OHR GAMING
  • Home
  • Guild Info
    • Guild Charter
    • Guild History
    • Roleplay Policy
  • Tabletop Gaming
    • Mortis Basic System >
      • Character Creation
      • Additional Rules
      • Spellcasting Rules
      • Spells List
    • Campaign Info >
      • Campaign Primer
      • Living Campaign
    • Mortis Setting >
      • World Lore
      • Timeline
      • Language & Names
      • Races of Mortis
    • Game Masters
  • PC Gaming Chapters
    • SWTOR >
      • Massani Directorate
    • Guild Wars 2 >
      • Iron Circle
    • Final Fantasy XIV >
      • Red Gambit
      • FC Leadership
    • World of Warcraft >
      • Blackpyre Company
  • Community
    • Social Contract
    • Partners
    • Submissions
    • Credits
    • Archive
    • Ohr Network Trello
  • OHR News
  • Discord

MORTIS - LANDS OF THE DEAD (fantasy age)

CONTENTS:

  1. Character Creation:
    1. What is a Character Origin?
    2. Choose a Character Origin.
  2. Advancement Points:
    1. Buying Attribute Scores.
    2. Buying & Upgrading Focuses.
    3. Buying & Upgrading Talents.
      1. Buying & Upgrading Magic Talents.
    4. Buying & Upgrading Weapon & Armor Proficiencies.
    5. Buying Combat & Character Features.
Picture

1. CHARACTER CREATION - CHARACTER ORIGIN:

We have heavily modified the game to add more customization options and to make character creation a more in-depth experience from a character's humble beginnings to their gruesome or mundane ends. Each time you reach a new level, you'll be presented with a number of choices that will dictate your character's combat prowess, their ability to maneuver intelligently around social situations, and environmental hazards in the world of Talvara.

CHARACTER SCORES AT A GLANCE:

  • WOUNDS: BASED ON ORIGIN CHOSEN.
  • STRAIN: 10 + CONSTITUTION + WILLPOWER.
  • SPEED: 8 + DEXTERITY - ARMOR PENALTY.
  • INITIATIVE: 3D6+FOCUS (IF APPLICABLE).
  • ARMOR: DETERMINED BY EQUIPMENT.
  • DEFENSE: 10+DEXTERITY+SHIELD BONUS (IF APPLICABLE).
Picture

1.2 PRIMARY CHARACTER origins:

​Character creation begins with the player choosing an Origin, this choice is bundled into a single option that determines a number of options for your starting character. The origin consists of the following bonuses: Starting wounds, 1 Attribute Bonus, 1 Focus, 1 Aptitude (reduces the cost of purchasing that particular attribute), 1 Hindrance (increases the cost of purchasing that particular attribute), Roll 2D6 on a table for random bonuses twice, starting Equipment, and your starting Wealth roll.

CHARACTER ORIGIN - WARRIOR

Weapons, tactics and combat are the mainstays of a warrior's life. Both the barbarian raiding a village and the knight commanding a banner of troops adheres to the tenets of discipline, personal combat and martial training. Every warrior knows how to fight in close quarters; to take a blow and deliver a mortal wound in return. Warriors excel both as lone combatants or within a larger force, depending on what fighting styles they have mastered or chosen to employ. Warriors have no shared ethos or background, but their training, mastery of weapons and enduring nature unite them in spirit while on the battlefield. The savage barbarian and the noble knight meet as equals while at war.

