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CREATE A CHARACTER SHEET ON ROLL20:
Enable Macro Bar
After having obtained a link to the Mortis Roll20 room:
Create a New Sheet In the bottom left corner of your Roll20 screen, you should now see a bar with buttons that reflect the available macros. To create a new character sheet, click the CreateACharacter macro button! You should now be able to find your editable character sheet on the second tab titled Journal. Please make sure to put your name or Discord name as well as your character name in the name field of your character sheet so we know who it belongs to. |
Tip:
Want to test your rolls without spamming chat? Use the command /talktomyself in the chat box to make roll tests. You can type /talktomyself again to resume posting in public chat.
Want to test your rolls without spamming chat? Use the command /talktomyself in the chat box to make roll tests. You can type /talktomyself again to resume posting in public chat.
Don't want to use the website? download our rule book for free!
- This is a living document, the rules will be updated and edited as we play the game.
- The rule book is free to download an use. If you'd rather have a physical copy, we will be selling printed versions.
- Mortis Basic is a F2P game, where I will be making it a point to open source as much of the work I create as I can.
- Rules updates will always be pushed to the book first, the website second.
- Rules errata and clarifications can be found on the website.
1. ROLL/CHOOSE an Array:
Rolling Attributes
Level one characters begin with a pool of 12 (twelve) D6 dice, selecting each attribute down the line you may choose to roll/spend as many of the twelve dice as you wish. Once you are out of dice, any attribute that was not rolled for, is automatically a 1 (one). The maximum score of any attribute is 16 (even if you roll over that amount when spending your die).
Level one characters begin with a pool of 12 (twelve) D6 dice, selecting each attribute down the line you may choose to roll/spend as many of the twelve dice as you wish. Once you are out of dice, any attribute that was not rolled for, is automatically a 1 (one). The maximum score of any attribute is 16 (even if you roll over that amount when spending your die).
Example:
You want a high body score, so you choose to roll 4D6 dice. You get a 16! Your body score is a 16. You have 5 dice left to spend. You roll 2 dice for mind and get a 7, then roll 2 dice for charm and get a 4. Furthermore, you roll your last dice for Magick and get a 3.
You want a high body score, so you choose to roll 4D6 dice. You get a 16! Your body score is a 16. You have 5 dice left to spend. You roll 2 dice for mind and get a 7, then roll 2 dice for charm and get a 4. Furthermore, you roll your last dice for Magick and get a 3.
Want to choose an array instead for quick creation? Choose from one of the following:
- 16, 8, 6, 6.
- 9, 9, 9, 9.
- 15, 15, 3, 3.
- 14, 12, 5, 5.
Attributes & Saves
Mortis uses a ROLL UNDER system. Character traits and attributes determine the character’s core rolls and abilities in the world. The four character attributes are as follows:
Mortis uses a ROLL UNDER system. Character traits and attributes determine the character’s core rolls and abilities in the world. The four character attributes are as follows:
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Roll Under Example: If you have a Body of 12, you’ll want to roll a 12 or under to succeed on the test. |
2. CHOOSE YOUR CLASS:
Your class defines your character's fighting style and theme. Choose wisely, and then jot it down on your character sheet.
Fighter - Cut-throat mercenaries, brutal marauders, honorable knights, cruel warlords.
Hit Points:
Fighters get 1D10 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*Fighters are expert warriors, capable of easily overpowering their foes. Fighters add their level to both their attack and damage rolls. IE: A level 5 fighter has a +5 to hit and a +5 to damage.
*Fighters can choose bonus fighter abilities at levels 1, 3, 6, and 9.
Fighters get 1D10 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*Fighters are expert warriors, capable of easily overpowering their foes. Fighters add their level to both their attack and damage rolls. IE: A level 5 fighter has a +5 to hit and a +5 to damage.
*Fighters can choose bonus fighter abilities at levels 1, 3, 6, and 9.
Wytch - Demonologists, elemental shamans, witch doctors, sorcerers, or mages.
Hit Points:
Wytches get 1D4 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*The wytch can cast any spell, but each spell cast drains the wytch of hit points equal to the spell’s level. You can find spells on the Spells List page.
*If wearing armor, wytches must roll a percentile die for Spell Failure. The chance of failure is equal to 10% for every point of non-magical armor. If the spell fails, hit points are expended, but no effect is produced. IE: A mage wearing leather armor +2 AC has a 20% chance of spell failure.
