Alternate character sheets, Warden resources, and more at mothershiprpg.com
1
1
CHARACTER CREATION
CHARACTER CREATION
Welcome to Mothership, a sci- horror RPG
where you and your crew try to survive in the
most inhospitable environment in the universe:
outer space! You’ll excavate dangerous derelict
spacecraft, explore strange unknown worlds,
exterminate hostile alien life, and examine the
horrors that encroach upon your every move.
Let’s get started!
You can actually design your character right from
the character sheet at the back of this book. All
the steps are printed on the sheet. You can see an
example of a completed sheet on the next page.
If you need a little bit more information, or nd the
character sheet confusing, here’s what you do:
1.1 RO L L 6D10 FOR EACH OF YOUR STATS
Mothership uses d10s for everything, so grab a
handful and get rolling. You’ll roll 6d10 for each
Stat and then record the results in order starting
with Strength, then Speed, Intellect, and nally
Combat. A Stat of 30 is about average, but don’t
get too hung up on your numbers right now.
>> Read more about Stats on page 4.2.
1.2 PICK A CLASS & NOTE THEIR
STARTING SAVES
These are the four basic classes in Mothership:
» Teamsters are the rough and tumble crew
and workers out in space. If Ripley from Aliens
is your hero, then you’ll want to play a Teamster.
» Scientists are doctors, researchers, or
anyone who wants to cut open aliens (or
infected crew members) with a scalpel.
» Androids are a terrifying and exciting addition
to any crew. They tend to unnerve other
players with their cold inhumanity.
» Marines are here to shoot bugs and chew
bubblegum. They’re handy in a ght, and
good when grouped together, but whenever a
Marine panics it may cause problems for the
rest of the crew.
Put a √ in the circle above the class you picked.
Each class has their own starting Save values
which represent how resistant they are to different
kinds of trauma, danger, or damage. You have
four different saves: Sanity, Fear, Body, and
Armor. The starting saves are already lled in for
you in light grey in the appropriate boxes.
>> Read more about Saves on page 7.
Additionally, if you follow the arrows at the bottom
of each class’ column, you’ll see that each class
alters your starting Stats a little bit. (For example:
the Teamster gives +5 to both Strength and
Speed). Go ahead and change your starting Stats.
1.3 MARK YOUR STARTING SKILLS &
SPEND YOUR STARTING SKILL POINTS
Each class comes pre-loaded with some relevant
Skills which will help them perform better at
different challenges. Additionally, each class
has a number of points to spend on Skills during
character creation. Spend all of your Skill points
now, keeping in mind:
» Trained Skills cost 1 point.
» Expert Skills cost 2 points.
» Master Skills cost 3 points.
» To take an Expert or Master Skill you must rst
take one of its prerequisite Skills.
>> Read more about Skills on page 5.
1.4 TAKE NOTE OF HOW YOUR CLASS
DEALS WITH STRESS & PANIC
Each class deals with Stress and Panic
differently, which will come into play later in the
game. Go ahead and mark your class’ special
rules with a √ for future reference.
>> Read more about Stress & Panic on pages 25-26.
1.5 PICK A STARTING LOADOUT AND
ROLL A RANDOM TRINKET & PATCH
There are four different starting equipment
packages to choose from. These are here for
convenience so that you don’t have to spend a lot
of time shopping before the game begins. Also roll
for a random Trinket and Patch from pages 18-19.
Your trinket and patch don’t have any mechanical
signicance, but might give you insight into what
your character is like. Your Armor will also improve
your armor save, which you should update now.
>> Read more about Armor on page 15-16.
1.6 FINISHING TOUCHES
Fill out your Stress (starts at 2), Resolve (starts
at 0), Max Health (x2 Strength), starting Credits
(5d10x10), and give yourself a name (and rank if
you have one). You’re now ready to play your rst
session of Mothership!
ordered.
Finally, she lls in her Max
Health, Stress, and Resolve and
rolls 5d10*10 for her starting
credits. She’s ready to play and
the Warden’s just got the pizza
she notes that too.
Then, she picks her starting
loadoat. Lilith imagines
excavating derelict spacecraft
and scavenging them for parts, so
she picks the Excavation loadout,
then rolls for a random Trinket
and Patch. Her Vaccsuit gives her
+7% Armor save (for 42 total), so
that’s what the Falstaff is).
writes in Mining Frigate because
Next, she picks some skills.
