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PLAYER’S SURVIVAL GUIDE

WEAPONS & DAMAGE


WEAPON COST RANGE DAMAGE SHOTS WOUND SPECIAL
Ammo 50cr N/A N/A Per magazine/container.
Boarding Axe 150cr Adjacent 2d10 DMG [+] N/A Gore [+]
Combat Shotgun 1,400cr Close 1 Wound 4 Gunshot 1d10 DMG at Long Range.
Crowbar 50cr Adjacent 1d5 DMG N/A Blunt Force [+]
Fire/Explosives If liquid fuel tank is destroyed,
Flamethrower 2kcr Close 1 Wound 4
[+] 1 Wound to all Close.
Fire/Explosives High intensity are visible day and night
Flare Gun 85cr Long 1d5 DMG 2
[-] from Long Range.
Body Save or become stuck.
Foam Gun 275cr Close 1 DMG 3 Blunt Force
Strength Check [-] to escape.
Frag Grenade 70cr ea. Long 1d5-1 Wounds 1 Fire/Explosives All Close must Body Save to avoid.
Hand Welder 250cr Adjacent 1d10 DMG N/A Bleeding Can cut through airlock doors.
General-Purpose Two-handed. Heavy. Barrel can be
1,800cr Long 4d10 DMG [+] 5 Gunshot [+]
Machine Gun maneuvered to re around corners.
Two-handed. Heavy. Must recharge
Bleeding [+]
Laser Cutter 1,200cr Long 1d100 DMG 6 between shots. Reload: 1hr (power), 6hr
orGore [+]
(solar).
Nail Gun 150cr Close 1d5 DMG 32 Bleeding
Pump-action grenade launcher holds x3
Pulse Rie 2,000cr Long 3d10 DMG 5 Gunshot
frag grenades.
Revolver 750cr Close 1d10 DMG [+] 6 Gunshot
1d10 DMG 100m microlament.
Rigging Gun 350cr Close 1 Bleeding [+]
+ 2d10 DMG when removed Body Save or become entangled.
Scalpel 50cr Adjacent 1d5 DMG N/A Bleeding [+]
Two-handed. Heavy. If not braced/prone
Smart Rie 12kcr Long 1d10x10 DMG 3 Gunshot [+]
when ring, Body Save or be knocked down.
SMG 1,200cr Long 2d10 DMG 4 Gunshot Can be held one-handed.
Stun Baton 115cr Adjacent 1d5 DMG N/A Blunt Force Body Save or stunned 1 round.
If DMG dealt: target must Body Save or
Tranq Pistol 850cr Close 1 DMG 6 Blunt Force
be unconscious 1d10 rounds.
Unnarmed Free Adjacent Str/10 DMG N/A Blunt Force
Bleeding + When dealing a Wound, roll on BOTH the
Vibechete 500cr Adjacent 3d10 DMG N/A
Gore Bleeding AND Gore columns.

ARMOR
ARMOR COST AP O2 SUPPLY SPEED SPECIAL
Standard Crew Attire
Coveralls, leather jacket, basic clothing 20cr 1 None Normal
worn by spacecraft crews.
Vaccsuit Includes short-range comms, headlamp, and radiation
1,000cr 3 12 hrs [-]
Worn while operating in outer space. shielding. Decompression within 1d5 rounds if punctured.
Hazard Suit Includes air lter, extreme heat/cold protection,
Environmental protection while 750cr 5 1 hr Normal hydration reclamation (1L of water lasts 4 days),
exploring unknown planets. short-range comms, headlamp, and radiation shielding.
Standard Battle Dress
Lightly-plated armor worn by most 750cr 7 None Normal Includes short-range comms.
marines.
Advanced Battle Dress Includes short-range comms, body cam, headlamp, HUD,
Heavy armor for marines deployed in 1,500cr 10 1 hr [-] exoskeleton weave ([+] on Strength Checks), and radiation
high combat offworld engagements. shielding. Ignores the rst Wound you suffer.
4
HOW TO MAKE YOUR CHARACTER

Welcome to Mothership®, the


sci- horror RPG where you
MOTHERSHIP® cleo 0
and your crew try to survive CHARACTER PROFILE Player Name High Score
in the most inhospitable
environment in the universe: Character Name
PERSONAL DETAILS
1. ROLL 2D10+25 FOR EACH STAT.
outer space! You’ll excavate Lilith
dangerous derelict spacecraft, Pronouns 35 41 32 36
explore strange unknown they/them STRENGTH SPEED INTELLECT COMBAT
worlds, encounter hostile alien Personal Notes

life and examine the horrors 32 years old 2. ROLL 2D10+10 FOR EACH SAVE.
encroaching upon your every
move. Let’s get started! wife on 25 29 34
ypsilon-14
SANITY FEAR BODY
The character sheet at the
back of this book has all the 3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
instructions for how to create MARINE ANDROID SCIENTIST TEAMSTER

your character. All you need to +10 COMBAT +20 INTELLECT +10 INTELLECT +5 TO ALL STATS
+10 BODY SAVE -10 TO 1 STAT +5 TO 1 STAT +10 TO ALL SAVES
do is follow the numbered steps +20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
in each box until you’ve lled +1 MAX WOUNDS +1 MAX WOUNDS

everything in.
5. GAIN
4. ROLL 1D10+10 FOR YOUR HEALTH.
STRESS.
STEP 1. ROLL STATS You start at your
Maximum Health with zero
HEALTH WOUNDS Wounds. Whenever your STRESS
Health falls below zero,

You have four Stats: Strength, 13 13 0 2 you suffer a Wound. Reset


your Health to its
2 2
Maximum, minus any Current Minimum
Current Maximum Current Maximum
Speed, Intellect, and Combat, Starts at 2. carryover damage. Starts at 2.

representing how well you act


under extreme pressure. Roll 6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
2 ten-sided dice (2d10), add MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE.

ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.


them together, then add 25.
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS.
Record the results for each TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
Stat.
8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.
pg. xx.x pg. xx.x pg. xx.x
A Stat of 35 is about average,
but don’t get too hung up on vaccsuit, laser cutter (1w dmg),
patch kit, extra battery
your numbers right now. patch: “mama tried”
ARMOR POINTS trinket: spiked bracelet
Read about Stats on pg. XX.X 40cr
3 CREDITS 2D10X10

STEP 2. ROLL SAVES

Your three Saves are Sanity, STEP 3. CHOOSE YOUR CLASS


Fear, and Body, representing
how resistant and reactive you These are the four basic classes in Mothership®:
are to different kinds of trauma
and danger. • Marines are handy in a ght, but whenever they Panic it may
Roll 2 ten-sided dice (2d10), cause problems for the rest of the crew.
add them together, then add • Androids are a terrifying and exciting addition to any crew. They
10. Record the results for tend to unnerve other crewmembers with their cold inhumanity.
each Save. • Scientists are doctors, researchers, and anyone who wants to
slice open creatures (or infected crewmembers) with a scalpel.
Read about Saves on pg. xx.x • Teamsters are rough and tumble blue-collar space workers,
mechanics, engineers, miners, and pilots.
5
CHARACTER CREATION

STEP 5. GAIN STRESS


7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
To take a Master or Expert Skill you must rst take at least one of its prerequisite Skills. Your current Stress and
MARINE ANDROID SCIENTIST TEAMSTER Minimum Stress both start at 2.
Military Training, Athletics Linguistics, Computers, 1 Master Skill and an Industrial Equipment,
Bonus: 1 Expert Skill Mathematics Expert and Trained Skill Zero-G
OR: 2 Trained Skills Bonus: 1 Expert Skill
OR: 2 Trained Skills
Prerequisite.
Bonus: 1 Trained Skill
Bonus: 1 Trained Skill
and 1 Expert Skill. STEP 6. NOTE YOUR
TRAUMA RESPONSE
TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
(+10 BONUS) (+15 BONUS) (+20 BONUS) Each class deals with Stress
and Panic differently, which
LINGUISTICS PSYCHOLOGY SOPHONTOLOGY comes into play later in the
ZOOLOGY PATHOLOGY EXOBIOLOGY
game. Mark your Trauma
Response for future reference.
FIELD SURGERY
MEDICINE

BOTANY ECOLOGY PLANETOLOGY STEP 7. CHOOSE SKILLS


GEOLOGY ASTEROID MINING ROBOTICS
Each class comes preloaded
INDUSTRIAL MECHANICAL ENGINEERING
EQUIPMENT REPAIR with relevant Skills, which help
JURY-RIGGING EXPLOSIVES CYBERNETICS characters perform better at
CHEMISTRY PHARMACOLOGY different challenges. Additionally,
COMPUTERS HACKING ARTIFICIAL each class has a number of
INTELLIGENCE
bonus Skills to select now. In
ZERO-G PILOTING
order to choose a Skill you need
MATHEMATICS PHYSICS HYPERSPACE to have at least one prerequisite
ART MYSTICISM XENOESOTERICISM
Skill (a Skill that has an arrow
pointing from it) rst.
ARCHAEOLOGY

THEOLOGY WILDERNESS Read about Skills on pg. x.x.


SURVIVAL
MILITARY FIREARMS COMMAND
STEP 8. ROLL LOADOUT,
TRAINING

RIMWISE HAND-TO-HAND
COMBAT TRINKET & PATCH
ATHLETICS

SKILL TRAINING
Roll for a Loadout based on your
class on page xx.x.
In Progress Time Remaining

Roll your Loadout on pg. xx.x.

CONDITIONS

Roll for a Trinket and a Patch on


pages xx.x.

STEP 4. ROLL HEALTH Roll a Trinket & Patch on pg. xx

Classes broadly dene Each class can only suffer a Finally, roll 2d10 and multiply it
character backgrounds (e.g., certain number of Wounds by 10 for your starting Credits.
scientists know basic info about before they die. You gain a
most scientic disciplines). We’ll Wound whenever your health STEP 9. FINISHING
get into specialities in Step 7 reaches zero. Roll 1d10+10 for
when choosing Skills. your Maximum Health and mark Write your name and
Mark your class in the circle it on your sheet. pronouns. Mark a zero above
provided, then alter your Stats High Score. You’re now ready
and Saves accordingly. to play your rst session of
Mothership®!
6
CREDITS

Credits (cr) are the primary currency in


Mothership® and are notated as follows:

• 100cr = 100 credits


• 2.5kcr = 2.5 thousand credits (2,500cr)
• 35.2mcr = 35.2 million credits
(35,200,000cr)
• 4bcr = 4 billion credits (4,000,000,000cr)

XX.X STARTING CREDITS

You get 2d10x10cr in addition to your


Starting Loadout. If you want to forgo
a Starting Loadout and buy all your gear
piecemeal, roll 2d10x100cr for your starting
credits instead.

Read more about Loadouts on pg. xx.x


7
LOADOUTS

Your Loadout contains the weapons, armor, and other gear you start with. Roll 1d10 on your class’s
table to nd out what your Starting Loadout is, and then record that on your character sheet. Some
are better than others, but all of them are useful in the hands of a desperate person. Underlined items
are items not described in the Equipment section. Use common sense to determine their use.

