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    • 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
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If you're looking to create a character for our Mortis game in 5e, please read below! You'll find all the information you need to be able to create an adventurer for the Mortis setting. Please keep in mind that these characters are NOT backward compatible with basic 5e games. There are numerous fundamental rules changes.
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CREATE A CHARACTER SHEET ON ROLL20:

​Create your character sheet with the command !charsheet in Roll20 chat. Change the name immediately. If you're not sure what your characters name is going to be, use the same name you have in discord.
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Naming Conventions: [Lvl. 1] Character Name
  • If we go through the sheets and your sheet doesn't fit the naming conventions exactly, we will delete that sheet immediately.​
ONE SHEET PER PLAYER
  • Every player only gets ONE character sheet.
  • If you die, REUSE that sheet. This is to cut down on sheet clutter because of the heavy player traffic.​
Testing Rolls
  • Use the command /talktomyself to make roll tests without spamming the chat.
  • Type /talktomyself again to get out of it.
MAKE SURE TO CHANGE YOUR DISCORD NAME TO MATCH YOUR CHARACTER NAME! EX: Nifel Riukroo

easy CHARACTER creation guide:

  1. Create your story and custom background.
  2. ​Choose your starting equipment pack.
  3. Choose your starting race.​
  4. You have 4 attribute points to spend. All attributes begin at 0 (zero). No single attribute can begin higher than a 3 at character creation. - IE: Spending three of the six points in strength gives you a 3 strength attribute/modifier.​
  5.  Roll 1D10 + 10 + Endurance Modifier to determine starting stamina points.
  6. Roll 1D6+3 to determine your starting maximum Vitality score.
  7. You begin the game with 3 vigor, roll 1D3 to determine starting luck.
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STEP 01: CREATE YOUR STORY & BACKGROUND

Looking for inspiration or need some help getting started? USE THESE RANDOM TABLES!
Creating Your Story is the first part of character creation. The importance of your character goes beyond basic attributes and what you're going to find on your character sheet. More than numbers. It's about the story and the world you're able to build through that characters actions.
Personality Traits: Write five key words that describe your characters likes, past accomplishments, things your character dislikes or fears, your character's self-attitude or mannerisms.

Appearance: In one sentence, describe your most distinctive physical features. Jewelry, piercings, tattoos, unusual clothing, birthmarks, skin color, hair, or missing limbs are examples of what you could include. 

Flaws: In one sentence, describe your character's flaws. What vice, compulsion, fear, or weakness in particular keeps them up at night? What enrages them? What's the one person, concept, or event that they are terrified of? What are their vices? 

Interactions with Others: In one sentence, describe how your character interacts with others. A character's behavior can change depending on who he or she is interacting with. Are they argumentative, arrogant, friendly, honest, quiet, racist, suspicious? You can use up to three key words, which will stand out here and inform how you role-play your character for the length of the campaign.​

Useful Knowledge: In three words, list bits of knowledge you possess that might be of use to the other player characters. You might know something as banal as the best inn in town or as important as a clue needed to solve a murder. 

​Bonds & Rivals: Create connections to people, places and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals driving a character's motivations and goals.

