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Inför döden är

vi alla ensamma
(We die alone)

Parts Per Million


I

Credits
Written by Peter Rudin-Burgess
Art by Stefan Keller
MÖRK BORG is copyright Ockult Örtmästare Games
and Stockholm Kartell.
We Die Alone is an independent production Parts Per
Million Limited and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell. It is published
under the MÖRK BORG Third Party License.
We Die Alone copyright© 2020 Parts Per Million
Limited
II

Contents
Introduction ................................................................. III
Character Creation ...................................................... IV
Maximum HP .......................................................... IV
Good Omens ........................................................... IV
Starting your Adventure .............................................. VI
Scenes ..................................................................... IX
Inspiration .................................................................... X
Simple Questions .......................................................XV
Drama & Tension ..................................................... XVI
Solo Roleplaying..................................................... XVII
Failing Forward ......................................................XVIII
Just Play! ............................................................XVIII
III

Introduction
We die alone is a solo roleplaying supplement for Mörk
Borg.
These rules are based around a set of oracles, random
tables designed to suggest answers to questions. When
you would normally ask your Game Master [GM] a
question about the current scene, you instead as the
random tables.
No random table can possibly know your exact
situation. What the tables give you is a stub of an idea.
It then falls on you to “make something up” that
encompasses the idea that the table gave you and fits
your current situation.
You can think of them as an extension of the
Frontpapers and Endpapers in the core Mörk Borg
rules.
If you simply imagined your character and rolled dice
for attacks and damage, you would have a simple
procession of scenes, but not really a game.
The rules here take some of the control away from you,
making you react to situations that happen to your
character. It puts the game back into the solo play.
The oracles presented here are divided into sections,
and explanatory notes on how each is used are given,
with some examples.
If you have not solo played before, the best thing to do
is make a character and jump straight in.
IV

Character Creation
Trying to survive adventures created for a group on
your own is tough. To help out a solo adventurer, there
are two small adjustments that I suggest.
Maximum HP
Giving your character maximum hit points makes you a
little more robust before you end up broken.
Use this option even if you use optional Classes.
Whatever the HP is for the Class, give yourself the
maximum allowed for a starting character.
When your character improves, the progression reverts
to normal, rolling 6d10 and getting an additional 1d6
Hit Points.
Good Omens
Give your character ONE additional Omen. So, that is
d2+1 or d4+1 omens depending on Class.
The normal rules apply; an omen may only be used
once per day.
V

If you are not


a regular GM,
you may not be
familiar with
creating
scenes, NPCs,
and locations
simply by
improvising. To
help you out
these rules
will prompt you
to ask
questions.
III

Introduction
We die alone is a solo roleplaying supplement for Mörk
Borg.
These rules are based around a set of oracles, random
tables designed to suggest answers to questions. When
you would normally ask your Game Master [GM] a
question about the current scene, you instead as the
random tables.
No random table can possibly know your exact
situation. What the tables give you is a stub of an idea.
It then falls on you to “make something up” that
encompasses the idea that the table gave you and fits
your current situation.
You can think of them as an extension of the
Frontpapers and Endpapers in the core Mörk Borg
rules.
If you simply imagined your character and rolled dice
for attacks and damage, you would have a simple
procession of scenes, but not really a game.
The rules here take some of the control away from you,
making you react to situations that happen to your
character. It puts the game back into the solo play.
The oracles presented here are divided into sections,
and explanatory notes on how each is used are given,
with some examples.
If you have not solo played before, the best thing to do
is make a character and jump straight in.
V

If you are not


a regular GM,
you may not be
familiar with
creating
scenes, NPCs,
and locations
simply by
improvising. To
help you out
these rules
will prompt you
to ask
questions.
VIII

Confrontation
This is the final showdown, the end of level boss, or the big bad
evil guy. This is your do or die moment, overcome, or fail.

Resolution

The last stage is the resolution stage. Typically, your character’s journey
home, discovering the consequences of their actions. Maybe they relieve
the suffering for their friends or family for a few days. Sometimes there
will be a sting in the tail or a double cross.

How your character and your story progresses


through your adventure is controlled by you, and
how the dice fall.
IX

Scenes
A scene is any part of your adventure that you play
through. When you skip a block of time, from a minute
running from one room to the next, an hour walking
into town, or a week lost in the Endless Sea. When you
pick up the action, that is the start of a new scene.
With each new scene, ask yourself what your character
can see, hear, smell, and feel. Is it cold and damp, is the
wind howling, are the open sewers overflowing?
X

Inspiration
To turn solo play from a simple creative writing exercise
into a game, you need some external input. This comes
in the form of random text prompts.
Over the next few pages are some random tables with
suggestions on how and when to use them. There are no
right or wrong ways to use these tables. Some players
will keep them open and reference them many times.
Others will rarely dip into them.
These tables sit alongside and add to the tables in the
end pages of the Mörk Borg rules.
XI

Places (d12) Foes (d12)


1. Bergen Chrypt 1. Berserk
2. Endless Sea, the 2. Bloody skeleton
3. Fathmu IX 3. Goblin
4. Galgenbeck 4. Grotesque
5. Graven-Tosk 5. Scum
6. Grift 6. Troll
7. Sarkash 7. Undead doll
8. Shadow King’s Palace 8. Undead necromancer
9. Tveland 9. Wicked knife-wielder
10. Valley of the 10. Wraith
Unfortunate Undead 11. Wyvern
11. The Western Kingdom 12. Zombie
12. Wästland
XII