MARINE LOADOUTS ANDROID LOADOUTS


D10 LOADOUT D10 LOADOUT
Tank Top and Camo Pants (AP 1), Vaccsuit (AP 3),
0 0
Combat Knife (as Scalpel DMG [+]), Stimpak x1 Smart Rie (2 mags), Infrared Goggles, Mylar Blanket
Advanced Battle Dress (AP 10), Vaccsuit (AP 3),
1 1
Flame Thrower, Boarding Axe Revolver (12 rounds), Long-range Comms, Satchel
Standard Battle Dress (AP 7), Hazard Suit (AP 5),
2 2
Combat Shotgun (4 rounds), Rucksack, Camping Gear Revolver (6 rounds), Debrillator, First Aid Kit, Flashlight
Standard Battle Dress (AP 7), Hazard Suit (AP 5), Foam Gun (2 charges), Sample Collection
3 3
Pulse Rie (3 mags), Infrared Goggles Kit, Screwdriver (as Assorted Tools)
Standard Battle Dress (AP 7), Standard Battle Dress (AP 7), Tranq Pistol (3 shots),
4 4
Smart Rie (3 mags), Binoculars, Personal Locator Paracord (100m)
5 Standard Battle Dress (AP 7), SMG (3 mags), MRE x7 5 Standard Crew Attire (AP 1), Stun Baton, Small Pet
Fatigues (AP 2), 6 Standard Crew Attire (AP 1), Scalpel, Bioscanner
6
Combat Shotgun (2 rounds), Dog, Leash, Tennis Ball 7 Standard Crew Attire (AP 1), 1 Frag Grenade, Pen Knife
7 Fatigues (AP 2), Revolver (12 rounds), Single Frag Grenade Manufacturer Supplied Attire (AP 1),
8
8 Dress Uniform (AP 1), Revolver (1 round), Challenge Coin 1 Jump-9 Ticket (destination blank)
Advanced Battle Dress (AP 10), General-Purpose Machine Corporate Attire (AP 1),
9 9
Gun (1 can of ammo), HUD VIP Corporate Key Card

SCIENTIST LOADOUTS TEAMSTER LOADOUTS


D10 LOADOUT D10 LOADOUT
Hazard Suit (AP 5), Tranq Pistol (3 shots), Vaccsuit (AP 3), Laser Cutter (1 extra battery),
0 0
Bioscanner, Sample Collection Kit Patch Kit, Toolbelt with assorted tools.
Hazard Suit (AP 5), Flamethrower (1 charge), Vaccsuit (AP 3), Revolver (6 rounds),
1 1
Pain Pills, Electronic Tool Set Crowbar, Flashlight
Vaccsuit (AP 3), Rigging Gun, Sample Collection Kit, 2 Vaccsuit (AP 3), Rigging Gun, Shovel, Salvage Drone
2
Flashlight, Lab Rat (small pet) Hazard Suit (AP 5), Vibechete, Spanner,
3
Vaccsuit (AP 3), Foam Gun (2 charges), Foldable Stretcher, Camping Gear, Water Filter
3
First Aid Kit, Radiation Pills Heavy Duty Work Clothes (AP 2), Explosives & Detonator,
4
Lab Coat (AP 1), Screwdriver, Cigarettes
4
Medscanner, Vaccine (1 dose) Heavy Duty Work Clothes (AP 2), Drill (as Assorted Tools),
5
Lab Coat (AP 1), Cybernetic Diagnostic Scanner, Paracord (100m), Drone
5
Portable Computer Terminal Standard Crew Attire (AP 1),
6
Scrubs (AP 1), Scalpel, Automed x6, Combat Shotgun (4 rounds), Extension Cord (20m), Cat
6
Oxygen Tank with Filter Mask Standard Crew Attire (AP 1), Nail Gun (32 rounds), Head
7
7 Scrubs (AP 1), Vial of Acid, Mylar Blanket, First Aid Kit Lamp, Toolbelt with assorted tools, Lunch Box
Standard Crew Attire (AP 1), Utility Knife (as Scalpel), Standard Crew Attire (AP 1), Flare Gun (2 rounds), Water
8 8
Cybernetic Diagnostic Scanner, Duct Tape Filter, Personal Locator, Subsurface Scanner
Civilian Clothes (AP 1), Briefcase, Prescription Pad, Lounge Wear (AP 1),
9 9
Fountain Pen (Poison Injector) Crowbar, Pain Pills, Six Pack of Beer
8
TRINKETS

Roll on this table during character creation to nd a random trinket. May it bring you good luck out there
in the void, or at least give you something to talk about on your next Shore Leave.

D100 TRINKETS

00 Manual: 34 Pendant: Shell Fragments 67 Coffee Cup, Chipped, reads:


PANIC: Harbinger of Catastrophe Suspended in Plastic HAPPINESS IS MANDATORY

01 Antique Company Script 35 Pamphlet: Zen and the Art of 68 Manual: Moonshining
(Asteroid Mine) Cargo Arrangement With Gun Oil & Fuel
Manual: Pair of Shot Glasses Miniature Chess Set,
02 SURVIVAL: Eat Soup With a Knife
36
(Spent Shotgun Shells)
69
Bone, Pieces Missing
03 Dessicated Husk Doll 37 Key (Childhood Home) 70 Gyroscope, Bent, Tin
04 Alien Pressed Flower (common) 38 Dog Tags (Heirloom) 71 Faded Green Poker Chip
05 Necklace of Shell Casings 39 Token: “Is Your Morale Improving?” 72 Ukulele
06 Corroded Android Logic Core 40 Pamphlet: The Relic of Flesh 73 Spray Paint
07 Pamphlet: Signs of Parasitical Infection 41 Pamphlet: The Indifferent Stars 74 Wanted Poster, Weathered
08 Manual: Treat Your Rie Like A Lady 42 Calendar: Military Battles 75 Locket, Hair Braid
09 Bone Knife 43 Manual: Rich Captain, Poor Captain 76 Sculpture of a Rat (Gold)
10 Calendar: Alien Pin-Up Art 44 Campaign Poster (Home Planet) 77 Blanket, Fire Retardant
11 Rejected Application (Colony Ship) 45 Preserved Insectile Aberration 78 Hooded Parka, Fleece-Lined
12 Holographic Serpentine Dancer 46 Titanium Toothpick 79 BB Gun
13 Snake Whiskey 47 Gloves, Leather (Xenomorph Hide) 80 Flint Hatchet
14 Medical Container, Purple Powder 48 Smut (Seditious): The Captain, Ordered 81 Pendant: Two Astronauts form a Skull
15 Pills: Male Enhancement, Shoddy 49 Towel, Slightly Frayed 82 Rubik's Cube
16 Casino Playing Cards 50 Brass Knuckles 83 Stress Ball, reads: Zero Stress in Zero G
17 Lagomorph Foot 51 Fuzzy Handcuffs 84 Sputnik Pin
18 Moonstone Ring 52 Journal of Grudges 85 Ushanka
19 Manual: Mining Safety and You 53 Stylized Cigarette Case 86 Trucker Cap, Mesh, Grey Alien Logo
20 Pamphlet: Against Human Simulacrum 54 Ball of Assorted Gauge Wire 87 Menthol Balm
21 Animal Skull, 3 Eyes, Curled Horns 55 Spanner 88 Pith Helmet
22 Bartender’s Certication (Expired) 56 Switchblade, Ornamental 89 10m x 10m Tarp
23 Bunraku Puppet 57 Powdered Xenomorph Horn 90 I Ching, Missing Sticks
24 Prospecting Mug, Dented 58 Bonsai Tree, Potted 91 Kukri
25 Eerie Mask 59 Golf Club (Putter) 92 Trench Shovel
26 Ultrablack Marble 60 Trilobite Fossil 93 Shiv, Sharpened Butter Knife
27 Ivory Dice 61 Pamphlet: A Lover In Every Port 94 Taxidermied Cat
28 Tarot Cards, Worn, Pyrite Gilded Edges 62 Patched Overalls, Personalized 95 Pamphlet: Interpreting Sheep Dreams
29 Bag of Assorted Teeth 63 Fleshy Thing Sealed in a Murky Jar 96 Faded Photograph, A Windswept Heath
30 Ashes (A Relative) 64 Spiked Bracelet 97 Opera Glasses
31 DNR Beacon Necklace 65 Harmonica 98 Pamphlet: Android Overlords
32 Cigarettes (Grinning Skull) Pictorial Pornography, Dogeared, Interstellar Compass,
66 Well-thumbed 99 Always Points to Homeworld
33 Pills: Areca Nut
9
PATCHES

Roll on this table during character creation to nd a patch that you have sewn on your clothing or gear.
Whether this patch has signicant meaning or not is entirely up to you.

D100 PATCHES
00 “I’m Not A Rocket Scientist / 34 “I Like My Tools Clean / 67 “All Out of Fucks To Give”
But You’re An Idiot” And My Lovers Dirty” (Astronaut with Turned Out Pockets)
01 Medic Patch 35 Pin-Up Model (Nurse): “The Louder You 68 “Travel To Distant Places /
(Skull and Crossbones over Cross) Scream the Faster I Come” Meet Unusual Things / Get Eaten”
02 “Don’t Run You’ll Only Die Tired” 36 HMFIC 69 BOHICA
Backpatch (Head Mother Fucker In Charge) (Bend Over Here It Comes Again)
03 Red Shirt Logo 37 Dove in Crosshairs 70 “I Am My Brother’s Keeper”
04 Blood Type (Reference Patch) 38 Chibi Cthulhu 71 “Mama Tried”
05 “Do I LOOK Like An Expert?” 39 “Welcome to the DANGER ZONE” 72 Black Widow Spider
06 Biohazard Symbol 40 Skull and Crossed Wrenches 73 “My Other Ride Married You”
07 Mr. Yuck 41 Pin-Up Model (Succubus) 74 “One Size Fits All” (Grenade)
08 Nuclear Symbol 42 “DILLIGAF?” 75 Grim Reaper Backpatch
09 “Eat The Rich” 43 “DRINK / FIGHT / FUCK” 76 отъебись (Get Fucked, Russian)
10 “Be Sure: Doubletap” 44 “Work Hard / Party Harder” 77 “Smooth Operator”
11 Flame Emoji 45 Mudap Girl 78 Atom Symbol
12 Smiley Face (Glow in the Dark) 46 Fun Meter (reads: Bad Time) 79 “For Science!”
13 “Smile: Big Brother is Watching” 47 “GAME OVER” (Bride & Groom) 80 “Actually, I AM A Rocket Scientist”
14 Jolly Roger 48 Heart 81 “Help Wanted”
15 Viking Skull 49 “IMPROVE / ADAPT / OVERCOME” 82 Princess
16 “APEX PREDATOR” (Sabertooth Skull) 50 “SUCK IT UP” 83 “NOMAD”
17 Pin-Up Model (Ace of Spades) 51 “Cowboy Up” (Crossed Revolvers) 84 “GOOD BOY”
18 Queen of Hearts 52 “Troubleshooter” 85 Dice (Snake Eyes)
19 Security Guard 53 NASA Logo 86 “#1 Worker”
20 “LONER” 54 Crossed Hammers with Wings 87 “Good” (Brain)
21 Front Towards Enemy (Claymore Mine) 55 “Keep Well Lubricated” 88 “Bad Bitch”
22 Pin-Up Model (Riding Missile) 56 Soviet Hammer & Sickle 89 “Too Pretty To Die”
23 FUBAR 57 “Plays Well With Others” 90 “Fuck Forever” (Roses)
24 “I’m A (Love) Machine” 58 “Live Free and Die” 91 Icarus
25 Pin-Up Model (Mechanic) 59 “IF I’M RUNNING KEEP UP” Backpatch 92 ”Girl’s Best Friend” (Diamond)
26 HELLO MY NAME IS: 60 “Meat Bag” 93 Risk of Electrocution Symbol
27 “Powered By Coffee” 61 “I Am Not A Robot” 94 Inverted Cross
28 “Take Me To Your Leader” (UFO) 62 Red Gear 95 “Do You Sign My Paychecks?” Backpatch
29 “DO YOUR JOB” 63 “I Can’t Fix Stupid” 96 “I ♥ Myself”
30 “Take My Life (Please)” 64 “Space IS My Home” (Sad Astronaut) 97 Double Cherry
31 “Upstanding Citizen” 65 All Seeing Eye 98 “Volunteer”
32 Allergic To Bullshit (Medical Style Patch) 66 Poker Hand: Dead Man’s Hand* 99 “Solve Et Coagula” (Baphomet)
33 “Fix Me First” (Caduceus) *Aces Full Of Eights
10
EQUIPMENT

Oftentimes the difference between life and death is having the right tools for the job at hand. Below is a
non-comprehensive list of the kinds of gear and tools available to players at the start of the game.

