morti_combat_rules
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| morti_combat_rules [2026/08/16 21:35] – created sibachian | morti_combat_rules [2026/08/16 21:38] (current) – sibachian | ||
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| The only question is what is worth losing next. | The only question is what is worth losing next. | ||
| + | |||
| + | CLASH RESOLUTION | ||
| + | |||
| + | A Clash is the moment when two or more opposing forces attempt to remove each other from the battlefield. | ||
| + | |||
| + | A Clash may represent: | ||
| + | |||
| + | - A survivor firing an ancient weapon. | ||
| + | - A creature tearing into another organism. | ||
| + | - A machine engaging an enemy according to forgotten commands. | ||
| + | - A Mycelian host overwhelming another being. | ||
| + | - Two impossible entities colliding among the ruins of the final age. | ||
| + | |||
| + | Every Clash is resolved through dice. | ||
| + | |||
| + | --- | ||
| + | |||
| + | INDIVIDUAL CLASHES | ||
| + | |||
| + | Unless a special rule applies, each crew member resolves its own Clash separately. | ||
| + | |||
| + | The initiating unit rolls its die. | ||
| + | |||
| + | The responding unit rolls its die. | ||
| + | |||
| + | The highest result wins. | ||
| + | |||
| + | The winner deals damage to the loser. | ||
| + | |||
| + | A larger die does not guarantee victory. | ||
| + | |||
| + | A d4 can defeat a d20. | ||
| + | |||
| + | A d20 can still fail. | ||
| + | |||
| + | The universe does not care about probability. | ||
| + | |||
| + | --- | ||
| + | |||
| + | COMPARING RESULTS | ||
| + | |||
| + | The result of a Clash is determined by the highest rolled value. | ||
| + | |||
| + | Example: | ||
| + | |||
| + | A d6 survivor clashes with a d10 machine. | ||
| + | |||
| + | The survivor rolls: | ||
| + | |||
| + | 5 | ||
| + | |||
| + | The machine rolls: | ||
| + | |||
| + | 3 | ||
| + | |||
| + | The survivor wins the Clash and deals damage. | ||
| + | |||
| + | The machine may be more powerful, but it failed in this moment. | ||
| + | |||
| + | --- | ||
| + | |||
| + | DAMAGE | ||
| + | |||
| + | Winning a Clash reduces the opponent' | ||
| + | |||
| + | A crew member has a number of Health points determined by its profile. | ||
| + | |||
| + | When a unit loses Health, it does not change its die. | ||
| + | |||
| + | A d10 remains a d10. | ||
| + | |||
| + | Instead, its maximum possible roll is reduced. | ||
| + | |||
| + | Each lost Health reduces the unit's maximum roll by 2. | ||
| + | |||
| + | Example: | ||
| + | |||
| + | A d10 creature with 3 Health begins with a maximum roll of 10. | ||
| + | |||
| + | After losing 1 Health: | ||
| + | |||
| + | Maximum roll: 8 | ||
| + | |||
| + | After losing 2 Health: | ||
| + | |||
| + | Maximum roll: 6 | ||
| + | |||
| + | After losing 3 Health: | ||
| + | |||
| + | Maximum roll: 4 | ||
| + | |||
| + | The creature still exists. | ||
| + | |||
| + | It is simply becoming less of what it once was. | ||
| + | |||
| + | --- | ||
| + | |||
| + | INCAPACITATION | ||
| + | |||
| + | When a crew member reaches 0 Health, it becomes incapacitated. | ||
| + | |||
| + | An incapacitated crew member: | ||
| + | |||
| + | - Cannot initiate Clashes. | ||
| + | - Cannot respond to Clashes. | ||
| + | - Cannot perform objectives. | ||
| + | - Cannot take actions. | ||
| + | |||
| + | They remain incapacitated until the scenario ends. | ||
| + | |||
| + | The final fate of an incapacitated member is determined after the battle. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE CAPTAIN | ||
| + | |||
| + | The Captain is different. | ||
| + | |||
| + | The Captain represents the will and identity of the crew. | ||
| + | |||
| + | While other members fall when they reach 0 Health, the Captain may continue fighting at reduced capacity. | ||
| + | |||
| + | The Captain' | ||
| + | |||
| + | A crew may lose almost everything. | ||
| + | |||
| + | A Captain is expected to continue. | ||
| + | |||
| + | --- | ||
| + | |||
| + | SWARM CLASHES | ||
| + | |||
| + | Some creatures are dangerous because of numbers rather than individual strength. | ||
| + | |||
