MÖRK BORG: Anyone up for a game?

Exciting adventures IRL.
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Stormbringer
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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Tue Jan 14, 2025 6:26 pm

Animalmother wrote:
Tue Jan 14, 2025 6:23 pm
I could have sworn you were the DM of that game we had on Prey's World. Prey got dropped into said hole after constantly failing requests to make a move.
That couldn't have been me; I wasn't into any TTRPGs back then, though I did run some board games of Talisman, Warhammer Quest and Advanced Hero Quest!

The video in the first post, by the way, is fan-made, rather than official, but it's not bad at all at conveying the general attitude and atmosphere of this game!

Most of the voiceover is quoting lore text from the rulebook, and most of the still images in the video are taken from within its pages.
"Animalmother" wrote:Violence is often the best solution.

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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 12:13 am

Raid wrote:
Tue Jan 14, 2025 5:41 pm
Is there a board/map or is it all narrative based?
It depends on the adventure we play. The rules are very flexible, and I've played and run numerous games of it, some with a map and some without (entirely narrative), but I like visuals and I'm primarily a board-gamer, so I prefer adventures with very clear maps. It's my intention to run it that way.
"Animalmother" wrote:Violence is often the best solution.

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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 8:00 am

So, if you've played around with Scvmbirther, you'll see that there's a few different classes.

  • Fanged Deserter
    You have thirty or so friends who never let you down: YOUR TEETH. Disloyal, deranged or simply uncontrollable, any group that didn’t boot you out you left anyway. But your parliament of teeth — enormous, protruding, thick and sharp — have always been your allies.

  • Gutterborn Scum
    An ill star smiled upon your birth. Poverty, crime and bad parenting didn’t help either. In your community an honest day’s work was never an option. Not that you ever tried, what are you, some kind of mug? A razor blade and a moonless night are worth a week of chump-work.

  • Sacrilegious Songbird
    Always the bringer of unwelcome sounds, your vocation as a bard left you destitute and disreputable... until the rueful day when a being of impious character made you the deal of a lifetime. Your soul may be screaming, but your throat sings sweetly, and your purse ever sweeter. A small price to pay.

  • Esoteric Hermit
    The stone of your cave is one with the stars. Silence and perfection. Now the chaos of a fallen world disturbs your rituals and the caul of night grows blacker than your cavern’s gloom. Irritating!

  • Wretched Royalty
    Bowed down only by the memories of your own lost glory, you could never submit to anyone else. Not you, of noble blood! (Not that you expect any of these peons to understand the depths of your sorrow.)

  • Heretical Priest
    Hunted by the Two-Headed Basilisks of the One True Faith, you can be found raving in ruins, traipsing endlessly down dusty roads and desecrating cathedrals by night.

  • Occult Herbmaster
    Born of the mushroom, raised in the glade, watched by the eye of the moon in a silverblack pool.

  • Forlorn Philosopher
    The road an unreasoning maze, every temple soaked in blood, each destination drenched in gloom; you once thought that cold analysis might tame Fate itself, now that dream of reason has decayed to shifting madness and only the cold remains.

  • Dead God's Prophet
    Your god is dead, slain by the Basilisk SHE within the wretched peaks of the Bergen Chrypt. Now no one wants to hear their words. But you can still hear them. Day and night. Like hot wires through your brain.

  • Pale One
    You are fundamentally other, and belong nowhere. You’ve had bouts of incoherent madness and self-destructive rages, but mostly you simply wait, in solitary resignation, for that which is inevitable.

  • Cursed Skinwalker
    You should have stayed dead, but something grabbed a hold of your soul as it seeped into the river of death and sealed you once again in mortal flesh. Only this time the cage is not yours alone - in the currents of the afterlife your soul mingled with that of another dying creature, leaving you halved. Now you live a shared existence, locked in everlasting struggle between man and monster.
"Animalmother" wrote:Violence is often the best solution.

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Re: MÖRK BORG: Anyone up for a game?

Post by Sly Boots » Wed Jan 15, 2025 8:32 am

I wanted to play a character that felt most like me, so nearly went for an Esoteric Hermit but settled on a Pale One :lol:

Image

Can't wait to tuck into that tasty lard! :lol:

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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 8:52 am

Excellent!

No need to spoiler it: you can post it up here for all to see!
"Animalmother" wrote:Violence is often the best solution.

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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 9:17 am

So, as far as rules are concerned, the game is very simple: you can do whatever actions you like, and some of the actions will require a d20 check, which will test either your Strength, Agility, Presence (which is your overall mental focus) and Toughness. All tests are done on d20s, and most of the time the target number (DR) is 12+, though certain conditions will increase or lower that, such as a monster being unusually quick, or your armour weighing you down.

