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morti_crew

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CREATING YOUR CAPTAIN AND CREW

Every crew begins with a reason to continue.

Before choosing weapons, recruiting strange beings or searching the ruins of dead civilizations, a player must decide who leads their crew and what has brought them together.

The Captain is the centre of the crew's story.

They are the one who makes decisions.

They are the one who accepts the risks.

They are the one who remains standing when everything else begins to fall apart.

THE CAPTAIN

Every crew has one Captain.

The Captain is a unique member of the crew and is created by the player.

They may be:

- A survivor from a fallen civilization. - A warrior seeking glory. - A scavenger searching for forgotten treasures. - A machine carrying out a purpose nobody remembers. - A Mycelian intelligence inhabiting an unusual host. - Something else entirely.

The Captain does not need to be the strongest member of the crew.

A Captain's importance comes from their choices, not simply their power.

THE HUNGER

Every Captain has a Hunger.

The Hunger is the reason they continue when everything else has ended.

Mortisphere offers no promise of rebuilding the universe.

There is no final victory waiting.

There is only what remains.

A Captain's Hunger may be:

- Wealth. - Revenge. - Knowledge. - Survival. - Recognition. - Power. - Loyalty. - Faith. - Curiosity. - Something impossible.

The Hunger guides the crew's decisions throughout the campaign.

BUILDING YOUR CREW

After creating a Captain, players build the rest of their crew.

A standard starting crew has 60 points to spend.

Each crew member has a value determined by their Existence Die.

Die| Cost d4| 4 d6| 6 d8| 8 d10| 10 d12| 12 d20| 20

Players may spend these points however they choose.

A crew may consist of:

- Many weaker members. - A few powerful individuals. - A mixture of different beings.

There is no perfect composition.

Every choice creates strengths and weaknesses.

CHOOSING CREW MEMBERS

Available crew members are determined by the campaign.

At the beginning of the game, crews are assembled through the opportunities available in Last Light.

The settlement contains those willing, desperate or strange enough to join a dangerous expedition into the remains of the universe.

A recruit may be:

- A mercenary. - A mutant. - A machine. - A Mycelian host. - A forgotten remnant. - A creature adapted to the final age.

Each recruit brings their own abilities and limitations.

CREW IDENTITY

Before beginning the first scenario, players should consider what their crew represents.

Are they:

A band of professionals taking contracts from Last Light?

A group of scavengers looking for forgotten wealth?

A collection of dangerous beings united only by necessity?

A force following an ancient purpose?

A gathering of creatures that should never have worked together?

The answer does not need to be mechanically defined.

A crew's identity emerges through play.

STARTING EQUIPMENT

A crew begins with the equipment available through its starting options.

Further equipment is gained through:

- Completing scenarios. - Discovering forgotten locations. - Trading in Last Light. - Defeating enemies. - Making difficult choices.

The most powerful equipment in Mortisphere is rarely simply purchased.

It is found.

It is taken.

It is earned.

THE FIRST CREW

The first crew is not meant to be perfect.

It is meant to survive long enough to become something.

The members chosen at the beginning of the campaign are only the beginning of the story.

Some will become legends.

Some will be replaced.

Some will become unrecognisable compared to what they were.

But every crew begins the same way:

A few things that refuse to disappear.

morti_crew.1786912814.txt.gz · Last modified: by sibachian