ITEM COST DESCRIPTION


Assorted Tools 20cr Wrenches, spanners, screwdrivers, etc. Can be used as weapons (doing the same Damage as a Crowbar).
Nanotech pills that assist your body in repairing Damage by granting Advantage to Body Saves meant to repel
Automed (x5) 1.5kcr
disease and poison, as well as attempts to heal from rest.
Binoculars 300cr 20x magnication. Add night vision (+300cr) or thermal vision (+1kcr).
Allows the user to scan the immediate area for signs of life. Generally can scan for 100m in all directions,
Bioscanner 150cr
without being blocked by most known metals. Can tell the location of signs of life, but not what that life is.
A camera worn on your clothing that can stream video back to a control center so your other crewmembers can
Body Cam 50cr
see what you’re seeing. Add thermal vision (+300cr) or night vision (+1kcr).
MoHab Unit 1kcr Tent, canteen, stove, rucksack, compass, and sleeping bag.
Chemlight (x5) 5cr Small disposable glowsticks capable of dim illumination in a 1m radius.
Crowbar 25cr Grants Advantage on Strength Checks to open jammed airlocks, lift heavy objects, etc.
Cybernetic Diagnostic 500cr Allows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental
Scanner issues they may be having. Often distrusted by androids.
Remote controlled drone. Requires two hands to operate receiver. Can y up to 450m high, to a distance of
3km from operator. Battery operated. Can run for 2 hours. Can record and transmit footage to receiver. If
Drone (Recon) 5kcr purchased separately, can be equipped with up to two of the following (at their regular cost): binoculars,
radio jammer, Geiger counter, medscanner, personal locator, infrared goggles, emergency
beacon, cybernetic diagnostic scanner, bioscanner.
Remote controlled drone. Requires two hands to operate receiver. Can y up to 10m high, to anywhere Long
Drone (Salvage) 10kcr Range from the operator. Battery operated. Can run for 2 hours. Can record and transmit footage to receiver.
Can be equipped with a laser cutter if purchased separately. Can carry up to 225kg.

Exoloader Open-air mechanical exo-skeleton used for heavy lifting (up to 5000kg). Loader claws deal 1 Wound. User can
100kcr only wear Standard Crew Attire or Standard Battle Dress while operating. Battery operated (48 hours of use).
Explosives & 500cr Explosive charge powerful enough to blow open an airlock. All Close organisms must make a Body Save or
Detonator take a Wound (Explosive). Detonator works at Long Range, but can be blocked by a radio jammer.
Electronic Tool Set 650cr A full set of tools for doing detailed repair or construction work on electronics.

Emergency Beacon 30cr A small device that sends up a are and then emits a loud beep every few seconds. Additionally, sends out a
call on all radio channels to ships or vehicles in the area, but can be blocked by a radio jammer.
First Aid Kit 75cr An assortment of bandages and treatments to help stop bleeding, bandage cuts, and treat other minor injuries.
Flashlight 10cr Handheld or shoulder mounted. Illuminates 10m ahead of the user.
Portable stretcher that can t within a rucksack. Allows the user to safely strap down the patient and carry
Foldable Stretcher 100cr them to a location where their wounds can be better treated. Unfolds to roughly 2m.
Geiger Counter 20cr Detects radiation and displays radiation levels.
Heads-Up Display 75cr Often worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and
(HUD) can connect to any smart-link upgaded weapon.
Infrared Goggles 100cr Allows the wearer to see heat signatures, sometimes up to several hours old. Add night vision for (+1kcr).
Jetpack 75kcr Allows wearer to y up to 100m high. Fuel-operated for 1 hour. Deals 1d100 DMG if destroyed.
Personal Locator 45cr Allows crewmembers at a control center (or on the bridge of a ship) to track the location of the wearer.
Lockpick Set 40cr A highly advanced set of tools meant for hacking basic airlock and electronic door systems.
Long-range Comms 65cr Rucksack-sized communication device for use in surface-to-ship comunication.

Mag-boots 55cr Grants a magnetic grip to the wearer, allowing them to easily walk on the exterior of a ship (in space, while
docked, or free-oating), metal based asteroids, or any other magnetic surface.
11
EQUIPMENT

ITEM COST DESCRIPTION

Medscanner 150cr Allows the user to scan a living or dead body to analyze it for disease or abnormalities, without having to do a
biopsy (or autopsy). Results are often non-instantaneous and may require a lab for analysis.
“Meals, Ready-to-Eat.” Self-contained, individual eld rations in lightweight packaging. Each one has sufcient
MRE (x7) 70cr
sustenance for a single person for one day (does not include water).
Lightweight blanket made of heat-reective material. Often used for thermal control of patients suffering from
Mylar Blanket 10cr
extreme cold or other trauma.
When attached to a vaccsuit provides up to 12 hours of oxygen under normal circumstances, 4 hours under
Oxygen Tank 50cr
stressful circumstances. Explosive.
Pet (Organic) 200kcr Small to medium-sized organic pet animal. Larger or rare pets cost 2d10x.
Pet (Synthetic) 15kcr Small to medium-sized synthetic pet animal. Larger or rare pets cost 2d10x.
Paracord (50m) 10cr General purpose lightweight nylon rope.
When ingested, immediately restores 1d10 health and lowers Stress by 1. There is a danger of addiction and/
Pain Pills (x5) 450cr
or overdose if used frequently.
Patch Kit (x3) 200cr Repairs punctured and torn vaccsuits, restoring their space readiness. Patched vaccsuits have an AP of 1.
Portable Computer Flat computer monitor, keyboard and interface which allows the user to hack into pre-existing computers and
1.5kcr
Terminal networks, as well as perform standard computer tasks.
Radiation Pills (x5) 200cr Take 1d5 DMG and reduce your Radiation Level (see pg. xx.x) by 1 for 2d10 minutes.
Radio Jammer 175cr Rucksack-sized device which, when activated, renders incomprehensible the radio signals of all within 100km.
When worn, lters toxic air and/or allows for underwater breathing for up to twenty minutes at a time without
Rebreather 45cr
resurfacing. Can be connected to an oxygen tank.
Rucksack 50cr Large, durable, waterproof backpack.
Used to research xenoora and xenofauna in the eld. Can take vital signs, DNA samples ,and collect other
Sample Collection Kit 250cr
data on foreign material. Results may not be instaneous and may require a lab for complete analysis.
Allows communication from ship-to-ship within a reasonable distance, as well as surface-to-surface within a
Short-range comms 30cr
dozen kilometers. Blocked by radio jammer.
Smart-link Add-On 10kcr Grants remote viewing, recording, and operation of a ranged weapon as well as +5 DMG to the weapon.
Cures cryosickness. Restores 1d10 Health and grants Advantage to Strength and Combat for 2d10 minutes.
Stimpak (x5) 600cr
There is a danger of addiction and/or overdose if used frequently.
Water Filtration Device 15cr Can pump 50 liters of ltered water per hour from even the most brackish swamps.

XX.X PETS

Pets can be great companions, but failure to Carrying Capacity


protect them comes at a signicant emotional cost. Use common sense to determine what you
can reasonably carry. For reference:
PETS
• The average person can carry about 1/4
ORGANIC SYNTHETIC
their body weight.
Wounds: 1(10). Wounds: 2(15) • The average marine is expected to carry
Instinct: 2d10+40 Instinct: 2d10+30 between 90-160lbs in combat.
1 Trained Skill. 2 Trained Skills or 1 Expert Skill. • Depending on your setting, androids may
[+] on Rest Saves. +5 to Rest Saves. be built to carry 1d5x that amount.

1 Stress whenever pet takes Sanity Save or 1 Stress whenever


Damage. pet takes Damage.
Panic Check if pet is killed.
1 Stress if pet is destroyed.
Minimum Stress +1.
14 HEADLAMP

ARMOR

BODY CAM

HEADS-UP SHORT-RANGE COMMS


DISPLAY

RADIATION
SHIELDING

RADIATION AIR FILTER


SHIELDING Allows breathing in most toxic
environments and atmospheres.

OXYGEN SUPPLY
Stores up to 1 hour of O2.

HYDRO RECLAMATION
1 liter of water lasts for 4 days.

EXOSKELETAL WEAVE
Grants [+] to Strength checks. AAVA TECH V-PATH 2 HAZARD SUIT
ARMOR POINTS 5 Designed for planetary
exploration and examination.

ARMADYNE “HEAVY-K” ADVANCED BATTLE DRESS


ARMOR POINTS 10 Combat heavy attire for offworld engagements.
Heavy: Speed Checks at [-]. Ignores the rst Wound you suffer.

ENVIRONMENTAL PROTECTION
Protects agains extreme heat, cold, and most radiation.
SHORT-RANGE COMMS 15
ARMOR

HEADLAMP X2

SHORT-RANGE COMMS

OXYGEN SUPPLY
Can be tted with an Oxygen Tank for up
to 12 hours of O2 supply. Otherwise holds
1 hour of O2.

STANDARD CREW ATTIRE


AAVA TECHNOLOGY
ARMOR POINTS 1 Coveralls and
leather jackets. Basic clothing assumed
to be worn by all crew members.

CARTER TACTICAL STANDARD BATTLE DRESS


ARMOR POINTS 7 Light plated armor. Standard dress for
all marines or combat mercenaries.

VALECORE MK2 VACCSUIT


ARMOR POINTS 3 Basic suit worn
while operating in space.
Heavy: Speed Checks at [-].
16
SAFETY INSTRUCTIONS

XX.X HOW TO BE A GREAT PLAYER

Mothership® can be a very challenging game. You should expect:

• Characters to die. Play smart. Make the most of your time.


• Violence to be punishing. If you’re ghting, you’re losing.
Violence is deadly, and should be avoided at all costs.
• The odds to be stacked against you: Rolls are punishing
in Mothership. Try to nd ways to avoid rolling.
• To make difcult choices. Surviving the ordeal, solving
the mystery, or saving the day are often mutually exclusive.
• To pay attention. Stay focused and plug into the ctional
world. It will help you and everyone else get into the spirit of
the game and have a more immersive experience.
• A safe play environment. This is a horror game, and it can
deal with many uncomfortable topics. It’s your responsibility
to make sure you’re not making anyone at the table
uncomfortable with your words and actions (both in and out
of character), and to speak up if you feel uncomfortable or if
you notice anyone else might be uncomfortable.
17
HOW TO PLAY

Mothership® is a tabletop roleplaying game. You With these ve basics in mind, you’re ready to
and your friends get together, and one of you, the handle 90% of the situations that come up in a
Warden, prepares a scenario for the rest of you to game. For everything else, you, the Warden, and
explore and interact with. You’ll ask questions, roll the other players need to discuss the situation and
some dice, make some jokes, and die a few times. come up with a House Rule that suits your table’s
The rules are simple, but the game is challenging: specic needs.

