spaceships in space

Räd Borg

Räd Borg is based upon, and compatible with Mörk Borg. See legal for more information.
This document is a work in progress, entire chunks are missing, some parts are incomplete, and it's being written and tweaked on the fly as I playtest it.

About the name:

  • The player character are totally rädical adventurers in an irrädiated wasteland
  • It also happens to spell "Raid Fort" in broken Swedish, a happy coincidence

About the tone:

  • Play it fast, loose, loud, and stupid
  • If Mörk Borg is doom metal, Räd Borg is skater punk
  • Take existential dread and cosmic horror, soak it in epic beast-slaying fantasy, add a healthy dash of graffiti and teenage recklessness, and run wild
  • If it makes sense while you're playing, but sounds ridiculous when you talk about it the next day, you're playing it right!

About the intent:
Mörk Borg is probably the most fun I've ever had running TTRPGs. I love how quick and easy it is to throw together a dungeon, roll up some characters, and spend an evening playing with TTRPG veterans and newbies alike. The book is beautiful, it's dripping with flavour, every time I open it, I'm flooded with ideas for the next session. The community is overflowing with creativity, there are so many cool addons and extras to keep things fresh and exciting.

See the rädicalisations page for a quick rundown of the rule differences between Mörk Borg and Räd Borg

 Table of contents

Vibes

Colourful post-apocalypse. Riding the edge between gross-out and funny. 50/50 mix of medieval fantasy and post-collapse sci-fi.

Räd Borg takes place on the Wilderas continent on planet Meer. It is known that other continents lie somewhere across the gunky seas, beyond the glowing fog, but their names have been lost to time and war, as has most Wilderan and Meeran history.

Wilderas is mostly composed of feudal-like fiefdoms ruled over by monarchs, barons, and counts. The rulers are sometimes evil, sometimes arguably benevolent, and seemingly always on the precipice of going to war.

Scattered around Wilderas are dungeons. These dungeons sometimes have historical reasons for their existence, but they can equally have been created or just randomly appeared just to challenge whatever band of plucky adventurers happen to stumble upon them.

It is said that Voidmonger, the Hollow Space God, is on their way to Meer. Upon their arrival, they will smite all but the most righteously badass of the Meeran continents. The Prophesies of Gorâzoteth have began to come true. It is time for Wilderan adventurers to prove to Voidmonger that this continent is truly the most epic among the lands on Meer, perhaps even in the entire galaxy (if such a suggestion isn't blasphemous, of course).

Lore

Warning! Contains spoilers, skip to character creation if you're a player ;)

Places

  • A big crater with a tower in the middle and an abandoned city underneath
  • Ur, a bustling city of trade, crime, and revelry
  • The Tower of Trials in the middle of the swamp-lake Barbaute
  • Mirandali, a thick forest that folds in upon itself, where space and time twists into fractal patterns
  • Virbistok, an arid desert that covers what was once the thriving Cheiod civilisation
  • The Qharno mountain range, where pilgrims go to complete their wizarding initiations
  • The six elemental fiefdoms and their rulers
    • Mercurius (Fire) - Queen Maia
    • Gríðarstór (Ice) - Queen Sif
    • N'Guara (Nature) - Iphild, the Gardener
    • Phthon (Undeath) - The Council of Glos
    • Llanrhestinion (Cyborg) - Metamind Lzoroth-Follelliwig
    • The Wigh (Fungi) - Baron Willon Volden

Bordering regions:

  • Mercurius / Virbistok
  • Mercurius / Qharno
  • Gríðarstór / Qharno
  • N'Guara / Mirandali
  • N'Guara / Barbaute
  • Phthon / Barbaute
  • Llanrhestinion / Virbistok
  • The Wigh / Mirandali

The Crater

A vast irradiated crater speckled with crystal debris and shattered artefacts. Lifeforms torn from the bowels of Meer have developed on the surface of this scar.
From the blighted ground at the centre of the crater up to the swirling clouds stretches a white tower, every surface engraved with prayers: The Cathedral of Loria. Within its walls, the Cult of Loria conducts its business, bringing offerings through a maze of stairways and passages up to Loria's chambers at the tip of the spire. Her voice can be heard softly resonating from the walls, praying and offering guidance.

