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Mortis

Mortis Maleficarum is a tabletop role-playing game where players create characters who have died and navigate a new world. Character creation involves selecting past lives, guilds, and abilities, with various gameplay mechanics including combat and spellcasting. The game features multiple guilds with unique abilities and ranks, allowing for diverse character development and storytelling.

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0% found this document useful (0 votes)
674 views17 pages

Mortis

Mortis Maleficarum is a tabletop role-playing game where players create characters who have died and navigate a new world. Character creation involves selecting past lives, guilds, and abilities, with various gameplay mechanics including combat and spellcasting. The game features multiple guilds with unique abilities and ranks, allowing for diverse character development and storytelling.

Uploaded by

caleb.dalgas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Mօʀȶɨֆ ʍǟʟɛʄɨƈǟʀʊʍ

Welcome! You have died.


You lived a pretty normal life but, sadly, did not make it into “the good place.”
Don’t worry, deamonik isn’t actually that bad, just busy. Now, let’s get you into
this world!

Player Side
Welcome! You have died............................................................................................................................2
The Character Sheet...................................................................................................................................4
Character Creation.....................................................................................................................................6
Past lives................................................................................................................................................7
Physical Field:..................................................................................................................................7
Medical Field:...................................................................................................................................7
Nature Field:.....................................................................................................................................7
Combat field:....................................................................................................................................7
Guilds....................................................................................................................................................7
Psions Guild......................................................................................................................................9
Brutalists Guild...............................................................................................................................11
Gameplay.................................................................................................................................................15
The outcome system............................................................................................................................15
Combat system....................................................................................................................................15
Moves.............................................................................................................................................15
The Character Sheet
• Name: Your character’s name
• Pronouns: The preferred pronouns for your character
• Guild: The guild your character has joined
• Guild rank: Your character’s rank within their guild, improved by doing quests for the guild
• Character level: How far your character has come in their journey
• Health: How much damage your character can take before going out
• Soul integrity: How strong your characters soul is and how many more times they can go out
before dissipating
• Brains, Brawn, Build, and Soul: Your character’s 4 main stats, assigned by their guild
◦ Brains: How smart your character is
◦ Brawn: How strong your character is
◦ Build: How well your character can survive peril and traverse difficult terrain; basically
constitution and dexterity together
◦ Soul: How well your character can hold their spirit together after going out as well as how
well they can remain calm under stress (like charisma)
• Hands being used: Shows which hands are full. Cross out the second set if your character does
not have a second set of arms
• Character description: How your character looks, can be found in the guild information
• Inventory: There are 4 sections of the inventory
◦ Weapons
▪ Name: Give your weapon a cool name! Make sure to list the type as well
▪ Damage: How much damage the enemy takes if they are hit
▪ Range: How many feet your weapon can reach
▪ Ammunition: Only use if applicable; some weapons need ammunition so make sure to
list how much and what it is
▪ Hand: What hand is it in?
◦ Armor
▪ Name: Give your armor a cool name!
▪ AP: how many successes the enemy has to roll to hit your characters
◦ Inventory: just the basic blank box to list what miscellaneous items your character has
◦ Money
▪ Souls: The highest form of currency in the realm, harvested dissipating souls imbued
into coins. Worth 10 locusts.
▪ Locusts: The base form of currency in the realms
▪ Black glass: The lowest form of currency. 1 locust is worth 10
• Features: list your characters past life abilities and guild abilities

Character Creation
Character creation has been made as simple as possible for Mortis Maleficarum. There are only a
couple of steps;
1. Pick the main information for your character; their name and pronouns
2. Then pick your character’s past life (what they were on earth) and write down the extra abilities
in the Features sections
3. Pick your guild and write down the guild rank in the box. Then write down the rank 1 abilities
in the features box and the stats in the corresponding boxes.
4. Pick a weapon for your character to use and a suit of armor for them to wear (make sure to
check with your GM before choosing one). Roll 2 die to determine how many locusts they have.
5. Set your character’s health to 10 and your soul integrity and character level to 0
Remember that all of these are subject to change. If the GM says “Start at level 3” then set your
character level to 3, not 0. If they say “Don’t pick a guild, weapons, or armor. We are starting right
from the very beginning,” then follow their instructions. Just go with the flow! Always pick a cool eye
color and skin color (unless your guild tells you otherwise)
If you want to play a character that doesn’t have a guild (or you picked a guild that says to pick an “odd
feature”) be sure to look on this table and pick out a cool element to incorporate into your design. Also
be sure to check with your GM to confirm how your stats are laid out (it’s recommended that there
should be a 4, a 3, and two 2s for balance).