Next she picks a class. She
First, she rolls 6d10 for each
Example: Lilith showed up
late and her Warden was busy
ordering pizza, so he handed her
a character sheet and told her
to ask him any questions if they
came up.
Stat: Strength, Speed, Intellect,
and Combat and writes them
down in the circles.
always loved Kaylee from Firey,
so she decides to pick Teamster,
putting a checkmark in the
bubble. She lls in her starting
Saves (which are written in grey
on the sheet already) and then
adjusts her Strength and Speed
by 5 each (a bonus from being a
Teamster).
As a Teamster, Lilith already gets
Zero-G and Mechanical Repair.
She wants to know everything
about her ship, which another
player tells her is called the
Falstaff, so she picks Astrogation
(so she can Navigate if she needs)
and Vehicle Specialization (she
3
UNDERLINED
DICE, STAT CHECKS, ADVANTAGE & DISADVANTAGE
Mothership plays like many other RPGs. You
and your friends get together, and one of you, the
Warden, creates (or has prepared) a scenario for
the rest of you to explore and interact with. The
rules below will help outline some procedures
for dealing with the most common situations that
come up during the game. For everything else,
the Warden will have to make a judgment call.
3.1 ROLLING THE DICE
Mothership uses standard d10s for all of its rolls,
though it uses them in 3 different ways:
» xd10: Roll a certain number of d10s and add
them together. 2d10 would give you a number
between 2-20.
» xd10: Note the underline. This means to
roll a certain number of d10s and add them
together and multiply the result by ten. 2d10
would give you a number between 20-200. If
you have a set of d10s with just the tens digits
on them, they’re perfect for rolls like this.
» d%: Roll 1d10 and 1d10 and add them
together (reading the result as a percentile).
This gives you a number between 0-99. You’ll
need two sets of d% dice that you can tell
apart easily.
There are a few things that commonly modify
Stat checks, namely: situational Advantages &
Disadvantages, critical hits & failures, and your
Skills.
3.3 SITUATIONAL ADVANTAGES &
DISADVANTAGES
Whenever you make a Stat check and you have a
situational Advantage, roll d% twice and use the
best result. Some examples of Advantages are:
» Assistance from
another player
» Attacking from
surprise
» Being in cover
The Warden will decide on a case-by-case basis
whether certain in game actions or effects will
confer Advantage on a check.
Example: Abel is trying to open a rusted-shut airlock on
a derelict spacecraft. He’s using a crowbar and his crew
mate, Lilith, is assisting him. The Warden decides this is a
Strength check with Advantage due to Lilith’s assistance,
so Abel tries to roll under his Strength score of 36. He rolls
d% (with Advantage) and rolls 23, 45. Abel takes the best
of the two rolls, the 23 - success!
Disadvantage works much the same way
as Advantage. You roll d% twice and use the
worse result. Some examples of situational
Disadvantages are:
»Taking certain drugs
» Using a particularly
good tool for the job
at hand
“ONES” DIGIT
D10
“TENS” DIGIT
D10
3.2 STATS AND STAT CHECKS
Whenever you want to do something and the
price for failure is high, you must roll under the
appropriate Stat on d%; otherwise, you fail. This is
called a Stat Check Your four main Stats are:
» Strength: How able-bodied you are. Lifting,
pushing, hitting things hard.
» Speed: How quickly you can act and react
under pressure.
» Intellect: How knowledgeable and
experienced you are.
» Combat: How good you are at ghting.
»Attempting to work
in poor terrain, bad
weather conditions,
or the vacuum of
space
»Being injured
»Not having a
required Skill
»Suffering from
withdrawal
»Trying to perform
extremely difcult
tasks
»You’re drunk,
concussed, or
mentally impaired
Having Disadvantage and Advantage at the
same time cancels each other out. Having more
Disadvantages than Advantages, however, leads to
Disadvantage, and vice versa.
Example: Lilith is trying to run to an airlock before it closes,
while the ship is spinning out of control. The Warden rules
her Speed check has Disadvantage. Lilith rolls d% (with
Disadvantage) against her Speed 42. She rolls a 55 and
62. Both are failures, but taking the highest roll here isn’t
the worst roll - taking the 55 (a Critical failure) is! Lilith
won’t make it to the airlock, and worse, it sounds like she’s
about to get hit by debris!
