Player-Survival-Guide-v1.2 Booklet
Player-Survival-Guide-v1.2 Booklet
VIOLENCE
Range
Adjacent Close Range Long Range Extreme 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.
PLAYER’S SURVIVAL GUIDE
To learn to play visit MothershipRPG.com/learn
WEAPONS & DAMAGE 7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
MOTHERSHIP ®
CHARACTER PROFILE
WEAPON COST RANGE DAMAGE SHOTS WOUND SPECIAL To take a Master or Expert Skill you must first take at least one of its prerequisite Skills.
Player Name High Score
Ammo 50cr N/A N/A Per magazine/container.
MARINE ANDROID SCIENTIST TEAMSTER
Boarding Axe 150cr Adjacent 2d10 DMG N/A Gore [+]
Combat Shotgun 1,400cr Close 4d10 DMG
Character Name
PERSONAL DETAILS
4 Gunshot 1.orROLL
1d10 DMG at Long Range greater. 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
Grants [+] on Strength Checks to open OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill.
Crowbar 25cr Adjacent 1d5 DMG N/A Blunt Force [+]
jammed airlocks, lift heavy objects, etc.
Pronouns
Fire/Explosives Body Save [-] or be set on fire (2d10
Flamethrower 4kcr Close 2d10 DMG 4
[+] DMG / round). STRENGTH SPEED INTELLECT COMBAT
Fire/Explosives High intensity flare visible day and night TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
Flare Gun 25cr Long 1d5 DMGPersonal Notes 2 (+10 BONUS) (+15 BONUS) (+20 BONUS)
[-] from Long Range.
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
OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill.
Pronouns
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES. BOTANY ECOLOGY PLANETOLOGY
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,
you suffer a Wound. Reset
your Health to its MATHEMATICS PHYSICS HYPERSPACE
Maximum, minus any Current Minimum
Current Maximum Current Maximum
Starts at 2. carryover damage. Starts at 2.
ART MYSTICISM XENOESOTERICISM
SURVIVAL
language, some sexual content, drug use, and depictions of mental illness, trauma,
ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
MILITARY stress,FIREARMS
and panic that may not be suitable for all audiences. Please be advised.
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
Created by SEAN McCOY Edited by JARRETT CRADER
8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH. ATHLETICS
Developed by LUKE GEARING, FIONA MAEVE GEIST, TYLER KIMBALL, NICK REED, DONN STROUD, and SAM WILDMAN
pg. 7 pg. 8 pg. 9
Illustrated by RYAN BARRY, JAN BURAGAY, ABE CERDA, JOTA CRAVO, DANIEL FRANCISCO, DAVID HOSKINS, PATRICK LOVELAND,
SKILL TRAINING SEAN MCCOY, and ZACH HAZARD VAUPEN
Panic Consulting by CAITLIN JONES and WENDY PIPPIN Proofread by DANIEL HALLINAN, ROZ LEAHY, and JANNE PUONTI
In Progress Time Remaining PDF Remediation by DAI SHUGARS
Special thanks to ALAN GERDING, REECE CARTER, MATT KELLEY, THE MOTHERSHIP DISCORD, DAVID N. WILKIE,
ARMOR POINTS and as always LINDSAY, LANGSTON, and JUNIPER
Copyright © 2023 Tuesday Knight Games, LLC | First Edition, First Printing v1.2
CONDITIONS tuesdayknightgames.com mothershiprpg.com
CREDITS 2D10X10
4 41
HOW TO MAKE YOUR CHARACTER CONTRACTORS
At most Ports throughout the Rim you can find broke and hungry freelancers, STEP 5. GAIN STRESS
hitchhikers, pioneers, and mercenaries all looking for work or a ride to the 7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
MOTHERSHIP® cleo 0
next system. If you find your crew light and in need of extra hands to fulfill CHARACTER PROFILE To take a Master or Expert Skill you must first take at least one of its prerequisite Skills. Characters’ current Stress and
Player Name High Score
a mission or staff a ship, you may want to hire a Contractor. Be careful, MARINE ANDROID SCIENTIST TEAMSTER Minimum Stress both start at 2.
