morti_crew
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| A few things that refuse to disappear. | A few things that refuse to disappear. | ||
| + | |||
| + | LAST LIGHT | ||
| + | |||
| + | At the end of everything, there is still a place where people gather. | ||
| + | |||
| + | That place is Last Light. | ||
| + | |||
| + | It is the final great settlement of Mortisphere. A place built from the remains of countless ages, where survivors, machines, creatures and things that have no proper name continue to exist beneath the glow of artificial lights. | ||
| + | |||
| + | Last Light is not a symbol of hope. | ||
| + | |||
| + | It is not the beginning of a new age. | ||
| + | |||
| + | It is simply the last place that has not gone completely dark. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE ROLE OF LAST LIGHT | ||
| + | |||
| + | Last Light is the centre of a crew's campaign. | ||
| + | |||
| + | Between scenarios, crews return here to recover, prepare and decide what comes next. | ||
| + | |||
| + | Within its walls, a crew may find: | ||
| + | |||
| + | - New recruits. | ||
| + | - Equipment. | ||
| + | - Information. | ||
| + | - Opportunities. | ||
| + | - Contracts. | ||
| + | - Strange discoveries. | ||
| + | |||
| + | Everything has a price. | ||
| + | |||
| + | Sometimes that price is currency. | ||
| + | |||
| + | Sometimes it is a favour. | ||
| + | |||
| + | Sometimes it is simply surviving long enough to return. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE MARQUIS OF LAST LIGHT | ||
| + | |||
| + | Last Light is governed by the Marquis. | ||
| + | |||
| + | The Marquis maintains order within the settlement and controls much of what remains of its resources. | ||
| + | |||
| + | The Marquis is not a hero. | ||
| + | |||
| + | The final age has little use for heroes. | ||
| + | |||
| + | The Marquis is a ruler who understands one simple truth: | ||
| + | |||
| + | A terrible order is still preferable to complete collapse. | ||
| + | |||
| + | Whether that makes the Marquis a necessary protector or simply another parasite feeding on the remains of civilization is a question every crew must answer for themselves. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE MERCENARY GUILD | ||
| + | |||
| + | The Mercenary Guild is where crews find opportunities. | ||
| + | |||
| + | The Guild connects those who need something done with those willing to do it. | ||
| + | |||
| + | A contract may involve: | ||
| + | |||
| + | - Recovering lost technology. | ||
| + | - Eliminating a dangerous creature. | ||
| + | - Exploring unknown locations. | ||
| + | - Protecting valuable assets. | ||
| + | - Retrieving resources. | ||
| + | - Investigating impossible discoveries. | ||
| + | |||
| + | The Guild does not care why a crew accepts a contract. | ||
| + | |||
| + | It only cares whether the task is completed. | ||
| + | |||
| + | --- | ||
| + | |||
| + | RECRUITMENT | ||
| + | |||
| + | Last Light is one of the few places where a crew can find new members. | ||
| + | |||
| + | Those who gather here come from everywhere. | ||
| + | |||
| + | Some seek payment. | ||
| + | |||
| + | Some seek purpose. | ||
| + | |||
| + | Some seek escape. | ||
| + | |||
| + | Some simply want to see another day. | ||
| + | |||
| + | A recruit does not need to be trustworthy. | ||
| + | |||
| + | They only need to be useful. | ||
| + | |||
| + | --- | ||
| + | |||
| + | TRADE AND REPAIR | ||
| + | |||
| + | The remains of dead civilizations are still valuable. | ||
| + | |||
| + | Within Last Light, crews may exchange their discoveries for: | ||
| + | |||
| + | - Equipment. | ||
| + | - Repairs. | ||
| + | - Services. | ||
| + | - Information. | ||
| + | - Access to new opportunities. | ||
| + | |||
| + | Some objects are understood. | ||
| + | |||
| + | Many are not. | ||
| + | |||
| + | A weapon may be centuries ahead of current knowledge. | ||
| + | |||
| + | A machine may contain instructions written by a species that disappeared before humans existed. | ||
| + | |||
| + | A relic may be priceless. | ||
| + | |||
| + | Or it may be worthless. | ||
| + | |||
| + | The difference is often discovered only after it has already been used. | ||
| + | |||
| + | --- | ||
| + | |||
| + | LEAVING LAST LIGHT | ||
