ACTIONS
Everything that happens in Mortisphere is decided through actions.
A creature does not move, fight or interact simply because it exists. Every decision requires commitment. Every action creates an opportunity and a risk.
The final age is not won by those who are strongest.
It is won by those who make the right decisions before everything falls apart.
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ACTIVATIONS AND ACTIONS
When a crew member is activated, it may perform actions.
The exact number and type of actions available to a crew member are determined by the final combat rules, their abilities, equipment and any special rules affecting them.
An activation represents that member acting within the conflict.
A crew member may use its activation to:
- Move between Areas. - Attack an opposing crew member. - Interact with an objective. - Use equipment or abilities. - Perform special actions described by the scenario.
Some actions are simple.
Some actions are only possible under specific circumstances.
Some actions may change the entire course of a battle.
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MOVEMENT
Mortisphere does not measure distances.
There are no rulers.
There are no carefully calculated lines of advance.
Instead, movement is represented by travelling between Areas.
Moving to another Area represents the time, effort and danger required to reach another part of the conflict.
An Area may contain:
- Enemies. - Objectives. - Hazards. - Valuable resources. - Unknown discoveries.
Choosing where a crew member should be is often as important as deciding what they should do once they arrive.
A powerful creature in the wrong place may accomplish nothing.
A weaker creature in the right place may decide the outcome of the battle.
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ENGAGEMENT
When opposing crews occupy the same Area, conflict becomes immediate.
An Area containing enemy forces is dangerous.
A crew member may be forced to fight, protect itself or make difficult decisions before it can complete its objective.
Combat is not simply about removing opposing forces.
A battle can be won by controlling the right place at the right time.
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OBJECTIVE ACTIONS
Many scenarios require a crew member to interact with something within an Area.
Examples include:
- Recovering a relic. - Activating ancient machinery. - Gathering resources. - Protecting a location. - Completing a ritual or procedure. - Destroying a target.
Objectives are the reason battles are fought.
A crew that spends every moment destroying enemies may still lose if it ignores what brought it there.
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CHOOSING WHO ACTS
Because players alternate activations, every choice matters.
Activating one crew member means another must wait.
A player must constantly decide:
- Should the strongest member act first? - Should a weaker member secure an objective? - Should an enemy threat be dealt with immediately? - Should the crew risk allowing an opponent to act before responding?
A battle in Mortisphere is a chain of decisions.
The dice decide what happens.
The player decides when to take the risk.
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ACTIONS AND CONSEQUENCES
Nothing in Mortisphere exists in isolation.
A decision made during a battle can affect the entire campaign.
A crew member that delays an objective may survive.
A crew member that rushes forward may become legendary.
A crew member that stays behind may be forgotten.
Or they may become the only reason the crew survives.
The final age does not reward caution.
It does not reward bravery.
It only remembers what happened.