though, since many contractors can be cutthroat and disloyal, leaving 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
• Instinct: This is a catchall Stat for Fear, Sanity, 3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES. BOTANY ECOLOGY PLANETOLOGY STEP 7. CHOOSE SKILLS
Body, Speed, Intellect, and everything else. MARINE ANDROID SCIENTIST TEAMSTER
GEOLOGY ASTEROID MINING ROBOTICS
• Max Wounds: Contractors don’t track their +10 COMBAT +20 INTELLECT +10 INTELLECT +5 TO ALL STATS Each class comes preloaded
+10 BODY SAVE -10 TO 1 STAT +5 TO 1 STAT +10 TO ALL SAVES INDUSTRIAL MECHANICAL ENGINEERING
Health per Wound. Instead, any Damage they take +20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
EQUIPMENT REPAIR with relevant Skills, which help
counts as a Wound. If they take Wounds equal to +1 MAX WOUNDS +1 MAX WOUNDS JURY-RIGGING EXPLOSIVES CYBERNETICS characters perform better at
their Maximum Wounds they die. CHEMISTRY PHARMACOLOGY different challenges. Additionally,
• Loyalty: Loyalty is a Save, and is rolled 5. GAIN each class has a number of
4. ROLL 1D10+10 FOR YOUR HEALTH. ARTIFICIAL
STRESS. COMPUTERS HACKING
INTELLIGENCE
whenever the contractor You start at your
Maximum Health with zero
bonus Skills to select.
HEALTH WOUNDS Wounds. Whenever your STRESS ZERO-G PILOTING
needs to make a decision Health falls below zero,
Credits (cr) are the primary currency in Surviving on the Rim is tough, but those who do come out even tougher. Between contracts, if they have
Mothership, and are notated as follows: some extra credits, characters can take Shore Leave and attempt to convert accumulated Stress into
improved Saves.
• 100cr = 100 credits
• 2.5kcr = 2.5 thousand credits (2,500cr) 39.1 HOW DO I TAKE SHORE LEAVE? SHORE LEAVE COSTS
• 35.2mcr = 35.2 million credits PORT COST STRESS CONVERTED
(35,200,000cr) You can take Shore Leave at any relatively safe Port.
• 4bcr = 4 billion credits (4,000,000,000cr) X-CLASS 1d100 x 10kcr 2d10 [+]
1. Pay the Shore Leave costs. C-CLASS 2d10 x 100cr 1d5
6.1 STARTING CREDITS 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
Characters get 2d10x10cr in addition to activities it has to offer.
their Starting Loadout. If you want to forgo a S-CLASS 2d10 x 100kcr All
Starting Loadout and buy gear piecemeal, roll 2. Make a Sanity Save.
2d10x100cr for starting credits instead. In order to process Stress into something useful,
make a Sanity Save. Example: Shore Leave at Anarene’s Folly
WARDEN: Alright, so Knox and Cleo make it
• Success: Convert some of the Stress into back to Anarene’s Folly. Phil, you probably
improved Saves. Each port converts a different should roll up a new character unless you
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 keep playing Cpl. Davis, but I’m
setting the character back to Minimum Stress. going to rename her “Daisy.”
• Critical Success: 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 Port, so there’s not a lot to do, but
• Failure: Do not convert any Stress, but they can still get you pretty hammered.
relieve all Stress, setting the character back to CLEO: What’s Shore Leave cost here? I didn’t
Minimum Stress. Then, gain 1 Stress for failing make hardly anything on this job.
the Sanity Save. WARDEN: You can just like, fuck off for a few
• Critical Failure: Do not convert or relieve any days for about 100cr a pop and convert
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 these 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!
