Ex Libris Mörk Borg: Optional Rules

RulesClassesItemsMonstersTrapsDungeonsEtc.
Rules ErrataToolsVariantsConversionsApocrypha


Eat, Prey, Kill [MBC]†
Karl Druid, Johan Nohr

Concept: “When stomachs growl and there’s no inn in sight …”
Content:
Rules for hunting and whole ecosystems of prey
Writing:
Clear and evocative
Art/design:
Enough to supply character but not obstruct usability
Usability:
Well laid out and easy to navigate


Roads to Damnation / Overland Travel [MBC]†
Svante Landgraf, Johan Nohr

Concept: “Travel across the dying world.”
Content:
Mechanics for adding color and adventure to journeys
Writing: Provides solid sketches for GMs to flesh out
Art/design:
Mörk Borg-style artwork and a very useful travel map
Usability:
Well organized, easy to navigate and use

Note: “Roads to Damnation” includes additional art and content, and it is only available in Feretory; “Overland Travel” is available free at MBC.


Scvmbirther exclusive content [official web content]
Johan Nohr, Karl Druid, Pelle Nilsson, Michael Mars

Concept: “A Compiled PDF of all Scvmbirther exclusive content with rules for using it at the table!”
Content:
Additional class abilities for Fanged Deserter and Wretched Royalty as well as optional results for weapons, armor, gear, Terrible Traits, Broken Bodies, and Bad Habits rolls; includes directions for incorporating content into character creation
Writing:
On par with the core book’s quality
Art/design: Primarily typographical, but choices make for easy reading and use
Usability:
A minimally intrusive way to add new content to character generation


Unheroic Feats [MBC]
Johnny Carhat, Johan Nohr

Concept: “When getting better, if not using an optional class, you may instead gain a feat.”
Content:
Abilities that add versatility for classless characters (and more motivation to play them)
Writing:
Evocative and inspiring
Art/design:
Mörk Borg ambience in a more traditional style
Usability:
Clearly and linearly laid out


d66 People from Your Past
Kevin B.

Concept: “NPCs who have a vested interest in your PC(s) … but almost certainly not with good intentions.”
Content:
Relationships based on grudges and disappointment; 6 items in 6 categories
Writing:
Entertaining and inspiring
Art/design:
Economic and effective
Usability:
Clear visual presentation


d666 Names for the Dying World
Michael Mars

Concept: “Whenever a PC asks a NPC what the Dying World is called, roll 3d6 and consult this chart. That’s what that NPC thinks the Dying World is called.”
Content:
A trio of 6-point tables
Writing:
Tongue firmly in cheek
Art/design:
Yellow. Pink. Black. Old Newspaper Type. Copperplate Gothic. Good to go.
Usability:
Get ready for Die Nohrland


IV:III [THE END IS NEAR jam]
Chalkdown

Concept: “A tiny system for MÖRK BORG when rolling 4:3.”
Content:
A blank map of the Dying Land to track the progress of the prophesied fires
Writing:
Includes instructions for use and a dire warning
Art/design:
Elegant and visually engaging in its contrasting aspects
Usability:
A clever material (rather than mechanical) tool


All Hounds Go to the Shimmering Fields (Bork Borg)
Richard Kelly

Concept: “If you wish to play as a dog …”
Content: Character-creation tweaks and mini-classes for dog PCs
Writing: Simple to read but subtly written from a dog’s perspective
Art/design:
Designed for easy reading and navigation
Usability:
Sit. Stay. Good.


Bark at the Moon (Bork Borg)
Richard Kelly

Concept: “Dogs are not wholly followers nor are they entirely creatures. Instead they are a little of both.”
Content: Rules for training and keeping dogs as companions
Writing:
Provides a brief summary and then delivers dog-based rules
Art/design:
Pawprints traverse the text block, adding some visual variety and character
Usability:
Simple, PC-centered mechanics


Blackpowder Basics
I. McClung

Concept: “Unleash havoc with this set of rules featuring devastating blackpowder weaponry.”
Content:
Includes rules for historic firearms, blackpowder mishaps, and a gun-toting character class
Writing:
Clear delivery of more-complicated-than-average weapon mechanics
Art/design:
On-brand use of color, type, and visual arrangements
Usability:
Well laid out in discrete sections and easy to navigate