1d8 Odd Feature


1 Horns that come straight out from your forehead
2 Sharp teeth
3 An extra 3rd eye in between your other 2
4 Pointed ears
5 Horns that come from your forehead and sweep back OR curl on either side of your head
6 Extra set of eyes
7 Cool markings
8 Deeps cracks in skin (almost looking like a mud flat)
Past lives
Past lives are what your character used to be during their life on earth in terms of career.

Physical Field:
As a human you worked as a physical laborer, something like a construction worker or athlete. You get
+1 die to any Brawn roll that don’t involve combat. If you were a construction worker or mechanic
you can roll Brains to find a weak point in a structure (vehicle, building, etc.). If you worked as an
athlete you gain +1 die to any Build rolls. If you worked in a different physical field gain another die
on Brawn checks.

Medical Field:
You worked in some sort of medical professional like a doctor, nurse or surgeon. You get +1 die on
Brains checks involving first aid or helping someone recover from an injury. You are also able to
identify certain mixtures or materials that can be used for health purposes.

Nature Field:
You worked as some sort of ranger or hunter, trekking through the wilderness to reach your goal. You
get +1 die on Build checks when in nature. You are also able to track down people and creatures as
long as you stay, *at most*, 2 days behind them or you can identify edible materials in the wilderness
(choose 1).

Combat field:
You worked as a soldier or hit-man in your past life, taking out targets with precision or rushing into
battle to take down your enemies. Gain +1 to Brawn checks that involve combat. If you were a hit-man
you are also able to roll outside of combat to take out a target without actually getting into a fight,
while if you were a soldier and your party gets ambushed you are able to roll Brawn to attack before
they get the jump on you.
Feel free to talk with your gm to build a custom past life for your character to make them feel more
real. Remember, the objective of a TTRPG is to have fun!

Guilds
Guilds are like the class and race features of D&D mushed together; they give you your character’s
stats, description, abilities and play-style. There are 7 unique guilds
1. Psions Guild (Spellcasters that use runes)
2. Brutalists Guild (Hard hitting barbarian types)
3. Witches Covens (Spellcasters that use ingredients)
4. Shifters Guild (Sneaky shapeshifters that change their appearance to disguise themselves)
5. Mechaniques Guild (Inventors that have the ability to read schema runes to build machines)
6. Flamesmiths Guild (Metalworkers that heat up the metal with their hands to create weapons or
other pieces of tech on the fly)
7. Bonemages Guild (Tanky builds that can grow their skeleton rapidly into an exoskeleton to
create armor and weapons as well as shields and walls)
Guilds are further split into sub-guilds that give you bonuses on certain things or limit your power on
others. Each guild has ranks that track your progress in the guild. You can move up the ranks by doing
quests for the guild set by the gm. Each guild has their own god associated with it, as well. Only people
in the guild are able to use that god’s name and the gm may give the players blessings for praying to
their guild’s god for bit more world-building.
Psions Guild
A four armed man with a band covering his eyes draw a rune in the air, sending out a blast of force,
slicing into the enemy and knocking it over. Four arms raise to the heavens, bringing down a fireball
upon a monster. Two hands clap together and the enemy’s head is crushed between two invisible walls.
The Psions guild is mysterious and terrifying to the deamon population, their magic being confusing
and invisible.
Description: Four arms, gray skin, usually quite tall with a band over their eyes to lift up when casting
a spell for dramatic effect. Traveling Psions wear any clothes but the stationed ones wear robes in a
deep purple.
Statistics:
• Brains: 4
• Brawn: 2
• Build: 3
• Soul: 2
God: Syar
Starting Gear: 16 spell papers, 1 spellbook, 3 sets of robes, 20 locusts
Real life supplies: a pad of sticky notes for drawing runes

Ranks
Rank 1: You can cast spells. To cast a spell you must first prepare it by writing down the rune on one of
your sticky notes during downtime. You may prepare a number of spells equal to 3 times your character
level plus your guild rank. Then when you want to use it you declare what spell you are using and then
rip the sticky note in half. Whenever you cast a spell you must roll a soul check. If you fail you must
take the backfire effect listed under the spell. Casting a spell takes 1 action if you are doing it in
combat.
Rank 2: You may add Empowering marks to your runes when drawing them to make your spells more
powerful. The amount of marks you can add to any given spell is listed under the spell.
Rank 3: You can prepare up to three spells on one spell sheet (If you can fit that many with them still
being legible).

