 20 | Armor −d2

Acidic Pseudopod: d8; on 6+, corrodes armor (−1 tier).

Kaylon Prime Node

AGI 14, PRE 18, STR 14, TOU 14 | HP 22 | Armor −d4

Overclock Pulse: AoE d6, organics test PRE DR14 or lose next action.

Create a Custom Creature

Table Tools

Dice Roller

One-Click Character


      

Encounter (Space)

Licensing & Notes

This is a fan-made, unofficial hack inspired by optimistic episodic sci-fi and compatible with the core concepts of Mörk Borg. All names, terms, and mechanics herein are original or parodic and intended for non-commercial tabletop play.