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Call to Adventure: Why have you taken up the call of becoming an adventurer in a world where leaving the comfort or relative safety of your village or town there is a very real, very serious risk of death?​
  • Searching for someone or something:
    • Missing family member.
    • Orphan looking for parents.
    • A missing family heirloom.
    • An artifact.
    • Trying to figure out who you are.
    • Understanding of why you have special powers.
  • Quest:
    • Destroy something evil.
    • Performing a task for a king, chief, or leader.
    • Solve a puzzle or mystery.
    • Helping someone desperate or in need.
    • Uncovering an important piece of knowledge.
  • Revenge:
    • Recapture homeland.
    • Hunt down the man or woman who killed your family.
  • Outcast or Lost:
    • Slave.
    • Refugee.​
​​​What were the events that happened leading up to your character's call to adventure?
Player Long-Term Goals:
  • What do you (the player) want to do with the character after completing the initial game sessions in Ohr?
  • What do you want character to be when he or she is 6th level?
  • As a player, what are you trying to do in the world on a grand scale?
Mortis Backgrounds:
  • Roll 2D6 (D66) on the background table below. Backgrounds provide your character with a bonus attribute and bonus equipment.
  • Choose one skill that your character is proficient in. (Cannot choose a defensive skill).
  • Make sure to discuss your character's story with the GM. Not every story or character is going to work in this setting.
  • Backgrounds come with a 'leading question'. This will help you further define your character and their history.
  • NOTE: You may CHOOSE one of the backgrounds below, but you do not get the listed bonus equipment.
ROLL
BACKGROUND
BACKGROUND BONUS
BONUS EQUIPMENT
11
Guild Alchemist
+1 Arcane or Alchemy Proficiency.
Laboratory equipment (glass beakers, brazier, and misc. tools).
12
Alienist
+1 Arcane or +1 Faith.
Straightjacket, 2D6 pieces of parchment, bottle of ink and a quill pen.
13
Guild Artisan
+1 Dexterity or +1 Strength.
Tools of your trade, guild membership.
14
Astrologer
+1 Arcane or Occult Lore Proficiency.
Astrological charts and a telescope.
15
Bandit
+1 Strength or +1 Dexterity.
Bloody golden coin taken from one of your victims.
16
Beggar
+1 Endurance or +1 Faith.
Alms bowl.
21
Bodyguard
+1 Strength or Block Proficiency.
A memento from a past job, a long sword, shield.
22
Bounty Hunter
+1 Strength or Tracking Proficiency.
Manacles, three bounty posters, and a known rumor.
23
Bureaucrat
+1 Arcane or Communication Proficiency.
1D6 random books, bottle of ink and quill pen, lofty position.
24
Burglar
+1 Dexterity or Legerdemain Proficiency.
Grappling hook, 50' of rope, crowbar.
25
Mutant
+1 Endurance or Random Mutation.
Hooded cloak or cowl.
26
Cavalryman
+1 Strength or Animal Training Proficiency.
Warhorse, lance (1D10, piercing8, unwieldy, mounted).
31
Coachman
+1 Endurance or +1 Dexterity.
Horse and coach, blunderbuss (2D6, piercing 4, reload) and 5 grape shot.
32
Demon-Blooded
+1 Endurance or Occult Lore Proficiency.
A torn page from the black book, a true name of a demon.
33
Duelist
+1 Dexterity or Dodge Proficiency.
Duelist's hat, rapier (1D6, piercing 6).
34
Engineer
+1 Arcane or Geare Lore Proficiency.
Hammer, pulley, 1D6 books on engineering and science, 2D6 schematic drawings.
35-41
Explorer
+1 Endurance or +1 Arcane.
Wineskin, spyglass, 2D6 maps, backpack, 3 torches.
42-46
Farmer
+1 Strength or +1 Endurance.
Pitchfork (1D6), straw hat.
51-55
Frontiersman
+1 Strength or Nature Lore Proficiency.
Hunters bow (1D6) and 20 arrows, deer-hide cloak.
56
Fortune Teller
+1 Willpower or Ceremony Proficiency.
Crystal ball, set of tarot cards, 1D6x10 golm.
61
Initiate
+1 Faith or Religious Lore Proficiency.
Iron holy symbol, prayer book, or other cult related items.
62
Merchant
+1 Arcane or Appraisal Proficiency.
Horse and cart, goods worth 250 golm.
63
Mystic
+1 Arcane or Bonus Random Spell.
2D6 blank scrolls, bottle of ink and a quill pen.
64
Noble
+1 Faith or History Proficiency.
5D10x10 golm.
65
Sellsword
+1 Strength or Parry Proficiency.
Broad Sword, breastplate, unfinished contract.
66
Wytch Hunter
+1 Faith or Occult Lore Proficiency.
Manacles, Wheelock Pistol (1D8, 4 shots, piercing 2), 5 bullets.