CRITICAL HITS, OPPOSED CHECKS
CHARACTER CREATION
4
4
ADVANTAGE & DISADVANTAGE
A FEW NOTES ON
Advantage and Disadvantage don’t have
to be used on just Stat checks - they
can be used on any kind of roll: Saves,
damage, Stress, or anything else. This is
why we say Disadvantage means picking
the “worse” result and Advantage means
picking the “best” result. Damage rolls with
Disadvantage, for example, would take the
lower number rolled (as opposed to the
higher number rolled for Saves and Stat
checks).
For simplicity, you can notate rolls with
Advantage with the [+] sign and rolls
with Disadvantage with the [-] sign. For
example:
» 2d10[+] damage would mean to roll
2d10 twice and pick the highest roll.
» 1d10[-] Stress would mean to roll
1d10 twice and pick the lowest roll.
» Body[+] save would mean to roll
d% twice and pick the better (usually
lower) roll.
4.1 CRITICAL HITS & FAILURES
In that last example, we showed you what a
critical failure was before explaining it in order to
illustrate how sometimes the highest number on a
Disadvantaged roll isn’t always the worst number
to roll. So, let’s back up and explain:
Anytime you roll doubles on a d% roll (e.g. 55,
22, 99), that roll is what we call a critical. If the
roll was a success, we call that a critical hit. You
have exceedingly succeeded at the task at hand.
However, if the result was a failure, it’s
called a critical failure, acatastrophe
where not only do you fail at the
task, but you may incur some other
penalty, complication, or
even damage as a result.
A roll of 00 is always a
critical hit and a roll of
99 is always a critical
failure.
4.2 OPPOSED CHECKS
When you are in direct competition with another
character (be that an enemy or a friendly crew
mate) you roll what’s called an opposed check. To
make an opposed check, you and your opponent
both roll a Stat check as usual. However, whoever
rolls higher than the other person without
going over their own Stat, wins. A few notes:
» Critical hits beat regular successes (even if
the critical hit is a lower roll).
» If you critically fail your roll, your opponent
wins the opposed check automatically (even if
they failed their roll).
» If you both succeed and tie, re-roll.
» If you both fail, the situation gets worse
and more complicated somehow for both of
you.
Opposed checks do not have to involve the
same Stat, or even Stats at all. They can also
use Saves. A basic case would be a race to see
who gets to an airlock rst - both parties make
an opposed Speed check. But you could also
try to trick a creature into attacking in the wrong
direction by making an opposed Intellect vs.
Combat check (or even Speed vs. Combat).
>> Read more about Saves on page 5.
Example: Marlowe, an astrogation android, is facing off
against a deranged Void raider. Both are unarmed, but
between them lies a pulse rie. Marlowe’s Speed isn’t that
high, but his Intellect is. He decides that racing the raider
for the weapon isn’t his best option. Rather, he wants to
trick the raider into thinking he’ll go after the weapon, and
instead he wants to go for the emergency release valve
on the airlock, which will depressurize the cabin and suck
the raider into the Void they so crave. The Warden thinks
this is a pretty interesting solution and so rules that this will
be an opposed check, pitting Marlowe’s Intellect against
the raider’s Instinct (Instinct is a catch-all Stat that only
Non-Player Characters and enemies use, read more about
it on page 21.1).
Marlowe’s Intellect is 52, while the
raider’s Instinct is 30. They both roll
d%. Marlowe rolls a 9, a success!
Unfortunately, the raider rolls a 20,
which is also a success, but also
a higher roll than Marlowe’s. The
raider catches on to Marlowe’s
scheme and leaves the gun where
it is, lunging instead for Marlowe’s
jugular!
5
5
SKILLS
Skills represent the accumulated knowledge, craft, techniques and training you possess. Whenever
you make a Stat check and you have a relevant Skill, you add your Skill Bonus to your Stat, giving you a
higher number to roll under. Every class starts with a few Skills and gains more by leveling up.
There are four different Skill ranks which determine how much you know about a given subject:
» Untrained (Skill Bonus: +0%): You have little to no experience in this eld and you get no bonus.
