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)
- Human — adaptable; +1 Omen at start of session.
- Moclan — hardy; +1 TOU (max +3), social rolls with outsiders are +2 DR against you.
- Krill — zealot; +2 PRE for religious rhetoric, −2 PRE with non-Krill unless cloaked identity.
- Xelayan — super-strength; roll melee damage twice, keep best; −2 to tests in heavy gravity.
- Kaylon Unit — synthetic; immune to disease/poison, cannot be healed by medkits (use repair kits), vulnerable to hacking.
- 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)
- Captain — Once/scene, ally rerolls a test. Perk: “Walk-and-Talk” (free aid, −2 DR once/scene).
- Pilot — Ignore difficult ship maneuvers once/encounter. Perk: “Red-Eye Turn” (auto-win initiative in space once/session).
- Security — +1 Armor while conscious. Perk: “Suppressive Fire” (one target loses next action on hit, 1/session).
- Science Officer — Scan: ask GM one true fact/scene. Perk: “Analyze Weakness” (ally’s next attack gets +1d4 damage).
- Engineer — Jury-rig: repair d6 Hull or item/scene. Perk: “Overclock” (ally gains +2 on a test; item risks burnout).
- 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)
d6 | Item | Notes |
---|---|---|
1 | Laser pistol (d6) | Light, no AGI penalty |
2 | Medkit (3 charges) | Spend: heal d6 |
3 | Data tablet | Scan, store logs; +2 to relevant PRE tests |
4 | Plasma rifle (d8) | Two-handed; −2 to stealth |
5 | Tool kit | Repair d6 (Engineer +2) |
6 | Ration pack & weird artifact | GM decides function (or roll on Relics) |
Character Sheet (fillable)
Equipment & Weapons
Weapons
Weapon | Damage | Tags |
---|---|---|
Laser Pistol | d6 | Light |
Shock Baton | d6 | Melee, stun on crit |
Plasma Rifle | d8 | Two-handed, loud |
Snub Scatter | d8 | Close; roll 2d20 take best at < 5m |
Micro-missile | d10 | Explosive (adjacent −1) |
Armor & Suits
Armor | Reduction | Penalty |
---|---|---|
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”)
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)
- Determine range: Far, Near, Boarding.
- Each role chooses one action; Captain sets order (spend Omen to act first).
- Attack: d20 + AGI (gunner) vs DR12 (or enemy Evasion). Damage as listed.
- 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)
- Hook: Distress, Diplomacy, Discovery, Escort, Investigation, Relief.
- Complication: Betrayal, Temporal loop, Bio-horror, Political optics, Power failure, Cultural taboo.
- Twist: Enemy actually ally, Artifact sentient, The problem is the ship, Doppelgangers, Simulation, It was Tuesday.
Difficulty Benchmarks
DR | Example |
---|---|
10 | Calm docking; basic first aid |
12 | Aim under pressure; negotiate with routine officials |
14 | Blind jump; talk down hostile patrol |
16 | Hot-wire alien reactor mid-firefight |
18 | Out-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)
- Bioluminescent veins (dim light)
- Grav-tuned bones (+2 STR in low-g)
- Telemetric flicker (see through walls 1/scene)
- Chitin patches (−1 damage)
- Echo-hearing (+2 to detect)
- Photosynthetic skin (no rations in sunlight)
- Quantum hiccups (displace 1m on crit)
- Gelatinous joints (squeeze through 10cm)
- Electro-taste (sense power)
- Extra eyelid (immune to flash)
- Prehensile hair (tiny tasks)
- Vestigial winglets (slow fall)
Relic (d12)
- Time-loop locket (reroll 1 test/day)
- Gravity marble (anchor point)
- Translator seed (learn any one tongue)
- Null blade (ignores armor on 6)
- Pocket singularity (1-use grenade d12)
- Holo-guise puck (disguise DR10)
- Stellar map shard (shortcut once)
- Kaylon logic key (+2 vs hacking)
- Moclan honor tag (boon with veterans)
- Krill scripture chip (+2 with clergy)
- Union patch (doors open)
- Comedy cube (auto-succeeds at one social test if you crack them up)
Mission (d20)
- Escort a peace envoy through pirate space
- Investigate vanishing cargo drones
- Arbitrate a cultural rite gone lethal
- Rescue team trapped in temporal fold
- Derelict hospital ship broadcasting jokes
- Krill defector with explosive theology
- Moclan prototype missing (angry clan)
- Kaylon listening post wakes up
- Terraformer AI loves poetry (too much)
- Xelayan festival in low-g riot
- Cannibal nebula cult wants your ship
- Diplomatic dinner with invisible guests
- Star-plague relief, but it talks
- Prison asteroid rotates into your path
- Haunted holodeck tries stand-up comedy
- Wormhole lottery: free trip or free dismemberment
- Ancient beacon pings your captain’s name
- Ice world whales demand unionization
- Nanite storm eats metal and metaphors
- 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.