Content: Variant rules for rolling weapons at character creation, a tiered weapons table, weapon characteristics (and restrictions for using them), and mechanics for weapon availability
Writing: Primarily instructional with some creative flourish in categorizing PC types
Art/design: Readable body text with more stylistic typefaces for the headers; traditional and grunge highlighting help draw attention to section headings
Usability: Adds some complexity to weapons and combat but at a manageable level; good for groups seeking a little more tactical crunch
Content: A souls-like setting with “undead player characters, dodging, parrying, backstabbing, invading phantoms and the looming threat of going hollow.”
Writing: Rules that place emphasis on equipment attributes and a risk-reward reaction system to abstract strategic gameplay.
Art/design: A two-columned structure with dark and opulently recolored prints.
Usability: A functional but ongoing work in progress. Still in development.
Content: See above
Writing: See entry 61 — “the enemy rips off their arm, and parries with it”
Art/design: Classic three column layout with strong MBC aesthetics.
Usability: Easy to navigate list. Text small but legible. The reasons are only occasionally situational.
Content: Rules for stamina, staggering, and action economy in Mörk Borg
Writing: Interlocking mechanics incorporate new strategies and tactics.
Art/design: Splashes and grit accentuate a clean two-column layout.
Usability: Headers and italics establish a consistent hierarchy for reference.
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”
Content: Bare-Knuckle boxing for fun and profit.
Writing: Effective mechanics and engaging lore.
Art/design: Some poor scvm with a block of text for a head.
Usability: Great little downtime event to while away the Miseries.
Content: Grazing attacks, improvised weapons, combat maneuvers, environmental attacks.
Writing: Detailed rules with included combat examples.
Art/design: Gritty spot illustrations and crisp type over spraypainted plaster.
Usability: For those moments where diplomacy fails you.
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation.
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
Content: A /hack of combat mechanics for Mörk Borg.
Writing: Both “faster” and “brutaler” mechanics that go straight to the hurting bits.
Art/design: Very clean, very yellow, reference sheet.
Usability: Protip – “dice explode” does not mean the dice become shrapnel.
Content: Manuscripts, weapon mods, bayonets (and how to use them), four commanding mercenaries, and one hell of a train.
Writing: Concise, orderly, and at times bizarre. Like the bureaucratic anarchy of war.
Art/design: Thomas the Tank Engine never looked so mean.
Usability: Requires Forbidden Psalm: The Last War
Content: Rules for mass casualties and freezing to death.
Usability: Versatile OSR rules for allowing scvm to influence a large battle, and easy and practical rules
Content: Optional combat systems for Mörk Borg.
Writing: Tables to complicate misses, quantify trauma, and modify monsters. Mechanics expand crit/fumble ranges by sharing blood between storyteller and scvm.
Art/design: Surrealist AI art supplements public domain icons and illustrations in an eclectic style.
Usability: Three d66 tables span multiple pages. Can be distinguished from one another by changes in the background illustration.
Content: “...their corpse is added to its mass.”
Writing: A hybrid mass of hideous monster and whispering information broker.
Art/design: Emphasis on the mass.
Usability: Includes separate creature illustration.
Content: A combat manager web app for 4 scvm and up to 5 enemies or companions.
Writing: Presents the actions of each enemy clearly and concisely along with their roll.
Art/design: Lightly textured yellow. It’s PAINFLAIL-core.
Usability: Available to run directly from the itch.io page.