Depending on how complex the task is, you might roll with Disadvantage.
» Trained (Skill Bonus: +10%): You’ve received standard training in this area equivalent to a
bachelor’s degree or on the job training for a couple years.
» Expert (Skill Bonus: +15%): In this subject, you have the equivalent of a doctorate or many years
of experience.
» Master (Skill Bonus: +20%): You are one of the luminaries of the eld and are aware of cutting
edge techniques or highly specialized and niche information.
All Skills start out as Untrained, meaning that you don’t have the Skill. By taking a Trained Skill, you unlock
Expert and Master Skills. Below is a non-comprehensive list of Skills. Work with your Warden to come up
with new and interesting Skills through play and development of your own dark corner of the galaxy.
>> Read more about Leveling Up on page 22.
TRAINED SKILLS
»Archaelogy: Ancient cultures
and their artifacts
»Art: The expression or
application of a species’ creative
ability and imagination
»Athletics: Physical sports and
games
»Biology: Study of life
»Chemistry: The identication of
the substances of which matter is
composed
»Computers: Fluent use of
computers and networks
»Driving: Operation and control of
motor vehicles
»First Aid: Emergency medical
care and treatment
»Geology: The solid features of
any terrestrial planet or natural
satellite
»Heavy Machinery: Operation
and use of large pieces of
equipment (cranes, exosuits,
forklifts, etc.)
»Hydroponics: Growing plants
in nutrient solutions without soil
(farming in space)
»Linguistics: Study of language
»Mathematics: The science of
numbers, quantity, and space.
»Mechanical Repair: Fixing
broken machines
»Military Training: Standard
basic training given to all military
personnel
»Piloting: Operation and control
of air and spacecraft
»Rimwise: Outer rim colonies and
seedy parts of the galaxy
»Scavenging: Searching
discarded waste for useful items
»Theology: Study of religion
»Zero-G: Working in a vaccuum,
vaccsuits, etc.
EXPERT SKILLS
»Asteroid Mining: Training in the
tools and procedures used in
mining asteroids
»Astrogation: Navigation in outer
space
»Botany: The study of plant life
»Close-Quarters Combat: Hand-
to-hand, melee ghting
»Engineering: design, building,
and use of engines, machines,
and structures
»Explosives: Bombs and
incendiary devices
»Firearms: Guns and their use
»Genetics: Heredity and
Oftentimes in Mothership you won’t have control
over what happens to you. Strange organisms will
attack or invade your body. Terrifying horrors will
surprise you from the void. You’ll nd or become
aware of some ancient knowledge that is beyond
your comprehension. Whenever these kinds of
things happen, you roll a Save. These Saves
represent how resistant you are to different kinds
of danger and damage.
7.1 SAVES
You have four Saves: Sanity, Fear, Body, and
Armor.
» Sanity is your ability to explain away logical
inconsistencies in the universe, rationalize and
make sense out of chaos, detect illusions and
mimicry, and think quickly under pressure.
» Fear is how well you can cope with emotional
trauma, and covers not only fear, but also
loneliness, depression, or any other emotional
surge.
» Body is your reexes, and how well you can
resist hunger, disease, or any other organism
that might attempt to invade your insides.
» Armor is how resistant you are to damage
sustained during combat, whether that be
through bullets, claws, teeth, etc.
Saves are not rolls you make willingly (like when
you use your Strength to open a jammed airlock).
You make saving rolls when something bad might
happen to you, and you need to nd out whether
you resist it.
To make a Save, roll a d% equal to or under
your Save score (just like with a Stat check).
If you fail your Save, you’ll gain 1d10 (or more)
Stress. Additionally, you may suffer some other
consequence like taking damage (in the case of
a failed Armor save), or contracting a deadly virus
(in the case of a failed Body Save).
If you critically fail a save, you’ll have to make a
Panic Roll. Rolling a critical hit, however, could
mean a wide variety of things depending on the
context. A critical hit on a Sanity save may grant
some further insight into the strange alien artifact
you’ve encountered, or in the case of an Armor
save, give you a chance to counter-attack. All of
these cases are ultimately up to the Warden.
>> Read more about Stress and Panic on pages 25-26.