| + | When three or more identical dice participate together in a Clash, they may form a Swarm. | ||
| + | |||
| + | A Swarm represents creatures acting as one force: | ||
| + | |||
| + | - Packs. | ||
| + | - Hordes. | ||
| + | - Colonies. | ||
| + | - Coordinated organisms. | ||
| + | - Groups sharing the same purpose. | ||
| + | |||
| + | A Swarm follows special rules and allows several otherwise weak units to threaten greater beings. | ||
| + | |||
| + | However, a Swarm does not make its members invulnerable. | ||
| + | |||
| + | A powerful opponent may still destroy many members of the Swarm before falling. | ||
| + | |||
| + | --- | ||
| + | |||
| + | MULTIPLE CLASHES | ||
| + | |||
| + | When several units participate in the same Area, each Clash is resolved separately unless a Swarm rule applies. | ||
| + | |||
| + | A player decides how their units divide their attention. | ||
| + | |||
| + | A crew may: | ||
| + | |||
| + | - Concentrate on eliminating one threat. | ||
| + | - Spread damage across several enemies. | ||
| + | - Force valuable enemy units to respond. | ||
| + | - Ignore weaker threats while pursuing objectives. | ||
| + | |||
| + | Every choice changes the battle. | ||
| + | |||
| + | --- | ||
| + | |||
| + | SURVIVAL | ||
| + | |||
| + | Winning a Clash is not always about destroying the opponent. | ||
| + | |||
| + | Sometimes the purpose is to delay. | ||
| + | |||
| + | Sometimes it is to escape. | ||
| + | |||
| + | Sometimes it is to force a stronger enemy to waste its time. | ||
| + | |||
| + | A small creature does not need to kill a giant to matter. | ||
| + | |||
| + | It only needs to make the giant stop. | ||
| + | |||
| + | AREAS AND OBJECTIVES | ||
| + | |||
| + | Mortisphere does not use a traditional battlefield. | ||
| + | |||
| + | There are no required miniatures, measuring tapes or fixed terrain pieces. | ||
| + | |||
| + | Instead, every conflict is divided into Areas. | ||
| + | |||
| + | An Area represents a significant location within the battle. | ||
| + | |||
| + | It is not a measurement of distance. | ||
| + | |||
| + | It is a place where something important is happening. | ||
| + | |||
| + | --- | ||
| + | |||
| + | AREAS | ||
| + | |||
| + | A scenario contains a number of Areas. | ||
| + | |||
| + | Most scenarios use between two and five Areas. | ||
| + | |||
| + | An Area may represent: | ||
| + | |||
| + | - A ruined settlement. | ||
| + | - A collapsed industrial complex. | ||
| + | - A forgotten temple of a dead civilization. | ||
| + | - The surface of a dead organism. | ||
| + | - A battlefield among ancient machines. | ||
| + | - A place where something valuable remains. | ||
| + | |||
| + | Each Area has a name and a purpose. | ||
| + | |||
| + | Players record the current Area of each crew member throughout the scenario. | ||
| + | |||
| + | --- | ||
| + | |||
| + | MOVING BETWEEN AREAS | ||
| + | |||
| + | A crew member may move between Areas by spending an action. | ||
| + | |||
| + | Moving represents the time and effort required to cross the battlefield. | ||
| + | |||
| + | The actual distance does not matter. | ||
| + | |||
| + | A crew member travelling between Areas may be: | ||
| + | |||
| + | - Crossing dangerous terrain. | ||
| + | - Navigating ruins. | ||
| + | - Fighting through hostile environments. | ||
| + | - Moving through collapsing structures. | ||
| + | - Searching for a path through an impossible landscape. | ||
| + | |||
| + | The important question is not how far something is. | ||
| + | |||
| + | The important question is whether it can get there before something changes. | ||
| + | |||
| + | --- | ||
| + | |||
| + | OCCUPYING AN AREA | ||
| + | |||
| + | Multiple opposing crew members may occupy the same Area. | ||
| + | |||
| + | When opposing forces share an Area, conflict becomes possible. | ||
| + | |||
| + | An Area containing enemies is contested. | ||
| + | |||
| + | A crew may need to: | ||
| + | |||
| + | - Remove enemy forces. | ||
| + | - Protect an objective. | ||
| + | - Move through despite opposition. | ||
| + | - Delay an enemy. | ||
| + | - Complete a task while under threat. | ||
| + | |||