LEADING QUESTIONS: BACKGROUND

  • Guild Alchemist: What are the aims of your alchemical research?

  • Alienist: The mad gibber of unspeakable things; what was the strangest thing a patient ever said in your presence?
 
  • Guild Artisan: Who were your rival artisans and why do they wish you ill?

  • Astrologer: What horrific thing you saw in the stars did you refuse to foretell as part of your astrological predictions?
 
  • Bandit: Your gang of thieves was lead by a terrifying person; who were they?
 
  • Beggar: What unforeseen ruin descended upon you to reduce you to this state?
 
  • Bodyguard: The person you were contracted to protect met an unfortunate end; why and how?
 
  • Bounty Hunter: Who was the most vicious criminal you ever apprehended?
 
  • Bureaucrat: What was the most troublesome event you have ever had to deal with in an official capacity?
 
  • Burglar: You one broke into a home, but the residents were prepared for you; what were you subjected to before you made good on your escape?
 
  • Mutant: What was on incident where "normal" people treated you cruelly?
 
  • Cavalryman: What atrocities did you witness being committed in your lord's name?
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  • Coachman: What is the most disturbing location you've ever been paid to transport a customer?
  • Demon-Blooded: What is the tell-tale sign of your infernal heritage?
​
  • Duelist: What events led to you killing an opponent in a violent rage?
​
  • Engineer: What was the most unusual mechanical solution you were asked to devise?
 
  • Explorer: What was your most terrifying interaction with a native populace?
 
  • Farmer: The people of rural lands sometimes stick to antiquated, pagan ways; what was the most unusual superstition or rite that you've been privy to?
 
  • Frontiersman: What horrors have you seen on the frontier that you could never imagine in the world's more civilized places?
 
  • Fortune Teller: What is the one fortune you saw but refused to reveal to a client?
 
  • Initiate: What events soured you on following through with taking a life of spiritual service?
 
  • Merchant: Strange items are sometimes traded as part of a normal parcel of goods; what oddity most stands out in your mind as a good you wished you had never laid eyes on?
 
  • Mystic: You have immersed yourself in unholy lore; but there is one text that even you are afraid to peruse; what is the grimoire you fear most?
 
  • Noble: The noble courts of the world are home to strange intrigues; what is the oddest play for power you've ever been privy to?
 
  • Sellsword: The screams of the slaughtered still resound in your ears; what happened?
 
  • Wytch Hunter: What happened the last time your righteous fury dominated and consumed your mind?
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STEP 02: CHOOSE YOUR EQUIPMENT PACK | WEAPON KEYWORDS