• You can attempt to do anything you want. With that being said, you can close this book and
You are not limited by what is on your character start playing right now! There’s even a handy
sheet. Most things you want to do just happen. cheat sheet on the back cover if you forget
• You should ask a lot of questions. The more something. If you’d like a little more information
information you have, the less likely you’ll need about how it all works, read on.
to make risky rolls like Stat Checks and Saves.
• Stat Checks are the most common roll in
the game. You roll them when you want to do XX.X DICE NOTATION
something and the price for failure is high.
• Saves are a reaction, rolled to avoid different There are three ways we notate dice:
• mental, emotional, and physical dangers.
• 1d100 means to roll a pair of ten-sided
Read more about Stat Checks & Saves on pg. xx.x dice, where one die represents the tens
digit and the other represents the ones
• Anytime you fail a Stat Check or a Save you digit, giving you a result between 00-99.
gain 1 or more Stress. Stress can be bad, as • xd10 means to roll a number of ten-sided
it makes you more likely to Panic, but you also dice (e.g., 1d10, 2d10) and add them
need Stress to improve your Saves. together.
• Panic Checks are rolled when the worst has • We use a twenty-sided die (1d20) called
happened and your character snaps. A bad the Panic Die. You use this only to make
Panic roll can lead to long-term Conditions Panic Checks.
that you’ll need to get treated, but a good roll • Sometimes you’ll see a [+] or [-] next
can help give you focus when you need it most. to a roll (e.g., Fear Save [+] or 2d10 [-]).
If you see a [+] this means the roll has
Read more about Stress & Panic on pg. xx.x Advantage while a [-] means the roll has
Disadvantage.
• Whenever you get hurt, you lose Health. Lose
enough health and you suffer a Wound. Gain Read more about Advantage &
more Wounds than your maximum and you die. Disadvantage on pg. xx.x.

Read more about Violence on pg. xx.x

Player Supplies Checklist


Once you’ve collected all of these items and built
your character, you’re ready to play!
MOTHERSH
CHARACTERIP ® ver5.9
PROFILE
Character PERSONAL Player Name 7. NOTE CLASS
Name DETAILS
High Score SKILLS AND
1. ROLL 2D10+2 To take a CHOOSE
Master or
Expert Skill you BONUS SKILLS.
Pronouns 0 FOR EACH MARINE must rst
take at least
STAT. Military Training, ANDROID
one of its
prerequisite
skills.
Bonus: 1 Athletics
Expert Skill Linguistics, SCIENTIST
OR: 2 Trained Computers,
Skills Mathematics
Personal Notes Bonus: 1
1 Master
Skill and
TEAMSTER
Expert Skill Expert and an
STRENGTH OR: 2 Trained Trained Skill
Prerequisite.
Industrial
Equipment,
SPEED Skills Zero-G
INTELLECT Bonus: 1
Trained Skill Bonus: 1
COMBAT Trained Skill
and 1 Expert
Skill.
2. ROLL 2D10+1 TRAINED
(+10 BONUS) SKILLS
0 FOR EACH EXPERT SKILLS
SAVE. (+15 BONUS)
MASTER
(+20 BONUS)SKILLS
LINGUISTICS

SANITY

1d100 (or 2d10)


PSYCHOLOG
3. SELECT FEAR ZOOLOGY Y
YOUR CLASS. BODY
SOPHONTOL
MARINE Adjust your PATHOLOGY OGY
starting STATS
+10 COMBAT ANDROID & SAVES. EXOBIOLOGY
FIELD
+10 BODY +20 INTELLECT SCIENTIST MEDICINE
SAVE BOTANY
10 TO 1 STAT +10 INTELLECT TEAMSTER SURGERY
+20 FEAR SAVE
+5 TO ALL ECOLOGY
+1 WOUND +60 FEAR SAVE +5 TO 1 STAT STATS GEOLOGY
+30 SANITY +10 TO ALL PLANETOLOG
+1 WOUND SAVES Y

”Percentile Dice”
SAVE INDUSTRIAL ASTEROID
MINING
EQUIPMENT
4. ROLL 1D10+1 MECHANICA
L
ROBOTICS
0 FOR YOUR JURYRIGGIN REPAIR
HEALTH. G
ENGINEERIN
G
HEALTH 5. GAIN CHEMISTRY
EXPLOSIVES
WOUNDS
STRESS.
You start at
your Maximum CYBERNETICS
Health with PHARMACOL
zero Wounds. COMPUTERS OGY
Whenever
your STRESS
Current
Maximum below zero, Health falls
Current Wound. Reset you suffer a HACKING
Maximum it’s Maximum,
your Health ZEROG
to ARTIFICIAL
Starts at 2. minus any
carryover PILOTING INTELLIGENC
damage. Current E
6. TAKE NOTE Minimum MATHEMATIC
S
OF YOUR Starts at 2.
CLASS’S TRAUM
GUIDE
MARINE PHYSICS
WHENEVER A RESPON
ART

SURVIVAL
ANDROID
YOU PANIC,
EVERY NEARBY SE. HYPERSPACE

PLAYER’S
FEAR SAVES FRIENDLY MYSTICISM
MADE BY PLAYER MUST ARCHAEOLO
SCIENTIST NEARBY FRIENDLY MAKE A FEAR GY
WHENEVER PLAYERS ARE SAVE. XENOESOTER
YOU FAIL AT DISADVANT ICISM
TEAMSTER A SANITY
ONCE PER SAVE, ALL AGE. THEOLOGY
SESSION, NEARBY FRIENDLY
YOU MAY PLAYERS GAIN
TAKE ADVANTAG
1 STRESS. WILDERNESS
8. ROLL FOR E ON A PANIC
CHECK.
MILITARY
SURVIVAL
YOUR EQUIPM TRAINING
ENT TRINKET, FIREARMS
PATCH & RIMWISE
pg. xx.x LOADOUT COMMAND
pg. xx.x
pg. xx.x . HANDTOHA
ATHLETICS COMBAT ND

ARMOR POINTS SKILL TRAINING

The Player’s
In Progress

1d20 Pen & Paper


Time Remaining
CREDITS
2D10X10 CONDITIONS

Survival Guide “The Panic Die”


Your Character Sheet Some tokens (optional) Snacks
(And a spare is handy in case your character dies) for tracking ammo, supplies, etc. (Bring some to share!)
18
STAT CHECKS & SAVES

XX.X STAT CHECKS XX.X SAVES

Whenever you want to do something and the price In order to avoid certain dangers or trauma, you
for failure is high, roll 1d100 and attempt to roll sometimes need to roll 1d100 lower than your
lower than your most relevant Stat. This is called most relevant Save. This is called a Save. If
a Stat Check. If you roll less than your Stat you you roll less than your Save you succeed.
succeed. Otherwise, you fail and gain 1 Stress. Otherwise you fail, and gain 1 Stress. A roll of
A roll of 90-99 is always a failure. 90-99 is always a failure.

Your Stats Your Saves


You have four main Stats which represent your You have three Saves which represent your ability
abilities when acting under extreme pressure. to withstand different kinds of trauma:

• Strength: Forcing open jammed airlocks, • Sanity: Rationalize logical inconsistencies in


carrying fallen comrades, holding on for dear the universe, make sense out of chaos, detect
life. illusions and mimicry, cope with Stress.
• Speed: Getting out of the cargo bay before the • Fear: Maintain a level head while struggling
blast doors close, acting and reacting in a race with fear, loneliness, depression, and other
against the clock. emotional surges.
• Intellect: Recalling your training and • Body: Employ quick reexes and resist hunger,
experience under duress. disease, or organisms that might try and invade
• Combat: Fighting for your life. your insides.

XX.X WHAT IS YOUR HIGH SCORE?

Your High Score is a record of the number of sessions your character has survived. It doesn’t
affect gameplay at all, it’s just a fun number to track. Your Warden may have other ideas on how to
use it in game (like as a Reputation stat, or as a spendable luck resource). Don’t stress about your
High Score too much, the average high score of a character is about 4. Just focus on staying alive
and you’ll beat that in no time.
19
MODIFYING STAT CHECKS & SAVES

XX.X MODIFYING STAT CHECKS & SAVES


Calling for a Check
There are three things that can modify the outcome of a Stat Check WARDEN: Okay, so you hear
or Save: Advantage & Disadvantage, Critical Successes & that screeching sound
Failures, and Skills. coming from down the
corridor, what do you do?
Advantage & Disadvantage CLEO: Can I open up the
Whenever you are making a roll of any kind (Stat Check, Save, airlock door quietly and
Panic Check, Damage, etc.) and you have a situational advantage try and sneak out before it
(like assistance from someone else), you roll twice and take the best notices me?
result. Whenever you are at a situational disadvantage (like poor WARDEN: It’s jammed
weather or bad visibility), you roll twice and take the worst result. up pretty bad right now.
You’ll need to make a
Advantage is notated with [+], Disadvantage with [-] (For example: Strength Check. Failure
Body Save [+] means make a Body Save with Advantage). risks making a lot of noise
and drawing the creature’s
Critical Successes & Failures attention.
Whenever you roll doubles (e.g., 00, 66) on a Stat Check or Save, CLEO: I’ve got the Industrial
you have rolled a Critical. If the roll is a success, it is now a Critical Equipment Skill and a
Success and something very good happens. If it is a failure, it is now crowbar, does that help?
a Critical Failure and something bad happens, and furthermore you WARDEN: Denitely! You
must make a Panic Check. A roll of 00 is always a Critical Success can add your Skill’s bonus,
and a roll of 99 is always a Critical Failure. and the crowbar will give
you Advantage on your roll.
Read more about Panic Checks on pg. XX.X. CLEO: Okay, I’m going for
it! I’ve got a 35 Strength,
Skills plus 10 from Industrial
If you have a Skill that is relevant to the task at hand, you can add Equipment. So anything
the Skill’s bonus to your Stat or Save before making your roll (giving under 45, right?
you a higher number to roll under). WARDEN: That’s right.
CLEO: 66... and... 43...
Read more about Skills on pg. X.X. Phew! Just made it.
20
STRESS

Whether it’s the unknown horrors in the cosmos


or the vast emptiness of space, encounters in
Mothership® take a toll on a person. Stress is a
measure of that toll, and how it subtly affects you,
bringing you closer to the brink of Panic. While
Stress by itself doesn’t do anything, the higher
your Stress is, the more likely you are to Panic
when the time comes, and the more likely the
results of that roll will be devastating.

XX.X HOW DO I GAIN STRESS?

You gain 1 Stress every time you fail a Stat


Check or Save. Occasionally, certain locations
or entities can automatically give you Stress from
interacting with or witnessing them. Your Minimum
Stress starts at 2, and based on events that
happen in game (such as certain Panic Check
results) can be increased. The maximum Stress
you can have is 20. Any Stress you take over 20
instead reduces the most relevant Stat or Save by
that amount.

