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Conversions

Dread Nights

6 contributors
Concept: “Honest work for those with a death wish, a lack of fear, or just desperate enough to do anything.” 
Content: A standalone gaslamp era gothic horror expansion for Forbidden Psalm, including 15 creatures of the night, infections, and a gothic horror themed campaign of grisly nocturnal scenarios.
Writing: Familiar horror tales stalk just beyond the illumination provided by clear mechanics and crisp scenarios.
Art/design: An elegantly restrained palette of red, black, and white. Shadowed by macabre illustrations in a variety of styles.
Usability: Clear index, reliable sections, quick reference, roster sheets, and consistent formatting make it a utilitarian wargaming rulebook. 

Enemies Closer

Concept: “The price of doing business”  
Content: Faction mechanics, reputation, lore, and a scenario generator for Pharmagothica.
Writing: Some wild and thoroughly amusing factions to help/hinder your freelancers.
Art/Design: Classic art once again stands in contrast to a modern-day US bioweapons wasteland.
Usability: A functional, organized, and inspirational guide. Requires Pharmagothica.

Feculence

Concept: “Start on the backside!”
Content: A dung’eon crawl to play on the toilet.
Writing: Filthy and fun. A delightfully nutty rules texture with the occasional crunch.
Art/design: Unexpectedly clean text layout. Perfectly legible on paper. Less so on toilet paper.
Usability: Available in A5 and half-letter. Accommodations for public bathroom play are provided in extras. Your results may vary. 

Forbidden Psalm: A Gloomy Day

Concept: “Across the Chemical Wastes comes a collaboration soaked in mud and choking from gas... a collection of 3 Scenarios, new monsters, and weapons”
Content: Three scenarios, two mercenaries, two weapons, and a monstrous plague for Forbidden Psalm.
Writing: Narrative scenarios raise the stakes to a foreboding conclusion. 
Art/design: Muted, desperate, and grim. Earns its titular gloom.
Usability: Varied, stylized, but legible design. 

Forbidden Psalm: Dead Church

Concept:  
“Seeking refuge, you head into the town of Deadchurch. Finding it 
devoid of life, you make your way through its empty, 
leaf-littered streets. 
 
But then you hear them: the moans of the dead.”
Content: A Forbidden Psalm survival horror zombie crawl.
Writing: Unexpectedly lively and interactive mechanics reflect the unlife of Dead Church.
Art/design: Downright disturbing drawings disgrace decorated descriptive text.
Usability: Spacious layouts with clear fonts for ease of reference. 

Forbidden Psalm: Medieval Marginalia

Concept: “From the margins of ancient lore come forth horrors to
twist your mind and burn your eyes.”
Content: A menagerie of misbegotten marginalia and their mischievous meddlings. 
Writing: Hilariously unpredictable marginalia burn down the house.
Art/design: Simple and restrained design to showcase gorgeously dreamlike miniatures.
Usability: Strong illustrations in a consistent layout aid rule reference. 

Forbidden Psalm: Würm Moon

Concept: “A new scenario for Forbidden Psalm, featuring a suspicious farmer with an uncomfortably slow drawl.”
Content: A wriggling farmyard massacre under the Würm Moon.
Writing: Dialogue worth drawling out, and a scenario that’s both clear and bursting with tiny details. 
Art/design: A near-psychedelic monstrosity haunts a crooked and layered neon design. 
Usability: Stylized and largely functional. 

Grinding the MMORKG

Concept: “Want to use Mork Borg modules as a virtual reality simulation in your Cy_Borg game? Or to give your Mork Borg players a taste of Cy?”
Content: Five interconnected dungeons bridging the gap between Mörk and Cy, rules for scvm conversion, sweet from rigs, and some sim-addicted punk.
Writing: A fluid and in-depth investigation that focuses on the politics of Cy and humorously subverts the core conceit of Mörk Borg.
Art/design: Deftly blends the visual style of both source material.
Usability: A well reference and stylized adventure text with self contained rules that are partitioned for easy reference.

Hexed Solo Rules to Die For

Concept: “an expansion to MÖRK BORG that allows players and Referees to randomly generate a hex crawl map to explore.” 
Content: Rules for hex map generation; tables for environs, weather, and encounters; creatures; three new scvm; and four void dieties.
Writing: Rules as preamble to hexes and tables full of misery fitting a Dying Land.
Art/design: Ornate headers for rules, plain headers for reference. Generated images in a variety of styles.
Usability: References Feretory, Heretic, and Solitary Defilement. Intended for use with a solo oracle. 

Idle Borg: avert the apocalypse

Concept: “You come to find that the apocalypse can be averted. Hope is rekindled in a hopeless world.” 
Content: An apocalypse-averting, temple-building, village management minigame.
Writing: Rules to pass your final days, spend your last silver, and roll the Misery dice between adventures.
Art/design: A series of generated village locations, defined by bordered text laid upon bordered scrolls.
Usability: Adventure minigame included for stand-alone play. Table of contents included. Reference sheets provided. 

