Ex Libris Mörk Borg: Optional Rules

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Mork Borg Cult Feretory

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


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


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


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


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