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  • Home
  • News & Updates
  • Tabletop Gaming
    • MORTIS >
      • Campaign Info >
        • Campaign Primer
        • Living Campaign
      • Mortis Setting >
        • World Lore
        • Timeline
        • Language & Names
        • Races of Mortis
      • Mortis Basic
      • Mortis Advanced
      • Mortis Conversions >
        • Mortis 5e
        • Mortis AGE
    • Infinite Darkness
  • Community
    • Social Contract
    • Game Masters
    • Partners
    • Credits
    • Archive
    • Ohr Network Trello
  • Submissions
  • Game Schedule
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MMO-WERK SYSTEM INFORMATION:

MMO-Werk is a custom game system using a D20 ruleset. Inspired by tabletop games such as Dungeons and Dragons or the Storyteller System from White Wolf games, that is used in the Iron Circle’s role-playing events, it aims to be a quick to learn game system so that a player can take the flow of the story into their own hands.

Why use the MMO-Werk system at all?

The MMO-Werk system is a /roll system designed to liberate our role-players of the guild from the limits of emoting based roleplaying. Emotes, as great as they are to describe actions, observations and thoughts, are very limiting regarding conflict. When two characters come to a conflict – which can vary from combat to attempts to persuade another – they tend to come to a standstill as many role-players want their characters always to win. Combat, convincing another, interrogation scenes, all of which should be great character developing moments, are many times just reduced to glorified instances of “I shot you”, “No, I shot you first!”.
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The MMO-Werk system is going to change that. It is made possible by /roll 20, representing the rolling of a single twenty-sided die (or D20). 

Roleplay still plays a role; you must act out what has happened with the result. But all of the bickering and finger pointing is now removed, leaving us with just the roleplay. Below, we will go into detail on the aspects of your character’s traits.

BASIC SYSTEM & INFORMATION:

As stated previously, this system is designed in a way to try to keep combat going smoothly. In the case of PvP-at the start of combat, both players roll a 1d20, determine who wins that round, and the winner will start the first emote. He will then wait for the other character to respond with his action and flavor text, and then the next round will start.
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  • All players start with 10 hit points.
  • ​Roll D20 to determine group based initiative. Highest roll wins. Ties = Goes to the players.
  • Stunts: Pushing, tripping, blinding, disarming, etc. Players must have advantage to use a stunt, GM rules whether the stunt is possible or not.
  • Successful attacks, deal 1 damage, critical successes, deal 3 damage.
  • Each character chooses one starting trait.
Additional Rules:
  • Fail Safe - No one likes to have a cold roll night, meaning showing up to an event and having absolutely nothing go your way. If you fail three rolls in a row, your fourth roll is an instant success.
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DICE ROLLING TABLE:

ROLL:
OUTCOME:
1
Critical failure, enemy gains advantage.
2-10
Failure.
11-19
Success.
20
Critical success, gain advantage.
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CHARACTER TRAITS:

Players may choose from one of the following traits:
  • Armor Master: If wearing mail or plate armor, reduce the damage you take by -1 to a minimum of 1. (Never reduces damage to 0).
  • Brutality: Your successful attacks now deal 2 damage and your critical successes deal 4 damage.
  • Combat Prowess: On a failed attack roll, you still deal 1 damage. This can occur twice per encounter.
  • Crushing Critical: On a critical strike, you deal 6 damage.
  • Deadly Combatant: Your critical threshold increases by 1. IE: You now critically succeed on a roll of 19-20.
  • Die Hard: +2 Maximum hit points.
  • Executioner: When you deal the killing blow to an enemy, you immediately regain 1 hit point.
  • Leader of Men: You may use your action to grant advantage to one ally of your choice instead of making an attack.
  • Second Chance: When you are hit with an attack that would reduce you to zero hit points, you're reduced to 1 instead. This can occur once per encounter.
  • Vigor of Battle: You may make an additional attack on your turn, immediately after your first. This can occur once per encounter.
Additional traits, including special traits not listed above, can be earned by participating in events.
The Ohr Gaming Network  is a gaming community focused on fostering a group of mature, intelligent, funny and down to earth players who are more interested in camaraderie over competitiveness. We want the Ohr Gaming Community to be a place for adults that can enjoy socializing with friends as much as they enjoy playing the games themselves.

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