7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
MOTHERSHIP® Matt 0
CHARACTER PROFILE Player Name High Score
To take a Master or Expert Skill you must first take at least one of its prerequisite Skills.
MARINE ANDROID SCIENTIST TEAMSTER
Character Name
PERSONAL DETAILS
1. ROLL 2D10+25 FOR EACH STAT. Military Training, Athletics
Bonus: 1 Expert Skill
Linguistics, Computers,
Mathematics
1 Master Skill, and an
Expert and Trained Skill
Industrial Equipment,
Zero-G
OR: 2 Trained Skills Bonus: 1 Expert Skill prerequisite. Bonus: 1 Trained Skill
Scardy Steve OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill.
Pronouns 30 30 40 30
He/Him STRENGTH SPEED INTELLECT COMBAT
Personal Notes
TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
(+10 BONUS) (+15 BONUS) (+20 BONUS)
Finance Crimes
2. ROLL 2D10+10 FOR EACH SAVE.
LINGUISTICS PSYCHOLOGY SOPHONTOLOGY
21 21 21 ZOOLOGY PATHOLOGY EXOBIOLOGY
SANITY FEAR BODY FIELD SURGERY
MEDICINE
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES. BOTANY ECOLOGY PLANETOLOGY
MARINE ANDROID SCIENTIST TEAMSTER
GEOLOGY ASTEROID MINING ROBOTICS
+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 INDUSTRIAL MECHANICAL ENGINEERING
EQUIPMENT REPAIR
+20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
+1 MAX WOUNDS +1 MAX WOUNDS JURY-RIGGING EXPLOSIVES CYBERNETICS
CHEMISTRY PHARMACOLOGY
5. GAIN
4. ROLL 1D10+10 FOR YOUR HEALTH. ARTIFICIAL
You start at your STRESS. COMPUTERS HACKING
INTELLIGENCE
Maximum Health with zero
HEALTH WOUNDS Wounds. Whenever your STRESS ZERO-G PILOTING
Health falls below zero,
11 11 0 2 you suffer a Wound. Reset
your Health to its
2 2 MATHEMATICS PHYSICS HYPERSPACE
Maximum, minus any Current Minimum
Current Maximum Current Maximum
Starts at 2. carryover damage. Starts at 2.
ART MYSTICISM XENOESOTERICISM
ARCHAEOLOGY
6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE. THEOLOGY WILDERNESS
SURVIVAL
ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
MILITARY FIREARMS COMMAND
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS. TRAINING
TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
RIMWISE HAND-TO-HAND
COMBAT
8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH. ATHLETICS
pg. 7 pg. 8 pg. 9
Scrubs (AP 1), Vial of Acid, Mylar Blanket, First Aid Kit SKILL TRAINING
Towel, Slightly Frayed
In Progress Time Remaining
NASA Logo
ARMOR POINTS
0
1 CREDITS 2D10X10
CONDITIONS