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Mischief vs Pirate Borg

Compare Mischief and Pirate Borg side by side. See differences in complexity, dice, genre, and more.

MischiefPirate Borg
GenreFantasyFantasy, Horror
TagsRules-Light, Classless, Gonzo, Comedy, Fast-Paced, Fiction-First, Low-Prep, Improvisation, Character-Driven, HackableDeadly, Rules-Light, Gonzo, Pirates, Fast-Paced, Random Tables
Core MechanicRoll a d12 and add BODY, MIND, or WILL, then read the total on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Each instance of Good or Bad Luck adds a d12 and keeps the highest or lowest result.Roll d20 + ability modifier vs. a Difficulty Rating (DR). Players roll both attack and defense. Five abilities (STR, AGI, PRE, TOU, SPI). Classes include Brute, Rapscallion, Buccaneer, and Swashbuckler. Devil's Luck points provide clutch rerolls. Ship combat uses broadside volleys and boarding actions. Fully compatible with Mörk Borg content.
Diced12d20
ComplexityLowLow
AvailabilityFree core rulesFree quickstart
Runnability3 of 5 book tools3 of 5 book tools
LicenseMade for Mischief Third-Party LicenseMörk Borg Third Party License
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherDrimbusLimithron LLC / Free League Publishing
Year20262023
LanguagesEnglishEnglish, Swedish
Best ForGroups who want quick, swingy fantasy sessions with comedic magic, freeform character concepts, and advancement tied to each character's personal goals.Groups who want fast, brutal pirate adventures with a doom-metal aesthetic: ship combat, cursed treasure, and a world spiraling toward annihilation.
HighlightsOpponents use a single Power score as roll modifier, damage track, and persuasion threshold, so one number runs a creature in both combat and conversation. Characters level up by checking off items on a player-written Bucket List, tying advancement to personal goals rather than experience points. Abilities and spells share one list and are normally Exhausted by a failed roll, so magic needs no spell slots or mana.Simple rules, ship combat is fast-paced, Devil's Luck creates drama, fully Mörk Borg compatible, extensive random tables for pirate adventures
ConsiderationsA failed roll exhausts the Ability used until a Rest or Healing restores it, so a character starting with three Abilities can lose most of their tricks within one Conflict. Base attack damage is usually 1, or 2 on a critical, so weapons mostly differ in accuracy, critical range, and Luck conditions. Wounds add a -1 penalty and then Bad Luck on every roll, so injured characters get steadily worse at escaping danger.Class balance varies significantly, core book layout prioritizes style over reference usability, ship combat rules are lighter than expected, random character generation limits player investment