Börk Morgue #666
Greyson Yandt

Concept: “An unofficial zine for a Dying World with words and design”
Content:
Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing:
Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability:
Adds some deeper complexity in some areas (especially combat) and some irreverent variety all around


Böwhoss’ handbook: notes on internal ignition [Album Crawl Rocks the 80s]
Jean Verne

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information


Carousing in the Dying World
Greyson Yandt

Concept: “A PC can ‘get better’ […] by carousing.”
Content:
Spend money and time to increase attributes and gain traits, items, recruits, etc.; clever use of simultaneous dice rolls
Writing:
Clear and thoroughly entertaining
Art/design:
Subdued but easy on the eyes
Usability:
GM may need to consult additional supplements; in itself, perfectly usable


Cities of the Dying Land
Reverend Uncle Bastard

Concept: “A city generator”
Content:
Two dozen tables to create a living, breathing settlement
Writing:
Tons of little details to add real personality to locations
Art/design:
Good use of Mörk-Borgy colors while being easy on the eyes; physical version glows under a black light (awesome)
Usability:
Keep a notepad handy; there are too many characteristics to remember unaided


Cultists of Dying Gods
Greyson Yandt

Concept:
Content:
Includes stats for various cultists and rules for torture and trauma; some interesting rules interactions
Writing: Clear and concise with entertaining cultural and metagame references
Art/design:
Nice public domain art (some color-enhanced) sets the tone for individual cults
Usability:
Pstress rules are a bit complex but robust rather than complicated


Cursed Immortality
BW Schwartz

Concept: “You’ve been cursed with immortality.” Bummer.
Content:
6 ways characters can survive death (albeit not entirely unscathed)
Writing:
Descriptive and punctuated wry comments and mechanics to match
Art/design:
Typographical and color choices create a dynamic gestalt while aiding navigation
Usability:
Step 1: Get cursed. Step 2: Die. Step 3: See what happens.


Dark Fortean Times: Pwdre Sêr
Champion Tree Publishing

Concept: “( /pu/ – /dre/ – /ser/ ) 1. n. excrement of the stars 2. n. Star Jelly”
Content:
Apocalyptic options for alternative weather events
Writing:
Variously horrifying, bewildering, and humorous
Art/design:
A variety of visual styles in diverse and energetic layouts
Usability:
Straightforward on the GM side; player choice has a notably important influence on phenomena

Dashed Hopes & Twisted Pleasantries
Jacob Marks

Concept: “Need to give your players a small bit of hope or respite? Then roll on this table. Want to take away that hope? The event has an optional dark twist.”
Content:
12 light occurrences and ways to pervert their charm
Writing:
Well written with especially good comedic pacing and timing
Art/design:
A useable, visually interesting table with particularly fun guiding graphics
Usability:
Rolling a d10 is the easy part; deciding to crush the PCs’ souls a little bit more is the fun part


Death Is But a Doorway
Hekate V. Nichols

Concept: “This set of rules bridges character death to a multitude of undead classes and fates worse than death.”
Content:
Why settle for a boring death when you can adopt a different class and get back in the game?
Writing:
Guides the player with a series of questions posed by a surprisingly sympathetic demon
Art/design:
Designed for easy use and readability; splashes of color add emphasis
Usability:
An excellent resource for matching fateful deaths with meaningful character (re)creation


Death Is Not an Escape!
Wayward Polyhedral

Concept: “It isn’t your time. Rise revenant and roll for Death’s gift upon your first death.”
Content:
20 abilities that provide certain benefits and detriments
Writing:
Some creative concepts concisely expressed
Art/design:
Illustration and color lend an appropriate, on-brand character
Usability:
Just roll d20 to see what gift you bring back from beyond the grave


Deck of Corpses
Philip Reed

Concept: “A deck of 36 corpses the GM may turn to whenever the PCs stumble across yet another dead body.”
Content:
A heap of bodies, some of whom also have loot
Writing:
Some strange and gruesome remains; not for the faint of heart, but definitely for Mörk Borg
Art/design:
Conservative but effective
Usability:
Includes a unique mechanic involving the official Corpse Plundering table and clock time