The Cathedral's foundations dig deep into the wound in the ground, leading to a dark and twisted system of caves that once formed the sprawling city of Martite. Ancient automatons slowly toil away, rebuilding the secret metropolis. Pockets of life exist in the tunnels and caverns. Some surviving districts, disconnected from one another, have continued to live as though Martite never fell. Other settlements can also be found: descendants of lost explorers, refugees from a long-forgotten war, idealists looking to create societies that align with their principles far from the influence of the surface's monarchs...

Ancient dungeons, protecting crystal artefacts and forgotten technologies, can be found hidden in the walls if one knows what they are looking for. Entering these dungeons is a reckless affair. Automated defences, forgotten spells, and immortal guardians lie in wait, ready to unleash arcane magicks and swift violence upon any intruder.

Mercurius

Gríðarstór

Set in the curve of the Qharno mountain range

N'Guara

A river flows from lake Barbaute, through N'Guara, and into Mirandali. Iphild roams the overgrowth, quietly tending to the plants.

Phthon

Llanrhestinion

The Wigh

Ur

Barbaute

Mirandali

Virbistok

A vast desert, devoid of water. During the day the heat is unbearable, even mechanical beings begin to show signs of distress. At night the air grows cold, as if the heat was sucked into the ground. Does the sand... breathe?

One lonely road traverses Virbistok, between Mercurius and Llanrhestinion, travelled by merchants, dotted with waystations, and threatened by bandits. Fresh faces are warned of Talisto Pass, a narrow gulch lined with sandstone walls. Expect to be ambushed if you show any sign of weakness or wealth. Circling around the pass is more dangerous still. You can at least negotiate with bandits.

The few Cheiod structures that are easily accessible from the dusty road have all been opened. Pillaged, then either destroyed or put to use by Virbistoki peoples. None of those structures go deep. It seems like the Cheiod abandoned and closed off passages as the areas became more travelled.

If one strays from the road, deeper Cheiod structures can sometimes be found hidden between dunes, usually abandoned, but occasionally still active. The Cheiod are a secretive society. They hide deep beneath the dunes. They lay traps inside their structures. Their "Immortals" patrol. It is not known what they are hiding, nor what they are hiding from.

The Qharno Mountain Range

Things

Lifeforms

The main classes of sentient lifeform are Mutant, Dirtling, Robot, and Cyborg.

Mutants are the descendants of the animal kingdom, of flesh and bone. Most bear some ressemblance to their long lost ancestors. Eyes and ears. Skin, fur, feathers, or scales. Feet, hooves, hands, and paws.

Dirtlings were once bound to the dirt. Jealous of the animals, they shed their roots and mycelium to walk the lands, and in the vacuum left by the animals' wars, they expanded and claimed their place in Wilderas.

Mutants often believe their ancestors built the robots. That belief is true, in a purely technical sense. The robots the mutants built were machines. When the mutants grew tired of building robots, they ordered robots to build robots. When the mutants grew tired of designing new robots, they ordered the robots to design robots. When the mutants realised what they had done, they feared an uprising and prepared for war. The robots never attacked, and simply began to just... Exist.

Cyborgs are an amalgamation of mutant and machine. When the robot war didn't happen, the peoples reunited. Robots enjoy tinkering, and with access to flesh, nerves, and other materials with interesting properties, some incorporated biology into their designs. Some mutants, aware of the limitations of their flesh, learnt from the robots' innovations and began to replace their flesh with metal. Where the line between mutant and robot is blurred, cyborgs were born.