Origin features:

  • Bonus Focus Choice: Dexterity (Riding) or Strength (Might).
  • Bonus Attribute: +1 Strength,
  • Starting Wounds: 25+Constitution+1D6.
  • Attribute Aptitude: Fighting.
  • Attribute Hindrance: Perception.
  • Wealth Roll: 3d6+10.
  • Warrior Special: The warrior begins play with 5 (five) additional AP that can only be spent on a character or combat feature.
  • Starting Equipment: Primitive Battle Ax, Light Shield, Primitive Throwing Spear x2, Thick Woolen Tunic (4 AR), Skinning Knife, Steel Trap (Bear), Sleeping Bag, 8 Days Rations, Travel Clothes.
2D6 ROLL
BENEFIT
2
+1 Constitution
3-4
Focus: Perception (Seeing)
5
Focus: Constitution (Stamina)
6
Focus: Strength (Intimidation)
7-8
+1 Fighting
9
Weapon Groups: Heavy Blades
10-11
+2 Advancement Points
12
Focus: Willpower (Courage)

CHARACTER ORIGIN - ROGUE

The arts of the rogue are handed down by many masters, each of whom developed unique forms and techniques. All rogues are sophisticated combatants and dynamic thinkers, who utilize every available tool to skew the battlefield to their advantage. In the cities, rogues learned to use shadows and cover to catch their targets unaware. Other rogues have learned the secrets of the wild, taming savage beasts and brewing poisons from the flora they find. Still others gained mastery over the arcane to enhance their weapons and attacks with eldritch powers.

Origin features:

  • Bonus Focus Choice: Dexterity (Stealth), or Communication (Animal Handling).
  • Bonus Attribute: +1 Communication.
  • Starting Wounds: 15+Constitution+1D6.
  • Attribute Aptitude: Dexterity.
  • Attribute Hindrance: Willpower.
  • Wealth Roll: 5d6+20
  • Rogue Special: Pin-point attack, when making an attack against a target if your Dexterity modifier is higher than theirs you can add 1D6 damage to the attack.
  • Starting Equipment: Primitive Dagger, Rawhide Tunic (3 AR), Sleeping Bag, 3 Days Rations, Travel Clothes.
2D6 ROLL
BENEFIT
2
+1 Fighting
3-4
Focus: Intelligence (Local Law)
5
Focus: Constitution (Stamina)
6
Weapon Groups: Light Blades
7-8
+1 Intelligence
9
Focus: Communication (Leadership)
10-11
Weapon Groups: Black Powder
12
+2 Advancement Points

CHARACTER ORIGIN - HEDGE MAGE

​Since the dawn of time, spirits, creatures, and eruptions of god-flowing power from the higher planes have shaped Runeland in profound ways. Mortals watched giant-kings of old call forth elemental power, and gleaned from their techniques the basics of arcane magic. A gift and secret the likes of which no other has been shared since. Through research and experimentation, the ancient hedge wizards have learned to control the elements without pledging themselves to any gods or minor spirits. They have mastered a broad school of elemental incantations, to sway fate and time, or to bring life to the dead. Few hedge wizards exist, and those who do often play a far more sinister role in the world of Runeland than their companions. Shamans, medicine men, war priests, clerics, wizards, sorcerers, or warlocks are all considered hedge wizards of some type.

ORIGIN FEATURES:

  • ​Bonus Focus Choice: Intelligence (Occult Lore), or Perception (Research)
  • Bonus Attribute: +1 Intelligence.
  • Starting Wounds: 10+Constitution+1D6.
  • Attribute Aptitude: Willpower.
  • Attribute Hindrance: Strength.
  • Wealth Roll: 3d6+30
  • Hedge Wizard Special: You begin with the ability to cast spells, you have the focus for Intelligence [Occult Arcana] and the novice talent of one Arcana of your choice. Mages also begin the game with the Minor Arcana abilities found on page 53 in the F-Age Companion rulebook.
  • Starting Equipment: Primitive Dagger, Travel Clothes, 10 Feet of Silk Rope, Backpack, Sleeping Bag, Bone dice, minor herbs and spices.
2D6 ROLL
BENEFIT
2
+1 Perception
3-4
Focus: Willpower (Self-Discipline)
5
Focus: Perception (Hearing)
6
+2 Advancement Points
7-8
Focus: Intelligence (Historical Lore)
9
Weapon Groups: Staves
10-11
+1 Communication
12
Weapon Groups: Light Blades
Picture