Sub guilds
Psion sub guilds are called disciplines. Disciplines were created by the peacekeepers to keep the Psions
from getting too powerful. Each spell has the discipline that can use it listed under it
• Discipline of the Elements: Covers elemental magic. Most powerful when mixed together to
become new things.
• Martial Discipline: Covers magic that does direct physical damage. Things like making your
punches stronger or slicing the opponent from far away
• Discipline of Summoning: Covers magic that lets you summon creatures straight from the
monster realm. Starts with low level creatures but ramps up over time.
• Discipline of Enchanting: Covers magic that lets you enhance things that already exist. Things
like changing the type of damage a weapon hits with or bringing small objects to life.
• Discipline of Telekinesis: Covers magic that lets you move and manipulate objects with your
mind. At higher levels you can even crush an enemy’s head by clasping your hands.
Brutalists Guild
A strong built woman rips into a monster with her teeth, tearing flesh from bone. A wild fighter whips
their sword around, slashing through the jawbone of a creature. A hefty man slams a massive sword
through the skull of a giant snake, killing it immediately. The Brutalists are a feared guild, simply for
their pure brute strength and loud demeanor.
Description: Buff build, red tones for skin, long horns that start at forehead and sweep back, sharp
teeth, goat legs. They don’t have a set dress code for any situation really.
Statistics:
• Brains: 2
• Brawn: 4
• Build: 3
• Soul: 2
God: Tanda
Starting gear: 1 hooded cloak, 10 locusts

Ranks
Rank 1: When you hit an enemy you can deal 1 damage to yourself to deal 1d8 extra damage
Rank 2: Stun an enemy when you hit them for the first time in a fight
Rank 3: Deal an extra bleed counter when you hit an enemy with any weapon or attack
Rank 4: Gain the ability “Blind Rage”
Blind Rage: You do not take damage until after the fight. Keep track of how many times you
are hit and for how much damage and mark it all at the end of the fight.

Sub Guilds
The sub guilds of the Brutalists Guild are called clans and they each hail from a different biome of
Neutralisis, so they each have an advantage in biomes similar to it.
• Lynx Clan: Hailing from the cold tundra of the pelvis, the lynx clan trained in the freezing cold,
giving them advantage in those cold climates. They do best in the frigid winds of a blizzard, at
the freezing tops of mountains or in the ice caves of the spinal Islands
• Bear Clan: Deep in the forests the bear clan darts between trees. Quick and nimble but still with
that signature strong build, the bear clan knows how to navigate the forests and fight near
perfectly.
• Eagle Clan: High on the mountains of the ribs the eagle clan learned to adapt to the lower
oxygen, giving them an advantage when up high. Larger lungs and nostrils let them take in
more air and filter the oxygen better, letting them thrive in these higher climates.
• Snake Clan: Coming from the dry deserts of the lungs region, the snake clan is adapted to the
heat, giving them an advantage in those hotter, dryer climates. In the heat of the sunlight they
are stronger and more able to defend themselves.
• Raccoon Clan: Deep in the concrete jungles of the hive city deep ends, the raccoon clan is able
to quickly traverse this new, modern environment and use it to their advantage. They are, on
average, more cunning than the average Brutalist.
Witches
A trail of blue smoke seeps through the slums of a big city. Three hooded figures stand around a
cauldron, chanting as they toss in plants and animal parts. A fighter with wild in their eyes throws a
bulb full of a mysterious liquid, watches it shatter over the head of an opponent as the liquid lights
aflame. Witches were originally an undercity gang in most large cities but are now recognized as a
proper guild. They use the innate magical plants and animals to brew spells, saving them for later use.