Pilgrims and Wizards

Occasionally, a strange sickness befalls someone, and they are overcome with a need to travel. They begin walking the world, seemingly at random, in a strange state of calm introspection. These people are referred to as "p̗̼il̊͌͞grȉͅm̈́̓s". Some pilgrims are friendly, willing to travel with strangers for a while.
Oth̥̃̐ers seem to fear strangers, fending them off with weapons and strange magicks. When a pilgrim's magi͏̵̀c̗̦̕ks grow strong enough, they find themself drawn to the Qharno Mountains, where they complete their pilgrimage, and become a "wizard".
Wi̺ͨz̸̗̊a͔̋r͞d͑̐s are driven only by the fluctuations of m͏agick, fickle, unpredictable, and unstable. On a good day, a wizard may bestow great riches and pow͓̼̻e̴r̠͐s upon travellers who cross their path, but it is just as likely that they'll unleash a storm of arcane spells that te͏ars r͔̼ͩe̊aḻity apart around whomever is ul̬ͣ͡ũ̧̹ͭc̤͔k̞̥̖̺̋̀͊ny enough to catch their attention.
People who dedicate their lives to the art of magick are not wizards. They call themselves mages, sorcerers, or casters. W͉ͥ̕į̴̛z̟a̡ͧ̋r̈ͪds are cͭ̂u̳r̵̰̺seͧd bȅ̾ͦin͇͐gͩs. The cu̅r̗͚ͨs̪͇̉͆͠ë̞̹̳͂ d̵͕̋̿͋̈́͡ę̜̼́͗͞͞vo̷͉̳̟͋͊u̢̬r̉̈s̎ͨ. W͇̾ỉ̜͐z̸̈́aͫ́͢r̶̷̮̥ds̚ ǎ̴͝r̤̻̻e̫̔̔ b͏̮e̷̱ͫin̼ͥg̬ d̴e͡v͍ȏu̷͈̺ŗ̴̽̎̾ḛ̺d̘̊̇.
T̸̖̬̻̊͆h̢e̳ d͖̃ͧ͠e̎vͯͨȯ̠͋ú̍̎̾̚͠ȓ̛̩̥ͣ̃͢ẹ̗̝̺͖́̕r̲̫̃ E͓̐X̘̫̺̄ͪ̆̉İ̸͎̤̂͒Ş̮̈́̐ṪS͙͖ͭ͒ͣ.̣͓ͥ̇̽ It E̤̯̔͠X͇Ị̰͓́̊͞ST̼Ŝ.̗͍̻̫̝̄͝ W̅͌͢͡h̝̽y̶̟ͯ̆͘ ď̯̭͉̂ô̡̘̙̦̜̹̈̆̇͡è͚͇͋̒ṡ̡̬̞̮̣͢ i̛͍̩͔̊̋ͦͧ͝t̛̼̗̒̈͌͞ É̷͞X͚͆ͯ̒͡Ǐ̥͙͔̮̔͡͡S̴̱̃̄ͦͅT̡͇̱ͥ?͙͎ͩͨͥͪ͗ͣͯ Iͭt̳̄ͭ s̘ͨ͛͘hǫ̦̺͔̺͓͒ͤ͑ͬ͠u͇͆l̻̩͆͑͂̈dn͋'̴͈͍̤̀̎͡͡t̢͍̲͙͈ͧͮ̒̍͢͠ E͂Xͯ͝I̵̵͕͍ͮͫ̍͌̉͞S̨͖͍̬̀͑̍ͨ̕͢T̸͎͛͆͒ͣ͘͝.
P̿l̆eaͪș̚e.̻̿ D̘͜o̘ͮͨ̀͑́ͤ n̹͖ͫ̔̿͘o̞̎t̞̯͐͋̐͠ E̡͔̻͗̐̑X̒̾I͈SṪ͇̤̗̯ͤ. D̨̨̛͉ͣ̽ͧͅồ̙̊͠ n͉_̴̿ͧͯot̙̘̭͛̌ͭͭ̈́̕ Ȩ̼͚ͥ̀͢XÍ̶Ș̫̖͋T͉͗͊.͔͚́ D̡̖͇̗̺̪ͬ͋̐͗́̃̑̚o͈͍̟ͮ̈́̓͗̚ n̵̵͚̺̭̉̇̐͗͘̚̚̕ǫ̴͇̜͉̈́̌̕ţ̶̼͍͛ͨͭ͌͊̔̀̔̔ͅ Ę̺̣̠̰̀̂̇ͫͯ̎̔̓͌X͉̲̰̥̥͔̭̋̃́̎ͯ͛̏Í͕̥̊ͨ͊S̩̲̲̽̔̄̅̐̍̀͜T̷̞͎͖͖̱̼̺͗̾.̉ͨ

Pl̶͋̓eͫ̅as̔ͣ͡e̟.