For example, you might say: "I want to sneak across the room."

I would say: "Test Agility...normally DR12, but you're wearing plate-mail, so it's DR16!"


Omens work like this:
1. Each day, you roll new ones: d2 (or d4 in some cases).
2. Omens allow you to:
  • re-roll any dice (even your friends')
  • do maximum damage with a weapon
  • lower damage dealt to you by d6
  • lower a test's target number by -4
  • neutralise the effects of a critical hit or a fumble

Powers work like this:
1. Each day, you roll new ones: d4 + your Presence score
2. Powers allow you to cast the spells found on Scrolls that you have in your possession.
3. You roll a D20 to cast a spell, and again it's normally DR12 to succeed.
4. If you roll a 1, it's a fumble, you read the spell wrong and you cause an ARCANE CATASTROPHE!
5. If you run out of daily Powers, you can no longer cast a spell that day.


COMBAT works like this:
1. Each round, there's initiative, to see who goes first.
2. Combatants take their turns in initiative order.
3. If it is their turn PCs may:
  • attack with a melee weapon, testing Strength (DR12, usually) to hit.
  • attack with a ranged weapon, testing Presence (DR12, usually) to hit.
  • cast a spell on a scroll, testing Presence (DR12) to succeed.
  • perform any other action, testing whatever relevant ability required
4. If it is a monster's turn, PCs test Agility (DR12, usually) to avoid/parry the attack.
5. If an attack hits, damage is rolled and armour is deducted.
Last edited by Stormbringer on Wed Jan 15, 2025 10:32 am, edited 1 time in total.
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Re: MÖRK BORG: Anyone up for a game?

Post by Sly Boots » Wed Jan 15, 2025 9:26 am

So, on powers, for my character it says I can't use scrolls but instead randomly roll a power each day, is there a table of spells I use to determine that?

Also, it says I can use them 'intuitively', does that mean cast infinitely (ie I just 'know' the spell rather than rely on finite supply of scrolls), or something else?

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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 9:43 am

Yes, there's a list of twenty spells; each day Giant Dances the Sea rolls and gets a new one for that day.

If you own a scroll (or in your case, when you just 'know' a spell) you can cast it as many times as you have Powers for that day. If you run out of Powers, you have to wait until the next day to try again.

Giant Dances the Sea can also use their daily Powers to make food appear, but each daily use of this ability is one less use of a spell that day.
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Re: MÖRK BORG: Anyone up for a game?

Post by Sly Boots » Wed Jan 15, 2025 9:44 am

Great, thanks! :)

Looking forward to the absolute chaos of random spells each day :lol:

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Re: MÖRK BORG: Anyone up for a game?

Post by Raid » Wed Jan 15, 2025 11:36 am

Meet Fechr, who I'm picturing as some sort of Hyena-person, but I don't know enough about the setting yet to know if that's possible or whether he's just a human who needs to visit a dentist.

Image

I'm a bit confused by the Shoe of Death's Horse. Is that a ranged weapon? The bit about it returning to me sounds like it is, but not sure whether the "in your hands" bit means using it as a melee weapon.

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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 11:46 am

Fechr is a human who needs to see a dentist!

There are dog-headed creatures in the game, known as Earthbound, but most PCs are just rather messed up humans (though Sly's Pale One is...a Pale One...a pale-skinned, humanoid alien).

The Shoe of Death's Horse is a both a melee and ranged weapon.
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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 11:48 am

I've just noticed that both Fechr and Giant Dances the Sea have a tendency to giggle insanely at the worst possible times. :lol:
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Re: MÖRK BORG: Anyone up for a game?

Post by Sly Boots » Wed Jan 15, 2025 11:53 am

I will absolutely be pronouncing that like Father Jack :lol:

"Fecker!"

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Re: MÖRK BORG: Anyone up for a game?

Post by Raid » Wed Jan 15, 2025 12:03 pm

That's definitely how I'm pronouncing it, although "Fetcher" also works given his vaguely canid style of attacking. I'm also calling his Small But Vicious Dog "Alpha", because it feels funnier if he isn't the brains of their two-man operation.

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Re: MÖRK BORG: Anyone up for a game?

Post by Stormbringer » Wed Jan 15, 2025 12:05 pm

Raid wrote:
Wed Jan 15, 2025 12:03 pm
I'm also calling his Small But Vicious Dog "Alpha", because it feels funnier if he isn't the brains of their two-man operation.
You're getting into the right spirit of this! Perhaps his name is Fetcher, but he can't pronounce it because of his teeth, so it comes across as "Fechr".
"Animalmother" wrote:Violence is often the best solution.

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