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ULTIMATE BADASS injects over-the-top action straight into the

CHARACTER frightening and tense Mothership Sci-fi Horror RPG experience.

• Create stronger (but far from invincible) characters. ULTIMATE


CREATION •


Choose over-the-top, action movie-inspired Perks.
Panic in new and heightened ways w/ a new Panic Table.
Take a lickin’ & (maybe) keep ticking w/ a new Wound Table.
BADASS
·ROLL 4D10+20 FOR EACH STAT (max of 80, after bonuses)
ULTIMATE BADASS’s optional rulesets are intended to be used all
·ROLL 4D10+10 FOR EACH SAVE (max of 80, after bonuses)
at once, but no one can stop you from picking individual rules

MARINE SCIENTIST
to dial up the action to meet your table’s needs. OPTIONAL ACTION MOVIE RULES
+20 Combat +20 Intellect
+20 Body Save +15 to 1 Stat THERE
+30 Fear Save
3 Wounds
+40 Sanity Save
2 Wounds
OPTIONAL PERKS
FUNNY GUY
Up to 3 times per session, you may make a one-liner when confronting an enemy. If
ANDROID TEAMSTER it’s a good one (table decides), everyone who heard it relieves 2 stress.
+40 Intellect +15 to All Stats BY CHRISTIAN SORRELL
CRAFTY
-20 to 1 Stat +15 to All Saves Up to 3 times per session, you may roll Combat with [+] when using an improvised
+60 Fear Save 2 Wounds weapon you just picked up (a bent pipe, an alien claw, etc.).
3 Wounds PRANKSTER
Up to 3 times per session, you may sneak up on an ally and attempt to scare them.
Ally makes a Fear Save [+]. On failure, they take 3 stress—angry and shaken.
·ROLL 2D10+10 FOR YOUR HEALTH (max of 20) On success, they clear 3 stress—you got them good!
·STRESS STARTS AT 1
·SELECT TRAUMA RESPONSE/SKILLS NORMALLY KA-BOOM
Up to 3 times per session, you may have the Warden identify an explosive item (red
·NOTE UNIVERSAL AND CLASS PERKS (see below) barrel, steam pipe, etc.) in the area. Damage it for a big boom (3d10 dmg)!
·CHOOSE 1 OPTIONAL PERK (see back)
ENDLESS MAGAZINE
Up to 3 times per session, you may fire a weapon without expending any ammunition.
Additionally, shots fired this way do not require (or contribute to) reloading.

PERKS MANO A MANO


With your powerful presence, you are only attacked by one melee opponent at a time.
Ultimate Badasses are larger-than-life and have abilities a typical Mothership Other enemies fight other targets first or simply stand back and watch in awe.
crew member does not. All characters take Blaze of Glory as well as their
relevant Class Perk. Additionally, players choose 1 Optional Perk (see back). CLOSE TO YOUR CHEST
Once per session, you may negate a single instance of damage (and any resulting
UNIVERSAL Wounds). Reveal hidden armor (or a trinket) that miraculously blocked the blow.

BLAZE OF GLORY BULL IN A CHINA SHOP


When on your last Wound, you may choose to critically succeed on any one Up to three times per session, you may run through a window or similar barrier or
action, but you die in the process. jump from a typically unsafe height without being slowed or taking any damage.

CLASS
MARINE: THICK-SKINNED
This isn’t your first rodeo. Nothing hurts you as bad as it would a civvie. You Art: Thomas Novosel
have a permanent 2 AP (stacks with worn armor).
Background: TextureFabrik.com
ANDROID: METAL ENDOSKELETON Playtest: Joshua Justice, Tyler
You are much heartier than your organic crewmates. After taking enough damage
to receive your first Wound, ignore it and heal up to our max Health.
Wolter, Xenon, Josh Domanski
The Rest: Christian Sorrell
TEAMSTER: ALWAYS PREPARED meatcastlegameware.itch.io
You are always able to find what you need to finish the job. Up to 3 times per
session, you may produce one item (<1kcr value) not listed in your equipment.
This product is based on the Mothership
SCIENTIST: WELL READ Sci-Fi Horror Role Playing Game, published
Staying up-to-date on your peer reviews means you are always very well read. by Tuesday Knight Games. This product is
Up to 3 times per session, you may ask the Warden what you know about an item, published under license. Mothership RPG is
person, place or threat that no one else here knows. The Warden may tell you an a trademark of Tuesday Knight Games. All
added feature of the item, a detail you missed about person, useful past info rights reserved. For additional
about a location, an enemy’s weakness, etc. as long as it fits the situation. information, visit
www.tuesdayknightgames.com or contact
contact@tuesdayknightgames.com.
SEE BACK FOR OPTIONAL PERKS →→→→
WOUND TABLE PANIC
D10 SEVERITY BLUNT FORCE

Caught the attack,


BLEEDING

Nothing a bandage
GUNSHOT

Chest shot, hits


FIRE &
EXPLOSIVES

Eyebrows singed.
GORE & MASSIVE FINAL WOUND

D20
TABLE EFFECT
Adrenaline burst.
0 [+] on next action can’t fix. Nearby suit/item instead. Close one.
[+] on next action. Creative. The stress makes you stronger, inspires you to do new
against the enemy. relieve 1 Stress. Relieve 1 Stress. Relieve 1 stress. Unconscious for 1d10 1 things to survive. Take 1 additional Optional Perk.
Flesh Wound min, then restore
W:1(1).
Near headshot, knocks Hair on fire. Puke. Not Today. You push back the stress, feeling stronger than
1 Knocked over. Drop your weapon.
off helmet/equipment. Gain 1 Stress. [-] on next action. 2 before. You will not die here. Heal up to 1 full Wound.

