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morti_combat_rules [2026/08/16 21:35] – created sibachianmorti_combat_rules [2026/08/16 21:38] (current) sibachian
Line 154: Line 154:
  
 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's remaining capability.
 +
 +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's exact rules are described in the Captain section.
 +
 +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's existence.
 +
 +It describes not only its current capabilities, but also the potential it carries into the future.
 +
 +---
 +
 +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's type describes what kind of existence they represent.
 +
 +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's profile.
 +
 +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, provide new abilities or change how they interact with the battlefield.
 +
 +---
 +
 +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