Do͖͈̟͐
n̫̹o̜ț
D̡̠̖̭̠́̒̀̏̾͋͟Ẹ̷̷̢̧̲̜͓ͨ̂̎̄͂̒̚͢͡V̯͙̣͓̝̽ͨ̀O̵̼̖̘͕̜̹ͥ͗́̚̕U̢̹̥͕͐̎ͩ̀̑̅̉R̵̬̥͙̗̃̽ͪ̀͂͘͡͡

Character creation

Character creation:

  • d4 or choose Lifeform
    • Mutant
      • You need snacks and water
      • You heal when resting
    • Dirtling
      • You need water
      • d2
        • Fungi: You heal over time in the dark
        • Plant: You heal over time in the light
    • Robot
      • You need batteries
      • You heal by being repaired
      • You are immune to infection
    • Cyborg
      • You need water
      • You can consume snacks or batteries
      • You can heal by resting or being repaired
  • 2d6 × 10 Bits
  • Mutant, dirtling, and cyborg: Thermos
  • Robot: d4 spare parts
  • Choose:
    • d4 snacks
    • d4 batteries
  • d4 Bags (or one of the above)
    1. Satchel
    2. Backpack
    3. Duffel bag
    4. Satchel and a backpack
  • d4 Wheels (or one of the above)
    1. No wheels, just a sweet pair of shoes
    2. Roller shoes
    3. Skateboard
    4. BMX
  • d12 adventurer stuff
    1. Rope 10 metres
    2. Smarts+4 chemlights
    3. Flashlight with d8 batteries
    4. Yo-yo
    5. Random fresh scroll
    6. Guitar
    7. First-aid kit
    8. Multitool with d6 batteries
    9. d4 cans of spray paint
    10. Hand grenade (d10 damage)
    11. A bottle of red juice, d4 doses (heals d6 HP and removes infection and irradation)
    12. Portable games console with d4 batteries
  • d12 cool stuff
    1. A bottle of green slime, d4 doses (Guts DR12 or d10 damage)
    2. Random gnarly scroll
    3. Minibot with a knife (d6+2 HP, stab d4, only obeys you)
    4. d4 radrats that ignore but love you (d4+2HP, bite d4)
    5. Primo deodorant worth 25 bits
    6. Toolbox
    7. Heavy chain, 5 metres
    8. Grappling hook
    9. Shield
    10. Crowbar
    11. A chunk of irradium
    12. Tent
  • d10 weapons (d6 if you start with a scroll)
    1. Pointed stick (d4)
    2. Cool wizard stick (d4)
    3. Slingshot (d4 / d6 if used with ball bearings)
    4. Baseball bat (d4)
    5. Sledgehammer (d6)
    6. Pipe wrench (d6)
    7. Bow (d8, with Smarts+10 arrows)
    8. Big sword (d8)
    9. Blaster (d10, with Smarts+10 batteries)
    10. Big axe (d10)
  • d4 Armor (d2 if you start with a scroll)
  • (optional) d20 Cool vibes (roll twice)
    1. Way too relaxed
    2. Overly self-confident
    3. Talks back to authority
    4. Crackin' jokes
    5. Prankster
    6. Too cool for school
    7. Rebel without a cause
    8. Always snacking
    9. One-upper
    10. Form over function
    11. Dancing to an imaginary beat
    12. Reckless
    13. Lazy
    14. Pickpocket
    15. Over-enthusiastic
    16. Loud mouth
    17. Distracted
    18. Keeps telling fibs
    19. Always losing stuff
    20. Bossy
  • (optional) d20 Fashion statements. Use the "Coco Chanel" rule: "when putting on accessories, take off the last thing you've put on" - Coco Chanel (apocryphal)
    Roll until something doesn't look right, remove that last thing
    1. Popped collar
    2. Clashing colours or all black (you choose)
    3. Heavy makeup
    4. Mohawk
    5. Denim jacket
    6. Platform shoes
    7. Fishnets
    8. Sunglasses
    9. Studs
    10. Face covering (mask, bandana)
    11. Sneakers
    12. Chains... so many chains...
    13. Belts... so many belts...
    14. Pierced nose, pierced ears, pierced ltips, etc...
    15. Tattoos
    16. Gloves
    17. Ripped trousers/dress/shirt/something
    18. Impractically loose/tight clothes
    19. Not wearing it correctly
    20. Patches
  • Abilities
    • Choose whether to roll for abilities, or pick a standard array.
      • Note: the standard arrays give a total of +2, whereas rolling gives +2.56 on average
      • Balanced array: +1 / +1 / ±0 / ±0
      • Spicy array: +2 / +1 / ±0 / -1
      • Random array: Roll 4d6, drop lowest, and use the table to generate an array
        • 1-4: -3
        • 5-6: -2
        • 7-8: -1
        • 9-12: ±0
        • 13-14: +1
        • 15-16: +2
        • 17-20: +3
    • Assign those four numbers as you like to Moves, Smarts, Muscles, and Guts
  • Hit Points (HP)
    • Begin with Guts + d8
    • Worst case 1HP, never less
  • Flexes
    • Begin with Smarts + d2
    • Worst case 2 flexes, never less

