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

Rules

Optional and alternative rules.

The Last War: Flank Work

Concept: “Special sorties for unique rewards”
Content: A side mission system for sending spare crew models.
Writing: A suitably dark and thematic briefing on sending your crew on solo missions for fun and profit.
Art/design: Tables, mechanically typed. A faded collections of dying soldiers bathing under an artificial sun.
Usability: A simple, self contained rules supplement for Last War. 

The Longevity Corruption

Concept: “Intended to prolong the life of characters and promote campaign play”
Content:
A pair of rules tweaks regarding HP and becoming broken
Writing:
Some brief flavor and introductory text followed by a pair of concise rules
Art/design:
Simple black-text-on-yellow-ground approach accompanied by some death-by-dice public domain art
Usability:
“Remember, it will not save you.”

The Loss of All Hope

Concept: “Rules inspired by the sanity or stress systems in various RPGs.”
Content: Words to lose hope by.
Writing: A fatal descent into bad habits and hopelessness. 
Art/design: Violent imagery and sharp design in stark red-and-white across a weeping void.
Usability: Simple and self-contained. Jagged font makes for a delicate read. 

The Secret Glory

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

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:
Complex but not overly complicated; requires external MBC resources

The Spirit of Chryptmass

“An event that celebrates what matters most in the Dying Land: betrayal, theft, and the End”

Too Many Fingers

Concept: “Learn the rules to the popular pub game TOO MANY FINGERS, and try your hand at it today!”
Content:
A guessing-game that adds some excitement to those boring nights at the tavern
Writing:
Simple rules clearly conveyed
Art/design:
Visually depicts the rules and reward
Usability:
Requires players to have a favorite finger (shouldn’t be a problem for most scvm)

Tormentous Tragedies

Concept: “An expanded list of miserable histories, backgrounds, and inescapably dire crimes”
Content:
20 more options for character backgrounds; some strange and horrifying (and thoroughly appropriate) options
Writing:
Quick, concise snippets expressing some truly torturous traits
Art/design:
Matches the original Troubling Tales layout nicely without simply mimicking it point-for-point
Usability:
“Roll a d20 or tear the paper to shreds and pick whichever tale is most legible.”

Training in The Borgs!

Concept: “Puts progression agency in the players hands while still balancing how fast they can” 
Content: A money-for-experience ruleset. With escalating costs, feat limits, and defined inventory space for silver.
Writing: A simple optional ruleset for scvm with much silver and little sense.
Art/design: A scvrvy skull and thick white-on-black text with some highlights.
Usability: Color-coded highlights make for easy reference. 

Two-Faced Assilisk

Concept: “Birthed from 𝕳𝕰𝕽 anus. Cast into the public toilets of Bergen Chrypt. Patron of paladins and other assholier-than-thou antagonists.”
Content:
An alternative demi-basilisk
Writing:
Provides parodic lore and tables of demands and consequences for not meeting those demands
Art/design:
Components visually delineated on discrete scraps of paper; gratuitous basilisk butthole
Usability:
Don’t

Tyst Borg

“Metal bands; they compose their own songs of rage and revolt and travel the lands expanding their numbers so they can one day confront the Undying Orchestra itself.”

Unfortunate Mutations

“A randomisation table full of random mutations for you and your character to suffer with during character creation”

Unheroic Feats

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:
The descriptions incentivize adoption as much as the mechanics
Art/design:
More conservative graphic design than the core book but with plenty of gore and rottenness in the illustrations
Usability:
Clearly and linearly laid out

Unstable Bower

Concept: “Rules don’t apply to you—not the normal ones, at least.”
Content: A Scvm who brings cards to a dice fight.
Writing: Truly masterful mechanical phvckery that manages to feel strikingly unique in play and remarkably familiar in outcome.
Art/design: Satirized Mörk Borg Cult aesthetics hint at its corrupting influence on gameplay.
Usability: Pick a card, any card. Seriously... bring some phvcking cards. 

Using Dead Things: Birthing Living Things

Concept: “The world of Mork Borg is swollen with desecrated artifacts, putrid items, and cursed creatures. Perhaps you’d like to create even more of them?”  
Content: Crafting mechanics, experimentation, legendary artifacts and the adventures you'll take to build them, animal husbandry, four creative classes, automatons, and more.
Writing: Elegant mini-game mechanics, with strange and evocative descriptions.
Art/design: Delicately crafted, with a visual style that is engaging, not distracting.
Usability: Accessible text, clear table of contents and index, amusing postcards. 

Warg Borg – Clan of the Fang

Concept: “add some flavor of the moon to your game/sessions.”
Content: “a lycanthropy supplement”
Writing: A template with core combat mechanics and an outline of the rituals of Clan Fang.
Art/design: Public domain prints in a cohesive and organized three-column layout.
Usability: Work in progress. With four more clans to be established. 