Deck of Secrets
Philip Reed, Warm_Tail, Alim Yakubov

Concept: “Use this deck during character creation […] to add background.”
Content:
36 violent, sordid, and bizarre selections to flesh out your characters’ personal histories
Writing:
Well-crafted to inspire players’ imaginations and add compelling depth to characters
Art/design:
Nice, macabre art on card backs, and textured backgrounds add some visual depth to each side
Usability:
Just draw and then despair


Deck of Terribly Broken Bodies
Philip Reed, Sergi, Alim Yakubov

Concept: “Instead of rolling a d4 and checking the table in the core rules, draw a single card from this deck whenever a PC reaches zero HP.”
Content:
38 severe injuries at 4 levels of severity (correlating to the 4 results on the Broken table in the core rules) with different results for different damage types
Writing:
Visceral, vivid, and violent (obviously)
Art/design:
Overall nice design; use of vivid yellow skulls to emphasize severity is a solid, well-devised feature
Usability:
Very straightforward so you can focus on suffering from the wound instead of deciphering it


Dïce Borg
Hekate V. Nichols

Concept: “Completely remove all dice that are not d6 from the world’s Mörkiest Borg!”
Content:
Mechanics for playing using only d6(s)
Writing:
Clear explanation of some relatively complex dice mechanics
Art/design:
Condensed version includes some graphic stylization; main document uses clear, traditional design and layout fitting the content’s nature
Usability:
Includes quick-start bookmark as well as fully elaborated rules and tables; throwing knife not included


Dual Wielding
Blackbrew

Concept: “House ruling for dual wielding, simple and brutal”
Content:
Rules for attacking and defending with two weapons
Writing:
Delivers mechanics pretty efficiently
Art/design:
Nice adaptation of public domain art to Mörk Borg aesthetic
Usability:
“simple and brutal”


Dukk Börg [FÖLK-LORE jam]
Gem Room Games, Nerdy Paper Games

Concept: “As a hurricane, you approach the gates of Dukk Börg.”
Content:
Includes optional rules for Clan and lineage, a Treasure Hunter and Gizmo-Speaker classes, stats for monsters and NPCs, items, and descriptions of locations within the setting
Writing:
Revels in mashing up cyclopean grimdark imagery with Duck lore
Art/design:
The diverse typefaces and arrangement of graphic elements scream Mörk Borg while the illustrations combine that spirit with the whimsical grandeur of the works of Carl Barks and Don Rosa.
Usability:
It may or may not fit with your vision of Mörk Borg, but it’s a gem in its own right.


Eldritch Elevations
Michael Mars

Concept: “Blessed are the Powers granted to us by the Basilisks and Blessed are we by their use!”
Content:
20 options for critical success when using Powers
Writing:
Clear, concise descriptions of narrative and mechanical effects
Art/design:
Economical type choices; presentation emphasizes the textual subject
Usability:
Roll & read


Eskalating Eskatons
Banshee Games / Shawn McCarthy

Concept: “Eskalating Eskatons ties the players’ spending of Omens to the Calendar of Nechrubel with a nifty rule and tracker.”
Content:
The number of omens spent gradually reduces the size of the die rolled on the Calendar
Writing:
Not wordy. Doesn’t need to be.
Art/design:
Provides visual cues for use in the full-graphic version and verbal instructions in the printer friendly version
Usability:
GM will need to keep careful count of omens used, but it’s obviously not a major chore


The Evil Eye [FÖLK-LORE jam]
Sean Hudspeth & Dave Pauls

Concept: “a baleful toolkit”
Content:
Optional rules for the evil eye (source, gossip, affliction, ward, and aftermath)
Writing:
Some interesting concepts and foreboding imagery
Art/design:
Borg-ful layouts and colors with lots of macabre eye (or lack of eye) imagery
Usability:
A set of 5 easy-to-use tables