2. ADVANCEMENT POINTS - BUYING ATTRIBUTES, FOCUSES & TALENTs:

​
  • All of your ATTRIBUTE scores start at 0 (zero) and no ATTRIBUTE score may start higher than 3 (three) at character creation. Period.
  • When purchasing ATTRIBUTE scores, be sure to reference the 'Aptitude' and 'Hindrance' attributes. Reference the table.
  • All players begin with 40 (forty) Advancement Points. These points will be used to purchase: Attribute Score Increases, Focuses, Talents, and Weapon/Armor Groups.
  • A player CANNOT begin the game with more than two novice Arcana talents.
  • Players can ONLY purchase 'NOVICE' talents in character creation, they cannot be upgraded to Journeyman or Master ranks.​
  • Players can ONLY purchase 'Primitive' equipment at character creation. You cannot sell back starting equipment.​
Advancement Points represent the sum total of your character's knowledge and experience. Though your upbringing, background, and social class determine the life your character lives your spending of advancement points fills that life events, giving them generally, trained and combat knowledge. You begin play with 40 Advancement Points and all AP not spent after character creation is finished is lost. You can spend AP on the following items:
  • Ability Score Advancement - Read Table.
  • Ability Focus - 4 AP.
  • Advanced Ability Focus - +2 AP.
  • Learn to Read Language - 1 AP.
  • Learn to Write Language - 1 AP.
  • Specialization - 6 AP. (You may take your first specialization after reaching level 4, and a second specialization after reaching level 12.)
  • Talent - 2/4/6 AP.
  • Arcana Talents - 4/6/8 AP.
  • Training in a Weapon Group - 2 AP.
  • Training in an Armor Group - 5 AP.
  • Combat & Character Features - 5 AP.
Picture

2.1 BUYING ABILITY SCORES:

  • Accuracy: Accuracy measures a character's accuracy with all forms of ranged weapons. A high Ballistic Skill indicates a character is an excellent marksman, someone to be rightly feared in a fire-fight or shootout. 
  • Communication: Communication measures a character's ability to interact and speak with those around them. 
  • Constitution: Constitution measures a character's wounds, stamina, and resistance. Exceptionally tough characters can shrug off otherwise damaging weapon hits and better withstand poisons and diseases. 
  • Dexterity: Dexterity measures a character's quickness, reflex, and poise. High dexterity can allow a character to manipulate delicate machinery with finesse, or keep his footing when crossing treacherous terrain. This attribute also determines a character's movement rate and initiative bonus. 
  • Fighting: Fighting measures a character's competence in all forms of close-quarters combat. Characters with a high Melee Skill value are excellent warriors, renowned with a blade or even their bare hands. 
  • Intelligence: Intelligence measures a character's acumen, reason, and general knowledge. A character with a strong Intelligence value can recall huge volumes of data, correlate esoteric clues, or determine if an ancient relic is genuine or not. 
  • Perception: This measures a character's awareness and the acuteness of his senses. 
  • Strength: Strength measures a character's muscle and physical power. A high Strength value allows a character to lift heavier objects and punch a foe harder. 
  • Willpower: Willpower measures a character's mental strength and resilience. High Willpower allows a character to exert control over their own feelings, to stave off the horrors that they will be faced with on a daily basis.
NORMAL
APTITUDE
HINDERED
Attribute Rank 1: 2 AP.
Attribute Rank 1: 1 AP.
Attribute Rank 1: 3 AP.
Attribute Rank 2: 2 AP.
Attribute Rank 2: 1 AP.
Attribute Rank 2: 3 AP.
Attribute Rank 3: 2 AP.
Attribute Rank 3: 1 AP.
Attribute Rank 3: 3 AP.
Attribute Rank 4: 4 AP.
Attribute Rank 4: 3 AP.
Attribute Rank 4: 5 AP.
Attribute Rank 5-8: 4 AP.
Attribute Rank 5-8: 3 AP.
Attribute Rank 5-8: 5 AP.
Attribute Rank 9-12: 6 AP.
Attribute Rank 9-12: 5 AP.
Attribute Rank 9-12: 7 AP
ATTRIBUTE COSTS ARE ADDITIVE! IE: To bring one attribute from rank zero to rank 4 (normal), would cost a total of 10 AP.
Picture

2.2 BUYING FOCUSES & ADVANCED FOCUSES:

Focuses are representations of a player's training and focused fields, though you might be a skilled negotiator in general - where do you excel? Haggling, inspiring, debate? Focuses represent your specific and unique abilities. All focuses provide a +2 benefit to tests that benefit specifically from that focus. The GM will tell you when a focus is applicable.