Description: Perfectly average builds, as they are just basic daemons. The only thing that differentiates
them is their garb: Long, flowing cloaks secured by multiple belts around the midriff, and tall pointed
hats with their coven’s emblem inscribed on them.
Statistics:
Weapons
After your character is all written out it needs its weapons. Each character gets 3 weapons: a basic
weapon depending on their guild, a styled weapon depending on their fighting style and guild, and a
unique weapon that you get to build yourself.
Basic Weapons

Name Zone Stat DMG Guild


Dagger Close Build 4 Shifters
Staff Close Brawn 3 Psions
Handaxe Close Brawn 5 Brutalists
Flare Gun Medium Brains 3 Witches
Brass knuckles Close Brawn 2 Flamesmiths
Bladed Shield Close Build 3 Bonemages
Flintlock Pistol Long Brains 4 Mechaniques

Special Weapons
Every character has their own custom weapon that they can use for more narrative depth. Give your
weapon a name, a story, and its own design to make it your own!
Start with a template:

Template Examples
Melee Swords, Knives, Spears
Melee Tech Electric Rapier, Chainsaw Handaxe, Electric Gauntlets
Mid Range Pistols, Shotguns, Crossbows
Mid Range Tech Lightning Shotgun, Flamethrower, Gel Launcher
Long Range Rifle, Longbow, Sniper Rifle
Long Range Tech Aether Rifle, Beam cannon, Arc Lightning Generator

Then move onto the damage and type:


Gameplay
So now you are sitting there with your character, but you don’t know how to play the game. Its actually
pretty easy: you just tell a story! The GM will describe the situation your character is in and you will
decide what your character would do. Then the GM will decide if they want you to roll and what they
want you to roll, you roll the dice and that will determine if your character successfully completes the
action. Pretty easy!

The outcome system


The outcome system for Mortis Maleficarum is based on 8 sided die, or d8s. The outcome system is the
dice that the preamble was talking about. When the GM wants a player to roll to determine the outcome
of a situation they will pick a number between 1 to 8 (though you can set it higher if you feel that it
should be impossible), the higher the number the more difficult it would be. The GM will also
determine what stat the player should use to determine how many dice to roll. If a player rolls a 1 on a
die it counts as -1 success, and when they roll an 8 it counts as +2 successes. After you roll the dice
check how many successes you got on this table to determine how well the situation goes:

0 Critical fail, take 1 damage (the GM might introduce a complication to the situation)
1-2 Fail
3 Success
4+ Critical success! Celebrate!

Help action: A player may choose to help another by giving them half of their dice for whatever roll.
For example, Player A wants to help Player B with a brains roll. Player A has a 3 in brains so they give
Player B an extra 1d8 (because they rounded down).

Combat system
The combat system of Mortis Maleficarum relies on 3 combat conditions: engaged, close and far.
Engaged is for melee combat: it should be close, dynamic, punchy and fast. Close is perfect for things
like pistols, shotguns and thrown weapons like explosives. It should not be as fast as engaged but
should still not feel slow. The last one is far. Far should feel either calm and collected (when using
something like a sniper), or wild and fast (like with a minigun). Each weapon has a preferred range.
They may hit with no debuffs at that range. At a closer range they take 1 disadvantage, removing half
of the die from the roll.
Action String
The next concept is the action string. The action string is an optional rule to make fights flow better and
focus on the players, aiming to make combat more cinematic. It turns combat from a game of turns into
a game of possession. At the beginning of combat a player and the GM will roll off to determine who
gets to attack first. If the players win they will choose someone to go first.
The action string works by stringing together player’s actions, letting them work together to deal the
most damage. When it is a player’s turn they can move towards a target, being an ally, an enemy, or
even a part of the battlefield, as well as using an action. If the character is using an attack the target gets
a chance to parry. If they succeed the action string is cut and the turn moves to the GM. If the player
does not fail any rolls during the turn they choose the next player. The action string continues until a
player fails any check, at which point it is considered cut.
Reloading, warmup and cooldown is much faster using the action string. If a weapon takes a turn to
reload it can be anyone’s turn. Reloading in movies usually happens in the background (unless it is
used to build tension, of course) so it is just assumed that the character reloads, cools down or warms
up their weapon while the rest of combat is going on. It can also add to the cinematic-ness of the fight
if the big, hammer wielding brute comes flying in to attack an enemy without having to worry about
raising their hammer beforehand. Just be sure to keep track of how many projectiles you are using (if
they are limited). Turn 2 effects (like those on the bullets of the light gunner fighting style) take place
on your next action or the target’s next action if the string is cut.

Moves
Moves are things that you do in combat.
Lore
This section lays out the story of this land, some basic cities and some factions. It is all optional so feel
free to disregard any of it in favor of your own story to better fit your narrative. It’s all for fun!

The World
The world of Mortis Maleficarum is known as Mortus Regnorum, The Dead Realms. It is split into 6
sections: Neutralisis, Deamonik, Aengelik, Monstros, Helgan, and Meyella.

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