| + | |||
| + | Every journey begins the same way. | ||
| + | |||
| + | A crew gathers. | ||
| + | |||
| + | A contract is accepted. | ||
| + | |||
| + | Equipment is prepared. | ||
| + | |||
| + | The lights of the settlement disappear behind them. | ||
| + | |||
| + | Beyond the walls of Last Light is Mortisphere. | ||
| + | |||
| + | The dead worlds. | ||
| + | |||
| + | The forgotten places. | ||
| + | |||
| + | The things that survived. | ||
| + | |||
| + | The things that should not have. | ||
| + | |||
| + | A crew leaves because something waits outside. | ||
| + | |||
| + | Usually, it is something that wants them dead. | ||
| + | |||
| + | Sometimes, it is something they want even more. | ||
| + | |||
| + | THE CAPTAIN | ||
| + | |||
| + | Every crew has a Captain. | ||
| + | |||
| + | The Captain is the individual through which the player experiences the campaign. They are the one who makes decisions, accepts contracts, chooses risks and determines what the crew becomes. | ||
| + | |||
| + | A Captain is not simply the strongest member of a crew. | ||
| + | |||
| + | A Captain is the reason the crew exists. | ||
| + | |||
| + | --- | ||
| + | |||
| + | CREATING A CAPTAIN | ||
| + | |||
| + | A Captain begins like any other survivor of Mortisphere: | ||
| + | |||
| + | Something that has continued when it should have ended. | ||
| + | |||
| + | A Captain may come from any origin available within the campaign. | ||
| + | |||
| + | They may be: | ||
| + | |||
| + | - A survivor of a lost civilization. | ||
| + | - A warrior seeking purpose. | ||
| + | - A scavenger searching for impossible treasures. | ||
| + | - A machine carrying forgotten commands. | ||
| + | - A Mycelian intelligence with its own ambitions. | ||
| + | - A being changed by the final age. | ||
| + | |||
| + | The only requirement is that they have a reason to lead. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE CAPTAIN' | ||
| + | |||
| + | The Captain has several responsibilities within a crew. | ||
| + | |||
| + | They: | ||
| + | |||
| + | - Make decisions during the campaign. | ||
| + | - Accept opportunities from Last Light. | ||
| + | - Determine the direction of the crew. | ||
| + | - Carry the consequences of failure. | ||
| + | - Represent the crew's identity. | ||
| + | |||
| + | Other members may be stronger. | ||
| + | |||
| + | Other members may be stranger. | ||
| + | |||
| + | Other members may be older than entire civilizations. | ||
| + | |||
| + | But the Captain is the one who chooses what happens next. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE CAPTAIN' | ||
| + | |||
| + | Every Captain has a Hunger. | ||
| + | |||
| + | The Hunger is the force that drives them forward. | ||
| + | |||
| + | In a universe where everything has ended, continuing requires a reason. | ||
| + | |||
| + | That reason does not need to be noble. | ||
| + | |||
| + | A Captain may desire: | ||
| + | |||
| + | Wealth | ||
| + | |||
| + | The accumulation of resources, treasures and relics from the dead universe. | ||
| + | |||
| + | Power | ||
| + | |||
| + | The desire to become something greater than what remains. | ||
| + | |||
| + | Knowledge | ||
| + | |||
| + | The search for forgotten truths buried beneath extinct civilizations. | ||
| + | |||
| + | Revenge | ||
| + | |||
| + | A debt that has survived even when almost everything else has not. | ||
| + | |||
| + | Survival | ||
| + | |||
| + | The simplest and most understandable Hunger. | ||
| + | |||
| + | Purpose | ||
| + | |||
| + | A reason to continue when there should be no reason left. | ||
| + | |||
| + | Faith | ||
| + | |||
| + | A belief in something beyond the ruins. | ||
| + | |||
| + | Glory | ||
| + | |||
| + | The desire to be remembered by whatever remains. | ||
| + | |||
| + | A Captain' | ||
| + | |||
| + | The final age has a way of changing even the strongest convictions. | ||
| + | |||
| + | --- | ||
| + | |||
| + | CAPTAIN ADVANCEMENT | ||
| + | |||
| + | Unlike ordinary crew members, the Captain is expected to develop throughout the campaign. | ||
| + | |||
| + | A Captain does not simply become stronger. | ||
| + | |||
| + | They become more defined. | ||
| + | |||
| + | Their choices create their identity. | ||
| + | |||