You can purchase an advanced focus for an additional 2 AP, instead of the normal benefit of +2, an advance focus provides the player with a +3 bonus to a specific test. To purchase an advanced focus, you must have the base focus purchased or learned already. IE: To learn 'Advanced Focus - Two-Handed Sword', you must already have 'Focus - Heavy Blades'.
  • Focus Cost: 4 AP.
  • Advanced Focus Cost: 2 AP.

Focuses that have a * by them, means that you MUST have that focus before attempting a test related to those focuses.

FOCUSES & ADVANCED FOCUSES:

Accuracy Skill Focuses:
  • [Ranged Weapons - Blackpowder]
    • [Advanced Focus - Arquebus]
    • [Advanced Focus - Pistol]
    • [Advanced Focus - Blunderbuss]
  • [Ranged Weapons - Bows]
    • [Advanced Focus - Shortbow]
    • [Advanced Focus - Longbow]
    • [Advanced Focus - Crossbow]
  • [Ranged Weapons - Thrown]
    • [Advanced Focus - Spears]
    • [Advanced Focus - Shuriken]
    • [Advanced Focus - Grenade]
  • [Melee - Hand to Hand]
    • [Advanced Focus - Fists]
    • [Advanced Focus - Gauntlet]
    • [Advanced Focus - Improvised Weapons]
  • [Melee - Dueling]
    • [Advanced Focus - Main Gauche]
    • [Advanced Focus - Rapier]
    • [Advanced Focus - Spike Buckler]
  • [Melee - Light Blades]
    • [Advanced Focus - Dagger]
    • [Advanced Focus - Short Sword]
    • [Advanced Focus - Hook Sword]
    • [Advanced Focus - Throwing Knife]
  • [Melee - Staves & Bludgeons]
    • [Advanced Focus - Morningstar]
    • [Advanced Focus - Quarterstaff]
 Strength Focuses:
  • [General - Climbing]
  • [General - Driving]
  • [General - Intimidation]
  • [General - Jumping]
  • [General - Might] ​
 
​Fighting Focuses:
  • [Melee Weapons - Axes]
    • [Advanced Focus - Battle Axe]
    • [Advanced Focus - Throwing Axe]
    • [Advanced Focus - Two-Handed Axe]
  • [Melee Weapons - Bludgeons]
    • [Advanced Focus - Mace]
    • [Advanced Focus - Maul]
    • [Advanced Focus - Two-Handed Maul]
    • [Advanced Focus - Club]
  • [Melee Weapons - Heavy Blades]
    • [Advanced Focus - Bastard Sword]
    • [Advanced Focus - Great Sword]
    • [Advanced Focus - Long Sword]
  • [Melee Weapons - Spears] 
    • [Advanced Focus - Spear]
    • [Advanced Focus - Throwing Spear]
    • [Advanced Focus - Two-Handed Spear]
  • [Melee Weapons - Polearms] 
    • [Advanced Focus - Glaive]
    • [Advanced Focus - Halberd]
    • [Advanced Focus - Military Fork]
  • [Melee Weapons - Lances]
    • [Advanced Focus - Light Lance]
    • [Advanced Focus - Jousting Lance]
    • [Advanced Focus - Heavy Lance]
Constitution Focuses: 
  • [General - Drinking] 
  • [General - Running] 
  • [General - Stamina] 
  • [General - Swimming]
Willpower Focuses:
  • [General - Courage] 
  • [General - Faith] ​
  • [General - Morale] 
  • [General - Self-Discipline]