3 Focused. [+] on all rolls for next 4d10 minutes.


2
Broken rib.
Breathing hurts.
Blood all over.
[-] on next
Grazed.
Bleeding +1.
Smoking. Lost skin.
[-1] on next action. Bleeding +1.
THERE
action. Comatose. Inspirational. You push back the panic and say/do something to
4 inspire your crew. Everyone Nearby clears 1 stress.
Any damage will
Shrapnel/Cracked kill.
Gut Shot. Sliced. Shattered rib. Enraged. For 1d10 minutes, you can’t do anything but attack the
3 [-] on next action. Bleeding +1. [-] on Speed checks.
flesh. Hand crushed. 5 closest enemy, but when you do, you inflict an extra 1d10 dmg.
Bleeding +1.
Adapting. Gain a new Condition: When you encounter this threat in
6 the future, roll all Saves at [+].
Broken nose. Blood Bad Cut. Chunk missing. Bad burns on arms. Leg mangled.
4 Minor Injury
down your face. Bleeding +2. -1d5 Strength. -1d5 Strength. -1d5 Speed. 7 Worried. Gain 1 stress.

Doomsayer. You spew worried chatter about your crew’s impending


Broken hand. May Deep arm cut. Fractured limb.
Bad burns on legs. Torn muscles.
8 death/failure. Gain 2 stress. Nearby crewmembers gain 1 Stress.
5 only use one-handed [-] on any action [-] on Strength
-1d5 Speed. -1d5 Strength.
objects. taken with limb. checks. Unconscious. Forgetful. How was this supposed to work again? Choose a Trained
Death in 1d10 9 Skill. For the next 2d10 minutes, you do not benefit from its
Crotch shot. [-] on Eye or ear smashed. rounds. bonus or any of its subsequent Expert or Master Skills.
Finger severed. Gut shot. Bad burns all over.
6 all checks for 1d5
Bleeding +3. Bleeding +2. -1d5 Body.
Partial loss of
minutes. sight or hearing. That’s Good… Too Good. Gain a new Condition: Whenever you or an
10 ally roll a Critical Success, gain 1 Stress. You just can’t shake
Lightheaded from Third-degree burns, the feeling the other shoe is about to drop…
Skull cracked. Punctured Lung. Gored.
7 -1d10 Intellect.
blood loss. [-]
[-] on Speed checks.
everywhere.
Bleeding +3.
for 1d10 minutes. -1d10 Body. Comedy of Errors: Nothing seems to be going the way it should.
Major Injury
11 Gain a new Condition: All Critical Successes are now Critical
Failures and all Critical Failures are now Critical Successes.
Major artery
Leg shattered. Shot in neck. Burning. Limb torn off.
8 -1d10 Speed.
sliced.
Bleeding +3. 1d10 dmg per round. Bleeding +4. It Tolls For Thee. Gain a new Condition: Anytime a Nearby
Bleeding +4. 12 crewmember (or crewmembers) gains any Stress, gain 1 Stress.
You have died.
Too Much, It’s Too Damn Much. You are overwhelmed by everything
Lethal Injury (Lose 1 additional Neck sliced.
Point-blank 13 around you. Take all actions at [-] for 1d5 minutes.
9 Wound and roll again)
Back snapped.
Deep chest stab.
Shot to the chest. explosion. Chest crushed.
Engulfed in flames. Deja Vu. You envision a strangely familiar scene to come, a dark
portent of the immediate future. The Warden tells you what is
14 about to happen truthfully. You have a moment before it happens.
Take 1d5 stress.

CHANGING PLAY & ADAPTING SCENARIOS 15


Defeated. For the next 4d10 minutes whenever you encounter a
source of danger or harm, you must make a Sanity Save to avoid
it, defend yourself, etc.

Badasses are generally far more equipped for action and danger than the standard Mothership crew member. When adapting Game Over, Man. Gain a new Condition: You make Panic Checks at
existing scenarios for use with Ultimate Badass (or creating your own), consider the following changes to play: 16 Disadvantage. When you do, everyone Nearby you gains 1 Stress.

Gotta Get Outta Here. You immediately flee the most pressing
• SHIFT THE THEMATIC CONCEPT OF WHAT’S POSSIBLE 17 source of danger by any means necessary. This may mean harming an
ally, opening an airlock too early, or other desperate measures.
• For Ultimate Badasses, much of what was impossible before is now difficult and what was difficult is now easy.
• AMP UP EVERYTHING Not Like This. You see your end coming and feel powerless to stop
18 it. You fall to your knees. You may speak, but are unable to
• Everything is high octane here—including Stress and Panic. Hand out Stress and call for Panic checks liberally! otherwise act for 1d5 minutes.
• MULTIPLY THE NUMBER OF ENEMIES, RATHER THAN INCREASING THE HEALTH OR STATS OF A SINGLE ENEMY Something’s Wrong, So Wrong. Roll 3 times on this table and take
19 the 2 highest results. If you land on this again, it stacks.
• Generally, double the number of original threats OR keep one powerful threat and add loads of weaker ones.
Tragic End. You give a poignant monologue just before being
• KEEP DANGEROUS ENVIRONMENT/OBSTACLES THE SAME, BUT THROW MORE OF THEM AT YOUR BADASSES overcome by the situation and collapsing. You no longer control
20 this character. Everyone Nearby makes their next check at [+],
• Added complications will come from increased enemy counts, but they should also come from UB’s explosive universe. determined to not suffer the same fate.

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