Example: While investigating the cause of a recently
abandoned mining colony, Lilith and Abel encounter a
massive alien artifact. The artifact casts no shadow and
after touching it, Lilith and Abel are surprised by two
strangers in vaccsuits. The strangers are also surprised
by Lilith and Abel, and after taking off their helmets, it’s
apparent why - they are Lilith and Abel. The Warden calls
for Sanity saves from both Lilith (Sanity 30) and Abel
(Sanity 25). Lilith rolls 76, a failure.
The Warden rules that she’ll gain 1d10 Stress from the
shock. Abel, however, doesn’t get off that easy. He rolls a
33, a critical failure. He’ll gain the 1d10 Stress and have
to make a Panic check. What’s worse, Abel’s a marine, so
if he fails his Panic check Lilith will have to make a Fear
save.
Things can spiral out of control quickly when someone
fails a save, so be careful.
SURVIVAL
8
Survival is hard in Mothership, you’ll have to
scrimp, save, and scavenge to make it from one
rock to the next. And all this before defending
yourself from the vile monstrosities out in the
galaxy.
8.1 CRISIS CHECKS
When a single check seems too simple, you can
use a Crisis Check. Crisis checks represent
longer more arduous tasks like performing surgery
or mining an asteroid.
To make a Crisis check, rst the Warden sets
the Crisis Difculty between 1 and 3. This is
the number of Stat checks in a row you’ll need
to succeed in order to beat the Crisis. If you
fail a check, you gain Stress equal to the Crisis
Difculty and fail the Crisis. However, you can
re-roll a failed check by immediately taking 1d10
Stress. No matter what, the third time you fail a
check, the Crisis ends and you take your nal Stress
damage, as well as whatever else failure entails (the
repairs don’t work, the patient dies, etc.).
8.2 FOOD & WATER
Humans can survive roughly 3 weeks without
food. After 24 hours without food, you’re at
Disadvantage to all rolls.
Bare minimum to survive, you’ll need 1 liter
of water a day. However, at this level any
strenuous activity (like running, combat, or
making mechanical repairs) will force you to
make a Body save or pass out. When water is
scarce and you’re tracking it this closely, you’re at
Disadvantage to all rolls.
8.3 OXYGEN
In space, you can last 15 seconds without oxygen
before you fall unconscious. After passing out you
can survive for 3-5 minutes before dying.
If all of a ship’s Life Support modules are
destroyed then divide the ship’s current hull
subtract 1d10 and then divide by the number
of living humans onboard (Androids don’t need
oxygen to breathe). This is how many days of
breathable oxygen remain per person.
>> Read more about Ship Design on pages 29-30.
Take the allotment of oxygen and assign it to every
human onboard the ship. If a crew member dies,
divide their remaining days amongst the rest of
the crew. If a crew member engages in strenuous
activity (like running, combat, mechanical repairs,
etc.) then subtract a day from them and randomly
from one other person on the crew.
Once per day (when dealing with Rest) take a
look at the total remaining oxygen amongst the
crew:
» If more less than half of the original oxygen
remains, every roll is made at Disadvantage.
All crew suffer headaches, fatigue, anxiety
and general clumsiness.
» If less than a quarter of the original oxygen
amount remains, players must make a body
check once per day (and after every strenuous
activity) or fall unconscious. All crew suffer
panting, dizziness, severe headaches, and
impaired vision and tinnitus.
» If a player runs out of oxygen, they must make
a Body save. Failure means they die. Success
means they fall unconscious and leach
oxygen from a random player every day.
Crew members in cryosleep or doing nothing but
resting take up 1/4 of an oxygen unit per day.
>> Read more about Rest on pages 10.3 and 25.2.
8.4 EARNING CREDITS
Everything in Mothership, from fuel, to food, to
weapons and ammunition costs Credits. Owning
a starship is an expensive proposition. Here are a
few things you can do to earn credits:
ROLL JOB
Mine asteroids (ore, unrened fuel,
1
precious metal)
2Ship cargo (trade goods, ore, supplies)
3Courier important messages
4Escort passengers
5Scrap derelict spacecraft
6Smuggle goods (contraband, drugs)
7Raid corporate vessels
8Map out sectors of uncharted space
9Hunt dangerous criminals for bounty
Combat in Mothership is incredibly deadly, and
usually best avoided altogether in favor of running
and hiding. But in those dire situations when you
must ght for your life, here’s what you do:
9.1 CHECK FOR SURPRISE
Sometimes the various creatures, horrors, and
denizens of long forgotten spacecraft will sneak
up on you before making themselves known when this happens, you roll a Fear save; failure
means you become so surprised that you are
unable to act for one round.