Dexterity Focuses:
  • [General - Acrobatics]
  • [General - Calligraphy]
  • [General - Initiative]
  • [General - Legerdemain]*
    • [Advanced Focus - Pickpocket]*
    • [Advanced Focus - Lockpicking]*
    • [Advanced Focus - Smuggling]*
    • [Advanced Focus - Forgery]*
  • [General - Riding]*
  • [General - Piloting]*
  • [General - Sailing]*
  • [General - Stealth]
  • [General - Traps]*
​Communica​tion Focuses:
  • [General - Animal Handling]
  • [General - Disguise]*
  • [General - Etiquette]*
    • [Advanced Focus - Aristocracy]*
    • [Advanced Focus - Military]*
  • [General - Gambling]
  • [General - Investigation]
  • [General - Performance]
  • [General - Persuasion]
    • [Advanced Focus - Inspire]
    • [Advanced Focus - Leadership]
    • [Advanced Focus - Debate]
    • [Advanced Focus - Deception]
    • [Advanced Focus - Haggling]
    • [Advanced Focus - Seduction]
Perception Focuses:
  • [General - Appraisal]*
    • [Advanced Focus - Ancient Texts]*
    • [Advanced Focus - Weapons]
    • [Advanced Focus - Jewelry]
    • [Advanced Focus - Fine Art]*
  • [Sense - Hearing]
  • [Sense - Seeing]
  • [Sense - Smelling]
  • [General - Tracking]
  • [General - Searching]
  • [General - Research]
Intelligence Focuses:
  • [Occult - Arcana]*
    • [Advanced Focus - Air]*
    • [Advanced Focus - Fire]*
    • [Advanced Focus - Power]*
    • [Advanced Focus - Divination]*
    • [Advanced Focus - Healing]*
    • [Advanced Focus - Shadow]*
    • [Advanced Focus - Earth]*
    • [Advanced Focus - Heroic]*
    • [Advanced Focus - Water]*
    • [Advanced Focus - Fate]*
    • [Advanced Focus - Lightning]*
    • [Advanced Focus - Wood]*
    • [Advanced Focus - Beast]*
    • [Advanced Focus - Cold]*
    • [Advanced Focus - Death]*
    • [Advanced Focus - Enchantment]*
    • [Advanced Focus - Illusion]*
    • [Advanced Focus - Protection]*
  • [Medicine - First Aid]
    • [Advanced Focus - Trauma]*
    • [Advanced Focus - Field Aid]*
    • [Advanced Focus - Infection]*
    • [Advanced Focus - Surgery]*
  • [Education - Religion]*
    • [Advanced Focus - Regional Gods]
    • [Advanced Focus - Minor Gods]
    • [Advanced Focus - Greater Gods]
    • [Advanced Focus - Old Pantheon]
    • [Advanced Focus - New Pantheon]
  • [History - Historical Lore]*
    • [Advanced Focus - Ancient Texts]*
    • [Advanced Focus - Regional Knowledge]
    • [Advanced Focus - Military History]
  • [History - Occult Lore]*
    • [Advanced Focus - Major Cults]*
    • [Advanced Focus - Occult Texts]*
    • [Advanced Focus - Mystics]*
    • [Advanced Focus - Old Ones]*
    • [Advanced Focus - Eldritch Gods]*
    • [Advanced Focus - Otherworldy Creatures]*
  • [Streetwise - Black Market Contacts]*
  • [Engineering - Crafting]
    • [Advanced Focus - Armorsmithing]*
    • [Advanced Focus - Weaponsmithing]*
    • [Advanced Focus - Bowyer]*
    • [Advanced Focus - Carpentry]
    • [Advanced Focus - Brewing]
    • [Advanced Focus - Cartography]
    • [Advanced Focus - Tailoring]
Picture