Wytches get 1D4 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*The wytch can cast any spell, but each spell cast drains the wytch of hit points equal to the spell’s level. You can find spells on the Spells List page.
*If wearing armor, wytches must roll a percentile die for Spell Failure. The chance of failure is equal to 10% for every point of non-magical armor. If the spell fails, hit points are expended, but no effect is produced. IE: A mage wearing leather armor +2 AC has a 20% chance of spell failure.
Cultist - Templars, secretive clerics, crusading paladins, priests, or mysterious druids.
Hit Points:
Cultists get 1D8 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*The cultist is able to call upon the power of their god to mend the wounds of their allies via touch. This can be used a number of times per day equal to the cultist's level x 2. The mending touch of the cultist heals for 1D6 + their Cultist Level. IE: A level 3 Cultist heals for 1D6+3.
*Cultists can attempt to destroy a number of hit die worth of foes equal to their cultist level plus 2. This increases to 4 at 6th level, and to 6 at 10th level. This ability can be used once per day. The cultist must choose one of the foe types below, this choice cannot be changed later. Foe Types: Demons, Undead, Elder Things, Celestials, Humans, Monsters, Fae, Beasts, Orcs, Goblins, Dwarves, Elves, Demons, Devils.
Cultists get 1D8 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*The cultist is able to call upon the power of their god to mend the wounds of their allies via touch. This can be used a number of times per day equal to the cultist's level x 2. The mending touch of the cultist heals for 1D6 + their Cultist Level. IE: A level 3 Cultist heals for 1D6+3.
*Cultists can attempt to destroy a number of hit die worth of foes equal to their cultist level plus 2. This increases to 4 at 6th level, and to 6 at 10th level. This ability can be used once per day. The cultist must choose one of the foe types below, this choice cannot be changed later. Foe Types: Demons, Undead, Elder Things, Celestials, Humans, Monsters, Fae, Beasts, Orcs, Goblins, Dwarves, Elves, Demons, Devils.
Thief - Rogues, assassins, brutes, brigands, or bandits.
Hit Points:
Thieves get 1D6 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*Thieves can use legerdemain which represents the thief’s ability to pick-pocket unsuspecting folk, pick a lock, conceal their weapon, etc. When a thief makes a roll relating to legerdemain, they make the roll at advantage. If a thief attempts to use legerdemain abilities while wearing medium or heavy armor, they do so at disadvantage.
*Thieves add their level to Armor Class when not wearing armor.
*When a thief attacks a target who is unaware of their presence, roll a D4. On a 1, the thief deals maximum damage plus their level. On a 2, the thief deals double damage plus their level. On a 3, the thief deals triple damage plus their level. On a 4, the thief deals quadruple damage, plus their level. If the target of the thief’s attack has an amount of HD equal to the thief’s level, the target automatically dies without having to make a roll.
Thieves get 1D6 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*Thieves can use legerdemain which represents the thief’s ability to pick-pocket unsuspecting folk, pick a lock, conceal their weapon, etc. When a thief makes a roll relating to legerdemain, they make the roll at advantage. If a thief attempts to use legerdemain abilities while wearing medium or heavy armor, they do so at disadvantage.
*Thieves add their level to Armor Class when not wearing armor.
*When a thief attacks a target who is unaware of their presence, roll a D4. On a 1, the thief deals maximum damage plus their level. On a 2, the thief deals double damage plus their level. On a 3, the thief deals triple damage plus their level. On a 4, the thief deals quadruple damage, plus their level. If the target of the thief’s attack has an amount of HD equal to the thief’s level, the target automatically dies without having to make a roll.
Technomancer - Mad scientists, automaton priest, ancient researcher, lost technology user.
Hobbs cannot be technomancers.
Hit Points:
Technomancers get 1D6 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*Technomancers can choose from a number of lost technologies to have in their possession at the start of the game. Pick from the following list:
*Technomancers have the uncanny ability to create strange devices, understand technology, and unlock the secrets of tech. Once per session, a technomancer may choose to succeed on any test related to the use, understanding, or creation of a technological device or piece of tech that they find.
Hit Points:
Technomancers get 1D6 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*Technomancers can choose from a number of lost technologies to have in their possession at the start of the game. Pick from the following list:
- Sun Sword (Plasma Blade), 1D6 Damage, Ignores AC bonuses granted by armor.