Rules

  • Abilities
    • Moves: Dodge, dance, kickflip, leg it
    • Smarts: Spot, outwit, flirt, use magicks
    • Muscles: Dunk, wreck, wrestle, throw
    • Guts: Resist poison, punches, fear, and humiliation
  • Flexes - Use a flex to...
    • Deal mamximum damage with one attack
    • Reroll a dice roll (yours or someone else's)
    • Lower damage dealt to you by d6
    • Neutralise a crit or fumble into a success or fail
    • Boost a success or fail into a crit or fumble
    • -4DR on one test
    • Add 2 to a test roll
  • Tests
    • Roll d20 ±ability equal to or greater than DR to succeed
    • Natural 20 (the dice shows 20, regardless of ability) is always a crit (success with a bonus)
    • Natural 1 is always a fumble (fail with a consequence)
    • Creatures don't add any ability, only roll an unmodified d20 against the DR
  • Difficulty ratings (DR)
    • 6: incredibly simple
    • 8: routine
    • 10: pretty simple
    • 12: normal
    • 14: difficult
    • 16: really hard
    • 18: should not be possible
  • Carrying capacity
    • You can carry Muscles+8 (but never less than 8) normal-sized items
    • Items in a duffel bag count as half the weight
    • Satchels and backpacks can be worn
    • Items (not weapons) in satchels can be swapped with an item held in hand (if it's a weapon, drop it)
  • Adventuring
    • Reaction (2d6)
      • 2-3: "Jump these nerds!"
      • 4-6: Torqued off
      • 7-8: Just scopin' your vibe
      • 9-10: Dialin' your frequency
      • 11-12: Stoked by your 'tude!
    • Combat
      • Initiative d6
        • 1-3 Enemies begin
        • 4-6 Player characters begin
      • Melee: DR12 Muscles
        • The PC can choose to allow melee-range enemies a free attack to "power through" and hit anyway
      • Ranged: DR12 Smarts
      • Defence: DR12 Moves
      • Crit (nat 20)
        • Attack: ×2 damage, armour/protection reduced one tier
        • Defence: PC gains a free attack
      • Fumble (nat 1)
        • Attack:
          • Melee: Enemy gains a gree attack
          • Ranged: Attack hits an ally
        • Defence: ×2 damate, armour reduced one tier
      • Armour tiers
        1. light: -d2
        2. medium: -d4, +2 DR Moves tests
        3. heavy: -d6, +2 DR Defence, +4 DR other Moves tests
    • Rest, healing and repair
      • Take a breather:
        • An hour in a safe, or at least defensible location
        • Restore one flex
        • Fertilise (Dirtlings): eat a snack and restore 1 HP
        • Cyborgs choose whether to heal or repair, not both
        • Heal (Mutants and Cyborgs): restore d4 HP
        • Repair (Robots and Cyborgs):
          • Use spare parts and test Guts DR12: restore d6 HP
          • Repair rolls can be performed by an ally who chooses not to heal or repair themself
      • Call it a day:
        • At least six uninterrupted hours in a safe place
        • Restore d4 flexes
        • Cyborgs choose whether to heal or repair, not both
        • Fertilise (Dirtlings): eat a snack and restore d4 HP
        • Heal (Mutants and Cyborgs): restore d6 HP
        • Repair (Robots and Cyborgs) choose repair method:
          • Percussive maintenance:
            • Use spare parts and test Guts DR10: Restore d6 HP
            • This choice can be repeated any number of times, spending spare parts each time
          • Engineering: Smarts DR12:
            • Use spare parts and test Smarts DR12: Restore to maximum HP
          • Repair rolls can be performed by an ally who chooses not to heal or repair themself
      • Dirtlings heal over time when they are in their preferred environment
        • In the dark, fungi heal 1 HP up to four times a day
        • In the light, plants heal d2 HP up to four times a day, during daylight hours
      • Sustenance:
        • Robots consume one battery per day, or go into low-power mode:
          • Cannot move by themselves or fight