Familiars
Arnaud F. Lambert

Concept: “Bizarre-looking miniature human figures (homunculi) created from non-human biological matter”
Content:
Rules for creating and running familiars plus tables for names, communication, personality, specialties, food, death, name, and rarities
Writing:
Straightforward with some particularly humorous entries
Art/design:
Designed for easy usability and includes some illustrations as examples or inspiration
Usability:
Potentially useful and entertaining


The Fire and the Horde [THE END IS NEAR jam]
Lutov al’Ksandaar

Concept: “Rules to grill a character and transform a monster into the horde.”
Content:
Catching and extinguishing fire; creating collective stat blocks for groups of various sizes led by exceptional specimens
Writing:
Concise delivery of mechanics in both cases
Art/design:
Laid out and designed for easy reference and use with a background that supports both halves of the concept
Usability:
Fire rules are simple to use in the moment; creating a horde is best done in prep rather than at the table


Forth Comes Fire [THE END IS NEAR jam]
Tragos Games

Concept: “A short supplement about fire”
Content:
Rules for fire and its effects in combat (and afterward)
Writing:
Concisely conveys the expanded mechanics
Art/design:
Visually conveys the flame motif on every level
Usability:
A handy reference for general use or in special situations


From the Maw Came … (Pages Torn from Manuscripts)
Gregorius21778

Concept: “Twenty ideas for breath attacks of monstrous creatures”
Content:
A variety of ideas to add character to monsters or adapt them to a particular theme or setting
Writing:
Each entry comprises a single paragraph of descriptive and mechanical exposition
Art/design:
Designed for out-of-game reading
Usability:
Probably best used as a prep tool, but can be used at the table


Glimpses of a Dying World
Feral Wizard

Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content:
A sprawling offering of all things Mörk Borg
Writing:
Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design:
Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability:
There’s something here for everyone


Grave Matters
Rinaldo Agostini

Concept: “New uses for dry corpses”
Content:
Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing:
Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design:
Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability:
References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses


Heralds of Doom
Arnaud F. Lambert

Concept: “A comet of unnatural hue hurtles across the sky… What strange fate does this harbinger of evil foretell?”
Content:
Tables of portents, prophecies, and potential solutions
Writing:
Copious apocalyptic imagery and some fun allusions
Art/design:
Color and typographical choices support the concept and writing
Usability:
Not to be confused with Harolds of Doom, an acapella metal quartet


Horrible Wounds
vil

Concept: “Alternative death/ broken mechanics for Mörk Borg, including a simple way to deal with ‘sanity damage.’”
Content:
Includes wound types and categories, conditions, and rules for healing
Writing:
Straightforward instructions with vivid (and occasionally humorous) descriptions of wounds
Art/design:
Poster version includes more visual flourish while print version is more visually conservative and economical
Usability:
Printable version sacrifices visual character for easier readability on standard paper


Hovel of Miseries [FÖLK-LORE jam]
grave snail games

Concept: “Life is short. Steal a fort.”
Content:
Events. Hirelings. Fortifications. Amenities. Renovations. Allies. Animals. Curses. Hooks. Taxes. Everything you need to run a stronghold.
Writing:
Atmospheric, informative, and witty
Art/design:
Graphically diverse, with efficient layouts and typographical choices
Usability:
Some related content isn’t in close proximity, but page gestalts and section headers make it easy to find what you’re looking for


It Came from the West
Nyhur

Concept: “Fulfill the 4:3 Misery by interpreting dice rolled over the world map.”
Content:
Delivers on its promise and incorporates the dice’s spatial positions in addition to their numerical results
Writing:
Contains some excellent, atmospheric descriptions and some really clever mechanics for interpreting the rolls that include some ingenious metagame actions and consequences
Art/design:
A more traditional visual style and layout but still very on-brand and aligned with the content
Usability:
Must be printed for use unless you want to roll dice on your screen; in the latter case, I recommend heavy, sharp, pointy metal ones


Knives
Oliver Darkshire

“This is, from now on, canon.” – @MorkBorg


Les Miseredibles
Karl Druid

Concept: “Rules for intoxication and carousing, tables for rolling up a tavern, and menus for each of the major regions”
Content:
Includes tavern names, characteristics, and patrons
Writing:
Highly entertaining and inviting
Art/design:
Subdued but still very expressive and on-brand
Usability:
As good as it gets