| + | A Captain may gain: | ||
| + | |||
| + | - New abilities. | ||
| + | - Equipment. | ||
| + | - Followers. | ||
| + | - Injuries. | ||
| + | - Enemies. | ||
| + | - Reputation. | ||
| + | - Permanent consequences. | ||
| + | |||
| + | A Captain who survives long enough becomes inseparable from their history. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE FALL OF A CAPTAIN | ||
| + | |||
| + | A Captain is difficult to remove. | ||
| + | |||
| + | While ordinary crew members become incapacitated when reduced to zero Health, a Captain may continue fighting beyond normal limits. | ||
| + | |||
| + | The Captain' | ||
| + | |||
| + | However, this does not make them immortal. | ||
| + | |||
| + | A Captain can still be defeated. | ||
| + | |||
| + | A Captain can still suffer consequences. | ||
| + | |||
| + | A Captain can still lose everything they have built. | ||
| + | |||
| + | The final age does not care who is important. | ||
| + | |||
| + | It only cares what remains. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE STORY OF THE CREW | ||
| + | |||
| + | The Captain is the beginning of the story. | ||
| + | |||
| + | The crew is what carries it forward. | ||
| + | |||
| + | A Captain without a crew is only another survivor. | ||
| + | |||
| + | A crew without a Captain is only another collection of things refusing to disappear. | ||
| + | |||
| + | Together, they become something greater. | ||
| + | |||
| + | Not a hope. | ||
| + | |||
| + | Not a salvation. | ||
| + | |||
| + | A reason to continue. | ||
| + | |||
| + | RECRUITING YOUR CREW | ||
| + | |||
| + | A Captain is only as strong as the things willing to follow them. | ||
| + | |||
| + | The crew of Mortisphere is not a standard military force. It is a gathering of individuals brought together by necessity, opportunity, | ||
| + | |||
| + | Some join willingly. | ||
| + | |||
| + | Some are purchased. | ||
| + | |||
| + | Some are discovered. | ||
| + | |||
| + | Some are simply found still moving among the ruins. | ||
| + | |||
| + | A crew is built from whatever the final age has left behind. | ||
| + | |||
| + | --- | ||
| + | |||
| + | THE RECRUITMENT POOL | ||
| + | |||
| + | The available recruits in a campaign are determined by the options discovered through Last Light, scenarios and campaign progression. | ||
| + | |||
| + | Not everything that exists in Mortisphere can be recruited. | ||
| + | |||
| + | Some things are too dangerous. | ||
| + | |||
| + | Some things are too intelligent. | ||
| + | |||
| + | Some things have their own reasons for continuing. | ||
| + | |||
| + | A potential recruit must have some reason to join the Captain' | ||
| + | |||
| + | That reason may be: | ||
| + | |||
| + | - Payment. | ||
| + | - Protection. | ||
| + | - Curiosity. | ||
| + | - Shared goals. | ||
| + | - Personal ambition. | ||
| + | - Instinct. | ||
| + | - An agreement nobody else understands. | ||
| + | |||
| + | --- | ||
| + | |||
| + | RECRUIT COST | ||
| + | |||
| + | Every recruit has an Existence Value. | ||
| + | |||
| + | This value is represented by their die. | ||
| + | |||
| + | The standard costs are: | ||
| + | |||
| + | Die| Cost | ||
| + | d4| 4 | ||
| + | d6| 6 | ||
| + | d8| 8 | ||
| + | d10| 10 | ||
| + | d12| 12 | ||
| + | d20| 20 | ||
| + | |||
| + | When creating a starting crew, players spend their available points to recruit members. | ||
| + | |||
| + | A larger die represents a greater investment. | ||
| + | |||
| + | A smaller die allows a crew to contain more individuals. | ||
| + | |||
| + | --- | ||
| + | |||
| + | CREW SIZE | ||
| + | |||
| + | There is no fixed number of members a crew must contain. | ||
| + | |||
| + | A crew may consist of: | ||
| + | |||
| + | - Many weaker beings working together. | ||
| + | - A small number of powerful entities. | ||
| + | - A mixture of survivors, machines, organisms and remnants. | ||
| + | |||
| + | Every approach creates different strengths. | ||
| + | |||
| + | A large crew has more bodies, more options and more opportunities to complete objectives. | ||
| + | |||
| + | A smaller crew has fewer members but each one carries greater individual power. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ORIGINS | ||
| + | |||
| + | The final age contains countless forms of existence. | ||
