TEXT: MÖRK BORG is © Ockult Örtmästare Games & Stockholm Kartell
  By Johnny Carhat Graphic design and art Johan Nohr
  OPTIONAL ADVANCEMENT RULES FOR
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  U N H E R O I C  F E A T S
  M Ö R K  B O R G  C U L T
  2
  Roll d66 or gain a 
  feat as a narrative 
  achievement.
  When getting better, if not using 
  an optional class, you may instead 
  gain a feat. You may also gain an 
  additional feat each time you get 
  better, for a maximum of three.
  Consult your GM on how feats are 
  gained. They can either be gained 
  at random, your choice, or you may 
  obtain specific feats as narrative 
  achievements. 
  If choosing feats, this allows you 
  to make specific character builds. 
  Eg. Choosing Party Chef, Inspired 
  Storyteller and Outback Survivalist 
  allows you to create a powerful 
  support class that buffs your party 
  whenever making camp. 
  11. Assassin’s Deathblow
  A firm grip. A sharp knife. That’s all it 
  takes for someone to disappear into the 
  alleys of Galgenbeck. You’ve become adept 
  at it over the years. 
   Succeeding a DR12 Strength 
  test allows you to grapple an unaware 
  foe and automatically crit with a 
  one handed bladed weapon.
  12. Battle-hardened 
  Deathspeaker
  You were called to battle, not for your 
  prowess with blade and shield. Not for your 
  speed and might. But because the words you 
  spoke brought death to your enemies. 
   You may cast Powers while 
  wearing medium armor. You may take 
  this feat a second time to also 
  include heavy armor. 
  13. Beastly Scholar
  You study the beasts of the land. Gutting 
  them and spilling viscera to uncover secrets 
  of the world. 
   You may scry and see the future 
  with an animal’s innards. Gain an omen 
  for every 10 hp the beast had, but 
  never more than your maximum omens. 
  Usable once per animal kind. 
   The beasts’ innards may also 
  provide enlightening information. 
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  M Ö R K  B O R G  C U L T
  U N H E R O I C  F E A T S
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  14. Bloodied knuckles
  Years of bare knuckle fighting have turned 
  your hands into deadly bludgeons. They 
  are heavy with scars from the guilty and 
  innocent. 
   Your unarmed attacks deal d6 
  damage and ignore light armour. You 
  may take this feat a second time to 
  increase this to d8 damage and medium 
  armour. You may take this feat a third 
  time to increase this to d10 damage 
  and have them ignore all armour.
   Fumbling an unarmed attack 
  means you break a hand dealing 
  the damage to yourself. You 
  must seek out a specialist 
  help to set your bones. 
  15. Blood Pact
  It’s a cruel world to 
  be all alone in. But 
  you’ve found a way 
  to avoid this fate. 
   Form a blood 
  pact with a willing 
  participant. You can 
  communicate by thought 
  no matter the distance, 
  this never goes away. 
  Whatever one experiences, 
  so does the other. This 
  includes injury and death. 
  16. Bloodthirsty Rage
  The rush of combat is addictive. You’re 
  always chasing that high. It’s kill or be 
  killed. You can’t stop to ask questions. 
   When landing an attack that 
  kills a creature you must move and 
  attack another (this may include 
  allies), adding d6 damage for every 
  creature slain. Your onslaught  
  stops when you fail to kill and  
  you fall to the ground exhausted, 
  losing your next turn.
  21. Bone Crafter
  You don’t believe in letting things go to 
  waste. Including the corpses of the fallen 
   You can craft equipment of 
  strangely high quality using a number 
  of humanoid corpses. 
  • A d6 weapon, 1 corpse worth of bones.
  • A shield, 5 corpses worth of bones.
  • Light armor, 10 corpses worth. 
  22. Butcher
  You’ve hacked livestock and 
  poultry into small pieces before. 
  You know what makes them 
  work and how they are made. 
  Humans aren’t that different. 
   On a DR12 Agility 
  test, any ally that 
  dies near you instead 
  becomes broken as you 
  attempt rapid life 
  saving surgery. 
  Should the person 
  still die you may 
  make d4 rations 
  out of the 
  corpse. 
  