Making Friends and Eating People
Ian Long

Concept: “Eat your friends. They’d do the same for you.”
Content:
Optional rules for upcycling dead characters and benefits for doing so
Writing:
Darkly humorous and appropriately off-kilter
Art/design:
If Hell has insane asylums and their cafeterias have menus, they probably look like this
Usability:
The mechanics are nestled in with the flavor text, but if you know what you’re looking for, you’re good to go


Malignant Phenomena (Pages Torn from Manuscripts)
Gregorius21778

Concept: “For when an Arcane Catastrophe would be a bit much…”
Content:
20 less-severe options for but still significant consequences or occurrences
Writing:
Descriptions and formal effects delivered in a single paragraph of reasonable length
Art/design:
Designed for easy reading and use at the table
Usability:
See art/design


Mörk Borg Solo Rules
Martin Ouellet, Colin Knock

Concept: “Want to play solo between your weekly games? Want to practice to get familiar with the game, and try generating new ideas, and getting as Mörky Borgy as you can alone? These rules are for you.”
Content:
A simple, concise system for running a solo game
Writing:
Uses a straightforward, conversational tone with clear instructions
Art/design:
Designed for easy reading and use rather than visual style
Usability:
Instructions are broken down into short, manageable points; calls for various other supplements and resources, all of which are free online


Mörk Hammer
Matthias “Logan” Platzer

Concept: “Brutal skirmishes in the grimdark trenches of the dying world”
Content:
More nuanced movement and combat rules for miniatures-based wargaming and skirmish-combat experiences
Writing:
Straightforward exposition of mechanics
Art/design:

Usability:
Logically laid out by topics and subtopics; cover sheet doubles as a ruler


Mouth, Stomach, A$$
mcglintlock

Concept: “A gross and gratuitous starting equipment randomizer for imprisoned players”
Content:
Tables for what you’re hiding and where you’re hiding it
Writing:
More efficient and economical than gross and gratuitous
Art/design:
Organizational and type choices add plenty of character to a concise supplement
Usability:
None of these items are things I’d want to hide in any of those places


Mud Future
Charlie Vick

Concept: “A science-fiction hellscape for MÖRK BORG, where the desperate folk try to survive as capitalism slowly destroys the world”
Content:
Includes alternate Miseries, gear, enemies, and rules for Powers
Writing:
Tone is appropriately bitter with a subtle undertone of humor
Art/design:
Aesthetics are a luxury alien to your cyber-scvm
Usability:
Content is organized into neat, self-contained categories


Nechrosis
Walton Wood

Concept: “An escalating apocalypse calendar”
Content:
Variant rules for rolling Miseries
Writing:
Entirely expository
Art/design:
A torrid love affair between Renaissance oil painting and the label maker from hell
Usability:
Pretty straightforward


Random Ingredients (Pages Torn from Manuscripts)
Gregorius21778

Concept: “You want to create a spell or a ritual, or a potion or elixir? You need inspiration for the place or the components of the ritual, or for its circumstances?”
Content:
A 20-point table of ingredients, sources, and situations
Writing:
A diverse range of entries in each list
Art/design:
Graphic and typographic choices intended for easy use
Usability:
Self-explanatory but does include instructional text


Ravaging Plague I: Rusted Iron, Words of Power
R., M., N.B., G.H., Droll Meadow, N.B.

Concept: “Ravaging Plague aims to bring Mörk Borg and its extreme metal influences into further conversation.”
Content:
Extreme metal-inspired offerings across the board
Writing: Laden with metal-inspired imagery and themes
Art/design:
Brutalist text layouts balanced with organic, gritty graphics all presented in stark black & white
Usability:
No table of contents or index, but layouts and different deployments of positive and negative space are good visual aids for navigation


Riders of the Apocalypse
I. McClung

Concept: “As the death of the world approaches, harbingers ride out, embodying all of its woes.”
Content:
Stat blocks for avatars of misery and mechanics for introducing them into your game
Writing:
Clear, concise, and characterful
Art/design:
A mix of artists and styles embedded in Mörk Borg’s aesthetic
Usability:
Straightforward layout; tables add variety without being overwhelming