XX.X HOW DO I RELIEVE STRESS? Example: Back at the Barracks


WARDEN: Alright, you nally make it back to
You can relieve Stress by resting in a relatively the ship and lock yourselves in. You can rest
safe place. To do this, make a Rest Save using now if you want.
your worst Save. If you succeed, reduce your KNOX: I’ve got 12 Stress, so my boy is going
Stress by the one’s digit rolled (e.g., if you rolled to rest. He can’t go on like this.
24 under your worst Save of 30, reduce your WARDEN: No problem. The barracks is pretty
Stress by 4). If you fail, you gain 1 Stress instead. spartan, but not too bad, so this is a normal
Save with whatever your worst Save is.
Players can gain Advantage on their Rest Save by KNOX: Cleo, you have Psychology, right? Any
participating in consensual sex, recreational drug chance you’d be willing to like, talk to my guy
use, a night of heavy drinking, prayer, or any other and calm him down a bit?
suitable leisure activity. Unsafe locations may incur CLEO: I’ve only got 3 Stress, so I’m down.
Disadvantage on Rest Saves at the Warden’s WARDEN: If you’re willing to give up your rest,
discretion. Stress is typically not relieved during I’ll give Knox Advantage on his Rest Save.
cryosleep. Finally, if you have more time, you can CLEO: Let’s do it.
take Shore Leave and convert your Stress into WARDEN: Perfect, so you’re like, venting
improved Saves. about all this to Cleo, and Cleo, you’re just
talking him through it?
Read more about Shore Leave on pg. xx.x. CLEO: Getting him not to spiral, yeah.
WARDEN: Okay, go ahead and roll.
KNOX: My worst Save is Sanity at 14. So I get
Sex a 22 and a 56. So that would be a Crit Fail,
Get everyone at the table’s consent before but with Advantage it’s just a normal fail.
dealing with sex in your game. Set clear CLEO: Jesus, that could’ve been bad.
boundaries for what is acceptable, and WARDEN: So yeah, sounds like talking it out
check in regularly in case anything changes. actually made it worse. Gain 1 Stress.
CLEO: I was on my phone the whole time.
21
PANIC CHECKS

Stress, Damage, and emotional wear and tear will THE PANIC TABLE
eventually bring you to your breaking point. When
D20 PANIC EFFECT
that happens, there’s a chance you’ll Panic. You
determine this by making a Panic Check. ADRENALINE RUSH. [+] on all rolls for the next 2d10
1
minutes. Reduce your Stress by 1d5.
XX.X WHAT IS A PANIC CHECK? 2 ANXIOUS. Gain 1 Stress.
JUMPY. Gain 1 Stress. All Close crewmembers
3
A Panic Check determines whether you are able gain 2 Stress.
to keep your cool under extreme pressure. OVERWHELMED. All actions at [-] for 1d10 minutes.
4
Permanently raise your Minimum Stress by 1.
To make a Panic Check, roll The Panic Die (1d20)
COWARD. Gain a new Condition: You must make a Fear
and attempt to roll greater than your current 5
Save to engage in violence or ee.
Stress. If you roll less than or equal to your
current Stress you fail, and you look up your result FRIGHTENED. Gain a new Condition: Phobia: When
6 encountering your Phobia make a Fear Save [-] or gain 1d5
on the Panic Table.
Stress.
XX.X WHEN TO MAKE PANIC CHECKS NIGHTMARES. Gain a new Condition: Sleep is difcult,
7
gain [-] on all Rest Saves.
You always make a Panic Check every time you LOSS OF CONFIDENCE. Gain a new Condition: Choose
8
roll a Critical Failure on a Stat Check or Save. one of your Skills and lose that Skill’s bonus.
Additionally, the Warden may call for a Panic DEFLATED. Gain a new Condition: Whenever a Close
9
Check at any other appropriate time, including, but crewmember fails a Save, gain 1 Stress.
not limited to: DOOMED. Gain a new Condition: You feel cursed and
10
unlucky. All Critical Successes are instead Critical Failures.
• Whenever the structure you’re in takes massive PARANOID. For the next week, whenever someone joins
damage. 11 your group (even if they only left for a short period of time),
• Watching another crewmember die. make a Fear Save or gain 1 Stress.
• Witnessing more than 1 crewmember Panic at HAUNTED. Gain a new Condition: Something starts visiting
the same time. 12 you at night. In your dreams. Out of the corner of your eye.
• Encountering a strange and horrifying entity for And soon it will start making demands.
the rst time.
DEATH WISH. For the next 24 hours, whenever you
• When all hope is lost and death feels certain. 13 encounter a stranger or known enemy, you must make a
• Whenever you, the player, want. Sanity Save or immediately attack them.
PROPHETIC VISION. You immediately experience an
XX.X CONDITIONS 14 intense hallucination or vision of an impending terror or
horric event. Gain 1 Stress.
Some results of the Panic Table are so severe that
CATATONIC. Become unresponsive and unmoving for 2d10
they leave a lasting impression on you. These are 15
minutes. Reduce Stress by 1d10.
called Conditions, and they affect you until you
are able to treat them. RAGE. Immediately attack the closest crewmember until you
16 inict at least 2d10 DMG. If there is no crewmember Close,
Read more about Treatment on pg. xx.x. you attack your surrounding environment.
SPIRALING. Gain a new Condition: You make Panic Checks
17
with Disadvantage.
COMPOUNDING PROBLEMS. Roll twice on this table.
18
Panic Checks and Agency Permanently raise your Minimum Stress by 1.
Be sure to go over the Panic Table and HEART ATTACK / SHORT CIRCUIT (ANDROIDS).
remove any results that don’t t with your 19 Permanently lose 1 Wound. Gain [-] on all rolls for 1d10
group. Remember: roleplaying Panic is hours. Permanently raise your Minimum Stress by 1.
not an excuse to make someone else
COLLAPSE. You no longer control this character. Hand your
uncomfortable. As usual, check in regularly. 20
sheet to the Warden and roll up a new character to play.
22
SKILLS

Skills represent the accumulated knowledge, craft,


techniques, and training a character possesses in
a certain eld. Whenever you make a Stat Check
or Save and you have a relevant Skill, you add
your Skill Bonus to your Stat or Save, giving you
a higher number to roll under.

Each class starts with a few Skills, and characters


can acquire more through long-term study and
rigorous training while on Shore Leave.

Read more about Shore Leave on pg. xx.x

XX.X NO SKILL (+0) XX.X TRAINED SKILLS (+10)

Just because you don’t have a Skill doesn’t mean You’ve received standard training in this area
you don’t know anything about the subject, and equivalent to a bachelor’s degree or on the job
it usually doesn’t mean you can’t at least make training for a couple years.
an attempt. What it means is that you don’t have
signicant enough experience or expertise in the • Archaeology: Ancient cultures and artifacts.
matter to act decisively in high pressure situations. • Art: The expression or application of a species’
Therefore, you get no bonus, and depending creative ability and imagination.
on how complex the task is, you might roll with • Athletics: Physical tness, sports, and games.
Disadvantage. • Zoology: The study of animal life.
• Botany: The study of plant life.
Read more about Disadvantage on pg. xx.x • Chemistry: The study of matter and its
chemical elements and compounds.
• Computers: Fluent use of computers and their
Example: Empty Vessel networks.
WARDEN: Okay, so once y’all get to the • Geology: The study of the solid features of any
bottom of the basin, you nd rows and rows terrestrial planet or its satellites.
of these black cylinders. There’s some kind • Industrial Equipment: The safe and proper
of carving or sculpture atop each one. use of heavy machinery and tools (exosuits,
PHIL: Oh, I want one. forklifts, drills, breakers, laser cutters, etc.).
CLEO: No, Phil, bad! • Jury-Rigging: Makeshift repair, using only the
PHIL: It’ll be ne. Do I recognize the carvings tools and materials at hand.
at all? I’ve got Archaeology. • Linguistics: The study of languages (alive,
WARDEN: It’s faintly reminscent of some stuff dead, and undiscovered).
you’ve seen in your studies, funerary urns • Mathematics: The study of numbers, quantity,
most likely. Your guess would be they contain and space.
preserved organs. • Military Training: Basic training provided to all
KNOX: Do they look heavy? military personnel.
WARDEN: They look like they could be, do you • Rimwise: Practical knowledge and know-how
want to lift one up? regarding outer rim colonies, their customs,
KNOX: No thanks, I’m good. and the seedier parts of the galaxy.
PHIL: I’ll do it. If these have intact remains • Theology: The study of the divine or devotion
from some kind of ancient civilization, I to a religion.
mean... think of what they’ll fetch on the • Zero-G: Practice and know-how of working in a
black market? vacuum, orientation, vaccsuit operation, etc.
WARDEN: So you’re opening one? Or just
grabbing it?
23
SKILLS

XX.X EXPERT SKILLS (+15) XX.X MASTER SKILLS (+20)

You’ve received the equivalent of a doctorate or You are advanced in your eld and are aware of
have many years of experience in this eld. cutting edge techniques or highly specialized and
Expert Skills should generally be a subset or niche information. Due to their focus, Master Skills
specic focus of a Trained Skill. apply very narrowly compared to the broader
Trained Skills.
• Asteroid Mining: Training in the tools and
procedures used for mining asteroids. • Articial Intelligence: The study of
• Ecology: The study of organisms and how intelligence as demonstrated by machines.
they relate to their environment. • Command: Leadership, management, and
• Explosives: Design and effective use of authority.
explosive devices (bombs, grenade, shells, • Cybernetics: The physical and neural
land mines, etc.). interfaces between organisms and machines.
• Field Medicine: Emergency medical care and • Engineering: The design, building, and use of
treatment. engines, machines, and structures.
• Firearms: Safe and effective use of guns. • Exobiology: The study of and search for
• Hacking: Unauthorized access to computer intelligent alien life.
systems and networks. • Hyperspace: Faster-than-light travel.
• Hand-to-Hand Combat: Melee ghting. • Planetology: Study of planets and other
• Mechanical Repair: Fixing broken machines. celestial bodies.
• Mysticism: Spiritual apprehension of hidden • Robotics: Design, maintenance, and operation
knowledge. of robots, drones, and androids.
• Pathology: Study of the causes and effects of • Sophontology: The study of the behavior and
diseases. mind of inhuman entities.
• Pharmacology: Study of drugs and • Surgery: Manually operating on living or dead
medication. biological subjects.
• Physics: Study of matter, motion, energy, and • Xenoesotericism: Obscure beliefs, mysticism,
their effects in space and time. and religion regarding non-human entities.
• Piloting: Operation and control of aircraft,
spacecraft, and other vehicles.
• Psychology: The study of behavior and the
human mind.
• Tactics: Maneuvering military forces in battle.
• Wilderness Survival: Applicable know-how
regarding the basic necessities of life (food,
water, shelter) in a natural environment.
24
SKILL TRAINING

XX.X TRAIN A SKILL


Example: Skill Training
To learn a new Skill you need to spend the WARDEN: Okay, so after some paper shufing
requisite amount of time and credits. and some mandatory safety training, the
Company is putting you back to work hauling
• Trained Skills: 2 years + 10kcr in materials. cargo from one end of the galaxy to another.
• Expert Skills: 4 years + 50kcr in materials. KNOX: Oh, thank god. I never thought I’d be
• Master Skills: 6 years + 200kcr in materials. so grateful to go back to my job...
WARDEN: Exactly. Is there anything you all
To train an Expert Skill requires one Trained Skill want to do in your off-time?
prerequisite and to train a Master Skill requires CLEO: I’m just training my Robotics Skill. I still
one Expert Skill prerequisite. have, ugh, forty-two months left to go.
KNOX: I think my guy actually wants to get out
Why does it take so long? of the Company life and get into the action
Skill training assumes that you are working full more. Is there any way for him to like, take
time, going on missions, and generally living life. Military Training?
If you are studying full-time (e.g., by going to WARDEN: Yeah denitely, but it’s a six year
school) then training takes half as long. Your contract, so you’d essentially roll up a new
Warden may allow additional resources (private character and put the other one aside until
tutoring, AI assistance, cybermods, slickware, time catches up and he gets out. Plus, he
etc.) to decrease the time required. could die. Is that something you’re into?
KNOX: Oh, yeah, that sounds great actually.
WARDEN: Any of you can do that, by the way.
Like, park a character for some time and roll
someone else up. Just give me a heads up
so I have time to prep something for the new
characters.
CLEO: Oooh, that sounds fun!
WARDEN: For sure. Okay, Knox, your guy
nds a recruiter at a nearby station and
enlists. For everyone else, six months go by,
so you can mark that on your sheets.
25
SKILL TRAINING

Military Training
Military Training is a special exception to the
regular rules of Skill Training for two reasons.
First, it is free. Second, you have to sign a 6
year contract with your local Colonial Marine
regiment. To nd out what happened during
your service, make a Combat Check:

• Success: Gain Military Training, Athletics,


and 2 Trained Skills. Gain +10 Combat,
and reduce another Stat by 10. You gain
the Marine’s Trauma Response.
• Critical Success: as Success, but you
may take an Expert Skill instead of the 2
Trained Skills.
• Failure: You gain Military Training,
Athletics, and 1 Trained Skill, and the
Marine’s Trauma Response.
• Critical Failure: You were killed in action.
26
VIOLENT ENCOUNTERS

Violence in Mothership® is incredibly dangerous,


and should be avoided at all costs. When all else
fails, this is how to resolve the encounter:

XX.X TURN ORDER

During a violent confrontation, we split time


into roughly 10 second intervals called rounds.
Everything within a round happens at basically the
same time.

