Professional Documents
Culture Documents
Artwork - Pieces by George Bellows, Cornelis Ploos van Amstel, Edvard Munch, Richard
Roland Holst, Theodorus Von Hoytema, and Winslow Homer, all in the public domain and
with no known copyright restrictions, all provided by Rawpixel.
CW - The usual MÖRK BORG grimness, plus mention of alcohol, brief reference to
torture, and some nudity in the illustrations.
Recommended Safety Mechanics - Whatever your group is most comfortable with. If you
don't have or typically use safety mechanics, X-Card by John Stavropoulos is this game's
default (http://tinyurl.com/x-card-rpg).
Rights - Rumrunner's Arsenal's text, save for the parts that are already covered under the
MÖRK BORG Third Party License---and save for the elements from works of late 1800s
and early 1900s literature that have entered the public domain---is CC BY NC Richard
Kelly. If you want to make something based on this, you'll still need to comply with the
MÖRK BORG Third Party License, but you can reach out @SprintingOwl and I'm happy to
give advice or provide support.
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Table Of Contents
Smuggling In The Jazz Age…………………………………………………………………………………………………………4
Combat Maneuvers………………………………………………………………………………………………………………….. 6
The Prone Condition………………………………………………………………………………………………………………… 8
New Weapons………………………………………………………………………………………………………………………...10
New Armor……………………………………………………………………………………………………………………………..12
New Tools………………………………………………………………………………………………………………………….…… 13
New Vehicles……………………………………………………………………………………………………………………….….16
New Tomes…………………………………………………………………………………………………………………………….. 18
New Artifacts………………………………………………………………………………………………………………………….20
Spells Of The Somnolent Horrors…………………………………………………………………………………………… 24
New Ally 1 - Mangy Cur………………………………………………………………………………………………………….. 27
New Ally 2 - Wealthy Gadabout………………………………………………………………………………………………28
New Ally 3 - True Worshipper………………………………………………………………………………………………… 29
New Ally 4 - Efficient Torpedo…………………………………………………………………………………………………30
Business Ventures………………………………………………………………………………………………………………….. 32
Artifact Auctions…………………………………………………………………………………………………………………….34
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Smuggling In The Jazz Age
Rum-running did not begin in the 1920s. The term was in use by the 1910s, and the
practice was as old as alcohol taxes in the United States.
Canada had banned alcohol in 1918, so for a few years the United States was running
rum north. Then, when US Prohibition began in January 1920 and Canada's alcohol
ban didn't prevent manufacturing for export, Canada began to smuggle liquor back
into the States.
Other popular destinations to leg alcohol from included the Caribbean, England,
France, and Mexico, and there was even offshore trade between runners who bought
the alcohol overseas and runners who took the final risky step of bringing it ashore.
For customers, the illegality of the trade meant a lack of regulation, and bottles could
be watered down or rebranded and sold at an upcharge. Rum-runners also traveled
armed---both for shootouts with the Coast Guard, and with each other---and they
used smokescreens, lightless night runs, and worked in dangerous waters to avoid
detection or pursuit.
While rum-running was by far the most lucrative smuggling trade of the period,
alcohol wasn't the only untraced good brought into the States. Tobacco, weapons,
artifacts---anything with an onerous enough tariff that a profit could be made by
importing it secretly---were valid candidates for smuggling. And for items that
weren't illegal, just illegally imported, enforcement became much harder after they
entered circulation.
As a result, investigators with the right connections and a couple of dollars to wave
can obtain all kinds of goods from black and gray markets. There are dubious
medicines, museum piece weapons, and even military equipment to buy---and as
long as there's a demand, smuggling will ensure there's always a supply.
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Combat Maneuvers
Not every attack needs to be a shot, a strike, or a grapple.
Combat Maneuvers are optional, and may not always be the right tactical choice,
but they allow for a little bit more versatility in how an attack is made.
Cheapshot: Melee or ranged attack suffers +4 DR, but deals +2 damage and ignores
non-magical armor.
Drop Prone: Your attack suffers +1 DR. After completing it, you drop prone. You may
use this maneuver without making an attack, if you wish.
Feint: Melee attack receives -2 DR, but deals -2 damage (to a minimum of 1.)
Strike Flesh: Melee or ranged attack damage is reduced to 1, but attack ignores all of
target's non-magical Armor. Primarily used for delivering bleed or poison.
Tackle: Melee attack deals no damage, but knocks human-sized victim over and
attempts a grapple. If attack misses, attacker takes 1 damage bypassing Armor and
lands prone.
Trip: Melee attack deals no damage, but attacker makes a Strength test at a DR
determined by the GM. On a success, victim is knocked prone.