- Tech Suit (Medium Armor), +3 AC, Wrist-Mounted Bolt Thrower (1D4 Damage).
- Shock Glove (Melee Weapon), 1D8 Damage, can be activated to shock targets, forcing them to make a save or be stunned for 1D2 rounds.
*Technomancers have the uncanny ability to create strange devices, understand technology, and unlock the secrets of tech. Once per session, a technomancer may choose to succeed on any test related to the use, understanding, or creation of a technological device or piece of tech that they find.
Monster Hunter - Monster hunters are created through the use of secretive alchemical potions and experimentation.
The Monster Hunter class can only be taken as human characters.
Hit Points:
Monster Hunter’s get 1D8 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*A monster hunter is immune to disease and takes half damage from all poison attacks because of the foul experiments used in their creation.
*A monster hunter is granted a wytch charm that vibrates in the presence of monsters that are within 30’ of the monster hunter. In addition, they begin with a silvered sword (1D6 damage) and a steel dagger (1D4 damage).
*A monster hunter can see normally in darkness, in addition they make their first attack during an encounter with advantage.
*Monster hunters are master alchemists, when crafting potions they make the roll with advantage.
All Monster Hunters are part of a Black Enclave, a secretive group of mages and warriors who train and specialize in killing monstrous foes.
Hit Points:
Monster Hunter’s get 1D8 HP / Level. (Maximum at 1st, roll every level after).
Special Abilities:
*A monster hunter is immune to disease and takes half damage from all poison attacks because of the foul experiments used in their creation.
*A monster hunter is granted a wytch charm that vibrates in the presence of monsters that are within 30’ of the monster hunter. In addition, they begin with a silvered sword (1D6 damage) and a steel dagger (1D4 damage).
*A monster hunter can see normally in darkness, in addition they make their first attack during an encounter with advantage.
*Monster hunters are master alchemists, when crafting potions they make the roll with advantage.
All Monster Hunters are part of a Black Enclave, a secretive group of mages and warriors who train and specialize in killing monstrous foes.
3. CHOOSE YOUR RACE:
Your race determines additional bonuses, as well as how the world interacts with your character. Some races have long storied pasts of war and suffering, others have chosen to lead a life of pacifism. Either way, it will determine how the NPCs in the world react to that character.
Races of Mortis
Human
Humans begin the game with one talent of their choice. Dwarf Dwarves take half damage from poison and gain advantage when rolling saves vs. poison.
Elf Elves gain advantage on saving throws against all magick spells that target them. Orkon Orkon increase their damage die by one step. D4 becomes D6, D8 becomes a D10, D10 becomes a D12. Halfling Halfings gain +2 to their AC. Half-Giant Half-Giants critically hit on a 19-20. |
Nolden
Nolden are an enigma among the races of Ayotha, often seen as the living embodiment of a dark omen and of terrible things to come. Nolden are capable of shifting out of place and out of time for mere seconds, seeing visions of another world. Once per day they may shift and choose to have an attacker suffer disadvantage on their attack roll. This can be used after an attack is made to force a reroll. Luminous A Lumyn can call upon the light to blind their enemies, save vs. effect. All targets within the encounter must save, or be blinded for 1D4 rounds. This feature can be used once per day. Trollkin Trollkin are monstrous beasts made of stone and a fiery heart, they do not require food or water and do not gain any benefits from eating or drinking. Furthermore, they gain an additional 2 hit points every level. Hobbs Hobbs are weak, pathetic, and die easily when they are alone. Cowardly creatures by nature, they excel in stealth and staying out of sight. Slightly larger than a dwarf, they are grotesque monsters, not often welcome into villages or cities. As a result of that, when a hobb makes a roll to hide or to remain out of sight (if circumstances support this action) they do so with advantage. Groundling Groundlings are hideous, chattering rat-men. Immune to disease, groundlings also have a particular dangerous bite attack that deals 1D4 damage, a target must save vs. poison or become afflicted with grounding disease. Rakashan The Rakashan are proud lion-men from Legendwyr. Knightly, and robust, these beasts value honor, respect, and martial prowess above all other things. The Rakashan can roar, causing all enemies to save vs. fear during an encounter. |
4. ROLL FOR EQUIPMENT:
Before rolling, choose from one of the four paths: Adventurer, Mercenary, Seeker, or Treasure Hunter. This will determine which column you will look at for equipment.