2.3 BUYING AND UPGRADING TALENTS:

  • TALENTS - NOVICE TO MASTER: (2/4/6 AP)
  • TALENTS ON PAGE: 42 OF THE CORE FANTASY AGE RULEBOOK.
  • ADDITIONAL TALENTS: PAGE 21 OF THE FANTASY AGE COMPANION RULEBOOK.
NEW TALENTS:
​
GRENADIER
|Requirement: Accuracy 2 or higher.
Novice: You can throw grenades longer distances. You double the range you can throw any grenade to 8 yards for short range and 16 yards for long range.
Journeyman: You prepare grenades faster. You may perform the Ready action as a free action when preparing grenades to be thrown.
Master: You can throw multiple grenades at your opponents. When throwing a grenade, you can perform the Lighting Attack stunt for 2 stunt points instead of the usual 3.

ENDURING
|Requirement: Willpower 3 or higher and Constitution 3 or higher. 
Novice: Your strain threshold increases by 5.
Journeyman: Your strain threshold increases by 5.
Master: When you take a short or long rest in a designated 'safe/rest area' you always regain half of your total Strain.

2.3.1 BUYING AND UPGRADING ARCANA:

  • ARCANA TALENTS - NOVICE TO MASTER: (4/6/8 AP)
  • ARCANA CAN BE FOUND ON PAGE: PAGE 68 IN THE CORE FANTASY AGE RULEBOOK.
  • ADDITIONAL ARCANA BE FOUND ON PAGE: PAGE 32 IN THE FANTASY AGE COMPANION RULEBOOK.
Picture

2.4 BUYING WEAPON & ARMOR PROFICIENCIES:

2.4.1 WEAPON PROFICIENCIES:

  • You can learn a new weapon group or increase your level in a weapon group you already have as a Talent advancement.
  • ​IE: If you choose to learn to use 'Heavy Blades', you gain the Weapon Proficiency Talent (Heavy Blades) novice talent.
  • Learning and upgrading your weapon proficiency costs the same amount as purchasing and upgrading non-arcana talents. 2/4/6 AP respectively.

IMPORTANT INFORMATION: If you are untrained in a weapon group, you suffer a -4 penalty on attack rolls and inflict half damage (rounded down) when using a weapon from that group. If it's a missile weapon, the range is cut in half as well. When halving damage, add your Strength (or Perception for Bows and Black Powder weapons) before inflicting half damage.
​

WEAPON PROFICIENCY TALENT (Only applies to a SINGLE weapon proficiency group.)
  • Novice: You are trained and know how to use weapons of that group.
  • Journeyman: Your weapons knowledge increases. You get a +1 damage modifier with weapons of that group.
  • Master: You have mastered your weapon. You generate 1 (ONE) additional stunt point when you generate stunt points with weapons of that group.
WEAPON GROUPS:
Heavy Blades Group
Light Blades Group
Dueling Group
Staves & Bludgeons Group
Axes Group
Shields Group
Polearms Group
Bludgeons Group
Bows Group
Brawling Group
Spears Group
Lances Group

2.4.2 ARMOR PROFICIENCIES:

  • Your character does NOT start with any armor proficiencies. You must purchase armor proficiency starting with light if you wish to wear or upgrade to wearing heavier armors.
  • Light Armor - Medium Armor - Heavy Armor.  Each costing 5 AP, costs are additive. IE: To wear heavy armor it costs 15 AP.

IMPORTANT INFORMATION: If you are untrained in an armor group, you take a -3 armor penalty in addition to the base armor penalty that you are wearing, the armor costs an additional 2 resources to wear, and armor is reduced by half. All strain abilities cost an additional 2 strain to use.