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The Prone Condition
Some attacks and abilities can knock a character prone.
Characters that are unusually large, or that have too many legs, or
that possess anatomies otherwise incompatible with the condition can
ignore it.
Prone characters can still make ranged and melee attacks, and
standing back up does not cost an Action. However, due to the frantic
pace of combat, characters suffer +1 DR to all tests until the start of their
next Turn after standing up from prone.
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9
New Weapons
1 Push Dagger. $3. 2 damage, 1 bleed. Adds its damage and bleed to unarmed
attacks made with the hand holding it.
4 Flare Pistol. $5. D2 damage. 2-in-4 chance victim lights on fire for d4 damage at
the end of each Round until extinguished. Action to reload after each shot.
Additional flares cost $1 for 4.
5 Pocket Pistol. $14. D6+1 damage. Price includes 8 bullets. Action to reload after 8
shots. Additional bullets cost $2 for 8. -2 DR to concealing on your person.
7 Grapeshot Revolver. $18. D6 damage (bullet,) D10 damage (shell.) May fire both
simultaneously at +2 DR. Price includes 1 bullet and 1 shell. Action to reload either
the bullet or shell. Additional bullets cost $1 for 6, and additional shells cost $1 for
2.
8 Dog Revolver. $20. 1 damage and victim tests Toughness DR 13 or loses their next
Action and suffers +4 DR to tests for the next d6 minutes. Neither effect can stack.
Price includes 6 hot pepper cartridges. Action to reload after 6 shots. $4 for 6
pepper cartridges. Developed to stop dogs from attacking cyclists.
9 Catchpole. $22. D2 damage, 2 bleed, victim is caught in the barbed mouth of the
catchpole. While caught, if victim tries to approach or move away, test Strength at a
DR determined by the GM. On a success, cancel that movement and damage them
with the weapon again. On a failure, they break free.
10 Cutlass Pistol. $25. D12 damage ranged. D4+1 damage and 1 bleed melee. Price
includes 1 bullet. Action to reload after each shot. Additional bullets $1 for 1.
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11 Lumber Chainsaw. $35. 2 Hands. D8+3 damage, 4 bleed. +2 DR to hit. 1-in-6
chance of jamming after an attack. 1 Action to start up. 3 Actions to unjam. Loud.
Reeks of fuel.
12 Urumi. $38. D6 damage, 2 bleed. -4 DR to hit. Double the effect of armor against
this weapon. Can be worn concealed as a belt, hiding it from anyone who is
unfamiliar with the weapon. Attack with either Strength or Presence.
13 Shashka. $45. 2 Hands. D8+1 damage, 2 bleed. -1 DR to next attack after Feinting
or missing.
14 Sauterelle. $50. 2 Hands. Damage based on ammo. Action to reload after each
shot. Can be loaded with grenades, molotovs, dynamite sticks, or other explosives to
fling them a considerable distance. Counts as 2 objects when calculating Carrying
Capacity.
16 Kiln Gun. $67. 2 Hands. 2d10 damage. +2 DR to hit targets. Price includes 1 shell.
Action to reload after each shot. Additional bullets cost $1 for 1. Used as a tool for
clearing slag from kilns.
19 Xun Lei Chong. $130. 2 Hands. D10 damage. Price includes 5 bullets. 5 minutes
to reload after 5 shots. Additional bullets cost $2 for 6. Also counts as a Shield, Boar
Spear, and Handaxe.
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New Armor
1 Extreme Cold Weather Clothing. $30. -d2 damage. +1 DR on Agility tests. Exist
comfortably in cold climates. Absolutely unbearable in warm environments.
2 Standing Shield. $100. -d6 damage. A collapsible, wheeled steel plank. Only
works against attacks from a single direction (melee attacks made anywhere with
maneuvering room bypass it entirely.) Counts as 2 objects when calculating
Carrying Capacity. Stacks with armor.
4 Brewster Body Shield. $400. -d8 damage. +4 DR on Agility tests. Surplus from
the Great War. Made of two heavy, overlapping metal plates and a built-in helmet
(+5 DR to Presence tests to perceive your environment.) Counts as 3 objects when
calculating Carrying Capacity, and cannot be reduced by backpacks, bindles, or
other means when worn. Takes 5 minutes to don. Prevents you from running. Makes
you look like a giant menacing crayon.
5 Sappenpanzer. $800. -d6 damage. +2 DR on Agility tests. Surplus from the Great
War. Made of lobstered steel and includes a low-visibility helmet (+5 DR to
Presence tests to perceive your environment.) Protective bonus drops to -d4 if the
helmet is removed. Takes 5 minutes to don.
