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Ex Libris Mörk Borg A directory of content, tools, and resources

combat

Combat options for PCs

Bludgeon, Shatter and Pierce

“A variety of tools to use in combat and to make fights more interesting”

d100 reasons you miss an attack

Concept: “A random table of silly and serious reasons why your players just missed an attack.”
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.

Defiling the profane

Concept: “No more rules light. Now, only heavy.”
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. 

Dual Wielding

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”

Fiery Joust

Concept: “A patch of scorched land... a dueling circle... reclaimed by local villagers but for much less dignified purposes.”
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. 

From Beyond the Endless Sea

Concept: “Cultists, Bloodhawks, secret island temples, wands channeling the Black Wind, loopy hippies, gnarly artifacts, zombified townsfolk, and the ability to loot your bosses' house - and much more - await 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. 

Glimpses of a Dying World

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

Mass Combat and Extreme Cold

Concept: “A mini-zine of rules for Mörk Borg Published as part of the Chässe-Galerie zine”
Content: Rules for mass casualties and freezing to death.
Writing: Cold, calculated, and clear as ice.
Art/design: Print-Friendly rules reference, with blackletter headings, and a charming skeleton to indicate which part of your scvm is freezing.
Usability: Versatile OSR rules for allowing scvm to influence a large battle, and easy and practical rules  

Nasty, Brutish, & Short

Concept: “ripping open the guts of combat & letting the wet slop pour out. Most attacks miss. But every action should feel thrilling.”
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. 

Pernicious Pissant

Concept: “Who is this guy? He's out of control that's for sure. One more scum for the scumpile if you will.”
Content: Impotent rage embodied.
Writing: A hammer-blow to the illusion that rage is anything other than infantile privilege.
Art/design: Angry adolescent journal with a heavily graffitied classic illustration on concrete.
Usability: Easy to read when you aren’t seeing red.

RAGE

Concept: “An alternative rule for having players hit more often, while being hurt a lot more!”
Content:
PCs can automatically hit but at the expense of lowered defense
Writing:
Four sentences of mechanics
Art/design:
Text location and color bands help to frame and emphasize the central image
Usability: Expressive typeface takes a moment to read, but concise writing mitigates the minor difficulty

Suffering Extended

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

Sweet Revenge

Concept: “11 ways monsters hurt you for missing terribly. Use frequently to keep combat moving forward.”
Content:
A table of outcomes for missed attack rolls.
Writing:
A spiteful but fair table which scales with the magnitude of your failure.
Art/design:
Bristling with armaments.
Usability:
For the impatient masochist in all of us.

The Tomb of Galien

Concept: “Venture into the tomb of the powerful warlock Galien in search of riches and arcane knowledge.”
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out. 
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash. 
Usability: Short, sweet, and referenceable adventure. 

「黒き衣の茶人」他2篇 (“Tea Master in Black Clothes” and 2 others)

Concept: “This scenario is a group of short scenarios for "Nobunaga's Black Castle". You can play three short stories in a row, which begin with the vision of Biwa Hoshi. All of them are momentary and ad hoc, full of death and violence.”
Content:
A cinematic adventure to fulfill the prophecy of Biwa Hoshi.
Writing:
Story driven and combat heavy with a clear objective. Explores the choices you make to arrive at the black tea ceremony.
Art/design: Long adventure divided into three episodes with textual clues to aid in navigation.
Usability:
Balanced for two scvm. NPC stats not included. Written in Japanese.
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