          • All rolls +4DR
        • Mutants and Cyborgs consume water and snacks every day, or lose d4 HP per day and cannot rest
          • Cyborgs can consume a battery instead of snacks
        • Dirtlings consume water every day, or begin to wither:
          • Cannot move by themselves, rest, or fight
          • All rolls +4DR
          • Lose d4 HP per day
      • Infected/irradiated No healing when resting, take d6 damage each day
        • Robots do not suffer these effects
        • Repairing an infected or irradiated Robot or Cyborg: Test Guts DR12 or become infected/irradiated
    • Morale (2d6)
      • If you roll over the creature's Morale, d6
        • 1-3: Flees
        • 4-6: Surrenders
    • Roll Morale if
      • The leader is whooped
      • Half the group gets whooped
      • Lone enemy has 1/3 HP left
    • Whooped (0 HP) d4:
      1. Shook: Out for d4 rounds, come back with d4 HP
      2. Bashed: Roll on the sick scars table, out for d4 rounds, come back with d4 HP
      3. Schooled: Roll on the sick scars table, out for d4 rounds, come back with d4 HP
        • If you get whooped again today, do not roll, you get Absolutely Dunked On
      4. Absolutely Dunked On: Totally humiliated, you're no longer cool enough to be an adventurer, go home...
    • Magick
      • Amount per day
        • A PC can use their magicks a total of Smarts + d4 times per day.
        • Roll the total amount every day
      • Cast magick
        • Make a Smarts DR12 test
        • Failure means the magick doesn't work, the caster becomes dizzy for one hour
          • The PC can choose to rolls on the Magickal Mishaps table and "power through" and cast the magick anyway
        • Fumble or failing when dizzy: Roll on the Magickal Mishaps table
        • Fumble too often: Begin dreaming of a golden door, tucked away in a nook between tall and rocky cliffs

Tables

  • d10 Sick scars
    • WIP: A list of scars and injuries, they often have some kind of malus, but have a way to get better
  • d20 The Gunkspillers demand
    • WIP: Some ideas for long-term quests or projects
  • d6×d8 Robot? Mutant? Absolute legends all...
    • WIP: Cool names for adventurers
  • d10 epic treasures
    • WIP: Ideas for magickal items that might be found
  • d12 wack traps
    • WIP: Ideas for evil traps to mess with the players
  • d66 sweet loot drops
    • WIP: Random stuff to find, some valuable, some useful, some disappointingly funny
  • d66+77 The Prophesies of Gorâzoteth
    • WIP: Weird world events, working like Mörk Borg's Calendar of Nechrubel, except the events are maybe a bit more "wacky"
  • Even more reasons to kick some ass
    • d12 where do you wander?
      • WIP: List some good starting locations around the continent
      • WIP: For the time being: a village on the outskirts of Virbistok
    • d20 who (or what) contacts you?
      • WIP: List some interesting character archetypes for "quest givers"
      • WIP For the time being: a busted up robot, caught in a reboot loop, trying to "backup" some important information before it powers down
    • d100 adventure spark
      • WIP: List some ideas for adventures, treasures, and things to do
      • WIP: For the time being: a map to an untouched dungeon, containing a magickal object known as the "Eye of Otohath"
  • One of the many rad dungeons
    • WIP: A bunch of tables to aid in creating a dungeon
    • WIP: For the time being: Refer to Mörk Borg's dungeon tables and switch up the tone, soz lol
    • d12xd12 what is it called?
    • d6 status
    • d10 imminent danger
    • d12 who or what dwells here now?
    • d12 distinctive feature
    • d4 d6 sample rooms
  • d20 Awesome stories
    • WIP: Create list of cool backgrounds for player characters
  • d20 Magickal Mishaps
    • WIP: For the time being, accidentally cast a randomly targeted random magick