39.2 HOW LONG IS SHORE LEAVE? PHIL: My guy can lend you money, he’s got
like 10kcr after selling that jar.
Characters need something between a long WARDEN: Yeah, but your guy died, they don’t
weekend and a two-week vacation (roughly 2d10 have access to his credits.
days) to benefit from Shore Leave. Any less 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 your you fail, the Company might find out.
group prefers. You might play out the entire time CLEO: And we could use that money to do a
with different leisure activities, 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 horrific adventures might appreciate the want to try it.
break with some “slice of life” sessions.
38 7
PORTS LOADOUTS
Loadouts contain the weapons, armor, and other gear characters start with. Roll 1d10 on the
appropriate table to determine Starting Loadout, 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 not described in the Equipment section—use common sense to determine their use.
Oftentimes the difference between life and death is having the right tools for the job at hand. Below is a MEDICAL TREATMENTS
non-comprehensive list of the kinds of gear and tools available to characters at the start of the game. TREATMENT COST DESCRIPTION
ITEM COST DESCRIPTION Artificial Wellness Counselor 150cr 1 hour session (max 1 per week) restores 1 Sanity Save. 1% chance you gain a random Condition.
Assorted Tools 20cr Wrenches, spanners, screwdrivers, etc. Can be used as weapons in a pinch (1d5 DMG).
24 hour surgical treatment removes 1 Condition. 1% chance of total amnesia. [-] on Intellect Checks,
Nanotech pills that assist your body in repairing Damage by granting Advantage to Body Saves meant to repel Cognitive Defragmentation 100kcr
Automed (x5) 1.5kcr Sanity Saves, and Fear Saves for 4 weeks.
disease and poison, as well as attempts to heal from rest.
Heavy duty battery used for powering laser cutters, salvage drones, and other items. Can be recharged in Deep Tissue Nanogel Massage 24kcr 1 hour session (max 1 per week) reduces Minimum Stress by 1. [-] on all actions for 24 hours.
Battery (High Power) 500cr
1 hour if connected to power or in 6 hours with solar power. Add waterproofing (+500cr).
Binoculars 150cr 20x magnification. Add night vision (+300cr) or thermal vision (+1kcr). 4 hour virtual treatment restores either 1d10 Combat or 1d10 Fear Save. 1% chance the character is
Immersive Slicksim Therapy 1kcr
Long Range. Allows the user to scan for signs of life. Can tell the location of signs of life, but not what that life stuck in the immersion for 1d10 days and loses 1d5 Sanity Save.
Bioscanner 3kcr
is. Blocked by some materials at the Warden’s discretion.
A camera worn on your clothing that can stream video back to a control center so your other crewmembers can Medpod 6kcr Week long treatment (spent in the pod) restores 1 Wound. Does not restore lost limbs/digits.
Body Cam 50cr
see what you’re seeing. Add night vision (+300cr) or thermal vision (+1kcr).
8 hour surgical treatment. Restores either 2d10 Speed, 2d10 Strength, 2d10 Body Save, or all Wounds.
Chemlight (x5) 5cr Small disposable glowsticks capable of dim illumination in a 1m radius. Pseudoflesh Injection 18kcr
At [-] on all rolls for 2 weeks, plus an additional 4 weeks of convalescent recovery required.
Crowbar 25cr Grants Advantage on Strength Checks to open jammed airlocks, lift heavy objects, etc.
8 hour surgical treatment restores either Intellect, Sanity Save, or Fear Save to their maximum, or
Cybernetic Diagnostic Allows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental Psychosurgery 28kcr
2kcr reduces Minimum Stress to 2. At [-] on all rolls for 4 weeks.
Scanner issues they may be having. Often distrusted by androids.
Electronic Tool Set 100cr A full set of tools for doing detailed repair or construction work on electronics.