Lichoma

Concept: “There is nothing but the City.”
Content:
A complete, setting-centric RPG based on the Mörk Borg system
Writing:
Well written with a consistently bleak and visceral tone. (Did you expect anything less?)
Art/design:
Fairly traditional graphic design and layout with illustrations that support the theme well
Usability:
Verbally and visually graphic in some places

Magisk Tjej, A Game Of Delinquent School Girls And The Demons They Fight

Concept: “School sucks. Some cutesy space god gave you magical powers. Now you have to fight demons.”
Content: Magical Girls*. Magical School. Fighting Demons.
Writing: As entertainingly sarcastic and angsty as the delinquent magical girls it portrays.
Art/design: Clean and navigable layout, kept entertaining with variety in typographic elements.
Usability: *“You don’t need to be a girl. Your character doesn’t need to be a girl. Neither do you have to Feminine. I mean, you’re playing fucking delinquents.” Work in Progress

Mork Menagerie

Concept: “Each creature has been converted to capture the first edition feel with some darker flavor mixed in.” 
Content: " a compendium of classic creatures converted for use in Mörk Borg.” with bonus treasures, tables, and magic.
Writing: A traditional fantasy lineup with an appropriate mix of dark humor and setting specific details.
Art/design: Text-heavy but visually rich. A balanced compromise between forms
Usability: A well-maintained exhibit. 

MÖRK BOLL

Concept: “The dumbest sportsball game you can play!”
Content: Watch teams of five scvm wail away at each other. A ball is also involved.
Writing: A clean and functional ruleset for a chaotic death sport.
Art/design: Heavily stylized design elements and effective use of sparse illustration make for an engaging but functional rulebook.
Usability: Easy to reference, quick to play. You (probably) won't lose your head.

Mörk Manual

Concept: “Mörk Borg mayhem in a grunge fantasy world” 
Content: oDnD classes, creatures, and setting, with an extra helping of misery.
Writing: The Dark Lord’s invasion of darkly absurdist humor into an early fantasy setting.
Art/design: Playful collage of vintage prints emphasize their subjects, strong white-bordered text aid clarity and adds to the aesthetic.
Usability: Self-contained rules, navigable index and table of contents, reference material. Solidly utilitarian. 

Mörk Svär

Concept: “MÖRK SFÄR (“dark sphere”) is a tabletop war/roleplaying game combining the aesthetic of MÖRK BORG with the universe of BattleTech”
Content: A battle plan for the invasion of Mörk Borg ascetics into BattleTech.
Writing: An outline. Narrative sketch, and concept design notes to establish a miserable fading sphere where humanity wars with giant mechs.
Art/design: It’s an outline, what do you expect? Frescoes?
Usability: An open invitation to expand the concept. 

Mörk-drasil

“The old gods are dead, and people are fighting for the right to survive in a world ruled by monsters.”

Nine Giant Frogs Zine

Concept: “a small zine of OSR TTRPG monsters, classes and house rules”
Content: A bestiary of pagan spirits, a Mörk Borg tactical gun combat hack, a statuesque dwarf class.
Writing: The fantasy elements are reminiscent of traditional folklore. The skirmish game component is mechanically more robust than Mörk Borg, but still fairly streamlined.
Art/design: Hand inked, pixel, and public domain art. A simple and uncluttered layout.
Usability: The dwarf class is written more for generic OSR games, and may require some slight conversion.

Nobunaga's Black Castle - Rules

9 contributors
Concept: “「信長の黒い城」は、織田信長が本能寺で死なず、本当の第六天魔王になった闇の戦国時代を舞台にした、戦国ドゥーム・メタル・ファンタジーTRPGである。(‘Nobunaga's Black Castle’ is a Sengoku doom metal fantasy TRPG set in the dark Warring States period when Nobunaga Oda did not die in Honnoji and became the true Demon King of the Sixth Heaven.)”
Content: Mörk Borg set in an alternate doomed Warring States period. With rules, classes, monsters, and three scenarios.
Writing: Congruent elements establish a cursed alternative history.
Art/design: A bold and bloody tapestry.
Usability: Strong visual style and a comprehensive index make a suitable reference. GM screen available.

Odd Jobs for Forbidden Psalm

Concept: “a sidequest system for Forbidden Psalm campaigns.”
Content: 27 odd jobs for a warband of scvm, with rules and a table of rewards for the survivors. 
Writing: Consistent in structure, packed with flavorful and delicious references.   
Art/design: Neon textboxes with gritty black text for rules. White text over horizontal static for examples.
Usability: Designed for use as a table or cards. 