The Warden describes the situation and what is


likely to happen if you do not respond, and
then you go around the table and each describe
how you react. As usual, you are free to ask
questions, and the Warden will answer them and
explain the likely consequences for failure of any
proposed actions.

Once you understand the stakes and what you


want to do, you commit to a course of action,
either individually or as a group. Once everyone
has done this, the Warden resolves everyone’s
actions at once, assigning any necessary Stat
Checks or Saves. Then everyone who has to, rolls.

After any Stat Checks and Saves are rolled, if


anyone is taking Damage or a Wound, those are
rolled. Finally, the Warden describes the new
situation, and the next round starts. This repeats
until the encounter is resolved.

XX.X SURPRISE

If there is a chance that you are ambushed or


stunned by a horric encounter, the Warden will
call for a Fear Save. Those who succeed are able
to react, those who fail are too shocked to react
until the next round.

Strict Turn Order


Some groups prefer a very strict turn
order. If this is the case for your group,
we recommend everyone make a Speed
Check at the start of the encounter. Those
who succeed go before the enemy hostiles,
and those who fail go after. If the situation
changes dramatically (e.g., if new hostiles
enter the encounter), Speed Checks can be
called for again.
27
WHAT CAN I DO?

XX.X WHAT CAN I DO?


Example: The Thing That Was Phil
WARDEN: Okay, so the thing that used to You can generally move somewhere Close and
be Phil is galloping down the corridor. His then do one thing before the situation changes.
mouth is unzipping down his chest, into one
giant maw. Cleo, it’s reaching out to grab you Read more about Range on pg. xx.

and Knox, and unimpeded it’s going to crash


right into you. What are y’all doing? Think of the situation like a real life scenario. Think
CLEO: I’m gonna stand my ground and about what you would do in those circumstances,
unload on this guy. Sorry, Phil. then describe that to the Warden. If you won’t
PHIL: It was my fault. I shouldn’t have opened be able to accomplish everything you want to
that door. do in one round, or your choices are especially
WARDEN: Cleo, make a Combat Check. foolhardy or dangerous, the Warden will do their
There’s a lot of pipes here, so you might take best to let you know and explain the risks involved.
some blowback Damage if you fail. Here’s a non-exhaustive list of the kinds of things
CLEO: That’s ne, I hate this ship anyway. I you could attempt in a round:
can add my Military Training?
WARDEN: Denitely. Phil, I think it’s safe to • Attack something or someone.
say you can roll up another character or play • Bandage a wound to try and stop the bleeding.
one of the marines you hired at that last port. • Check vital signs with a medscanner.
PHIL: Oh yeah, I’ll play Cpl. Davis, I liked her. • Fire a vehicle’s weapon.
WARDEN: Perfect. She’s still on the bridge, but • Maneuver or pilot a vehicle.
if she heads this way she can be here next • Run somewhere Close.
round. Knox, what about you? • Open an airlock.
KNOX: I think I’m just gonna try and get to • Operate a machine.
some cover. I want to get out of the • Reload a weapon.
Being-Formerly-Known-as-Phil’s way. • Throw something at or to someone.
WARDEN: Ex-Phil is running pretty fast, so • Use a computer terminal (to search a directory,
that’ll be a Speed Check. Failure means engage automatic airlocks, send a distress
it’ll be able to get you. Does all of this signal, cycle through CCTV cameras, disable
sound good to everyone? Life Support, etc.).
KNOX: My body is ready.
WARDEN: Okay, sweet. Let’s roll. Additionally, if you decide to do nothing other than
CLEO: Fail. run, you can move somewhere that’s Long Range
KNOX: Fail. during the round.
PHIL: Y’all.
WARDEN: Okay, so, Cleo, you re but the Read more about Range on pg. XX.X

creature is moving too fast. You hit the pipes


embedded in the bulkhead, and they spray
steam right into your eyes. Take 4 Damage. Being Effective in a Fight
CLEO: Dammit! Your Combat Stat isn’t the only thing that
WARDEN: Knox, the Phil-Thing snatches you matters when it comes to ghting for your
up, and its claws just tear through you. You life. Distract enemies while your fellow
take... ouch. 14 Damage— crewmembers take aim. Study the creature’s
KNOX: That’s a Wound for sure. movement to see if you can spot a pattern or
WARDEN: Alright, Cpl. Davis, you arrive and weakness. Bandage bleeding wounds. Run
you’re seeing this carnage. Your former away (always a good idea). Hide. In short,
character is about to devour Knox alive. treat every round like a completely unique
What’s everyone doing? Oh, and Knox, let’s situation, and try not to look at your character
roll up that Wound. sheet too much. Outsmart, outrun, and
KNOX: Wonderful. outlast your enemy. That’s all that matters.
28
ATTACK & DEFENSE

XX.X HOW DO I ATTACK?

Make a Combat Check. If successful, roll your


weapon’s Damage and subtract it from your enemy’s
health. If you fail, the situation gets worse and you
gain 1 Stress. Critical Successes deal double Damage,
and Critical Failures trigger Panic Checks as normal.

Read about Panic on pg. XX.X.

XX.X DAMAGE

When you take Damage (DMG), subtract it from your


Health. If your Health reaches zero, gain a Wound
and roll on the Wounds table. Then, reset your
Health to its Maximum and subtract any carryover
damage. Some weapons deal Wounds directly, and
do not affect your Health total. If you suffer more
Wounds than your Maximum, make a Death Check.

Read about Death on pg. XX.X

XX.X ARMOR

You ignore all Damage less than your armor’s Armor


Points (AP). However, if you ever take Damage
greater than or equal to your AP in one hit, your armor
is destroyed and you suffer any remaining Damage.
Weapons that deal Damage in Wounds automatically
destroy your armor and deal the Wound directly to you.
Some armor (like Advanced Battle Dress) may protect
you from one or more Wounds before being destroyed.

XX.X COVER

Your environment provides protection called Cover. It


can be destroyed, just like armor, whenever it is dealt
Damage greater than or equal to its AP. Cover typically
only protects against ranged attacks, but sometimes will
protect against hand-to-hand attacks. If you shoot while
in Cover, you are considered out of Cover until your
next turn.
29
WOUNDS & DEATH

XX.X WHAT ARE WOUNDS? XX.X DEATH

Whenever you gain a Wound, roll 1d10 on the Whenever you would die, the Warden makes a
Wounds Table according to the type of Damage: Death Check by placing 1d10 in a cup, shaking
the cup, and placing it face down on the table
• Blunt Force: Getting punched, hit with a (covering the die). As soon as someone spends a
crowbar or a thrown object, falling, etc. turn checking your vitals, the die is revealed and
• Bleeding: Getting stabbed or cut. the roll is looked up on the Death Table below. If
• Gunshot: Getting shot by a rearm. your character’s death is imminent, make your
• Fire & Explosives: Grenades, amethrowers, last moments count: save someone’s life, solve an
doused in fuel and lit on re, etc. important mystery, give the others time to escape.
• Gore & Massive: Damage from giant Enjoy the carnage, then jump back in for more!
creatures or particularly gruesome foes.
DEATH
You can use common sense and the Severity
D10 RESULT
column as a guide: Flesh Wounds are small
inconveniences. Minor/Major Injuries cause 0-4 You have died. Roll up a new character.
lasting Damage that requires treatment. You are comatose. Only extraordinary measures will
Lethal Injuries can kill you if not dealt 5-6 return you to the waking world.
with immediately. And Fatal Injuries can
You are unconscious and dying. You will die in 1d5
potentially kill you outright. Additionally, some 7-8 rounds without intervention.
Wounds cause Bleeding, which if not
stopped can quickly overwhelm you. You are unconscious. You will wake up in 2d10 minutes.
9 Permanently reduce your Maximum Health by 1d5.
Read about Bleeding on pg. xx.x
30
RANGE & DISTANCE

Range, distance, and movement IT CAN TOUCH YOU


are tracked abstractly in Range Example: Run Away
Bands. These are: XX.X ADJACENT WARDEN: Alright, so the
airlock door breaks down
• Adjacent You’re basically touching. This and more of these Phils
• Close covers st ghts, close-quarters start swarming the base.
• Long Range combat, and trying to get out of KNOX: I’m running. Just
• Out of Range the grips of a hideous terror’s pure running, non-stop.
claws. More than that, it covers Cleo: I’m going to lob a
Describing distance should be things like using a computer grenade before running.
done in human casual terms. terminal or administering rst WARDEN: Okay, it’s pretty
What’s important is whether aid to someone. You can talk close already, I’d say its
someone can touch you, comfortably, whisper, and even Adjacent. If you throw the
whether they can get to you, smell someone at this range. grenade and miss, you’ll
whether you can shoot them, or need to make a Body Save
whether you can’t. to avoid the blast.
CLEO: I. Don’t. Care.

RANGE GUIDELINES LESS THAN 1 M / 3 FT


31
RANGE & DISTANCE

IT CAN GET TO YOU YOU CAN SHOOT IT YOU CAN HEAR THEM SCREAM

XX.X CLOSE XX.X LONG XX.X OUT OF RANGE

Someone Close can be reached Things in this band are far Only the longest range
by running over to them in a enough away that they take an weapons, like smart ries, can
few seconds. They’re close entire round or longer to get to. hit something accurately in this
enough that you could likely Ries are effective at this range, band. It takes more than one
throw something at them and but handguns and shotguns turn to get to something here,
hit them. You’d have to speak less so. You’d have to yell at and even if you hear a scream
loud enough that someone on someone to get their attention, you might not know which
the other side of the room could and you probably won’t smell direction it’s coming from.
hear you. Powerful stenches anyone at Long Range, no
can be smelled if they’re Close. matter how bad they stink.
Firearms like shotguns are
most effective at this range or
Adjacent.

ROUGHLY 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT
32
SURVIVAL

Survival is hard in Mothership®, and you’ll have XX.X EXHAUSTION


to scrimp, save, and scavenge to make it from one
rock to the next, all before defending yourself from Long grueling treks on undiscovered planets can
the vile monstrosities in the galaxy. easily grind you down. If it becomes relevant, track
exhaustion by making a Body Save every hour
Below are some of the most common afictions after 12 hours of activity. Failure means you gain
you’ll encounter while traveling. 1 Stress and take 1 Damage. After 24 hours of
exhaustion, you’re at Disadvantage on all rolls
XX.X ADDICTION until you can rest for 8 hours.

Excessive use of some medications (like XX.X FOOD & WATER


stimpaks) requires a Body Save to prevent
addiction. Once addicted, you’ll need to take Humans can survive roughly 3 weeks without
twice the amount of medication to gain the food. After 24 hours without food, you’re at
same effect. Additionally, whenever taking more Disadvantage to all rolls.
than one dose at a time, roll 1d10. If you roll
the number of doses or less, roll on the Final For the bare minimum
Wound column (pg. xx). To begin recovery from of survival you need
addiction, you’ll need to seek treatment during 1 liter of water a
Shore Leave. day. However, at
this level, any
Read more about Shore Leave on pg. xx.x strenuous activity
(e.g., running,
XX.X BLEEDING combat, making
mechanical
Some weapons or Wounds force you to Bleed. repairs) forces
This means you take 1 Damage every round you to make a
until the bleeding is stopped. Bleeding adds Body Save or pass
up. If you’re bleeding 1 Damage per round and out. When water
gain Bleeding +1, you now take 2 Damage per is scarce and
round. Additionally, armor does not protect against you’re tracking
Bleeding Damage. it this closely,
you’re at
Read more about Violence on pg. xx.x Disadvantage
on all rolls.
XX.X CRYOSICKNESS

Most crews travelling for long periods of time in


space or jumping through hyperspace are put into
a state of suspended animation called cryosleep,
inside a cofn-like capsule called a cryopod.