CENTURION
Last of the warriors who cling to the word of a long dead emperor.
  • Gladius (1D6 damage, 1 slot, well-worn quality, pierce 2).
  • Buckler (1D4 damage, 1 slot, well-worn quality, parry).
  • Legionnaire Armor (+2 Armor, 2 slots, well-worn quality).
CRUSADER
A crucible of steel, men of faith are not born. They are formed in the fires of conflict.
  • Cross Hilt Sword (D8/D10 damage, 2 slots, well-worn quality, versatile).
  • Kite Shield (1D4 damage, +1 armor, 2 slots, well-worn quality, block).
  • Scale Gambeson (+2 Armor, 2  slots, well-worn quality).
CULTIST
In the chaos, many turned to gods and demons for salvation. Most were left wanting.
  • War Hammer (1D10 damage, 2 slots, well-worn quality, crush).
  • Cloth Robe (+0 Armor, 1 slot, well-worn quality).
  • Lay on Hands Spell (Touch to heal D6 stamina, costs 2 stamina. Cannot be used on self).
FALLEN KNIGHT
A masterless knight who roams the lands of the dead without purpose, without memory.
  • Broad Sword (1D8 damage, 2 slots, well-worn quality, parry).
  • Jousting Shield (+2 Armor, 1 slot, well-worn quality, block).
  • Mail and Surcoat (+3 Armor, 3 slots, well-worn quality).
HEDGE MAGE
Those who dabble in the dark arts of magick walk the line of madness at all times.
  • Astral Bolt Spell (1D6 damage, ignores armor, costs 2 stamina).
  • Hedge Magic (Create harmless, obvious effects. I.E. light, sounds, floating objects, etc).
  • Oak Staff (D4 damage, 1 slot, focus for spell casting, well-worn quality, barrier).
HUNTER
A hunter in these trying times often finds themselves stalking men as often as beasts.
  • Hunting Bow (1D6 dmg, 2 slots, well-worn quality).
  • Spear (1D8 damage, 2 slots, well-worn quality, pierce 3).
  • Quiver (20 Arrows, 1 slot, well-worn quality).
  • Leather Armor (+2 Armor, 2 slots, well-worn quality).
LOST SOUL
A lost soul of Mortis, a new path must be forged. Fate is not kind.
  • Club (1D6 damage, 1 slot, worn quality).
  • Lost Memories (You begin with 6 attribute points to distribute during character creation instead of the normal 4. In addition, you gain none of the background equipment or background bonuses that you would otherwise have if you choose Lost Soul).
MARAUDER
Wanton destruction and murder, laws mean nothing to heartless brigands.
  • Battle Axe (1D12 dmg, 3 slots, well-worn quality, hack).
  • Brigandine Armor (+3 Armor, 1 slot, well-worn quality).
  • Torch & Tinderbox (1 slot).
MERCENARY
The glimmer of coin, no matter how useless, drives men to murder.
  • Great Sword (2D6 damage, 3 slots, well-worn quality, cleave).
  • Field Plate (+3 Armor, 3 slots, well-worn quality).
  • Executioner’s Mask (+0 armor, 1 slot, conceals face behind an iron mask set with a grim visage).
NOBLE
Nobles are the foes of all the men they rule.
  • Signet Ring (1 Slot, barrier).
  • Ornate Rapier (1D6 damage, 2 slots, pristine quality).
  • Main Gauche (1D4 damage, 1 slot, pristine quality, off-hand, parry).
  • Fine Clothes (+0 Armor, 1  slot, pristine quality).
PYROMANCER
We read the flames and see futures bathed in fiery light. All things return to ash.
  • Pyromancer Guild Amulet (1 slot, fire resistance).
  • Iron Torch (1D4 fire damage, 2 slots, pristine quality, burn).
  • Dragon’s Breath (1D6 damage, burn, costs 4 stamina).
  • Pyromancer’s Coat (+0 armor, 1 slot, well-worn quality).
SAMURAI
Noble warriors from the lands of ancestral spirits and golden seas, lost and far from home.
  • Naginata (1D10 damage, 2 slots, pristine quality, reach).
  • Long Bow (1D8 damage, 2 slots, well-worn quality).
  • Quiver (20 Arrows, 1 slot, well-worn quality).
  • Reed Armor (+2 Armor, 3 slots, pristine quality).
TECHNOMANCER
Secrets lost in a world gone mad, uncovered once more. Iron, smoke, and death.
  • Matchlock Pistol (1D10 damage, 1 slot, well-worn quality, reload).
  • Bag of Bullets (2 slots, 10 bullets, well-worn quality).
  • Knife (1D6 damage, 1 slot, pristine quality, nimble).
  • Leather trench coat (+1 Armor, 1  slot, pristine quality).
THIEF
A thief trained to steal coin in life now plies their trade to rob others of memories.
  • Knife (1D6 damage, 1 slot, well-worn quality, nimble).
  • Grappling Hook & 50ft rope (2 slots).
  • Hooded Leathers (+1 Armor, 1 slot, well-worn quality, stealth advantage).
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  • Accurate: Accurate weapons have a +1 bonus to attack values.