| + | Control of an Area is determined by the scenario. | ||
| + | |||
| + | Some scenarios reward destruction. | ||
| + | |||
| + | Others reward survival. | ||
| + | |||
| + | Others require something far stranger. | ||
| + | |||
| + | --- | ||
| + | |||
| + | OBJECTIVES | ||
| + | |||
| + | Every scenario contains objectives. | ||
| + | |||
| + | Objectives are the reason the conflict exists. | ||
| + | |||
| + | The goal of a battle is not always to destroy the opposing crew. | ||
| + | |||
| + | In the final age, there are many things worth fighting over. | ||
| + | |||
| + | Objectives may include: | ||
| + | |||
| + | - Recovering a forgotten artifact. | ||
| + | - Activating ancient machinery. | ||
| + | - Protecting a valuable individual. | ||
| + | - Gathering resources. | ||
| + | - Destroying a dangerous entity. | ||
| + | - Reaching a location. | ||
| + | - Surviving until a specific event occurs. | ||
| + | |||
| + | --- | ||
| + | |||
| + | INTERACTING WITH OBJECTIVES | ||
| + | |||
| + | Interacting with an objective requires an action unless the scenario states otherwise. | ||
| + | |||
| + | A crew member must usually be in the correct Area to interact with an objective. | ||
| + | |||
| + | Examples: | ||
| + | |||
| + | A survivor may spend an action searching a ruined facility. | ||
| + | |||
| + | A machine may spend an action repairing forgotten equipment. | ||
| + | |||
| + | A Mycelian organism may spend an action spreading into a biological resource. | ||
| + | |||
| + | The action spent on an objective is a choice. | ||
| + | |||
| + | Every moment spent completing a task is a moment not spent fighting. | ||
| + | |||
| + | --- | ||
| + | |||
| + | CONTESTED OBJECTIVES | ||
| + | |||
| + | Many objectives become contested when opposing crews are present. | ||
| + | |||
| + | A crew may begin interacting with an objective only to be interrupted by an enemy. | ||
| + | |||
| + | A powerful creature may dominate a location but fail to complete the task required. | ||
| + | |||
| + | A weaker crew may win by reaching the objective first and surviving long enough to complete it. | ||
| + | |||
| + | Victory does not always belong to the strongest. | ||
| + | |||
| + | Sometimes it belongs to whoever arrives at the right place. | ||
| + | |||
| + | --- | ||
| + | |||
| + | SCENARIO AREAS | ||
| + | |||
| + | Areas are not merely locations. | ||
| + | |||
| + | They define the story of the conflict. | ||
| + | |||
| + | A battle fought in a dead city should feel different from a battle fought inside an ancient machine or across the remains of something that was once worshipped. | ||
| + | |||
| + | The rules of the Area create the battlefield. | ||
| + | |||
| + | The scenario determines what the Area means. | ||
| + | |||
| + | The crew determines what happens there. | ||
| + | |||
| + | CREW PROFILES | ||
| + | |||
| + | Every member of a crew is unique. | ||
| + | |||
| + | A profile contains everything needed to understand what a crew member is, what it can do and how it contributes to the battle. | ||
| + | |||
| + | A profile is the record of a being' | ||
| + | |||
| + | It describes not only its current capabilities, | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE PROFILE | ||
| + | |||
| + | Every crew member has a profile containing: | ||
| + | |||
| + | - Name | ||
| + | - Type | ||
| + | - Existence Die | ||
| + | - Health | ||
| + | - Abilities | ||
| + | - Equipment | ||
| + | - Special rules | ||
| + | - Campaign history | ||
| + | |||
| + | Some profiles are simple. | ||
| + | |||
| + | Others describe beings that have existed longer than entire civilizations. | ||
| + | |||
| + | --- | ||
| + | |||
| + | NAME | ||
| + | |||
| + | Every crew member should have a name. | ||
| + | |||
| + | A name may be: | ||
| + | |||
| + | - Their original identity. | ||
| + | - A designation. | ||
| + | - A title. | ||
| + | - A description given by their crew. | ||
| + | - Something they have chosen themselves. | ||
| + | |||
| + | Names matter because crews remember. | ||
| + | |||
| + | A forgotten survivor is still a survivor. | ||
| + | |||
| + | --- | ||
| + | |||