| + | |||
| + | The following are examples of origins available to crews. | ||
| + | |||
| + | Survivors | ||
| + | |||
| + | The descendants, | ||
| + | |||
| + | They rely on adaptation, skill and whatever equipment they can recover. | ||
| + | |||
| + | Machines | ||
| + | |||
| + | Constructs created for purposes that may no longer exist. | ||
| + | |||
| + | Some still follow ancient commands. | ||
| + | |||
| + | Some have developed new identities. | ||
| + | |||
| + | Some do not understand that their creators are gone. | ||
| + | |||
| + | Mycelians | ||
| + | |||
| + | Organisms that use biological remains as vehicles. | ||
| + | |||
| + | A Mycelian may inhabit a body, adapt a host or develop into something entirely different. | ||
| + | |||
| + | Not every Mycelian is a mindless organism. | ||
| + | |||
| + | Some possess intelligence, | ||
| + | |||
| + | Remnants | ||
| + | |||
| + | Things that survived from previous ages. | ||
| + | |||
| + | Ancient beings. | ||
| + | |||
| + | Lost experiments. | ||
| + | |||
| + | Impossible creatures. | ||
| + | |||
| + | Entities that should have vanished with the worlds that created them. | ||
| + | |||
| + | --- | ||
| + | |||
| + | RECRUITING THE UNUSUAL | ||
| + | |||
| + | Mortisphere does not have clean categories. | ||
| + | |||
| + | A machine may develop emotions. | ||
| + | |||
| + | A Mycelian may become an individual. | ||
| + | |||
| + | A survivor may become something barely recognisable. | ||
| + | |||
| + | A creature may carry technology older than civilization itself. | ||
| + | |||
| + | Origins describe where something came from. | ||
| + | |||
| + | They do not determine what it becomes. | ||
| + | |||
| + | --- | ||
| + | |||
| + | NAMING THE CREW | ||
| + | |||
| + | Every crew should have a name. | ||
| + | |||
| + | The name may describe: | ||
| + | |||
| + | - Their origin. | ||
| + | - Their purpose. | ||
| + | - Their reputation. | ||
| + | - Their Captain. | ||
| + | - Something only they understand. | ||
| + | |||
| + | A crew's name may begin as a joke. | ||
| + | |||
| + | It may become a warning. | ||
| + | |||
| + | It may become the last thing remembered after everything else disappears. | ||
| + | |||
| + | --- | ||
| + | |||
| + | YOUR FIRST CREW | ||
| + | |||
| + | When creating a starting crew: | ||
| + | |||
| + | 1. Create your Captain. | ||
| + | 2. Determine your Hunger. | ||
| + | 3. Spend your starting points on recruits. | ||
| + | 4. Choose available equipment. | ||
| + | 5. Record your crew on the crew sheet. | ||
| + | |||
| + | Your crew does not need to be impressive. | ||
| + | |||
| + | It only needs to survive its first encounter. | ||
| + | |||
| + | That is more than most things in Mortisphere ever achieve. | ||
| + | |||
| + | EQUIPMENT | ||
| + | |||
| + | The civilizations of Mortisphere are gone. | ||
| + | |||
| + | Their creations remain. | ||
| + | |||
| + | Across the final world lie weapons, machines, tools and relics from countless ages of existence. Some are simple. Some are beyond understanding. Some were built for purposes that no longer matter. | ||
| + | |||
| + | To the survivors of the final age, the difference between ancient technology and forgotten junk is often discovered only after someone attempts to use it. | ||
| + | |||
| + | Equipment is what allows a crew member to become something more than what they were when they were first found. | ||
| + | |||
| + | --- | ||
| + | |||
| + | USING EQUIPMENT | ||
| + | |||
| + | Equipment represents anything carried, worn, installed or integrated by a crew member. | ||
| + | |||
| + | Equipment may: | ||
| + | |||
| + | - Improve a crew member' | ||
| + | - Change how they interact with the battlefield. | ||
| + | - Provide new options during a scenario. | ||
| + | - Modify how Clashes are resolved. | ||
| + | - Allow actions that would otherwise be impossible. | ||
| + | |||
| + | Equipment does not simply make a crew member stronger. | ||
| + | |||
| + | It changes what they are capable of doing. | ||
| + | |||
| + | --- | ||
| + | |||
| + | TYPES OF EQUIPMENT | ||
| + | |||
| + | The remains of the universe contain countless forms of technology and creation. | ||
| + | |||
| + | Examples include: | ||
| + | |||