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New Tools
1 Signal Whistle. $1. Loud blast, audible at a distance.
2 Smokebomb. $2. For the next 5 minutes, inflicts +2 DR on nearby Presence tests
to see and also on attacks made from further away than point blank.
4 Rat Poison. $2. After ingestion, every hour for the next 6 hours, Toughness DR
13 or suffer d4+1 damage bypassing Armor. Multiple doses can stack this effect.
Smells and tastes pungent. 5 doses.
7 Rare Spices. $5. When used to prepare a meal, up to 6 people who consume it
gain -1 DR to Stability tests for the next d6 hours. May not be stacked with
additional spices. 1 dose.
8 Dynamite Stick. $5. Burns for d4 Rounds, then deals 3d4 damage to
surrounding area, reduced by a d4 for every ten paces or piece of cover between
a person and the blast. Everyone present tests Toughness DR 14 or is deafened for
3d6 minutes. While burning, can be extinguished with an Action.
9 Etcher's Acid. $5. Weakens a metal chain, lock, or other barrier to the point
where it can be easily but audibly snapped d8 minutes later. 3 doses.
10 Coagulant Drops. $6. For the next d4 hours, +1 DR to Agility tests and reduce
bleed by -1 at the end of each Round before bleed damage is dealt. 4 doses.
Toughness DR 12 or suffer -1 Toughness if taken more than once per day. Cocaine
and epinephrine.
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11 Unpalatable Remedy. $7. Take 2 damage bypassing Armor, then test
Toughness DR 16. On a success, recover from one infectious disease. Assorted
herbs and alcohol. Recipe varies. Homemade.
12 Patented Pain Reducer. $10. For the next d6 hours, +2 DR on Agility and
Presence tests and -2 DR on Stability and Strength tests. Toughness DR 14 or d6
hour coma if taken more than once per day. 1 dose. Opioids.
13 Weight Loss Tablets. $11. 4 doses. -2 DR on Strength and Agility tests for the
next d2 hours. Suffer 1 damage bypassing Armor for every Stability test made
during that same time period. 3 doses. Toughness DR 13 or heart attack (and
immediate Breaking) if taken more than once per day. Mix-and-match
amphetamines.
14
16 Finest Snake Oil. $16. 1-in-8 chance of fully restoring Hit Points, removing all
bleed, and receiving a -1 DR bonus on all tests for the next d6 minutes. May only
be consumed for a chance at this benefit once every 24 hours. 1 dose. Primarily
olive.
17 Undershirt Plate. $20. Provides -d6 Armor against the next attack made
against you, then cracks if the attack damage was 3 or higher before being reduced
by Armor.
18 Cattle Prod. $23. Delivers a sharp shock as part of a 0 damage melee attack,
forcing target to test Morale at a -3 DR bonus. Intended for pain compliance use
on cattle, but immediately adapted for use on humans. 9 charges per battery. $2
per spare battery.
15
New Vehicles
1 Dogsled. $35. HP 28 (4 per dog.) Morale 13, dissolves into 7 dogs when
Morale test failed. Bite d4. 12 Carrying Capacity. Crosses snow easily.
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New Tomes
1 Propitiations Of The Roach God. An anatomist's notes on transforming a
human subject into a beetle so subtly and gradually that he finally wakes up one
day to discover he has become a monster. 6 hours and Presence DR 11 to
decipher. Optionally learn Autosomnic Defense Practicum and Manifest The
Sovereign Self for -1 Stability each.
3 Time And Life At The Edge Of The Curve. An outside observer's view on the
whole of galactic motion, the travel of light, and the circular nature of causality.
This folio is filled with what would be wry observances, if they didn't also stoke a
deep and abiding existential dread. 8 hours and Presence DR 13 to decipher.
Optionally learn Anoint The Forbidden Gates and Dismiss Into Figment for -1
Stability each.
4 Resurrection Man's Handbook. A cheap chapbook detailing the ins and outs
of the lucrative trade of grave-robbing, as well as the various parties---human and
otherwise---that may be in the market for a corpse. Compelling fiction, but not
written as such. 6 hours and Presence DR 9 to decipher. Optionally learn Gasp
Of The Waking Dead and Leash The Departing Soul for -1 Stability each.