Wash thine filthy, blood-caked corporeal form

Concept: “Cleanliness is next to Basiliskliness”
Content:
Mechanics for cleaning your scvm
Writing:
Includes some helpful bits of advice for personal grooming and hygiene
Art/design:
Features naked people—just like you when you use these rules
Usability:
Delivered in shower curtain and towel form. Super-meta.

Photo by @graven_images, used with permission (encouragement, even)

We Die Alone

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

Wear and Tear

Concept: “When the apocalypse came, perfection was the first thing to go.” 
Content: Equipment maintenance rules, gear, jobs, classes, biological modifications, and viral powers for Pharmagothica
Writing: Effective rules text. Titles and headers evoke flavor which is bulked out by the mechanics.
Art/design: A clinical format. With technical drawings and medical illustrations that typify the banality of evil.
Usability: Text balancing utility and style from entry to entry.  

What’s Wrong with Me, Doctor?

Concept: “You’re obviously infected, but with what? Monkey Pox? Weeping Plague? Gods save you if it’s the Black Fits.”
Content:
A gross of diseases generated on a pair of 12-point tables
Writing:
Nasty descriptions of symptoms and even nastier descriptions of fatalities
Art/design:
Figures and background visually support motifs of illness and mortality
Usability:
A good tool for adding character to basic infection

WHIFF d66

Concept: “D66 complications when you miss an attack in MORK BORG.”
Content: A “response to Johan Nohr's twitter thread
Writing: An entertaining collection of cinematic events to keep a game moving, even when you whiff.
Art/design: A distressed, high contrast list format in black and white. 
Usability: Print friendly. Available in vertical and horizontal formats. 

Whither Gold?

Concept: “FOR THERE IS SILVER BUT SO LITTLE GOLD”
Content: The heretical path of gold.
Writing: Defines the heretical properties of gold.
Art/design: A twitter thread.
Usability: Chopped into tweet sized chunks. 

Within a Mile of Home

Concept: “Based on Flogging Molly’s Within A Mile of Home album”
Content:
A sailor class, nautical weapons, tattoos, shipbuilding and sailing rules, and a hexcrawl (hexsail?)
Writing:
Clear, concise, and descriptive with some dramatic, creepy, and somber imagery
Art/design:
Primarily typographical for easy reference with some flavorful illustrations
Usability:
Way easier than actually sailing; adventure includes PC- and GM-facing maps as well as links to content incorporated from external sources

This entry was sponsored by Bijan F. Zavareei as part of the Ex Libris RPG crowdfunding campaign.
“An incredibly entertaining hexcrawl that provides easy to use and engaging rules for nautical adventures. Absolutely fantastic content made with lots of love and care.”


Work Borg

Concept: “Terrible part-time jobs, cheap tenements, roguelite progression, and a dating sim”
Content:
Downtime activities—basically, all of the mundane drudgery you usually play games to escape from
Writing:
Alternately soul-crushing and bizarre, but also consistently comedic and even beneficial
Art/design:
Relatively traditional but with on-brand typography and color choices
Usability:
“Downtime is extremely optional, and it may not fit the flow of some games.”

You Nameless SCUM

Concept: “play a quick and brutal adventure for one and, in the process, create characters fully ready to use in your Mörk Borg games... at least if you make the right choices and survive.”
Content: A solo choose-your-own-adventure and character creator.
Writing: A haunting wax-filled replica of Sarkash and Graven-Tosk. A serious and surreal experience.
Art/design: An embellished single-column layout, with abstract illustrations invoking an artificial and constructed reality.
Usability: Stylish and simple, a breeze to navigate. Writing in the book encouraged. 

You Repugnant Hunters

Concept: “Players acquire hunting seals which allow them to hunt monstrosities too putrid for the average hero.”
Content:
Rules for monster-of-the-week play, unique scvm advancement, and tools of evisceration.
Writing: Disgustingly evocative prose, disturbingly flexible mechanics, and visceral handouts.
Art/design: Bloody two-tone style with art and layout that’s both slick and gritty.
Usability: Separate player rules handout to facilitate spoiler free reference. Hunting seal handouts provide quick visual cue of advanced character abilities and role in a hunting party.

This entry was sponsored by DW Dagon as part of the Ex Libris RPG crowdfunding campaign.
"‘YOU REPUGNANT HUNTERS’ has rules and some sticky flavor for running a dark/metal fantasy campaign where players acquire hunting seals which allow them to hunt monstrosities too putrid for the average hero. Hunters undergo a ritual to get a Hunting Insignia which will determine their style of hunting and type of prey. Hunting down and ceremonially eviscerating unique prey will lead to appeasing a Hunting Insignia, and gaining occult powers and gross-yet-handy items."
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