| + | Weapons | ||
| + | |||
| + | Tools designed to destroy. | ||
| + | |||
| + | Weapons may range from crude blades and industrial tools to ancient devices capable of effects nobody living fully understands. | ||
| + | |||
| + | A weapon' | ||
| + | |||
| + | A rusted object from a forgotten world may still be more dangerous than anything created in the final age. | ||
| + | |||
| + | --- | ||
| + | |||
| + | Protection | ||
| + | |||
| + | Armour, shielding, biological adaptations and other methods of surviving the violence of Mortisphere. | ||
| + | |||
| + | Protection may come from: | ||
| + | |||
| + | - Ancient materials. | ||
| + | - Machine systems. | ||
| + | - Altered biology. | ||
| + | - Recovered technology. | ||
| + | - Improvised solutions. | ||
| + | |||
| + | Survival has always encouraged invention. | ||
| + | |||
| + | --- | ||
| + | |||
| + | Relics | ||
| + | |||
| + | Relics are objects whose origin, purpose or creator may be unknown. | ||
| + | |||
| + | A relic may be: | ||
| + | |||
| + | - A weapon from a dead god. | ||
| + | - A machine from a lost civilization. | ||
| + | - A device with impossible properties. | ||
| + | - An object whose purpose has been forgotten. | ||
| + | |||
| + | A relic is not valuable because it is understood. | ||
| + | |||
| + | Often, the opposite is true. | ||
| + | |||
| + | --- | ||
| + | |||
| + | EQUIPMENT AND EXISTENCE | ||
| + | |||
| + | Some equipment changes the nature of the being carrying it. | ||
| + | |||
| + | A weapon may increase a creature' | ||
| + | |||
| + | A machine may be rebuilt with forgotten components. | ||
| + | |||
| + | A biological organism may incorporate new structures. | ||
| + | |||
| + | A Mycelian host may become something different through what it acquires. | ||
| + | |||
| + | Equipment can become part of a crew member' | ||
| + | |||
| + | --- | ||
| + | |||
| + | ACQUIRING EQUIPMENT | ||
| + | |||
| + | Equipment is primarily gained through the campaign. | ||
| + | |||
| + | A crew may discover equipment by: | ||
| + | |||
| + | - Completing scenarios. | ||
| + | - Searching locations. | ||
| + | - Defeating opponents. | ||
| + | - Trading in Last Light. | ||
| + | - Accepting dangerous opportunities. | ||
| + | |||
| + | The strongest equipment is rarely simply purchased. | ||
| + | |||
| + | It is usually found in places where nobody was meant to survive. | ||
| + | |||
| + | --- | ||
| + | |||
| + | LOST TECHNOLOGY | ||
| + | |||
| + | Much of Mortisphere' | ||
| + | |||
| + | The survivors of the final age inherit the creations of civilizations that could build things they cannot recreate. | ||
| + | |||
| + | A weapon may be used without knowing how it works. | ||
| + | |||
| + | A machine may be repaired without understanding what it does. | ||
| + | |||
| + | A relic may be activated without knowing whether it was created as a gift or a warning. | ||
| + | |||
| + | The universe is full of things left behind. | ||
| + | |||
| + | The difficult part is surviving what happens when they are used. | ||
| + | |||
| + | --- | ||
| + | |||
| + | EQUIPMENT HISTORY | ||
| + | |||
| + | Players should record important equipment and the events surrounding it. | ||
| + | |||
| + | A weapon that destroys an enemy during a desperate battle is not the same as an identical weapon found in a marketplace. | ||
| + | |||
| + | The history of an item matters. | ||
| + | |||
| + | In Mortisphere, | ||
| + | |||
| + | Sometimes longer than their creators. | ||
| + | |||
| + | EQUIPMENT | ||
| + | |||
| + | The civilizations of Mortisphere are gone. | ||
| + | |||
| + | Their creations remain. | ||
| + | |||
| + | Across the final world lie weapons, machines, tools and relics from countless ages of existence. Some are simple. Some are beyond understanding. Some were built for purposes that no longer matter. | ||
| + | |||
| + | To the survivors of the final age, the difference between ancient technology and forgotten junk is often discovered only after someone attempts to use it. | ||
| + | |||
| + | Equipment is what allows a crew member to become something more than what they were when they were first found. | ||
| + | |||
| + | --- | ||
| + | |||
| + | USING EQUIPMENT | ||
| + | |||
