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MOTHERSHIP

PLAYTESTING CHARACTER SHEET v1.0 BY QUADRA (HTTP://QUADRA.ZONE)


PLAYER

CLASS
SKILLS
Mark starting skills based on your Class.
To take an Expert or Master skill you must
first take one of its prerequisite skills.
TRAINED: +10%
Cost: 1 Skill Point

LINGUISTICS
EXPERT: +15%
Cost: 2 Skill Points

PSYCHOLOGY
MASTER: +20%
Cost: 3 Skill Points

SOPHONTOLOGY
Pick one.
Portrait
Name TEAMSTER UNUSED BIOLOGY GENETICS XENOBIOLOGY
Once per Session, you may SKILL POINTS
re-roll a roll on the Panic Effect table. FIRST AID PATHOLOGY SURGERY

ANDROID TEAMSTER SKILLS: Zero-G, Mechanical


HYDROPONICS BOTANY
Rank / Title Fear saves made in your presence Repair. Pick one: Heavy Machinery or
have Disadvantage. Piloting. +4 Skill Points.
GEOLOGY PLANETOLOGY
SCIENTIST ANDROID SKILLS: Linguistics,
ZERO-G ASTEROID MINING
Level XP Whenever you fail a Sanity save, every Computers, Mathematics.
friendly player nearby gains 1 Stress. +2 Skill Points.
0 0 10 MARINE SCIENTIST SKILLS: Pick two: Biology,
SCAVENGING JURY RIGGING CYBERNETICS

Current Next Level Whenever you panic, every friendly Hydroponics, Geology, Computers, HEAVY MACHINERY ENGINEERING ROBOTICS
player must make a Fear save. Mathematics, Chemistry. +3 Skill Points.
COMPUTERS HACKING ARTIFICIAL INTELLIGENCE
MARINE SKILLS: Military Training.
STATS VITALS SAVES +3 Skill Points. MECHANICAL REPAIR VEHICLE SPECIALIZATION COMMAND
Roll 3d10 × 2 for each stat and Starting Health = Strength. Use values from your
add class modifiers. 85 max. chosen class. 85 max.
HEALTH CONDITIONS & PHOBIAS DRIVING
STRENGTH SANITY PILOTING ASTROGATION HYPERSPACE
Lifting, Pushing, = Rationalization, 25 40 20 30
Hitting Logic
MATHEMATICS PHYSICS
Current Maximum
HITS ART
SPEED FEAR
Reactions, Act
Under Pressure
2 2 Surprise,
Loneliness
30 25 85 35 ARCHAEOLOGY MYSTICISM XENOESOTERICISM
Current Maximum THEOLOGY TACTICS
+1
STRESS
INTELLECT BODY MILITARY TRAINING GUNNERY
Knowledge,
Experience 2 0 Hunger, Disease,
Infection
35 25 40 30
RIMWISE FIREARMS WEAPON SPECIALIZATION
Current Minimum
ATHLETICS CLOSE-QUARTERS COMBAT
COMBAT RESOLVE ARMOR
Close Quarters, Physical 40 30 25 35 CHEMISTRY EXPLOSIVES
Ranged 0 Damage

+5 COMBAT, +5 WHEN A FRIENDLY MARINE IS NEARBY


+10 INTELLECT NOTES
+5 SPEED & INTELLECT
+5 STRENGTH & SPEED
STARTING LOADOUT EQUIPMENT
Pick a Loadout. Wearable items in italics. Roll a random Trinket (p.19) and Patch (p.20) and roll starting Credits (5d10 × 10). Equipment List on p.17–18.
Mark carrying Capacity (Strength ÷ 10 + 1 per hand + worn items) & equip Loadout. Small items stack 3 per slot.
EXCAVATION
Crowbar, Hand Welder, Laser Capacity Qty. Item(s) Damage Range (S/M/L) Ammo
Cutter, Body Cam, Bioscanner,
Infrared Goggles, Lockpick Set, R. Hand
Vaccsuit (Oxygen Tank, Mag-
Boots, Short-Range Comms) L. Hand

EXPLORATION Wearing
Vibechete, Rigging Gun, Flare
Gun, First Aid Kit, Vaccsuit 1
(Long-Range Comms, Oxygen
Tank), Survey Kit, Water Filter, 2
Locator, Rebreather, Binoculars,
Flashlight, Camping Gear, 3
MREs ×7
4
EXTERMINATION
SMG, Frag Grenade ×6, 5
Standard Battle Dress (Heads-
Up Display, Body Cam, Short- 6
Range Comms), Stimpack ×6,
Electronic Tool Kit 7
EXAMINATION
Scalpel, Tranq Pistol, 8
Stun Baton, Hazard Suit,
Medscanner, Automed ×6, 9
Pain Pills ×6, Stimpak ×6,
Cybernetic Diagnostic Scanner CREDITS DEBT

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