Stuff

Scrolls

  • d10 gnarly scrolls
    1. Shards Deal 2d6 damage, divided among any number of creature
    2. Nurd-sez-watt Confuse a creature for 10 minutes
    3. Yeet Move an object up to d10*3 metres for d6 minutes
    4. Infinite Kickflip Hover for Smarts+d10 rounds
    5. Seeing Gray One creature is made radioactive for d6 rounds, losing d4 HP per round
    6. Snicker-Snack Produce d2 lightning bolts dealing d6 damage each
    7. Antimemetism A creature becomes invisible for d6 rounds or until it is damaged, attacking/defending with DR6
    8. Arise ye, creepy crawlies! Summon d4 mudlings
    9. Power Word: Sleep d4 creatures fall asleep for one hour unless they succeed a DR14 test
    10. Power Word: Hollow All creatures within 10 metres lose a total of 4d10 HP
  • d10 fresh scrolls
    1. My Love Undoes Pain d2 creatures regain d10 HP each
    2. My Will Undoes Fear A creature of your choice gets +d6 on one roll
    3. Rest, Disturbed Ask three questions to a ghost, disabled automaton, or other extinct mind
    4. Tough like a Badass A creature of your choice gains 2d6 extra HP for 10 rounds
    5. Wo-Mona's Reprieve One creature, who got absolutely dunked on within the last week, gets hype again but they're kinda messed up now
    6. Yappin' with Beasties You may speak with animals for d20 minutes
    7. Cherenkov/False Vacuum Light or pitch black for 3d10 minutes
    8. Déjà Mort You find all traps in your path for 2d10 minutes
    9. A Storm, Unleashed d4 creatures lose d8 HP each
    10. Absolute aura One creature blindly obeys a single command

Weapons

Item Value Notes
d4 Pointed stick 0b
d4 Cool wizard stick 10b
d4 Baseball bat 5b
d6 Sledgehammer 15b
d6 Pipe wrench 25b
d8 Big sword 35b
d10 Big axe 60b
d6 Slingshot 8b Shoots bearings (or small stones for d4 damage)
d8 Bow 40b Shoots arrows
d10 Blaster 65b Uses one battery per shot
20 Steel bearings 5b
20 Arrows 10b
d10 Hand grenade 10b
Shield 20b -1 damage, or break to ignore all damage from one attack
-d2 Light Armour 20b
-d4 Medium Armour 100b Moves +2DR
-d8 Heavy Armour 200b Defence +2DR, other Moves +4DR