  • Bracing: This weapon deals double damage to a charging enemy and has a 50% chance of instantly killing an enemy mount.

  • Brutal: On a maximum damage results, roll the die an additional time. IE: Roll 1D6, the result is a 6. Roll again.

  • Cleaving: If you reduce an enemy target to zero hit points, you may immediately make another attack against a target within 5 feet of you.

  • Crush: Crush is a devastating attack that ignores the armor value of the target, and deals double damage if the target is wearing heavy armor. Costs 6 stamina.

  • Deadly: A weapon with deadly quality deals an additional weapon die of damage on a critical hit.

  • Hack: You blitz the target with swing after swing in an attempt to cut them to ribbons. Make four attacks without modifiers (/roll 4D20), any result over 15 is a success and deals damage normally. Costs 8 stamina.
​
  • Mounted: A weapon with the mounted keyword represents a weapon that is too large to use unless you are mounted, if you use the weapon while mounted, ignore all other keywords attached to the weapon.
  • ​Nimble: When using a weapon with the keyword nimble, anytime you successfully use the dodge defense, you may immediately make a free attack against the target who attacked you. Must be within melee range.

  • Parry: A character can only parry an attack if they have a weapon or an ability that allows them to do so. In order to parry an attack, the character must roll EQUAL to or ABOVE the attacker's roll. On a successful parry, you reduce the damage done to you by half, in addition, you may immediately make a counter-attack against the target. Targets may choose to parry as well. Parry can only be used against physical melee attacks. Parry is modified based on the strength attribute.

  • Piercing: Ignores armor resistance based on the value of the weapon. IE: (2) ignores 2 AR.
 
  • Quick: Quick weapons can be drawn or stowed as a free action.
 
  • Rend: When you critically hit using a weapon with the rend keyword, roll 1D6. The value determines the damage and length of time the rend lasts on the target. I.E: Rolling a 4 means the target takes 4 damage at the start of its turn for 4 rounds.
 
  • Slow: When using a slow weapon, you always act last on initiative.
 
  • Unwieldy: Weapons with this trait cannot be used to make opportunity attacks.
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  • Weak: The weapon has extremely low durability and breaks on a critical failure.
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step 03: CHOOSE YOUR RACE

KIN (HUMANS)
The kingdoms of man were changed, molded, and ultimately broken after the Exodus. It was once thought that men were the most indomitable of all the mortal races. It always seemed like no matter how many times they came to the brink of extinction, they would bloom by the thousands once more like an infuriating weed that just refused to be stomped out. Guided by the gentle touch of their gods. Now those gods are dead, and thus-they fell.
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  • Ability Scores: Increase one ability score of your choice by 1.
  ​
  • Adaptive: Choose one additional skill that you are proficient in.
DVORK (DWARVES)
The Dwarven Empire never recovered from their great war with the undead and the hobgoblins. Nulbizar remains sealed. Numerous expeditions and entire armies have gone back to Nulbizar through the centuries in an attempt to reclaim their greatest kingdom, but all have failed. Since the dark days of Thouldun's retreat never have the dwarves built a city as grand or as beautiful as Nulbizar and many believe they never will again.
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  • Ability Scores: Increase Strength or Faith by 1.
​
  • Dwarven Constitution: Dwarves are resistant to poison damage and have advantage when making saves against becoming poisoned. In addition, dwarves begin the game with a +2 Vitality bonus.
YULDRANGI (ELVES)
In the Age of the Death the elves are one of the most sorrowful races to walk the earth, they are defined by treachery, cowardice, and guilt. The elves of Ayotha are a black-eyed, elongated headed race of alien humanoids. Not originally of creation, they are from a place out of time and space. Slavers, monstrous, and terrible. Humans despise them.
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  • Ability Scores: Increase Arcane or Willpower by 1.  ​
 
  • Innate Magick: Elves begin with one random astral spell, and make saving throws vs. spells with advantage.
AFRIT (HARKON)
Harkon are masters at navigating through the piercing sands of the desert, and cloak themselves in its embrace. By burying their bodies beneath the dunes, they are able to travel below the sandy waves undetected by means of a thin reed that allows them to breathe freely. Their skin colors range from rustic reds to rich browns, with horns protruding from their temples, and pointed ears, rarely their skin is as red as the desert they call home, and creased a bit around their vibrant blue/gray eyes.
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  • Ability Scores: Increase Dexterity or Endurance by 1.