A small device that sends up a flare and then emits a loud beep every few seconds. Additionally, sends out a
Emergency Beacon 2kcr
call on all radio channels to ships or vehicles in the area, but can be blocked by a radio jammer.
Exoloader Open-air mechanical exoskeleton 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 & Explosive charge powerful enough to blow open an airlock. All organisms in Close Range must make a Body
Detonator 500cr Save or take a Wound (Explosive). Detonator works at Long Range, but can be blocked by a radio jammer.
First Aid Kit 75cr An assortment of dressings and treatments to help stop bleeding, bandage cuts, and treat other minor injuries.
Flashlight 30cr Handheld or shoulder mounted. Illuminates 10m ahead of the user.
Portable stretcher that can fit within a rucksack. Allows the user to safely strap down the patient and carry
Foldable Stretcher 150cr 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 100cr Often worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and
(HUD) connect to any smart-link upgraded weapon.
Infrared Goggles 1.5kcr Allows the wearer to see heat signatures, sometimes up to several hours old. Add night vision (+300cr).
Allows wearer to fly up to 100m high and up to a speed of 100km/hr for 2 hours on a tank of fuel. Deals
Jetpack 75kcr
1d100[+] DMG if destroyed. Fuel can be refilled for 200cr.
Lockpick Set 40cr A highly advanced set of tools meant for hacking basic airlock and electronic door systems.
Long-range Comms 1kcr Rucksack-sized communication device for use in surface-to-ship communication.
Grants a magnetic grip to the wearer, allowing them to easily walk on the exterior of a ship (in space, while
Mag-boots 350cr docked, or free-floating), metal-based asteroids, or any other magnetic surface.
Allows the user to scan a living or dead body to analyze it for disease or abnormalities, without having to do a
Medscanner 8kcr
biopsy or autopsy. Results may not be instantaneous and may require a lab for complete analysis.
MoHab Unit 1kcr Tent, canteen, stove, rucksack, compass, and sleeping bag.
MRE (x7) 70cr “Meal, Ready-to-Eat.” Self-contained, individual field rations in lightweight packaging. Each has sufficient
sustenance for a single person for one day (does not include water).
Lightweight blanket made of heat-reflective material. Often used for thermal regulation of patients suffering
Mylar Blanket 10cr
from extreme cold or other trauma.
34 11
MEDICAL CARE EQUIPMENT
No matter how careful you are, sooner or later you ITEM COST DESCRIPTION
are going to get hurt. Minor injuries can usually Example: Recovery
When attached to a vaccsuit provides up to 12 hours of oxygen under normal circumstances, 4 hours under
be treated with a quick rest, but Wounds and WARDEN: Congratulations! You make it back Oxygen Tank 50cr
stressful circumstances. Explosive.
Conditions require professional treatment. to port safe and sound, except for Jamie.
PHIL: Rest in peace, you son of a bitch. Paracord (50m) 10cr General purpose lightweight nylon rope.
34.1 SHORT TERM RECOVERY WARDEN: Corporate is sending a shuttle Patch Kit (x3) 200cr Repairs punctured and torn vaccsuits, restoring their space readiness. Patched vaccsuits have an AP of 1.
for you, but it won’t be here for a couple of Personal Locator 200cr Allows crewmembers at a control center (or on the bridge of a ship) to track the location of the wearer.
Once per day, whenever resting, a character’s weeks. Is there anything ya’ll want to do Pet (Organic) 200kcr Small to medium-sized organic pet animal. Larger or rare pets cost 2d10x base pet cost.
body attempts to heal itself naturally. After 6+ while you’re waiting? This is a B-Class Port,
hours of rest make a Body Save. If successful, so they have a decent amount of amenities. Pet (Synthetic) 15kcr Small to medium-sized synthetic pet animal. Larger or rare pets cost 2d10x base pet cost.
reset Health to its Maximum. Wounds, however, CLEO: Yeah, I want to treat this Paranoid Portable Computer Flat computer monitor, keyboard and interface which allows the user to hack into pre-existing computers and
1.5kcr
remain the same. condition I’ve got. Is there somewhere I can Terminal networks, as well as perform standard computer tasks.
go for that? Radiation Pills (x5) 200cr Take 1d5 DMG and reduce your Radiation Level (see pg. 33.2) by 1 for 2d10 minutes.