Now, roll 1D10 on the table below to determine which equipment your character will start with. Make sure to include this on your character sheet. Use it, or lose it!
- Adventurer - Mixture of decent equipment and miscellaneous items.
- Mercenary - Chance at much better armor and weapons if you roll high.
- Seeker - More silver is available, but less equipment.
- Treasure - Mixture of silver and basic equipment.
Now, roll 1D10 on the table below to determine which equipment your character will start with. Make sure to include this on your character sheet. Use it, or lose it!
CARRY WEIGHT & EQUIPMENT
WEAPON SLOTS:
ARMOR SLOTS:
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5. CHOOSE YOUR TALENTS (If applicable):
Some races allow you to take special abilities called talents during character creation. If this applies to your chosen race, look through the talents and jot them down on your character sheet. To see the full list of talents, please click on the box to expand the list below. Additional talents are gained every level after first.
Click for Mortis Talents & Abilities
Talents marked with (Fighter) do not mean that ONLY fighters can take them. All classes can take these talents. This merely denotes the fighter features that can be taken as per the fighter class ability.
- Acrobat - You can tumble out of danger at just the right moment, escaping bodily harm. When making tests related to balance, avoiding physical traps, or losing your footing, you roll with advantage.
- Animal Companion - You’ve raised an animal from when they were young, you share a bond with the creature, and they are willing to assist you in combat or in other less dangerous ways. They are capable of understanding simple commands.
- Armor Master - When wearing medium or heavy armor, you reduce all physical damage you take by 2.
- Beast Tamer - Natural beasts are less likely to attack you, or engage with your party, if encountered in the wilds.
- Berserker Rage - Using a mix of madness inducing herbs and blood magic, the berserker is capable of drawing themselves into a rage so volatile that they can barely tell friend from foe. Vicious and powerful, their rage personifies all the strengths and weaknesses of unbridled fury. While under the effects of Berserker Rage, they gain +2 bonuses to hit and damage values. If they are reduced to zero hit points, they continue to fight on until the end of the encounter. The berserker ignores all fear effects. At the end of the encounter, the berserker is fatigued, and they suffer disadvantage to all rolls until they rest for three hours. In addition, they have a -2 penalty to their AC.
- Brutality (Fighter) - Your damage dice now explode. When you roll the maximum result on your damage die, you may continue to roll the die as long as you roll the maximum result. IE: You roll a D6 and get a result of 6. You roll again, getting another 6! You roll for a third time and get a 3. That is 6 + 6 + 3 damage in total.
- Combat Prowess (Fighter) - If you roll a 1 or 2 on your damage die, you may re-roll and add both results to determine your final total.
- Crushing Critical - On a critical roll when attacking with a weapon, instead of rolling two damage die, you roll three. IE: A 1D10 weapon on a critical would roll 3D10. This can occur once per encounter.
- Deadly Combatant (Fighter) - Your critical threshold increases by 1, IE: You now critically strike on a 19-20. This is augmented further by escalation and racial features.
- Demon Blooded - You take half damage from fire spells and abilities, but take double damage from ice spells and abilities.
- Demonologist - You are capable of summoning a minor demon, an imp who will assist you in minor ways.
- Die Hard (Fighter) - When you are hit with an attack that would kill you, you survive instead. This can only happen once. In addition, you gain +2 additional hit points every odd level.
- Dual Wield Mastery (Fighter) - While wielding two light weapons, roll two damage die and take the highest result to determine your damage value.
- Duelist Mastery (Fighter) - While wielding a light weapon without a shield or weapon in your offhand, on natural roll of 18-20 you may attempt to disarm the target. Creatures or beasts with natural weapons are not required to make a save, instead add +1 damage to your result.
- Engineering - You are capable of using lost technological marvels to create, modify, or destroy objects. When you make a roll related to lost technology, engineering, or fixing mechanical devices, you make the roll at advantage.
- Executioner (Fighter) - When you deal the killing blow to an enemy, you instantly regain 2 hit points.
- Favored Enemy - Choose a specific type of foe, when fighting that foe you always have advantage on your attacks. You may choose between the following: (Undead, demons, devils, orcs, goblins, elder things, lizard men, groundlings, or beasts.) In addition, you have a vast array of knowledge concerning the foe in question.