Rühtra’s Oracle
Arthurbodhi

Concept: “Either by choice or by curse you adventure in painful solitude.”
Content:
A lightweight solo oracle designed for Mörk Borg
Writing:
Includes Yes/No oracle, random events and their character, and tables for answering open questions
Art/design:
A clean, easily navigable layout with on-brand graphic design
Usability:
Some ambiguity regarding when to roll Random events; otherwise, a handy on-the-fly tool for GMs as well


Sailing (Within a Mile of Home)
Michael Mars

Concept: “Sailing is broken into 3 rolls: Navigate, Sail, and Morale.”
Content:
A 3-part system for water-based travel; includes basic crew stats in case of mutiny
Writing:
A clear, concise description of a clear, concise mechanic
Art/design:
There is a picture of a boat in case you forget what’s happening
Usability:
Plot a course, follow it, avoid mutiny. Way easier than actual sailing.


Scvmatorium content
Karl Druid

Concept: Supplemental character creation tables
Content:
47 additional character names
Writing:
They are names
Art/design:
Not elaborate; doesn’t need to be
Usability:
As-is, will require a digital random number generator (or a small throwing knife)


Scvmfurther*
Karl Druid

Concept: “A collection of terrible traits, bad habits, and bodily features” (featured in Scvmbirther)
Content:
Additional quirks and foibles to flesh out characters
Writing:
Very aligned with Nilsson’s grit and wit
Art/design:
Conservative but still thematically aligned; some clever use of sub/superscript
Usability:
Intuitive

*Published prior to release of formal third-party license; semi-semi-official-ish


Scvmfurther 2: Scvmfurtherer
Karl Druid

Concept: “Another collection of terrible traits, bad habits, and bodily features” (featured in Scvmatorium)
Content:
Even more quirks and foibles to flesh out (or in some cases de-flesh) characters
Writing:
Just look at the title—how could this be bad?
Art/design:
Conservative but still thematically aligned
Usability:
Also intuitive


Scum’s Guide to Kergüs
Eris Skathi

Concept: “Want to get a bit deeper into the dreary wastes of Kergüs? Want to investigate the dream-plagued snow? This guide will give you many helpful tips, and get you well on your way.”
Content:
Includes new gear, weather, finds, injuries, scrolls, variants for core classes, rules and encounters for arctic travel, monsters, and a dungeon generator
Writing:
Well written with on-brand grimness and humor
Art/design:
Relatively conservative but still stylized enough to be distinctly Mörk Borg
Usability:
“Author is not responsible for symptoms of frostbite, hypothermia, or insanity caused by Kergüs’s (un)natural environment.”


The Secret Glory
Sean F. Smith

Concept: “A 1920s supernatural investigation version of Mork Borg. Mythos Borg.”
Content:
Includes additional/alternative rules for occult investigation, gear, and a demi-class
Writing:
Descriptive with a neutral tone appropriate to the content
Art/design:
Nicely mimics a printed document from the period
Usability:
Well laid out and split down the middle for easy use by GMs and players


The Shit-Black Death
Walton Wood

Concept: “Mechanics for virulent contagion”
Content:
Rules for micro- and macro-impact of plague
Writing:
Heavy on text, and on everything else
Art/design:
Relatively subdued; primarily meant to facilitate usability
Usability:
Fairly crunchy but not overly complex; requires external resources


Shroom Barge
Richard Kelly

Concept: “From north to south, barge pilots … carry mushrooms. Dense, heaping bargeloads of mushrooms.”
Content:
An assortment of shrooms, variant Shroomic Powers (and consequences), rules for barge racing, rules of barge building, ready-made barges, and a barge-based class
Writing:
Clear and easy to read prose with some obligatory conceptual weirdness
Art/design:
Traditional layout and design with color, illustrations, and typographical variance lending visual variety
Usability:
Simple in itself; an interesting way to lend some background color or focused variety to campaigns