9.2 WHO GOES FIRST?
After checking for surprise, you can determine the
turn order. First, you and your crew mates each
make a Speed check; those who pass can
act before the enemies do, those who fail, act
after. Critical success give you an extra action,
while a critical fail reduces you to one action. This
repeats every round.
Characters with the Tactics Skill can add their Skill
bonus to their Speed Stat (and can also give their
bonus to one other player). Characters with the
Command Skill, give all nearby crew members
their Skill bonus on these checks.
9.3 HOW LONG IS A TURN?
Combat takes place in both rounds and turns. A
turn is focused on one individual player, non-
player character, or group of enemies. A round is
the time it takes for everyone to take a turn.
Each round is equal to roughly ten seconds of
real time, with every character’s turn happening
roughly within that time but in turn order (as
opposed to all at once). Therefore, someone who
is killed before their turn does not get to act on
their turn.
Generally, you can take two signicant actions
on your turn. Examples of signicant actions are
(but not limited to):
»Attacking
»Bandaging a wound
»Checking someone’s
vital signs
»Firing a vehicle’s
weapons
»Maneuvering a vehicle
»Opening an airlock
»Operating a machine
»Reloading a weapon
»Running/walking
»Throwing something
»Using a computer
terminal (search a
directory, engage
airlocks, send a
distress signal,
cycle through CCTV
cameras, disable Life
Support, etc.)
Insignicant actions are things like talking, or
taking cover (as part of a move action), looking
around, etc. The Warden will ultimately decide
what counts as a signicant or insignicant action
given the context of each specic situation.
9.5 HOW DO I ATTACK?
Attacking is a specic kind of signicant action,
performed by rolling an opposed check. In ranged
combat, the attacker makes a Combat check
against the defender’s Armor save. If the attacker
succeeds, they roll their weapon’s damage dice.
>> Read more about Weapons on pages 11-14.
In Close-Quarters Combat, the attacker makes
a Combat check as usual, but the defender can
decide whether they want to oppose that roll with
their Armor save (to defend against the damage),
another Combat check (to counter-attack), or a
Body save (to try and get out of CQC and run
away). If two characters are wrestling or grappling,
that would be an opposed Strength check.
>> Read more about Opposed Checks on page 4.2.
9.6 DO I GET A BONUS FROM COVER?
If you hide behind cover that conceals at least half
of your body, you gain Advantage on your Armor
saves against ranged attacks.
9.4 WHAT CAN I DO ON MY TURN?
When it’s your turn, tell the Warden what you’d
like to do. The Warden will tell you if you can
get all of that done in one turn, or if it would take
multiple turns to accomplish all of what you want.
9.7 HOW FAR CAN I MOVE?
You can move half your speed in meters in one
movement action (your full speed in meters for
both actions). If you’re wearing heavy armor,
like a Vaccsuit or Advanced Battle Dress, you’ll
need to make a Strength check to move your
full allotment, failure means you move half (or a
quarter of your Speed in meters).
10
10
HIT LOCATION, DAMAGE, HEALING, DEATH
CHARACTER CREATION
10.1 HIT LOCATION
It’s not usually necessary, but if it becomes
important, you can use the diagram below to see
where a character was hit. Rolling “evens” means
that their left side was hit, while rolling “odds”
means the right side was hit.
10: HEAD
3: R. ARM
1: R. LEG
4: L. ARM
5-9: TORSO
2: L. LEG
10.2 DAMAGE
Whenever you lose an opposed Combat check
you take damage which is subtracted from your
Health. Additionally, if the hit was a Critical hit, or if
you take more damage than half your Max Health
in one hit, you’ll need to make a Panic roll.
>> Read more about Stress and Panic on pages 25-26.