I
1 1
2
They
This
II 1 1
2
Disloyal
Scrolls
3 That 3 Mad
4 You 4 Grift
5 If 5 Around
6 Dark 6 Open
2 1 Morale 2 1 Gem
2 No 2 Almost
3 Into 3 Cursed
4 All 4 Shortsword
5 Will 5 During
6 Black 6 Metal
3 1 Special 3 1 Pump
2 There 2 Kergüs
3 Captured 3 Dies
4 Each 4 Horse
5 Take 5 Known
6 Silver 6 Escaped
4 1 King 4 1 Fletcher
2 May 2 Basilisks
3 Anyone 3 Burn
4 Lost 4 Can’t
5 Priest 5 Accursed
6 These 6 Half
5 1 Gutworm 5 1 Battle
2 Two-Headed 2 Corpse
3 Statue 3 Sulfuric
4 Sword 4 Specialty
5 Guards 5 Son’s
6 Unfortunate 6 Traps
6 1 Valley 6 1 Verhu
2 Scum 2 Pass
3 North 3 Getting
4 Omens. 4 Southern
5 Heals 5 Since
6 Sarkash 6 Wearing
XIII

III
1 1
2
testing
damaging
3 Having
4 powering
5 timing
6 reducing
2 1 poisoning
2 beginning
3 falling
4 powering
5 lighting
6 becoming
3 1 attacking
2 hitting
3 longing
4 losing
5 finding
6 doing
4 1 using
2 being
3 hearing
4 going
5 pitting
6 making
5 1 dying
2 defending
3 avoiding
4 resting
5 guarding
6 getting
6 1 carrying
2 ending
3 fearing
4 trapping
5 taking
6 remaining
XIV

The tables above can be used to start to form an idea. Roll


2d6 on each table to find three words. Jot them down,
rearrange them, throw out anything you don’t like. Use them
in conjunction with the tables in the endpapers.
You would use these tables when you want to ask a complex
question. Complex questions can be about what someone is
thinking, browsing book titles in a library, or what do you
find in a box of keepsakes.
For example, I rolled 2d6 three times and got 1+2, 4+4, and
4+6. This gives me That + Can’t + Making.
This could be someone struggling with
something or a project. It could be a text
on forbidden alchemy. Taking the
generally negative nature of the
phrase, the keepsakes could be
either a broken toy or something
made poorly by a child’s hand.
VIII

Confrontation
This is the final showdown, the end of level boss, or the big bad
evil guy. This is your do or die moment, overcome, or fail.

Resolution

The last stage is the resolution stage. Typically, your character’s journey
home, discovering the consequences of their actions. Maybe they relieve
the suffering for their friends or family for a few days. Sometimes there
will be a sting in the tail or a double cross.

How your character and your story progresses


through your adventure is controlled by you, and
how the dice fall.
IX

Scenes
A scene is any part of your adventure that you play
through. When you skip a block of time, from a minute
running from one room to the next, an hour walking
into town, or a week lost in the Endless Sea. When you
pick up the action, that is the start of a new scene.
With each new scene, ask yourself what your character
can see, hear, smell, and feel. Is it cold and damp, is the
wind howling, are the open sewers overflowing?
XVII

Solo Roleplaying
Solo Roleplaying often can be summed up as “Making
Stuff Up” prompted by a dice. As a GM, we often need
to suddenly create NPCs, locations, and even entire plot
lines just because the players want their characters to go
somewhere or do something that the GM was not
prepared for.
If you are mainly a player and not a GM, developing
those improvisation skills will take time. The random
tables in the Mörk Borg rules and these solo rules hope
to give you a bit more inspiration.
In a regular game, we normally think in sessions, often
several hours long. Solo games can be broken down
into scenes. After each scene, it helps make a record of
what you did and how it went. Some people share these
solo game records, but most keep them private.
A record of your adventures will help you get back into
character when you pick up your game next time.
These rules are but one tool to help you start solo
playing. You can bring together any random tables or
tools to enrich your experience or create simple random
tables. I find small 1d6 tables are good for random
encounters. Chose four creatures or NPCs, two
common and two less common. 1-2 and 3-4 are the
common entries, 5 and 6 are the two uncommon
options. A list with four entries is very quick to create.
Once you have made them, you can keep them for
future games, building a collection as you go.
XVIII

Failing Forward
This is a technique that Mörk Borg hints at in the rules.
When you fail at something, try not to let it become a
dead stop.
An example of this is the way that Mörk Borg handles
Broken characters. Maybe you are dead, maybe you
aren’t. Having lost a battle may mean that you end up
somewhere else, in a worse situation, but not dead. You
obviously failed, you lost, but your story has moved
forward, putting you in a new situation.
If you failed a DR roll to open a lock, you could say
that the lock opened, but you left so many marks on the
lock that it will be obvious to anyone who passes by
that the lock has been tampered with. This lets you
advance your story but stores up trouble.
Any failed test that would stop you from advancing,
you can take the option of letting your character
succeed but at a cost.
Just Play!
The best way to learn how to solo play is to try it. You
may find it stilted at first, it has been described as
feeling like playing a game about playing a game. I find
it gets faster and more exciting the more you do it. Just
like anything, it is a skill that will only improve with
practice.
I hope you enjoy your adventures!

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