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New Artifacts
1 Quill Tipped In Lead
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2 Chipped Steel Cleaver
21
3 Scratched Oaken Wand
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Spells Of The
Somnolent Horrors
1 Dismiss Into Figment. Stability DR 20. Spend any number of Hit Points and
test DR 20 (no Ability.) Each Hit Point spent adds -1 DR to the test. On a
success, target reduces their Toughness by -1 and a piece of either their body
or their history becomes unreal, caster chooses. If a piece of the target's body
is made unreal, they suffer d20 damage, bypassing armor. If a piece of the
target's history is made unreal, old, core pieces of someone's identity are harder
to dismiss (inflicting +5 DR, or even +8 DR, on the test.) The victim knows
exactly what they've lost, and retains their memories of the event. This spell may
be used benevolently to repeal a recent injury, or a death, or to undo an
important life event (such as a proposal, a betrayal, or accident.)
2 Weave The Dream Ribbons. Stability DR 13. D4 Dreaming Eels wriggle out
of the fabric of local reality and harass a target that the caster can point to. The
eels have HP 4, Bite d2 damage and 1 bleed, and can fly and fit through small
gaps---such as cracks in windows or under doors. The eels do not move any
faster than a slow fish swims, and casters may not have more than 7 eels
summoned at a time.
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4 Sweet Repose Calls The Weary. Stability DR 12. Victim falls asleep for d6
hours, unless awoken by jostling or loud noise.
5 Gasp Of The Waking Dead. Stability DR 13. Target sleeping creature suffers
d8+1 damage, bypassing Armor, and awakens. If the damage would kill them,
they awaken as a Zombie loyal to the caster. Otherwise, they awake convinced
that they are dead, and suffer +2 DR on all tests until they next sleep for 8
hours.
7 Autosomnic Defense Practicum. Stability DR 11. The next time the caster
sleeps, if something threatens them, they immediately wake and may take a free
Action before Initiative begins.
8 Smear The Canvas. Stability DR 14. For the next d4 Rounds, target takes
double damage from attacks and their body looks like a smudged blur of paint.
11 Leash The Departing Soul. DR 15. Target dead creature may no longer be
resurrected, and instead becomes a Haint. It is compelled to be loyal to the
caster, but it can also Briefly Turn On You DR 16.
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New Ally 1 - Mangy Cur
A mere hound, tagging along with strangers.
Trait:
Specialty:
1 Automatically dodges the first attack that would hit it every combat
4 +2 Hit Points, Armor increases to -d4, dog has a thick coat of fur and drools
constantly
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New Ally 2 - Wealthy
Gadabout
Sees no harm in cultivating strange friends, so long as they
aren't boring.
Trait:
1 Constantly gambles
Specialty:
1 Once per investigation will front an enormous cost, but assumes ownership of any
items acquired this way
28
New Ally 3 - True
Worshipper
The devout servant of a faith, bathed in its imperceptible
glow.
Trait:
Specialty:
29
New Ally 4 - Efficient
Torpedo
Lives in a world where there's no problem you can't kill.
Trait:
Specialty:
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Business
Ventures
When Getting Better, investigators may choose to invest some of their money in one or
more business ventures. Each of these ventures lists the cost to invest in it next to its
name.
Every time an investigator invests in a venture, they gain an investment level in it.
Different ventures have different effects based on their investment level.
All ventures pay out at the end of each investigation, right before the investigators Get
Better.
Racetrack (Any): 1-in-6 chance of doubling your investment and cashing out. Otherwise,
investment is lost.
Mom N' Pop Shop ($100): For each investment level, gain +$50. May not have more than
investment level 6 in this venture.
Sponsor A Torpedo ($300): 1-in-4 chance an Efficient Torpedo joins you on your next
investigation. They keep their mouth shut and kill if needed. Each subsequent investment
level adds +1 to this chance. May not have more than investment level 4 in this venture.
Finance A Rum Shipment ($400): For each investment level, gain $200. Then, 1-in-6 chance
of losing all current investment levels. May not have more than investment level 5 in this
venture.
Black Market Contact ($500): Each investment level adds a 5% discount to all goods
bought between investigations. This bonus applies to all investigators. May not have more
than 4 total levels of this venture across the entire party.
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Artifact Auctions
Occultists with more money than sense often haunt the outskirts of estate auctions
and collection sales, hoping to pick up the rare piece with real esoteric resonance.
Simply doing this can be a full-time job, and it's one that investigators can rarely
afford to focus on.
1. The middleman runs off with it and is never seen again. Another takes his
place.
2. 4-in-6 chance of rolling on the tomes table in Cthork Borg or in this book
(your choice,) otherwise a rare religious text worth $300.
3. 4-in-6 chance of rolling on the artifacts table in Cthork Borg or in this book
(your choice,) otherwise a sultry end table worth $600.
4. Gain a tome or artifact of your choice.
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