Sölitary Defilement
1d10+5

Concept: “An engine of lonesome death”
Content:
A sprawling supplement with comprehensive rules and tables for solo play
Writing:
Straightforward, second-person instruction in the main text; also includes a sample of play
Art/design:
Clean, linear textual layouts and presentations with on-brand typographical choices to delineate structure; illustrations set a lonely, macabre atmosphere; also includes a handy flowchart for daily activities
Usability:
Calls for the use of other supplements and tools, but in itself, a thorough kit for dying alone & miserable, including multiple useful documents for record-keeping


So You Want to Rise From Your Grave
Joonas Laakso

Concept: “Sometimes, in a game, you need to rise from your grave.”
Content:
Tables for how characters died, were buried, and resurrected
Writing:
Concise and darkly humorous
Art/design:
Color and type provide the right aesthetic and facilitate fast navigation
Usability:
So simple even a dead guy can use it


Suffering Extended
Michał Gotkowski

Concept: “Alternative rules and extended content”
Content:
Includes new options for starting equipment, companions, class-specific unarmed attacks, weapons, artifacts, armor, critical hit locations, bad habits, familiars, names, pack animals, minor items, and musical instruments
Writing:
Captures the core book’s grim humor and tone
Art/design:
Strong Mörk Borg aesthetic; sets itself apart with blue that harkens back to the core rulebook
Usability:
Well laid out; available in single page and spread versions for convenience


Terribler, Brokener, Badder
mcglintlock

Concept: “More optional character creation tables”
Content:
d66 tables of terribler traits, brokener bodies, and badder habits
Writing:
Each entry is quick and concise but with plenty of roleplay potential
Art/design:
Laid out and designed for easy use, but includes some fun typographic easter eggs
Usability:
A solid expansion of the core book’s options


Too Many Fingers
Tyler Lindsey

Concept: “Learn the rules to the popular pub game TOO MANY FINGERS, and try your hand at it today!”
Content:
A guessing-game that adds some excitement to those boring nights at the tavern
Writing:
Simple rules clearly conveyed
Art/design:
Visually depicts the rules and reward
Usability:
Requires players to have a favorite finger (shouldn’t be a problem for most scvm)


Tormentous Tragedies
@skelejam

Concept: “An expanded list of miserable histories, backgrounds, and inescapably dire crimes”
Content:
20 more options for character backgrounds; some strange and horrifying (and thoroughly appropriate) options
Writing:
Quick, concise snippets expressing some truly torturous traits
Art/design:
Matches the original Troubling Tales layout nicely without simply mimicking it point-for-point
Usability:
“Roll a d20 or tear the paper to shreds and pick whichever tale is most legible.”


We Die Alone
Peter Rudin-Burgess, Stefan Keller

Concept: “A solo roleplaying supplement for Mörk Borg”
Content: Rules tweaks, advice for setting scenes and building narrative arcs, and mechanics for GM-less play
Writing: A mix of game mechanics and metagame guidance
Art/design: Liberal layouts and more subdued design than some Mörk Borg publications, but still on-brand
Usability: Not as comprehensive as some other solo toolkits but it’ll get the job done


What’s Wrong with Me, Doctor? [FÖLK-LORE jam]
Scott Danielson

Concept: “You’re obviously infected, but with what? Monkey Pox? Weeping Plague? Gods save you if it’s the Black Fits.”
Content:
A gross of diseases generated on a pair of 12-point tables
Writing:
Nasty descriptions of symptoms and even nastier descriptions of fatalities
Art/design:
Figures and background visually support motifs of illness and mortality
Usability:
A good tool for adding character to basic infection


Work Borg
Richard Kelly

Concept: “Terrible part-time jobs, cheap tenements, roguelite progression, and a dating sim”
Content:
Downtime activities—basically, all of the mundane drudgery you usually play games to escape from
Writing:
Alternately soul-crushing and bizarre, but also consistently comedic and even beneficial
Art/design:
Relatively traditional but with on-brand typography and color choices
Usability:
“Downtime is extremely optional, and it may not fit the flow of some games.”


RulesClassesItemsMonstersTrapsDungeonsEtc.
Rules ErrataToolsVariantsConversionsApocrypha


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