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Tools • Apocrypha

The Black Salt [MBC: Feretory]†
Pelle Nilsson, Johan Nohr
Concept: “Springing from despair itself, the Black Winds echoed through Tombs, Palaces and places deep beneath the earth.”
Content: Potentially lethal weather event
Writing: Delivers necessary context and instructions
Art/design: Text heavy with subtle but effective graphics
Usability: Two tables filled with mortification

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 Russell
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

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

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

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

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

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

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

Dread Engines
James Pianka
Concept: “atmosphere effects for Mörk Borg”
Content: 12 objects, beings, and even a sound to populate adventure venues
Writing: Nicely written and lives up to the title and tagline’s promise
Art/design: Fairly minimal, but the text really carries the weight
Usability: Roll a d12 or pick from the list

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”

Eldritch Elevations
Michael Mars Russell
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 McCarthyConcept: “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

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

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

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

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

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

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

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)

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

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

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
Rules • Classes • Items • Monsters • Dungeons • Etc.
Tools • Apocrypha
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