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Now Available In Print! Ragged Cuts Softcover

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Ragged Cuts is a rules expansion that adds a menagerie of animals to the Mork Borg hack: Cthork Borg

With it, you get 57 pages of supplement, including:

  • New rules for wounding and injury
  • Taming, taxidermy, and curing meat
  • Cryptids and relict populations
  • A great number of categories of beasts to encounter in the wild

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CW - The usual MÖRK BORG grimness, plus wounding, harm to animals, disease, medical neglect, predation.

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Updates:

  • As of 12.6.24, fixed several formatting issues, made wild animals with domestic counterparts less anemic, added slightly more embellishment to the art.
  • As of 12.12.24, greatly reworked Scars to include more nuance.
  • As of 12.12.24, lightly reworked Scars to allow multiple surgeries after each investigation and to clarify token types.

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MÖRK BORG Third Party License - Ragged Cuts is an independent production by Richard Kelly 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. For further details about the MÖRK BORG Third Party License, see https://morkborg.com/license/

Updated 13 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(5 total ratings)
Authorkumada1
GenreRole Playing
Tagscthork-borg, mork-borg, occult, OSR, Tabletop, Tabletop role-playing game

Purchase

Buy Now$4.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $4 USD. You will get access to the following files:

Ragged Cuts 12.12.24a.pdf 13 MB

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Comments

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(+1)

I have question with the new rule.

"Every second Scar also applies -1 to an Ability of the investigator’s choice." Does this mean 2 unsuppress scar, or 2 scar total?

Two total. The suppression doesn't remove Scars.

I realized immediately after writing this that there were still some issues with the text. I've revised the PDF to better clarify how surgery tokens work. Current version is 12.12.24a.

(+1)

I have some suggestion for the Scar.

I feel like the Scars are a bit easy to get, especially since getting any amount of damage give you Old Wound token, and 1 in 6 chance of getting a Scar is pretty high, and at which point it sometime better to Break, than taking more Old Wound token. And it also discourage people from engaging in combat, and there especially in the early game, you only have 5 to 7 hit point, making Scar kind of redundence.

Here are some of my suggestion.

1. Lessing the cost for getting Reconstructive Surgery token, 300$ is too much for a thing that you will likely get often, maybe 100$, and also ditch the lower of the token or toughness thing, and just let you buy the token to get rid of the Scar.

2. Make the Scar heal naturally, I feel like this make Malice feel more dangerous since you can't just wait it out. How about Scar heal after 1d6 Investigation?

3. Increase the threshold of damage you need to take before getting Old Wound token. I feel like veteran character with 20+ hit point shouldn't get a Old Wound token from thing that deal 2 damage to him. Maybe if the damage taken is 10% of your total health, you gain a Old Wound token.

4. Increase the amount of Old Wound token needed to get a Scar, similiar to the last idea, but decrease the chance of you getting the Scar, with  1 to 5 hitpoint being 1d6, 6 to 10 being 1d8, 11 to 15 being 1d10, 16 to 20 being 1d12, 21 to 25 being 1d14, and so on and so forth.

With Scars, the goal was to offset some of the HP and Ability Points players get from clearing investigations. But I think you're right, it's currently a bit too extreme. I'll do a rework.

Changes made!

Old Wounds now can no longer be be triggered off of things like bleed or Specialties with a damage cost, so Scar accumulation should be way more normal. Also the cost for Reconstructive Surgery has been split and dropped---it costs much less when just addressing the HP loss. Also Scars reduce Abilities much less often.

The goal with Scars, for groups that choose to use them, is to slow down HP / Ability accumulation over a long campaign. Characters that get hit a lot will still average +1 HP and +.5 Ability per two investigations, and Scars won't affect Specialty gain or finances or any of the other ways investigators have of becoming stronger, so they shouldn't mess with the pulp tone too much.

The current version of the PDF is 12.12.24, and is uploaded.

Thank you for catching this issue!