34.2 LONG TERM RECOVERY WARDEN: Let’s see, there’s a Cognitive Radio Jammer 4kcr Rucksack-sized device which, when activated, renders all radio signals within 100km incomprehensible.
Defragging clinic. It costs about 100k credits
When worn, filters toxic air and/or allows for underwater breathing for up to 20 minutes at a time without
Recovering Wounds, Conditions, or losses to for a 24 hour long surgery. There is however Rebreather 500cr
resurfacing. Can be connected to an oxygen tank.
Stats and Saves takes a longer time. See the a slight 1% chance of total amnesia.
Medical Expenses table for a non-comprehensive CLEO: I don’t have that kind of money even if Rucksack 50cr Large, durable, waterproof backpack.
list of available treatments. I was okay with losing all of my memories. Battery operated remote controlled drone. Requires two hands to operate receiver. Can fly up to 450m
PHIL: We have that goo jar we could sell. high, to a distance of 3km from operator. Can run for 2 hours. Can record and transmit footage to receiver. If
KNOX: What about Wounds? I’m hanging on Salvage Drone 10kcr purchased separately, can be equipped with up to two of the following: binoculars, radio jammer, Geiger
counter, laser cutter, medscanner, personal locator, infrared goggles, emergency beacon,
by a thread here. cybernetic diagnostic scanner, bioscanner. Can carry up to 20-30kg.
WARDEN: Pseudoflesh Injections run about
Used to research xenoflora and xenofauna in the field. Can take vital signs, DNA samples ,and collect other
500kcr a pop. Sample Collection Kit 50cr
data on foreign material. Results may not be instantaneous and may require a lab for complete analysis.
PHIL: Maybe we should just die, it would be
Allows communication from ship-to-ship within a reasonable distance, as well as surface-to-surface within a
cheaper. Short-range Comms 100cr
dozen kilometers. Blocked by radio jammer.
WARDEN: Well, if you need cash quick, there’s
a little job you could do... Smart-link Add-On 10kcr Grants remote viewing, recording, and operation of a ranged weapon as well as +5 DMG to the weapon.
1kcr Cures cryosickness, reduces Stress by 1, restores 1d10 Health, and grants [+] to all rolls for 1d10 min. Roll
Stimpak ea. 1d10. If you roll under the amount of doses you’ve taken in the past 24 hours, make a Death Save.
Water Filtration Device 50cr Can pump 4 liters of filtered water per hour from even the most brackish swamps.
11.1 PETS
11.2 CARRYING CAPACITY
Pets can be great companions, but failure to
protect them comes at a significant 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 the setting, androids may
[+] on Rest Saves. +5 to Rest Saves. be built to carry 1-5x that amount.
1 Stress whenever pet takes Sanity Save or 1 Stress whenever When in doubt, characters can carry one
Damage. pet takes Damage. light thing in each hand or one heavy thing
with both hands.
Panic Check if pet is killed.
1 Stress if pet is destroyed.
Minimum Stress +1.
12 33
FIREARMS SURVIVAL
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 asteroid ore, radiation
can survive for 1d5 minutes before dying. can kill you if you’re not careful.
SK 109 SEEKER SMART RIFLE 5KCR
RANGE Extreme Range If all of a ship’s Life Support System goes offline, RADIATION
roll 1d10 and multiply it by the maximum crew
F20 “ARBITER” PULSE RIFLE 2.4KCR DAMAGE 4d10 DMG (Anti-Armor) LEVEL DAMAGE
capacity. This is the remaining oxygen supply.