On the Bones of Bathala

Concept: “On the Bones of Bathala is a grimdark game inspired by Ancient Philippines and Filipino folklore creatures.”
Content:
Includes alternate apocalyptic lore, setting-specific character creation and rules, gear, and monsters
Writing:
Maintains Mörk Borg’s tone and focus but adds a markedly more-condescending attitude and humor
Art/design:
Graphic design and layout all show Nohr’s influence but tend toward more distinctly liberal utilization of space and an aesthetic that leans more toward clear mimesis than affective expression
Usability:
A stand-alone, fully functional product exploding with character

This entry was sponsored by momatoes as part of the Ex Libris RPG crowdfunding campaign.
“I’m completely blown away by how much content is packed into this stylish, evocative RPG that blends unique mythopoeia with doom. Heck, there’s even dedicated sections for character creation and GM content!! The premise is ‘simple’ (you dive into Lambana, the Great Balete Tree in the Old World, to seek fulfillment of a deep desire) but the brief prompts offer the foundation for a creative GM to build a crazy, multilayered world where one-eyed giants, rotting humanoids, and half-horse half-men roam an ever-shifting environment. I can’t praise the content, theme and even illustration highly enough.”


PAINFLAIL Combat Helper

Concept: “Take most of the dice-rolling out of PAINFLAIL and PAINFLAIL QUEST combat rounds!” 
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. 

Pharmagothica

Concept: “Roleplaying In A World Of Bioweapons” 
Content: Complete rules for bioweapon fueled modern survival horror, with a swamp crawling starter scenario.
Writing: A detailed alternate history setting with mechanics emphasizing resource management, body horror, and tactical dismemberment.
Art/design: Neoclassical & romantic oil paintings and biological illustrations juxtapose a partially collapsed 2080 setting in single column layout.
Usability: A robust table of contents, utilitarian layout, rules reference, and character sheet aid in reference to this slightly more robust ruleset.  

Pirate Borg

6 contributors
Concept: “Inspired by history, fantasy, horror and rum. Your cutlass & flintlock won’t save you from the hordes of skeletons, the Kraken, or even your own crew.”
Content: A standalone game for nautical scvm. A complete ruleset with 8 classes, naval combat rules, 18 vessels, over 80 monsters & NPCs, suitably scvrvy equipment, and a substantial introductory sandbox adventure. 
Writing: A rich grog blending history, fantasy, and horror. As doomed as the Dying Lands... but with more drowning and animated skeletons.
Art/design: Crisp richly colored and strongly contoured illustrations, lovingly textured maps, and full-color spreads. 
Usability: Larger, slightly crunchier, but with ample built-in references and tools bookended for ease of reference. 

Points of Light

Concept: “a simple to learn, fast playing tabletop RPG that adapts the popular and minimalist MÖRK BORG rules to a Gygaxian fantasy setting” 
Content: Classic fantasy tropes, Mörk Borg ruleset. 
Writing: Less fatal rules, still a fatalistic setting of traditional fantasy civilization in slow inevitable decline. 
Art/design: Similarly traditional in design sensibilities.
Usability: Legible text and navigable table of contents aid reference. 

pokkit dog

Concept: “a compact character journal for Demon Dog” 
Content: Did you not just read the concept? 
Writing: A Demon Dog Character sheet, with some extra space for notes and doodles.
Art/design: A casual, inviting anarchy, encouraging you to mark it up and make it yours.
Usability: Based on the Pocket Scvm format by Chaoclypse 

Porkin’ the Void

13 contributors
Concept: “In space, no one can hear you squeal.”
Content: Rules, classes, ships, creatures, gear, settings, tables, generators, and adventures for pigs in space.
Writing: A space opera that simply squeals parody, with rules that are fattened up and ready for slaughter.
Art/design: A grease-slicked modern layout with illustrations varying from rendered near-3D comic illustrations to positively grimy porcine character portraits.
Usability: Reference tables bookend the text, with a clear table of contents to aid in reference. Clear type faces enhance legibility.

RŌNIN Playtest Materials

Concept: “an art-lite version of the rulebook with everything you need to play the game”
Content: An honorably complete ruleset with the full assortment of classes, enemies, and equipment. Not lacking in flavor, only lacking in setting.
Writing: Rules emphasizing the social consequences of actions, balanced against the needs of survival in a doomed land.
Art/design: Crisp enemy illustrations are provided, with a colorful cover illustration. Otherwise unadorned.
Usability: Organized, navigable, and legible. 

Seven Strangers II

Concept:  
“A stranger waits outside.
Uncertainty on the threshold.
Herein lie eight more Classes.” 
Content: Seven more strangers for Cthork Borg, plus one uninvited guest.
Writing: A collection of archetypes that further refine the tone of your investigations.
Art/design: A single-column class presentation with a brooding collection of curated mixed media from the public domain.
Usability: A functional and consistent class format and table of contents make for quick reference. 

Slayer: PlaintextRPG - Basic

Concept: “a relatively rules-lite, OSR-inspired, and grim (but not hopeless) role playing experience using only plaintext and ASCII”
Content: A traditional fantasy take on Mörk Borg systems, with hit locations and wounds substituting HP.
Writing: Debilitating (rather than deadly) wound mechanics, more forgiving magic use, and explicit incorporation of fantasy races establish the traditional fantasy rpg setting. Otherwise largely (mechanically) unchanged.
Art/design: Recognizable ASCII illustrations enhance a plain text document.
Usability: Printer-friendly. 
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