morti_combat_rules
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| morti_combat_rules [2026/08/16 21:37] – sibachian | morti_combat_rules [2026/08/16 21:38] (current) – sibachian | ||
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| The crew determines what happens there. | 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.1786912632.txt.gz · Last modified: by sibachian