SHOTS 3
RANGE Long Range LEVEL 1 - TRACE None immediately. Possible long-
WOUND Gunshot[+] Every 24 hours, subtract the total number of Normal, everyday radiation,
DAMAGE 3d10 DMG term side effects (cancer, etc.).
SPECIAL [-] on Combat Check when fired at cosmic rays.
SHOTS 5 breathing crewmembers from the remaining
Close Range. oxygen supply. Any crewmembers engaging LEVEL 2 - ACUTE Reduce all Stats and Saves by 1
WOUND Gunshot Unshielded reactors/Warp Cores.
in strenuous activity (e.g., running, combat, every round.
SPECIAL
mechanical repairs, etc.) further reduce the LEVEL 3 - LETHAL
Every round: Body Save or lethal
oxygen supply by 2 each. Atomic weapons, direct handling
dose (death in 1d5 days).
of Warp Cores.
Whenever the oxygen supply is less
than twice the amount of breathing Armor with Radiation Shielding (e.g., the Hazard
passengers, all rolls are at Suit) blocks all three levels of radiation.
Disadvantage as the crew suffers
headaches, fatigue, anxiety, and Read about Armor on pg. 14-15 and pg. 28.3.
BODY CAM
RADIATION
SHIELDING
OXYGEN SUPPLY
Stores up to 1 hour of O2.
SHORT-RANGE COMMS
OXYGEN SUPPLY
Can be fitted with an Oxygen Tank for up
12 hours of oxygen under normal
circumstances, 4 hours under stressful
circumstances. Explosive.
HYDRO RECLAMATION
1 liter of water lasts for 4 days.
IT CAN GET TO YOU YOU CAN SHOOT IT YOU CAN HEAR THEM SCREAM
EXOSKELETAL WEAVE STANDARD CREW ATTIRE
AAVA TECHNOLOGY
Grants [+] to Strength Checks. AAVA TECH V-PATH 2 HAZARD SUIT 31.1 CLOSE RANGE
ARMOR POINTS 1 Coveralls and 31.2 LONG RANGE 31.3 EXTREME RANGE
ARMOR POINTS 5 Designed for planetary leather jackets. Basic clothing assumed
exploration and examination. to be worn by all crew members.
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 rifles, can
few seconds. They’re near entire round or longer to get to. hit something accurately in this
enough that you could likely Rifles 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,
TACTICAL STANDARD BATTLE DRESS
hit them. You’d haveCARTER
to speak less so. You’d have to yell at and even if you hear a scream
ARMOR POINTS
loud enough that someone on 7 Light
someone to get
plated armor. their attention,
Standard dress for you might not know which
the other side of theallroom
marines or combat mercenaries.
could and you probably won’t smell direction it’s coming from.
ARMADYNE “HEAVY-K” ADVANCED BATTLE DRESS
hear you. Powerful stenches anyone at Long Range, no
ARMOR POINTS 10 Combat heavy attire for offworld engagements.
can be smelled if they’re Close. matter how bad they stink.
Heavy: Speed Checks at [-]. Damage Reduction: 3.
Firearms like shotguns are
VALECORE MK2 VACCSUIT
most effective at this range or
ARMOR POINTS 3 Basic suit worn
while operating in space. Adjacent.
Heavy: Speed Checks at [-].
ENVIRONMENTAL PROTECTION
Protects against extreme heat and cold.
RANGE GUIDELINES LESS THAN 1 M / 3 FT ROUGHLY 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT
30 HEADLAMP SHORT-RANGE COMMS 15
RANGE & DISTANCE ARMOR
BODY CAM
RADIATION
SHIELDING
OXYGEN SUPPLY
Stores up to 1 hour of O2.
SHORT-RANGE COMMS
OXYGEN SUPPLY
Can be fitted with an Oxygen Tank for up
12 hours of oxygen under normal
circumstances, 4 hours under stressful
circumstances. Explosive.