10.3 HOW DO I HEAL?
Whenever you have a chance to rest for at least
six hours, your body will attempt to heal your
wounds naturally. To represent this, when resting,
you should make a Body save and if successful,
you heal Health equal to the amount you
succeeded by. On a failure, you are unable to heal
your wounds naturally. On a Critical failure, your
wounds actually worsen and you lose 1d10
health. A Critical hit, however, doubles the amount
of Health healed. Various drugs can also heal you
and some ships are equipped with Medbays that
can grant Advantage to your Body save while
resting. The Warden, however, can rule that trying
to rest under adverse circumstances (like hiding
from predators) confers Disadvantage on the
healing roll. You can only heal from rest once
per day.
Example: After a grisly encounter with some ancient
malfunctioning androids, Lilith’s current health is 42. She
isn’t able to make it back to her ship and has to hole up in
an abandoned airlock. After jamming the airlock shut with
a crowbar, she spends the night trying to rest (in spite of
the insane gibbering androids outside her door).
The Warden rules that under these circumstances she
has Disadvantage on her Body save to heal for the night.
Lilith’s Body is only 30, so it’ll be a tough roll. Luckily, Lilith
rolls a 22 and a 12, both successful rolls. This is a tricky
one though, because which of the rolls is worse?
The Critical hit of 22 would heal her 16 (30-22=8,
8x2=16), whereas the regular 12 would heal her 18
(30-12=18). So technically “Rules as Written” the 22 is
the worse roll. That’s a whole lot of math to deal with one
night’s sleep for one player, and you’ll often have multiple
players rolling for rest each night, so it’s best just to pick a
lane (like “Crits always count as better rolls”) and stick with it.
10.4 UNCONSCIOUSNESS & DEATH
Whenever you reach 0 Health, make a Body
save: Failure means you die. Success means
you fall unconscious and the Warden will make a
secret roll on the table below to nd out when you
regain consciousness. Usually a crew member
with a medscanner can determine your condition.
Additionally, scientists and androids who pass an
Intellect check can usually tell, as can anyone
else with a relevant Skill, like First Aid or Biology.
ROLL YOU REGAIN CONSCIOUSNESS...
You are comatose and brain-dead. Only
1
extraordinary measures will return you to
the waking world.
In 1d10 days, with 1 Health. -5 Strength,
-5 Speed, -5 Intellect (permanent loss).
2-3
Disadvantage on all rolls for 1d10 days.
+1d10 Stress.
In 1d10 hours. 1 health. -5 Strength, and -5
4-6
Speed (permanent loss). Disadvantage on
all rolls for 1d10 hours. +3 Stress.
In 1d10 minutes. 1 health. -5 Strength
7-9
(permanent loss). Disadvantage on all rolls
for 3d10 minutes. +2 Stress.
Immediately. 1 health. Disadvantage on all
10
rolls for 1d10 minutes. +1 Stress.
11
11
CHARACTER CREATION
WEAPONS: AMMUNITION
In Mothership, the weapons you
use, and how you choose to
use them are very important.
Ammunition is often in short supply,
and a powerful weapon, in the
hands of an untrained, panicked
character, can quickly turn a bad
situation into a disaster.
11.1 WEAPONS
In Mothership you use your
Combat Stat when ghting. Having
a relevant Skill, like Firearms,
or Close-Quarters Combat, will
often increase your Combat Stat
temporarily, giving you a higher
number to roll under. Additionally,
weapons often have special
abilities of their own which can
further increase your chancesof
survival.
11.2 AMMUNITION
Each weapon holds a certain amount
of shots, which represents how many
times you can re the weaponbefore
you must reload. Whenever you re
your weapon, mark down howmany
shots you have left before you
reload. Whenever you take a reload
action, take the time to mark down
how many shells, bullets, or
magazines you have left as well.
Note on Bookkeeping: Most people hate
tracking ammunition. Ultimately, it’sup
to the Warden whether you track ammo
or not, but for survival-oriented games,
we recommend it. It’s not so much about
being “realistic” as it is that running out
of ammo leads to all sorts of interesting
play, where players have seek out new
weapons and ammo, or to improvise
weapons from found objects, or even
tinker with their weapons to use the
ammo they do nd. Using “bullet” tokens
or poker chips to represent 1, 5, and 10
shots can make this bookkeeping really
easy at the table, since players only
have to write down how much ammo
they start or end a session with. You can
also just use a polyhedral die and wind
them down as you re each shot.
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