  U N H E R O I C  F E A T S
  M Ö R K  B O R G  C U L T
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  23. Calm Killer
  The knife or arrow that is 
  most careful is the deadliest. 
  You have a sharp eye for gaps 
  and kinks in armour. 
   Once per turn when 
  making a ranged or melee 
  attack, you may reroll the 
  damage dealt and keep the 
  higher result. 
  24. Cats Eyes
  You looked up at the birds for 
  a sign. Scattered bones, spilled 
  entrails. For naught. But one 
  day you saw your fate in the eyes 
  of a cat lurking in the shadows.
   Perfect vision in 
  darkness, but the light of 
  the sun burns your eyes. −2DR 
  presence when in darkness, +2DR 
  when in daylight.
   Staring into the eyes 
  of a wild beast let’s you feel 
  whatever it is feeling. 
  25. Dual Wielder
  You’re no trained soldier.  
  But you think two weapons  
  should help you kill twice as fast.  
  It hasn’t failed you yet. 
   You suffer no 
  penalty when attacking 
  with two weapons, you 
  roll both damage 
  dice and combine 
  the results. 
  26. Fateful Visions 
  The fates steer your journey across 
  the dying world.  One can only hope 
  they guide you to redemption and 
  not destruction.
   Consume an omen and spend 
  a few moments in quiet meditation. 
  Ask the Game Master a question 
  pertaining to the current situation. 
   You will be granted a bizarre 
  vision that provides enlightening 
  information. GM rolls a d4 in secret, 
  on a 1 the vision is deceptive. 
  31. Iron Stomach
  When crops fail, and livestock births 
  inedible abominations. One learns to 
  not be picky when it comes to food. 
   You may consume rotting, putrid 
  flesh with a DR6 Toughness test. 
  Others witnessing this may find it 
  disgusting. Outcasts roll morale. 
  32. First Strike 
  You believe that the Shimmering Fields 
  are for those who leap into battle, those 
  who are first to reap glory. 
   Whether your side passes or 
  fails the initiative roll, you may 
  always act first if your action 
  involves inflicting harm. 
  
  M Ö R K  B O R G  C U L T
  U N H E R O I C  F E A T S
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  33. Gutsy Strike
  You once saw a man decapitate a horse 
  with a giant sword. It was less a sword 
  and more a large slab of iron. You can’t 
  help but think of the beast’s vacant eyes 
  whenever you swing your own sword. 
   When wielding zweihand weapons, 
  you may swing with +2 to your DR. 
  If the attack lands you add d6 to your 
  damage. Missing allows your opponent 
  to strike with an attack that you can 
  defend against at +2DR
  34. Harbinger of Misery
  You feel a dark blessing course though your 
  veins. You have dedicated yourself to the 
  black disk which will block out the sun. 
   Gain 4 Maximum omens instead 
  of 2. As long as you live the GM rolls 
  two misery dice every day. 
  35. Herbalist Healer 
  You’ve spent what seemed like an eternity 
  under the haze filled apprenticeship of 
  a herbalist master. You left with a new 
  outlook on life, and a few extra skills. 
   Once per day you may scrounge 
  to find the necessary herbs and flora 
  to create an infection curing elixir 
  that also heals d4 hp.
   DR12 Presence to attempt this 
  treatment, failing instead creates a 
  toxin dealing D4 damage. 
  36. Horrific Growth
  Maybe it was something you ate, or a Power 
  had grown malevolent. Whatever it is you 
  can’t get rid of it. 
   You violently grow an extra 
  arm and hand. It functions just like 
  your other arms and can grip things 
  just fine. Other people see it as a 
  sign of evil. 
  41. Hyper Awareness
  You are paranoid. Seeing danger in every 
  shadow. Everything wants to kill you. 
  You are jittery with bird-like movements. 
   You can never be the victim of 
  a surprise attack. Additionally your 
  side takes the initiative on a 3+.
  42. Immortal Memory
  You are haunted by the memories of those 
  that have fallen. Even if their spirits have 
  moved on, and the bodies are dust, their 
  memories linger for eternity. 
   Whenever encountering a place 
  of great suffering. You may relive the 
  tragedy through a memory that lingers. 
   There is a 1/20 chance that 
  things become all too real. You suffer 
  the same fate in reality. This might 
  cause creatures and Powers to reappear. 
  43. Inspired Storyteller
  Your tales bring joy and smiles to everyone 
  around you, even in the bleakest of times. 
  All of it lies of course, but who cares?
   DR9 Presence test whenever 
  resting to weave a compelling tale. 
  increase the DR+1 for every additional 
  audience member. Success allows 
  everyone to gain an omen. You cannot 
  exceed your maximum number of omens.
  44. Leech
  An acquired taste. Or perhaps a disease. 
  Maybe a curse. An eternal thirst. 
   Blood heals and sustains you. 
  A pint of blood heals you for D4 hp. 
  You may still eat regular food, but 
  you suffer the effects of starvation 
  after one day. 
  