CASTING IN ARMOR: While casting spells in armor (even if you are proficient) costs additional Mana Points (MP).
  • Light Armor - Spells cost an additional 3 MP.
  • Medium Armor - Spells cost an additional 6 MP.
  • Heavy Armor - Spells cost an additional 9 MP.
Picture

2.5 BUYING COMBAT & CHARACTER FEATURES:

  • Armor Master - When wearing armor, you increase your total armor value by 1.
  • Ambidextrous - You are capable of using either of your hands effectively and functionally with no preference. You can continue to function normally if one of your hands or arms are wounded.
  • Natural Brawler - Once per game session, the character may reroll any one Fighting test.
  • Natural Charmer - Once per game session, the character may reroll any one Communications test.
  • Natural Healer - Once per game session, the character may reroll any one Medicine test.
  • Natural Rider - Once per game session, the character may reroll any one Riding test.
  • Natural Scholar - Once per game session, the character may reroll any one Knowledge skill test.
  • Natural Marksman - Once per game session, the character may reroll any one Accuracy skill test.
  • Hard to Kill - You're the type of person that fights to stay alive and always have.  When you reach your wound threshold, you ignore the bruised state.
  • Tough - You're able to take more punishment in comparison to others. You gain 2 additional starting wounds.
  • Heart of Darkness - You have the special ability to do terrible things, especially to other people, with no threat of suffering from Horror or Madness. If it has to do with human suffering or remains, you're immune- you only have to test against otherworldly things that truly threaten your being or grasp on reality.
  • Fight, no Flight - When you suffer the effects of Horror, you may spend FIVE(5) Strain to immediately make a free attack against the source of the Horror at no penalty.
  • No Rest for the Wicked - You have the ability to ignore all penalties caused by critical damage for 1d6 turns of combat. You can choose when to bring this talent to bear, but can only use it once every session.
  • One Foot in the Grave - You've embraced death and you know now that it's only a matter of time before you're gone. A terrible end comes for you. When you suffer the effects of Horror, you can shift that affect up or down one result on the table. In addition you gain +1 willpower.
  • Fast - You're faster than you look. You gain +1 bonus to your initiative, and you get a +1 bonus to any checks related to running.​
  • Resolve - When you suffer strain or spend strain, you suffer or spend 2 less strain to a minimum of 1.​
  • Dream Void - Given the evils that lurk around the corner, it's fortunate that you're one of the few people who are unable to dream. You cannot be plagued by nightmares, nor are you susceptible to the influence of the great dark while you sleep.
  • Surgeon - When you make a Medicine test to help a character heal wounds, the target heals for 3 additional wounds.
  • High Stance - You carry your weapon high above your head and favor striking own at your opponent's head, neck, and shoulders in order to finish them off as quickly as possible. You take a -3 penalty to your defense, and you cannot take reactions to defend from more than one attack. Your attacks, however, deal an additional 4 damage. (Minor Action - Stance Change.)
  • Medium Stance - You hold your weapon directly in front of you, giving yourself the opportunity to defend and attack. You gain +1 to attack and armor while in Medium Stance, but your defense is reduced by 2. (Minor Action - Stance Change.)
  • Low Stance - You're looking to strike at your opponent's flanks to injure their legs in order to slow them down or weaken them just enough to land a killing blow. You take a -5 to your attacks, but every successful strike against your opponent deals normal weapon damage in wounds and strain. (Minor Action - Stance Change.)
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.

Copyright 2007-2022 OHR GAMING NETWORK | All images are copyrighted and owned by their respective creators. | TERMS OF SERVICE

  • Home
  • Guild Info
    • Guild Charter
    • Guild History
    • Roleplay Policy
  • Tabletop Gaming
    • Mortis Basic System >
      • Character Creation
      • Additional Rules
      • Spellcasting Rules
      • Spells List
    • Campaign Info >
      • Campaign Primer
      • Living Campaign
    • Mortis Setting >
      • World Lore
      • Timeline
      • Language & Names
      • Races of Mortis
    • Game Masters
  • PC Gaming Chapters
    • SWTOR >
      • Massani Directorate
    • Guild Wars 2 >
      • Iron Circle
    • Final Fantasy XIV >
      • Red Gambit
      • FC Leadership
    • World of Warcraft >
      • Blackpyre Company
  • Community
    • Social Contract
    • Partners
    • Submissions
    • Credits
    • Archive
    • Ohr Network Trello
  • OHR News
  • Discord