  • Desert Raiders: Harkon are resistant to fire damage and cannot gain exhaustion from heat. When using scimitars or daggers, they deal +1 bonus damage.
FOMORI (HALF-GIANTS)
Half-Giants are estimated to be scions from the titans of old, a time when men did not walk on Ayotha's surface world. Titans are some of the most ancient and mighty beings to still live in the modern age. Half-Giants gain acceptance by accomplishing heroic deeds. Half-giants who are raised among the half-giant culture will attempt to gain acceptance by honing their combat skills to perfection. Adventuring typically allows them to hone their combat skills and accomplish heroic deeds at the same time, so most half-giants who get the chance to will gladly join an adventure party.​
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  • Ability Scores: Increase Strength or Endurance by 1.
  ​
  • Survivalist: The half-giant begins the game with an additional 5 stamina points and deals double damage on their first successful melee attack of an encounter.
KLEIN-KUDUK (HALFLINGS)
The Halflings of the Foalm are nomadic folk who traverse the continent of Ohrros and beyond on the backs of their traveling companions, the massive beasts called Gadwor, giant reptiles from which the Halflings build their cities on the creature’s backs. Each Gadwor is usually large enough to house dozens, if not hundreds of halflings. They travel the lands on these gentle giants and use a system of pulleys, chains, ropes, and other instruments to traverse the suspended towns as the Gadwor moves to the next location. Halflings are often found beside large rivers, lakes, or other sources of water as the Gadwors need to drink massive amounts of water to sustain themselves for the hundreds of miles they travel. Halflings are not people who often get involved with politics or wars and will usually pack up and leave on their Gadwors if that becomes an issue for them. Not only that, but they often must make quick escapes from large cities as the populations see them as gypsies, trading baubles, trinkets, and other mundane items for people’s hard earned coin, believing these things to be exotic make from far away lands. That’s only true about half the time.
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  • Ability Scores: Increase Willpower or Faith by 1.
  ​
  • Silver Palms: Halflings are proficient in appraisal and stealth skills.
SARKAN (DRAKON)
Drakon have only recently attempted to reintegrate themselves into modern society, hoping to reclaim at least a portion of the influence and recognition they once held over scale-kind. Most of these Drakon possess rustic red, black, golden, or silver scales. Drakon are tribal in nature, vicious, and cruel towards others who are not of their own race.
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  • Ability Scores: Increase Endurance or Willpower by 1.
  ​
  • Flame Breath: The Drakon spews flame that targets one creature at range. The creature must save vs. dexterity or take 3D6 + the Drakon's level fire damage. This feature can be used once per short rest.
MEZOARK (SERPENT-MEN)
The Mezoark are fiercely tribal, arrogant, and perfectionist in every sense of the word. The Mezoark of Ixindar are the remnant of a once great civilization that flourished thousands of years ago known as the Mezoark Empire. They were favored as demi-gods among scale kind and were often treated to positions of power, leading their kin into battle or advising the great lords of Narak. This came to a sudden and violent end as the Mezoark empire erupted into civil war when the Naga staged a coup that eventually lead to a religious schism and that destroyed their way of life. Now the Mezoark are seen as little more than monsters, few of them have managed to find a place in society that accepts them fully. Although they've never been held in high regard by the soft skins anyway, so the Mezoark make due just as arrogantly and obnoxiously as they always have.