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  M Ö R K  B O R G  C U L T
  45. Likeable
  There’s something about your smile. 
  The way you compose yourself. The 
  way you speak. You’re best described as 
  approachable. It’s weird.
   Whenever a reaction roll is 
  made, roll 3d6 and keep the highest 
  two dice.
  46. Living Armor
  You’ve survived war. You’ve survived 
  because of cold steel that has been scarred 
  so that you may live. It’s become a part of 
  you and you’ve learned to carry its burden. 
   Remove the Agility penalty 
  for the armor you are currently 
  wearing. This does not affect your 
  defence rolls. 
   You may not remove your armor 
  without painfully dying. This also 
  happens if it breaks. Repairing it 
  is possible, but very painful.
  51. Lucky 
  Fate? Sounds ominous. You prefer luck. 
  Good things always seem to happen to you. 
  This has lulled you into a false sense of 
  security. How long will this last?
   You do not have any omens. And 
  no omens can be spent to influence 
  your roll. Instead you always roll 
  2d20 for your tests and pick the 
  highest result. 
   However, you still fumble if 
  either of them come up as 1. Your luck 
  has to run out eventually. 
  52. Mortal Draw
  Your blade hungers. Blood is the only thing 
  that can sate it. Once drawn it demands it, 
  and will punish you for failing. 
   Your first attack in combat 
  always deals max damage assuming 
  the attack hits. If you miss, your 
  opponent may attack you. This can be 
  defended against at +2DR
  53. Negotiator
  You abhor conflict. A pacifist by nature, 
  sometimes it’s best to try de-escalate the 
  situation. Some call you a coward.
   Roll a Presence test, DR6+ 
  opponents highest morale. Success 
  means the fighting stops. For now.
  54. Outback Survivalist
  Time spent in the harsh wilderness has 
  taught you how to thrive. Small comforts 
  can be made even in this bleak world. 
   DR9 Presence test to create a 
  comfortable campsite. DR+1 for every 
  additional person it shelters. When 
  resting at this camp everyone recovers 
  2d6 hp instead of d6
  
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  55. Party Chef
  You’ve mastered the art of cooking slop. 
  Able to turn the most horrid of food 
  somewhat palatable.
   DR9 Presence to cook a meal 
  when resting. DR+1 for any additional 
  servings. On success you may stretch 
  a single ration to feed the entire 
  party, failing means the ration is 
  spoiled. 
  56. Piper
  You may speak with rats, whistling allows 
  you to attract d4 number of them. They 
  might not have reliable information but 
  are always happy to converse with you. 
  61. Power Word
  The powers that be whisper dark secrets 
  in your ears wherever you walk. Their 
  incessant chittering never gives you peace. 
   You innately know one random 
  sacred or unclean Power. Additionally 
  once you have read a scroll you may 
  carve its esoteric glyphs into your 
  flesh and no longer need the scroll 
  itself to cast it.
   Every night there is 1/20 
  chance that you accidentally cast a 
  Power in your sleep. This Power also 
  has a 1 in 6 chance of fumbling. 
  62. Predatory Sense
  Somewhere along your bloodline 
  wickedness was introduced. It’s influence 
  is thin within your blood but ever present. 
   You have a keen sense of smell 
  when it comes to humans. You can sniff 
  individuals out from a room away, 
  identify someone, and even track them 
  easily with a DR12 Presence test. 
  63. Reckless Attacker
  Overzealous, constantly making bad calls, 
  an extremely poor sense of judgement. 
  But you’ve lived this long so you must be 
  doing something right. 
   You may attack the same target 
  twice on your turn. Missing the second 
  attack allows your opponent to land 
  an attack that you can defend against 
  at +2DR.
  64. Shield Breaker
  You know that the moment an opponent 
  is at their most vulnerable is right after 
  they’ve attacked. 
   Whenever you use your shield 
  to block all incoming damage, you 
  may attempt a counter attack with +3 
  damage. 
  65. Skinner
  Your skin crawls and itches constantly. 
  Constantly scabbing and foul. The skin 
  of others brings you momentary solace. 
   You may wear the skin of 
  a creature you recently killed to 
  disguise yourself. You look, sound 
  and even smell like them. 
   The skin decays after d4 hours 
  and you revert back to your normal, 
  wretched form. 
  66. Vile Blood
  Something about your blood is wrong. It’s 
  more akin to the putrid ichor of a corpse.
   Whenever a creature attacks you 
  with a biting attack and hurts you it 
  is poisoned. It suffers d4 damage for 
  d6 rounds. 
   Additionally should you suffer 
  an infection roll a d2. On a 2 you do 
  not have infection. 
  
SOURCE: textdata/thevault/MÖRK BORG/Mork Borg - Rules (Advanced) - Unheroic Feats.pdf