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.
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. |
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?
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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
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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.
CRUSADER
A crucible of steel, men of faith are not born. They are formed in the fires of conflict.
CULTIST
In the chaos, many turned to gods and demons for salvation. Most were left wanting.
FALLEN KNIGHT
A masterless knight who roams the lands of the dead without purpose, without memory.
HEDGE MAGE
Those who dabble in the dark arts of magick walk the line of madness at all times.
HUNTER
A hunter in these trying times often finds themselves stalking men as often as beasts.
LOST SOUL
A lost soul of Mortis, a new path must be forged. Fate is not kind.
MARAUDER
Wanton destruction and murder, laws mean nothing to heartless brigands.
MERCENARY
The glimmer of coin, no matter how useless, drives men to murder.
NOBLE
Nobles are the foes of all the men they rule.
PYROMANCER
We read the flames and see futures bathed in fiery light. All things return to ash.
SAMURAI
Noble warriors from the lands of ancestral spirits and golden seas, lost and far from home.
TECHNOMANCER
Secrets lost in a world gone mad, uncovered once more. Iron, smoke, and death.
THIEF
A thief trained to steal coin in life now plies their trade to rob others of memories.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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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additional rules
STAMINA & VITALITYStamina 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.
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 REQUIREMENTSArmor 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. |
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.