- First to Fight, First to Die (Level 5+) - While in combat, all of your attacks deal double damage. However, you always take double damage.
- Flame Prophet - You can read the flames, weaving your hands through fire to tell of futures unseen. Roll a D6, on a 1, you gleam a vision of the “future”.
- Great Weapon Mastery (Fighter) - While wielding a two-handed weapon, when you reduce a foe to zero hit points, you may immediately attack another target within your reach as a free action.
- Horse Lord - Trained to fight from the saddle, you gain a +1 attack and +1 damage bonus when fighting from horseback. In addition, if you are required to make a roll to keep control of your mount, you do so with advantage and a +2 bonus to the roll.
- Leader of Men (Level 5+) - You are able to attract a number of devoted men-at-arms to your cause equal to your level. These warriors trust in your judgement, hoping for you to lead to them victory. If you regularly put them in dangerous situations or take advantage of their trust, they will abandon or turn on you. Usually at the most inopportune time.
- Monstrous Attacker (Fighter) - The first melee attack you make during an encounter does double damage. This increases to triple damage at level 5+ and to quadruple damage at level 10.
- No Secret is Hidden - You’re able to search and find hidden doors, stashes, and additional secrets by rolling a 1-3 on a D6. The GM will let you know when you need to make this roll.
- Opportunist (Fighter) - Foes never have a chance to retreat from your onslaught of attacks. When an enemy attempts to fall back, you are able to make an attack of opportunity against them with advantage.
- Second Chance - You never go down without a fight, when you reach zero hit points, roll a die equal to your hit die + your level and heal for that much instead. This can only happen once per day.
- Shield Mastery (Fighter) - While wielding a shield, you may use your action to shield bash a target. The target must save or be stunned for one round. A target can only be affected by shield bash once per encounter.
- Signature Weapon (Fighter | Level 5+) - Your weapon is the most important thing in your life. It is your livelihood, your ally, the thing that ensures that you get to live to fight another day and that you don’t go to bed hungry. Choose a weapon type, light (D4), one-handed (D6), half-handed (D8), two-handed (D10), or ranged (D8/D10). Then choose two enhancements for your weapon:
- Brutal: +1 Damage, +1 weight.
- Perfectly Balanced: +1 Attack.
- Serrated Edges: +1 Damage, +1 weight.
- Foemourn: Glows in the presence of one type of creature. Foe types: Undead, Demons, Monsters, Goblins, Orcs.
- Well-Crafted: -2 Weight (Min 1).
- Keen Edge: Increases critical threshold by +1.
- Slaying: Choose a foe type, when you critically strike a foe of the chosen type, deal quadruple damage. Foe Types: Undead, Demons, Monsters, Goblins, Orcs, Elder Things.
- Sorcerous Warrior - The spellcaster has trained to use spells while fighting proficiently in armor and wielding martial weapons. The caster can wear light armor, shields, and helms without suffering a spell casting penalty.
- Speak with the Dead - You are able to use a ritual to speak with the dead, conjuring their soul to ask them questions and hopefully receive answers. The ritual takes roughly an hour to prepare, and you will need six candles, a ring of blood, and ground bone dust of the person you are trying to communicate with. Roll a D6, on a 1-3 your ritual is a success, and you can ask the summoned dead up to three questions. If you roll a 6, you’ve just pissed off a spirit.
- Survivalist - You are a survivor, often living a nomadic lifestyle, you make due with what you can find while in the wilds. Torches you prepare burn twice as long as normal, when scavenging for food from wild beasts, you roll with advantage.
- Vampiric Lineage - You can drain blood from an enemy once per combat encounter, healing for an amount equal to your hit die x 2. You have disadvantage on all tests while in sunlight.
- Vigor of Battle (Level 3+) - Once per combat encounter, you may take an additional attack action without penalty.
- Wytchborn - You have an innate ability to use magic, you’re able to cast 1st level spells.
6. Read ADDITIONAL and spellcasting rules:
If you don't plan on casting any spells, you can skip over the spellcasting rules! However, you'll still need to look at our additional rules that serve as the foundation for the Mortis game mechanics. These include rules about strain, death, combat escalation, healing, and more. You can find these pages under Campaign Info, or for a quick link:
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