  • Ability Scores: Increase Dexterity or Faith by 1.
  ​
  • Poison Bite: A Mezoark can make a melee bite attack against a single target. The target must save vs. endurance or suffer 1D10 damage. Mezoarks can also use their tails to hold or manipulate small objects.
ORGRON (ORKON)
Onak led his Orkon tribes away from the Forgotten Lands, after he struck the first blow that started the Exodus. Though the meaning behind this is still heavily debated amongst scholars, it is highly speculated that this, combined with hieroglyphic evidence, puts the Orkon as the first of the exiled mortal races to head to the West. The divine champion Onak guides the chieftans that lead more than forty tribes of Orkon in the newly established lands of Morga on Ohrros. When the remaining divine champions fell into a deep sleep, Onak remained in direct contact with his clansmen, making appearances at clan gatherings to bestow upon them his wisdom and guidance. Though their tribes may be spread out, the bond of a "blood-brother" is inseverable. The Orkon are undoubtedly fierce warriors, with massive, hulking forms that can wield greatswords easily in one hand if they so choose. Honor means everything to an Orkon, and they have been known to go to great extremes to preserve it and their way of life.
​
  • Ability Scores: Increase Strength or Willpower by 1.
  ​
  • Blood Rage: When an Orkon has less than half their total stamina points or lower, they deal an additional 2 damage with all attacks. In addition, Orkon can wield two-handed weapons in one hand, but gain the unwieldly trait.
LUMYN (LUMINOUS)
Lumyn are believed to have descended from humans in their immediate past, and consequently tend to have similar builds and body types, influenced mildly by any potential mixed blood in their past -- though those lacking more than half 'true' Lumyn ​blood are generally not considered such, and tend to not manifest the stereotypical, arguably somewhat magical traits the Lumyn are known for. They are further branched by a philosophical, regional, and indeed partially esoteric schism into two branches, one named for the massively-sprawled underground village they live in - Pannoval - and the other for Astora, the mountainous region that encompasses both the Lumyn city of Ofcol and the entrance to the underground. Amidst their otherwise stereotypical human physical traits, Astoran Lumyn tend to be some hue of golden-skinned and given to white, yellow, or flame-orange hair, where their Pannoval cousins are given tendency to be a duskier hue of flesh touched by blues and purples, and typically have hair of a bluish-white or blue-black.
​
  • Ability Scores: Increase Willpower or Faith by 1.
  ​
  • Blazing Light: A Lumyn can call upon the light to blind their enemies, save vs. effect. All targets within the encounter must save vs. Willpower, or be blinded for 1D4 rounds. This feature can be used once per day.
NOLDEN (WYTCHBORN)
The Wytchborn are an extraordinarily new race to Ayotha, with their origins being shrouded completely in mystery. They began to appear a few short years after the Silence occured, and have since been met with interrogation and suspicion. An unknown, black brand marks the right palm of each Wytchborn. Some speculate that it is a sign of their pact with the dark powers lingering in the Vault of Stars. Others like to think that the Wytchborn are the reincarnations of ancient, dead gods, sent to Ohr to rectify the sins of mankind and save them from impending doom. Survivors of the continent of Ainerth wonder if the Wytchborn are their fallen allies, who somehow managed to sway death into offering them a second chance.
​
  • Ability Scores: Increase one ability score of your choice by 1.
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  • One of Two Worlds: 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. This feature can be used once per short rest.
RACES OF MORTIS | DETAILED HISTORIES & INFORMATION
Mortis is a low-fantasy sword and sorcery focused setting. Humans are the most numerous race of all. Dwarves, elves, halflings, and half-giants are only slightly more rare. Monstrous races are extremely rare and live in small communities outside of human civilization. To create another race other than humans, you will be required to roll a percentile die (1D100) to determine what other races are available for you to select from. 
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  • 65% or lower - Human, Dwarf.
 
  • 45% or lower - Human, Dwarf, Halfling.
 
  • 35% or lower - Human, Dwarf, Halfling, Half-Giant.
 
  • 25% or lower - Human, Dwarf, Elf, Halfling, Half-Giant, Harkon.
 