Items

Item Value Notes
Backpack 6b 7 normal-sized items, worn
Batteries (10-pack) 10b
Bear trap 20b Smarts DR14 to spot, d8 damage
Black slime 20b Toughness DR14 or d6 damage + blind for one hour, 3 doses
BMX 40b
Boombox 45b Uses one battery per hour
Bubblegum 1b
Can of spray paint 3b
Chalk 1b
Chemlight 1b Glows for one hour
Crowbar 8b
Duffel bag 3b 10 normal-sized items, they count half, held in hand
First-aid kit 15b Stops infection & radiation and heals d6 HP
Flashlight 10b Uses one battery per hour
Grappling hook 12b
Green slime 20b Toughness DR12 or d10 damage, 3 doses
Guitar 6b
Hammer 8b
Handheld 100-in-1 game 8b Uses one battery per day
Heavy chain 10b 5 metres
Iron nails 10b 10 nails
Ladder 7b
Large iron hook 9b
Lighter 4b
Mattress 3b
Mirror 15b
Multitool 15b Uses one battery per minute
Portable games console 60b Uses one battery per three hours
Primo deodorant 25b
Repair kit 20b Repair -4DR or max restore, single use
Roller shoes 35b
Rope 4b 10 metres
Salt 4b
Satchel 6b 3 normal-sized items, worn, available in combat
Scissors 9b
Skateboard 20b
Sleeping bag 4b
Snacks 1b 1 day
Spare robot parts 10b
Tent 12b
Thermos 4b 4 days of water
Toolbox 20b 10 nails, hammer, small saw, tongs
Yo-yo 2b

Creepy crawlies, monsters, and other things to fight or befriend

Warning! This section contains spoilers!

Mutants

Moles

Armourdillos

Radrats

Spittlebugs

Cyborgs

Gunbirds

Brainsuckers

Tendrils

Robots

Minibots

Warbots

Riptires

Roamers

Pilgrims

Wizards

Wormfolk

Crater

Crystal Guardians

Artefact Fiends

Cathedral of Loria

Cultists

Martite

Ancient Sentinels

Blind Scavengers

Cave Beasts

Ur

Phasethieves

Swamp-lake Barbaute

Scalies

Snaeks

Tower of Trials

Mirandali Forest

Trees

Crumpled Ones

Virbistok Desert

Sandworms

Mirages

Cheiod Ruins

Immortals

Qharno Mountains

Mercurius (Fire) - Queen Maia

Golems

Will 'o Wisps

Gríðarstór (Ice) - Queen Sif

N'Guara (Nature) - Iphild, the Gardener

Phthon (Undeath) - The Council of Glos

Llanrhestinion (Cyborg) - Metamind Lzoroth-Follelliwig

The Wigh (Weird) - Baron Willon Volden

Cultural touchstones

  • Adventure Time
    • Colourful post-apocalypse
    • The entire setting and tone
    • Dark fantasy and cosmic horror themes in a colourful cartoon style
    • Youth culture, loud and exciting, rule of cool
  • Kipo and the Age of Wonderbeasts
    • Colourful post-apocalypse
    • Mutant animals with various fashion genres
    • Sillyserious politics
  • Steven Universe
    • Sillyserious politics
    • Colourful horror themes (gem amalgamations, gem farming)
    • Loria is basically White Diamond

Random notes, lol

Bogus, wack, weak, bunk, stale, rank,

Epic, sweet, primo, cool, räd, righteous, badass,

Räd Borg is an independent production by Gaeel Bradshaw-Rodriguez and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

Find out more about Mörk Borg, the artpunk doom metal album of a game: http://morkborg.com

Acknowledgements & thanks

Räd Borg's creation was powered by a mind that has absorbed many things. Here are (to the best of my knowledge) the things that inspired or accompanied my creative process:

  • Adventure Time by Pendleton Ward
  • Kipo and the Age of Wonderbeasts by Radford Sechrist
  • Steven Universe by Rebecca Sugar
  • Grog the Frog by Alba Bg and Davilorium
  • FLCL by Kazuya Tsurumaki
  • Lei Line Eon by Iglooghost
  • La véritable histoire de Ashe Barrett by Vincent Hardy
  • L'Incal by Alejandro Jodorowsky and Mœbius
  • Nichijou by Keiichi Arawi
  • Scavenger's Reign by Joe Bennett and Charles Huettner
  • Gelatinous Cube by Thee Oh Sees (with the music video)

Thanks to:

  • "The Brodie Appreciation Society", for reigniting my love for roleplaying games!
  • Les amis de Roubaix, c'est vraiment une belle bande d'amis qu'on a là, j'adore partager mes jeux de rôles avec vous!
  • /r/morkborg, a welcoming community of Mörk Borg fans, full of supportive and creative people

Compatible with Mörk Borg