| + | TYPE | ||
| + | |||
| + | A crew member' | ||
| + | |||
| + | Examples include: | ||
| + | |||
| + | - Survivor | ||
| + | - Mycelian | ||
| + | - Machine | ||
| + | - Mutant | ||
| + | - Remnant | ||
| + | - Creature | ||
| + | - Construct | ||
| + | |||
| + | A type may affect: | ||
| + | |||
| + | - Available equipment. | ||
| + | - Abilities. | ||
| + | - How the member interacts with scenarios. | ||
| + | - How the campaign affects them. | ||
| + | |||
| + | The inhabitants of Mortisphere are not divided into simple categories. | ||
| + | |||
| + | Everything that remains has its own history. | ||
| + | |||
| + | --- | ||
| + | |||
| + | EXISTENCE DIE | ||
| + | |||
| + | The Existence Die is the most important part of a crew member' | ||
| + | |||
| + | It represents the value and potential of that being. | ||
| + | |||
| + | The standard dice are: | ||
| + | |||
| + | Die| Value | ||
| + | d4| 4 | ||
| + | d6| 6 | ||
| + | d8| 8 | ||
| + | d10| 10 | ||
| + | d12| 12 | ||
| + | d20| 20 | ||
| + | |||
| + | The Existence Die determines the cost of recruiting that member and influences its performance in Clashes. | ||
| + | |||
| + | A larger die represents greater potential. | ||
| + | |||
| + | However, potential is not the same as certainty. | ||
| + | |||
| + | --- | ||
| + | |||
| + | HEALTH | ||
| + | |||
| + | Health represents how much of a being remains functional. | ||
| + | |||
| + | When a crew member loses Health, it does not become a smaller existence. | ||
| + | |||
| + | A damaged d12 remains a d12. | ||
| + | |||
| + | Instead, damage reduces the maximum result the die can produce. | ||
| + | |||
| + | Each lost Health reduces the maximum roll by 2. | ||
| + | |||
| + | A damaged creature is not a different creature. | ||
| + | |||
| + | It is a damaged version of itself. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ABILITIES | ||
| + | |||
| + | Abilities represent the unusual traits that make a crew member different. | ||
| + | |||
| + | They may come from: | ||
| + | |||
| + | - Biology. | ||
| + | - Construction. | ||
| + | - Origin. | ||
| + | - Equipment. | ||
| + | - Experience. | ||
| + | - Evolution. | ||
| + | |||
| + | Abilities allow creatures to break the normal rules. | ||
| + | |||
| + | A Mycelian host may behave differently from a machine. | ||
| + | |||
| + | An ancient weapon may function differently from a crude blade. | ||
| + | |||
| + | A creature from a dead civilization may possess knowledge nobody else understands. | ||
| + | |||
| + | --- | ||
| + | |||
| + | EQUIPMENT | ||
| + | |||
| + | Equipment represents the tools, weapons and relics carried by a crew member. | ||
| + | |||
| + | Equipment may include: | ||
| + | |||
| + | - Ancient technology. | ||
| + | - Industrial weapons. | ||
| + | - Biological modifications. | ||
| + | - Forgotten relics. | ||
| + | - Items from civilizations that no longer exist. | ||
| + | |||
| + | Equipment changes what a crew member can do. | ||
| + | |||
| + | It may increase their capabilities, | ||
| + | |||
| + | --- | ||
| + | |||
| + | CAMPAIGN HISTORY | ||
| + | |||
| + | A profile is not complete without its history. | ||
| + | |||
| + | During a campaign, record important events: | ||
| + | |||
| + | - Victories. | ||
| + | - Injuries. | ||
| + | - Discoveries. | ||
| + | - Equipment gained. | ||
| + | - Enemies defeated. | ||
| + | - Important failures. | ||
| + | |||
| + | A crew member that survives long enough becomes more than a profile. | ||
| + | |||
| + | It becomes part of the history of Mortisphere. | ||
| + | |||
| + | --- | ||
| + | |||
| + | NO TWO CREWS ARE THE SAME | ||
| + | |||
| + | Two players may begin with similar crews. | ||
| + | |||
| + | They will not remain similar. | ||
| + | |||
| + | One may lose members and rebuild. | ||
| + | |||
| + | One may discover impossible technology. | ||
| + | |||
| + | One may become stronger through survival. | ||
| + | |||
| + | One may become something entirely different. | ||
| + | |||
| + | The final age does not create legends. | ||
| + | |||
| + | It creates survivors. | ||
morti_combat_rules.1786912535.txt.gz · Last modified: by sibachian