While cryosleep preserves your vitals during


long trips, after awakening you are sluggish
and slow, with a hangover-like feeling known
as cryosickness. While cryosick, you suffer
Disadvantage on all rolls for 1 week. This can
be mitigated with upgraded cryochambers, and
can be instantly cured by a stimpak.

Read more about Space Travel on pg. XX.X.


33
SURVIVAL

X.X OXYGEN XX.X RADIATION

In space you can last 15 seconds without oxygen Whether it’s cosmic rays, an engine leak, or some
before falling unconscious. After passing out, you previously undiscovered material unearthed from
can survive for 1d5 minutes before dying. a strange asteroid, radiation can kill you if you’re
not careful.
If all of a ship’s Life Support modules are
destroyed, roll 1d10 for each destroyed Life There are three levels of radiation hazards.
Support module. This is how many days of They are all blocked by wearing armor with
breathable oxygen per crewmember remain. Radiation Shielding (e.g., the Hazard Suit).

• Every 24 hours, subtract the total number Read more about Armor on pg. xx.x

of breathing crewmembers from the


remaining oxygen supply. Any crewmembers RADIATION
engaging in strenous activity (e.g., running,
LEVEL DAMAGE
combat, mechanical repairs, etc.) further
reduce the oxygen supply by 1 each. LEVEL 1 - TRACE None immediately. Possible long-
• Whenever the oxygen supply is less Normal, everyday radiation,
cosmic rays. term side effects (cancer, etc.).
than twice the amount of breathing
passengers, all rolls are at Disadvantage LEVEL 2 - ACUTE 1 DMG to all Stats and Saves
as the crew suffers headaches, fatigue, Unshielded reactors/Warp Cores. every round.
anxiety, and general clumsiness. LEVEL 3 - LETHAL
Every round: Body Save or lethal
• Whenever the oxygen supply is less Atomic weapons, direct handling
dose (death in 1d5 days).
than the total amount of breathing of Warp Cores.
passengers, every breathing passenger
must make a Body Save or roll on the XX.X TOXIC &
Final Wound column (pg. xx) as they CORROSIVE ATMOSPHERES
suffer panting, dizziness, severe
headaches, impaired vision and Planets with Toxic or Corrosive atmospheres
tinnitus. require special gear to explore, otherwise you risk
• Once the oxygen supply harm or even death.
runs out, you can survive
for 15 seconds before you Toxic Atmosphere
fall unconscious. After falling The planet’s atmosphere is not t to breathe, but
unconscious, you can is otherwise safe. A rebreather or armor with its
survive for 1d5 minutes own oxygen supply is required. Without these, you
without oxygen before take 1d10 DMG per round, Body Save for half.
dying.
Corrosive Atmosphere
Androids and those in The planet’s atmosphere is deadly and destructive.
cryosleep do not consume It deals Damage every round while you are on
oxygen from the supply. it. This ranges from 1 DMG/round (Mildly
Corrosive) to 10DMG/round (Highly Corrosive).
Anything higher is simply impossible to safely
traverse without specialized equipment and armor.
34
MEDICAL CARE

No matter how careful you are, sooner or later you


are going to get hurt. Minor injuries can usually Example: Recovery
be treated with a quick rest, but Wounds and WARDEN: Congratulations! You make it back
Conditions require professional treatment. to port safe and sound (except for Jamie).
PHIL: Rest in peace, you son of a bitch.
XX.X SHORT TERM RECOVERY WARDEN: Corporate is sending a shuttle
for you, but it won’t be here for a couple of
Once per day, whenever you rest, your body will weeks. Is there anything ya’ll want to do
attempt to heal itself naturally. After 6+ hours while you’re waiting? This is a B-Class Port,
of rest make a Body Save. If successful, you so they have a decent amount of amenities.
reset your Health to its Maximum. Your Wounds, CLEO: Yeah, I want to treat this Paranoid
however, remain the same. condition I’ve got. Is there somewhere I can
go for that?
XX.X LONG TERM RECOVERY WARDEN: Let’s see, there’s a Mental
Defragging clinic. It costs about a million
Recovering Wounds, Conditions, or losses to your credits and takes ten week long sessions.
Stats and Saves takes a longer time. See the You could sneak two sessions (or you guys
Medical Expenses table for a non-comprehensive could stay longer), and then do the rest later.
list of available treatments. CLEO: Jesus, I don’t have that kind of money.
PHIL: We have that goo jar we could sell.
KNOX: What about Wounds? I’m hanging on
by a thread here.
WARDEN: Pseudoesh Injections run about
500kcr a pop.
PHIL: Maybe we should just die, it would be
cheaper.
WARDEN: Well, if you need cash quick, there’s
a little job you could do...
35
MEDICAL CARE

MEDICAL EXPENSES
TREATMENT COST DESCRIPTION
Nanogel Complex 50kcr Restores 2d10 to your Body Save per weekly treatment.
AI Wellness Counselor 20kcr Each two-hour long, weekly session has a 10% chance to restore 1 Sanity Save/lower minimum Stress by 1.
Immersive
100kcr 90% chance to restore 1d10 Fear Save. 10% chance to reduce Sanity Save by 1d5.
Slicksim Therapy
Restores 1d5 Speed, Strength, or Body Save or all Wounds. Treatment lasts four hours and takes 6 weeks
Pseudoesh Injection 500kcr
to recover from.
SmartShake+ 100kcr Restores 1 Strength per shake. 1% chance per drink: nanite swarm hijacks your body for 1d10 days.
Removes 1 permanent Condition. Treatment takes 10 sessions, each 1 week long. All Sanity Saves are at [-]
Mental Defragging 1mcr
until treatment is completed.
Completely removes the memories of a 24hr block of time and implants them in a Dorian android. All
Dorian Memory Transfer 5mcr permanent Conditions and Sanity or Fear loss from that time are restored. Treatment lasts a day. Make a
Sanity Save, on a failure you forget a year surrounding the incident. On a Critical Failure: total amnesia.
10kcr a
Pay-As-You-Go-Medpod Restores 1 Wound per week spent in pod. Pod costs 20mcr.
day.
1mcr Backup your genetic makeup for 1mcr. Pay 50kcr to restore your Stats, Saves, and Wounds to the last
Restore Previous Version
+50kcr backup. Beware of doppelgangers and buggy backups.
36
EXAMPLE OF PLAY

Example: Empty Vessel


WARDEN: Okay, so once y’all get to the
bottom of the basin you nd rows and rows
of these black cylinders. There’s some kind
of carving or sculpture atop each one, sort of
like a canopic jar.
PHIL: Oh, I want one.
CLEO: No, Phil, bad!
PHIL: It’ll be ne. Do I recognize the carvings
at all? I’ve got Archaeology.
WARDEN: It’s faintly reminscent of some stuff
you’ve seen in your studies, funery urns
most likely. Your guess would be they contain
preserved organs. Theoretically
KNOX: Do they look heavy?
WARDEN: They look like they could be, do you
want to pick one up?
KNOX: No thanks, I’m good.
PHIL: I’ll do it. If these have intact remains
from some kind of ancient civilization I
mean... think of what they would fetch on the
black market?
WARDEN: If they were evidence of alien life,
you think you’ve got a contact that could
move these for a few million credits.
CLEO: This is dumb. This is a dumb game.
WARDEN: So Phil, you want to open one?
What’s everyone else doing?
CLEO: If I can see that Phil is doing it, I’m
gonna try to stop him, physically if I have to.
WARDEN: Are y’all okay with a little PVP
(Player vs. Player) here?
PHIL: Yeah, if I’m legit being annoying, please
let me know and I’ll cut it out.
CLEO: No, no this is good. I’m good. Thanks
for checking.
PHIL: Perfect, because I want to look inside
these jars real bad.
CLEO: Yeah, I’m down for a little tussle over
the goo jars if you are.
PHIL: Rock. Yeah, let’s do it.
KNOX: Whatever y’all do, do it quick. I don’t
like being in here.
WARDEN: Okay, Phil you’re reaching for the
jars, you’re just, what, like, opening them
straight up?
PHIL: I’m probably taking my sweet time,
looking at the carvings, muttering about the
importance of the ndings, just nerd stuff.
37
EXAMPLE OF PLAY

WARDEN: Okay, and Cleo you’re just going to


like, tackle him?
CLEO: No, if he’s not paying attention I’m
going to put my boot on top of the jar and
aim my pulse rie at him and be like “Nuh uh.
No sir. I’m not getting paid enough for this.”
WARDEN: Okay, Phil you’re studying and then
boom, Cleo’s boot clamps down on the lid
and you see her gun pointing at you. Go
ahead and make a Fear Save for me.
PHIL: Yeah, fair. 23. Success.
WARDEN: Okay, so you see her and you’re
just not that impressed I guess.
PHIL: Yeah I think I’m not really
comprehending that this is a gun in my face.
I’m just thinking dollar signs and alien jar.
WARDEN: Are you still going for it?
PHIL: I think rst I’m like, “None of us are
being paid enough for this. But we can
change that. Let’s just take a couple, right
now. We could sell them! I know a guy.”
WARDEN: Knox, while all this is going on one
of the lids on the jar next to you starts to
slide off.
KNOX: Uh, guys. Is that a Fear Save?
WARDEN: I mean, if it creeps you out, by all
means.
KNOX: Yeah I think I’m gonna take a Stress
for that.
CLEO: Can I see that happening?
WARDEN: I think probably you’re paying
attention to Phil, and it’s probably too subtle
a movement for you to catch unless you’re
looking for it. Knox, are you doing anything?
KNOX: Yeah, I’m getting the fuck out of here.
“Guys, this jar is opening. I’m getting out of
here.” And then I just like, book it. I don’t care
if they follow me, I’m out.
WARDEN: Okay, so y’all hear that. Knox just
like, turns tail and gets the hell out of dodge.
Cleo, you see that one of the urns near him
is emitting some kind of gas.
CLEO: I’m wearing a hazard suit, by the way.
PHIL: Stop bragging.
WARDEN: Totally. Yeah it doesn’t seem toxic,
but as the lid slides off you see what looks
like eight spider legs unfold out of the top.
PHIL: Alright, yeah. We can leave. I’m good.
38
PORTS

When you’re in need of a place to repair, refuel, and catch a little R&R, you’ll want to dock at your
nearest port. While in port you can buy and sell equipment, look for work, buy a ticket or charter a
vehicle, or take some much needed Shore Leave.

Read more about Shore Leave on pg. XX.X

XX.X PORT CLASSES

There are ve basic classes of Port based on their safety, importance, and afuence.

• X-Class Ports: Notorious criminal settlements and pirate bases. X-Class ports are beyond the
reach of the Company, making them much more free and much more dangerous.
• C-Class Ports: Rundown, out-of-the-way outposts, refueling stations, and forward military
posts. You can nd C-Class Ports on any frontier settlement or rimspace backworld, minimally
staffed and minimally supplied.
• B-Class Ports: Blue-collar industrial stations and large-scale military installations. B-Class
Ports build ships, garrison troops, mine ore, and take care of all the heavy industry required to
keep the galaxy spinning.
• A-Class Ports: Overpopulated metropoles, trading centers, and powerbrokers. A-Class Ports
house millions and contain everything you’d expect to nd in a global city, and more if you know
where to look.
• S-Class Ports: Luxurious pleasure spas and restricted-access palacial estates of the
uber-wealthy. S-Class Ports are the rare gems of the void. Heavily guarded, invite only.