  • 15% or lower - Human, Dwarf, Elf, Halfling, Half-Giant, Harkon, Orkon.
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  • 10% or lower - Human, Dwarf, Elf, Halfling, Half-Giant, Harkon, Orkon, Drakon.
 
  • 5% or lower - All races.
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additional rules

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STAMINA & VITALITY

Stamina is a combination of hit points and a resource that you can use to activate powerful abilities or spells. Vitality is your critical life threshold, once you start to lose vitality points, it's a short journey to injuries and death.

When stamina is reduced to zero, any damage left over or taken afterwards reduces your vitality points.

Once reaching zero vitality, roll one D12 and check the wounds and injuries table below.
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  • 1-9: Wound, reduces maximum vitality by 1.
  • 10: Minor Injury, reduces maximum vitality by 2.
  • 11: Major Injury, reduces maximum vitality by 3.
  • 12: Mortal Injury, reduces maximum vitality by 6.

Injuries and mortal wounds can only be removed by doing a healing lore test with a difficulty of 15 in a sanctuary or town over the course of 1 week's worth of time.  If a player’s vitality is ever reduced to zero or below, that character is dead.

ARMOR VALUE & EQUIPMENT REQUIREMENTS

Armor class is equal to your Armor Resistance value + 10. Characters can attempt to dodge attacks, characters can also attempt to parry, block, or use a barrier depending on the key items and weapons they have equipped as a reaction.

Armor now has an armor resistance value (AR) that reduces the amount of physical damage taken on a successful hit.

Equipment defines you, at least at the beginning of the game. Character customization is open. Become a spell blade, or a crusading war priest.

Some weapons and armor have attribute requirements and unique abilities attached to them.
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ACTIVE DEFENSE ROLLS

Characters now have defense rolls (basically save vs. attacks). All characters are able to dodge, but there are additional defense rolls that can be used based on if a character is using a certain weapon or key item. The defense rolls, how they're used, and what they do are detailed below. Defense rolls can be used as a reaction during combat.

  • DODGE - All characters can attempt to dodge an attack. You have to roll EQUAL to or ABOVE the attack result in order to successfully dodge the attack. You can dodge out of the way of melee and ranged physical attacks, and melee and ranged magic attacks. Dodge is also used to avoid AoE spells and abilities. A successful dodge reduces all damage taken to zero. Dodge is modified by the dexterity attribute.

  • PARRY - A character can only parry an attack if they have a weapon or an ability that allows them to do so. In order to parry an attack, the character must roll EQUAL to or ABOVE the attacker's roll. On a successful parry, you reduce the damage done to you by half, in addition, you may immediately make a counter-attack against the target. Targets may choose to parry as well. Parry can only be used against physical melee attacks. Parry is modified by the strength attribute.

  • BLOCK - A character can block if they are using a shield, shields have 'shield notches' which is equal to the number of hits that a shield can take before it breaks and must be replaced or repaired for 50% of its total cost. Block rolls are made at advantage and must meet or beat the attacker's roll, and reduce all physical damage taken to zero. Block can be used to defend against ranged and melee physical attacks. Block is modified by the endurance attribute.

  • BARRIER - A character can only use barrier if they have a special item or ability that allows them to do so. To defend using Barrier you must roll equal to or greater than the attacker's roll. Barrier reduces all damage taken to zero and defends against ranged physical attacks and ranged spells. Barrier is modified by the arcane attribute.

  • MIND SHIELD - All characters can attempt to use mind shield to stave off assaults that target their psyche. Mind shield is a character's attempt to resist fear and other mind-altering abilities. Mind shield is modified by the willpower attribute.

  • LUCK - All characters can attempt to use luck. A player can burn a luck point to use luck as a defense. Luck is always rolled at advantage and is modified by the faith attribute. A player must roll equal to or greater than the attacker's roll. A successful luck defense roll reduces all damage taken to zero. Luck can also be used instead of mind shield.
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