| + | Equipment represents anything carried, worn, installed or integrated by a crew member. | ||
| + | |||
| + | Equipment may: | ||
| + | |||
| + | - Improve a crew member' | ||
| + | - Change how they interact with the battlefield. | ||
| + | - Provide new options during a scenario. | ||
| + | - Modify how Clashes are resolved. | ||
| + | - Allow actions that would otherwise be impossible. | ||
| + | |||
| + | Equipment does not simply make a crew member stronger. | ||
| + | |||
| + | It changes what they are capable of doing. | ||
| + | |||
| + | --- | ||
| + | |||
| + | TYPES OF EQUIPMENT | ||
| + | |||
| + | The remains of the universe contain countless forms of technology and creation. | ||
| + | |||
| + | Examples include: | ||
| + | |||
| + | Weapons | ||
| + | |||
| + | Tools designed to destroy. | ||
| + | |||
| + | Weapons may range from crude blades and industrial tools to ancient devices capable of effects nobody living fully understands. | ||
| + | |||
| + | A weapon' | ||
| + | |||
| + | A rusted object from a forgotten world may still be more dangerous than anything created in the final age. | ||
| + | |||
| + | --- | ||
| + | |||
| + | Protection | ||
| + | |||
| + | Armour, shielding, biological adaptations and other methods of surviving the violence of Mortisphere. | ||
| + | |||
| + | Protection may come from: | ||
| + | |||
| + | - Ancient materials. | ||
| + | - Machine systems. | ||
| + | - Altered biology. | ||
| + | - Recovered technology. | ||
| + | - Improvised solutions. | ||
| + | |||
| + | Survival has always encouraged invention. | ||
| + | |||
| + | --- | ||
| + | |||
| + | Relics | ||
| + | |||
| + | Relics are objects whose origin, purpose or creator may be unknown. | ||
| + | |||
| + | A relic may be: | ||
| + | |||
| + | - A weapon from a dead god. | ||
| + | - A machine from a lost civilization. | ||
| + | - A device with impossible properties. | ||
| + | - An object whose purpose has been forgotten. | ||
| + | |||
| + | A relic is not valuable because it is understood. | ||
| + | |||
| + | Often, the opposite is true. | ||
| + | |||
| + | --- | ||
| + | |||
| + | EQUIPMENT AND EXISTENCE | ||
| + | |||
| + | Some equipment changes the nature of the being carrying it. | ||
| + | |||
| + | A weapon may increase a creature' | ||
| + | |||
| + | A machine may be rebuilt with forgotten components. | ||
| + | |||
| + | A biological organism may incorporate new structures. | ||
| + | |||
| + | A Mycelian host may become something different through what it acquires. | ||
| + | |||
| + | Equipment can become part of a crew member' | ||
| + | |||
| + | --- | ||
| + | |||
| + | ACQUIRING EQUIPMENT | ||
| + | |||
| + | Equipment is primarily gained through the campaign. | ||
| + | |||
| + | A crew may discover equipment by: | ||
| + | |||
| + | - Completing scenarios. | ||
| + | - Searching locations. | ||
| + | - Defeating opponents. | ||
| + | - Trading in Last Light. | ||
| + | - Accepting dangerous opportunities. | ||
| + | |||
| + | The strongest equipment is rarely simply purchased. | ||
| + | |||
| + | It is usually found in places where nobody was meant to survive. | ||
| + | |||
| + | --- | ||
| + | |||
| + | LOST TECHNOLOGY | ||
| + | |||
| + | Much of Mortisphere' | ||
| + | |||
| + | The survivors of the final age inherit the creations of civilizations that could build things they cannot recreate. | ||
| + | |||
| + | A weapon may be used without knowing how it works. | ||
| + | |||
| + | A machine may be repaired without understanding what it does. | ||
| + | |||
| + | A relic may be activated without knowing whether it was created as a gift or a warning. | ||
| + | |||
| + | The universe is full of things left behind. | ||
| + | |||
| + | The difficult part is surviving what happens when they are used. | ||
| + | |||
| + | --- | ||
| + | |||
| + | EQUIPMENT HISTORY | ||
| + | |||
| + | Players should record important equipment and the events surrounding it. | ||
| + | |||
| + | A weapon that destroys an enemy during a desperate battle is not the same as an identical weapon found in a marketplace. | ||
| + | |||
| + | The history of an item matters. | ||
| + | |||
| + | In Mortisphere, | ||
| + | |||
| + | Sometimes longer than their creators. | ||
morti_crew.1786912814.txt.gz · Last modified: by sibachian