While Ports are generally locations capable of docking a ship, these classes can be used to
designate planetside cities (or even districts or neighborhoods) for the purposes of Shore Leave.
39
SHORE LEAVE

Surviving on the Rim is tough, but those who do come out even tougher. Between contracts, if you have
some extra credits, you can take Shore Leave and attempt to convert your accumulated Stress into
improved Saves.

XX.X HOW DO I TAKE SHORE LEAVE? SHORE LEAVE COSTS


PORT COST STRESS CONVERTED
You can take Shore Leave at any relatively safe Port.
X-CLASS 1d100 x 10kcr 2d10 [+]
1. Pay the Shore Leave costs. C-CLASS 2d10 x 100cr 1d5
Every port charges a different amount for Shore B-CLASS 2d10 x 1kcr 1d10
Leave based on the different amenities and A-CLASS 2d10 x 10kcr 2d10
activities it has to offer.
S-CLASS 2d10 x 100kcr All
2. Make a Sanity Save.
In order to process your Stress into something
useful, make a Sanity Save: Example: Shore Leave at Anarene’s Folly
WARDEN: Alright, so Knox and Cleo make it
• Success: you convert some of your Stress back to Anarene’s Folly. Phil, you probably
into improved Saves. Each port converts a should roll up a new character unless you
different amount of Stress as shown in the table. want to keep playing that marine.
Whatever Stress you don’t convert is relieved, PHIL: I’ll just play this guy, but I’m going to
setting you back to your Minimum Stress. rename him “Jasper.”
• Critical Success: You convert the maximum WARDEN: You do that. Do you guys want
amount of Stress allowed at that port into to take Shore Leave? Anarene’s Folly is a
improved Saves and relieve the remainder. C-Class station, so there’s not a lot to do, but
• Failure: You don’t convert any Stress, but you they can still get you pretty hammered.
relieve all of your Stress, setting you back to CLEO: What’s Shore Leave cost here? I didn’t
your Minimum Stress. Then, gain a Stress for make hardly anything on this job.
failing your Sanity Save. WARDEN: You can just like, fuck off for a few
• Critical Failure: You don’t convert or relieve days for about 100cr a pop and convert
any Stress. Make a Panic Check. a Stress or two. Or there’s a game of
Megadamage going on you might be able to
3. Convert Stress into Saves. get into. If you spend the week doing that it’ll
For every point of Stress you convert, you can be 1000cr, but you could potentially convert
improve any Save by one. You can divide this something like 1d5 Stress.
improvements up however you want. KNOX: I’ve only got 500cr but I’m at 10 Stress,
so I need to do something!
XX.X HOW LONG IS SHORE LEAVE? PHIL: My guy can lend you money, he’s got
like 10kcr after selling that jar.
You need something between a long weekend and WARDEN: Yeah, but your guy died, they don’t
a two-week vacation (roughly 2d10 days) to get have access to his credits.
the benets of Shore Leave. Any less time and PHIL: Oh shit. What?
you may incur penalties at the Warden’s discretion. CLEO: Could we like, uh, hack it?
WARDEN: You could try! It would be like
What happens on Shore Leave? hacking into his bank account essentially. If
Shore Leave can be as detailed or abstract as you fail, the Company might nd out.
your group prefers. You might play out the entire CLEO: And we could use that money to do a
time with different leisure activies, social scenarios, bigger Shore Leave.
and costs associated with it, or you could just roll PHIL: Five bucks my password is “password.”
once and head out. Groups that like a little buffer WARDEN: I’ll give that a 25% chance if ya’ll
between horric adventures might appreciate the want to try it.
break with some “slice of life” sessions.
40
CONTRACTORS

At most ports throughout the rim you’ll nd broke and hungry freelancers,
hitchhikers, pioneers, and mercenaries all looking for work or a ride to
the next system. If you nd your crew light and need extra hands to fulll
your mission or staff your ship, you may want to hire a Contractor. But,
you better be careful, since many contractors can be cutthroat and
disloyal, leaving you to die when you need them the most.

XX.X CONTRACTOR STATS

Contractors are much simpler characters than the ones


you’ll play, and only have four Stats:

• Combat: This works exactly like your Combat


Stat, showing how good they are in a ght.
• Instinct: This is a catchall Stat for Fear, Sanity,
Body, Speed, Intellect, and everything else.
• Max Wounds: Contractors don’t track their
Health per Wound. Instead, any Damage they take
counts as a Wound. If they take more than their
Maximum Wounds they die.
• Loyalty: Loyalty is a Save, and is rolled
whenever the contractor
needs to make a decision
between what’s best for
them and
what’s
best
for you.
On a success they help you out, but
on a failure they help themselves out. Each
contractor starts with a Loyalty Save of
2d10+10, rolled after they are hired.
• Motivation: A contractor’s motivation always
supersedes any sense of loyalty to the crew
they may have. You don’t need to roll up a motivation
for every contractor, just notable ones.

These simplied Stats make Contractors easier to track.


Contractors are generally weaker than you are, and don’t last
long, so be sure to protect them.

XX.X HIRING CONTRACTORS

Contractors are paid a monthly salary, with a 1 month


down payment. Additionally, they usually demand
hazard pay any time they engage in any life-
threatening danger as a result of the job. Non-
payment or partial payment results in a Loyalty
Save [-]. Finally, Contractors always indicate a
beneciary who will seek any payments owed them in the event of their death.

Read more about Hazard Pay on pg. xx.x


41
CONTRACTORS

XX.X IMPROVING LOYALTY


Who controls the Contractor?
Contractors who survive a job and are paid in Contractors should generally be controlled
full increase their Loyalty by 1. Increases of by the player who hired them or by any
1d5 or 1d10 should be reserved for extreme player who doesn’t have a character present
circumstances (like saving the Contractor’s life in the scene currently. This helps keep
or splitting large paydays with them). everyone engaged.

Motivation
Not all Contractors need a motivation, but
those who do will always fail Loyalty Saves Replacement Characters
when the two come in conict. Contractors make great replacement
characters, if and when your character
XX.X EQUIPPING CONTRACTORS dies or becomes otherwise incapacitated
or unusable. Simply roll up the their Stats
Contractors generally have the basics tools, as normal, dropping Instinct and rerolling
weapons, and armor required to do their Combat. They may have lower Stats than
job. If necessary, you can roll a Loadout for the Contractor originally had, but this is okay,
them to see what they have on them. because they’ll also have Skills now to help
make up the difference.
Read more about Loadouts on pg. xx.x
MOTHERSHIP® ver5.11
CHARACTER PROFILE Player Name High Score

Character Name
PERSONAL DETAILS
1. ROLL 2D10+25 FOR EACH STAT.

Pronouns

STRENGTH SPEED INTELLECT COMBAT


Personal Notes

2. ROLL 2D10+10 FOR EACH SAVE.

SANITY FEAR BODY

3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.


MARINE ANDROID SCIENTIST TEAMSTER
+10 COMBAT +20 INTELLECT +10 INTELLECT +5 TO ALL STATS
+10 BODY SAVE -10 TO 1 STAT +5 TO 1 STAT +10 TO ALL SAVES
+20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
+1 MAX WOUNDS +1 MAX WOUNDS

5. GAIN
4. ROLL 1D10+10 FOR YOUR HEALTH.
You start at your STRESS.
Maximum Health with zero
HEALTH WOUNDS Wounds. Whenever your STRESS
Health falls below zero,
you suffer a Wound. Reset
your Health to it’s
Maximum, minus any Current Minimum
Current Maximum Current Maximum
Starts at 2. carryover damage. Starts at 2.

6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.


MARINE WHENEVER YOU PANIC, EVERY NEARBY FRIENDLY PLAYER MUST MAKE A FEAR SAVE.

ANDROID FEAR SAVES MADE BY NEARBY FRIENDLY PLAYERS ARE AT DISADVANTAGE.

SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL NEARBY FRIENDLY PLAYERS GAIN 1 STRESS.

TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.

8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.


pg. xx.x pg. xx.x pg. xx.x

ARMOR POINTS

CREDITS 2D10X10
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
To take a Master or Expert Skill you must rst take at least one of its prerequisite skills.

MARINE ANDROID SCIENTIST TEAMSTER


Military Training, Athletics Linguistics, Computers, 1 Master Skill and an Industrial Equipment,
Bonus: 1 Expert Skill Mathematics Expert and Trained Skill Zero-G
OR: 2 Trained Skills Bonus: 1 Expert Skill Prerequisite. Bonus: 1 Trained Skill
OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill.

TRAINED SKILLS EXPERT SKILLS MASTER SKILLS


(+10 BONUS) (+15 BONUS) (+20 BONUS)

LINGUISTICS PSYCHOLOGY SOPHONTOLOGY

ZOOLOGY PATHOLOGY EXOBIOLOGY

FIELD SURGERY
MEDICINE

BOTANY ECOLOGY PLANETOLOGY

GEOLOGY ASTEROID MINING ROBOTICS

INDUSTRIAL MECHANICAL ENGINEERING


EQUIPMENT REPAIR

JURY-RIGGING EXPLOSIVES CYBERNETICS

CHEMISTRY PHARMACOLOGY

COMPUTERS HACKING ARTIFICIAL


INTELLIGENCE

ZERO-G PILOTING

MATHEMATICS PHYSICS HYPERSPACE

ART MYSTICISM XENOESOTERICISM

ARCHAEOLOGY

THEOLOGY WILDERNESS
SURVIVAL
MILITARY FIREARMS COMMAND
TRAINING

RIMWISE HAND-TO-HAND
COMBAT

ATHLETICS

SKILL TRAINING

In Progress Time Remaining

CONDITIONS
HOW TO PLAY MOTHERSHIP®

Stat Checks Saves Panic Checks


Roll d100 less than your Roll d100 less than your When the worst has
Strength, Speed, Intellect, Sanity, Fear, or Body to happened, to avoid
or Combat to accomplish avoid danger, otherwise fail Panicking, roll the Panic
your task, otherwise fail and gain 1 Stress. Die (1d20) greater than
and gain 1 Stress. your current Stress or
A roll of 90-99 is always else Panic.
A roll of 90-99 is always considered a failure.
considered a failure. Panic Table pg. xx.x

Skills Advantage & Criticals


If you have a Skill relevant Disadvantage Whenever you roll doubles
to the task at hand, you If you have a situational on d100, the result is
can add its Skill Bonus to Advantage [+], roll the special. If the result is a
your Stat before rolling a dice twice and take the success it’s a Critical
Stat Check. best result. Success and something
very good happens. If the
• Trained Skills: +10 If you have a situational result failed it’s a Critical
• Expert Skills: +15 Disadvantage [-], roll the Failure, something bad
• Master Skills: +20 dice twice and take the happens, and you must
worst result. make a Panic Check.

VIOLENCE

Damage & Wounds Armor & Cover Death


Whenever you take You can ignore any Whenever you take
Damage, reduce your Damage less than the AP more than your
health by that amount. If of your armor + cover. Any Maximum Wounds,
your health is reduced Damage greater than that make a Death Check.
to zero, you gain a value destroys the armor
Wound and roll on the or cover and carries over. Death Check
Wounds Table. pg. xx.x
See Armor &
Wounds Table Cover pg. xx.x
pg. xx.x

Range
Adjacent Close Long Range Out Of Range
It can touch you. It can get to you. It can shoot you. You can hear them
Less than 1m / 3 ft. Roughly 5-10m / Roughly 20-100m / scream. More than
15-30 ft. 50-300 ft. 100m / 300 ft.

To learn to play visit mothershiprpg.com/learn

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