HYDRO RECLAMATION
1 liter of water lasts for 4 days.
When gaining a Wound, roll 1d10 on the Wounds If your death seems imminent, make your last
Table according to the type of Damage: moments count: save someone’s life, solve an
important mystery, give the others time to escape.
• Blunt Force: Getting punched, hit with a
crowbar or a thrown object, falling, etc. When you die, the Warden makes a Death Save
• Bleeding: Getting stabbed or cut. by placing 1d10 in a cup, shaking the cup, and
• Gunshot: Getting shot by a firearm. placing it face down on the table (covering the die).
• Fire & Explosives: Grenades, flamethrowers, As soon as someone spends a turn checking your
doused in fuel and lit on fire, etc. vitals, the die is revealed and the roll is looked up
• Gore & Massive: Giant or gruesome attacks. on the Death Table below. Use common sense.
WOUNDS
FIRE & GORE &
D10 SEVERITY BLUNT FORCE BLEEDING GUNSHOT
EXPLOSIVES MASSIVE
Grazed. Hair burnt. Vomit.
00 Flesh Wound Knocked down. Drop held item.
16.1 HOW TO BE A GREAT PLAYER Knocked down. Gain 1d5 Stress. [-] on next action.
Winded. [-] until you Lots of blood. Those Awesome scar. Awesome scar.
01 Bleeding +1.
Mothership can be a very challenging game. You should expect: catch your breath. Close gain 1 Stress. +1 Minimum Stress. +1 Minimum Stress.
Sprained Ankle. [-] Blood in eyes. [-] Singed. [-] on next
• Characters to die. Play smart. Make the most of your time. 02 on Speed Checks. until wiped clean. Broken rib. action. Digit mangled.
• Violence to be punishing. If you’re fighting, you’re losing. Minor Injury
Concussion. [-] on Laceration.
Violence is deadly, and should be avoided at all costs. 03 Fractured extremity. Shrapnel/large burn. Eyes gouged out.
mental tasks. Bleeding +1.
• The odds to be stacked against you. Rolls are punishing
Leg or foot broken. Major cut. Internal bleeding. Extensive burns. Ripped off flesh.
in Mothership. Find ways to stack the odds in your favor. 04 [-] on Speed Checks. Bleeding +2. Bleeding +2. -1d10 Strength. -1d10 Strength.
• To make difficult choices. Surviving the ordeal, solving
the mystery, or saving the day are often mutually exclusive. Arm or hand broken. Fingers/toes severed. Lodged bullet. Major Burn.
05 Paralyzed waist down.
[-] manual tasks. Bleeding +3. Surgery required. -2d10 Body Save.
• To pay attention. Stay focused and plug into the fictional Major Injury
world. It helps you and everyone else get into the spirit of Snapped collarbone. Hand/foot severed. Gunshot wound to Skin grafts required. Limb severed.
06 [-] on Strength Checks. Bleeding +4. the neck. -2d10 Body Save.
the game and have a more immersive experience. Bleeding +5.
• A safe play environment. This is a horror game, and it can Lethal Injury Back broken. [-] on Limb severed. Major blood loss. Limb on fire. 2d10 Impaled.
07 all rolls. Bleeding +5. Bleeding +4. Damage per round.
deal with many uncomfortable topics. It’s your responsibility (Death Bleeding +6.
to make sure you’re not making anyone at the table Save in Skull fracture. [-] on Major artery cut. Sucking chest wound. Body on fire. 3d10 Guts spooled on floor.
08 1d10 rounds)
uncomfortable with your words and actions (both in and out all rolls. Bleeding +6. Bleeding +5. Damage per round. Bleeding +7.
of character), and to speak up if you feel uncomfortable or if Fatal Injury Throat slit or heart Engulfed in fiery Head explodes.
you notice anyone else might be uncomfortable. Spine or neck broken. Headshot.
09 (Death pierced. explosion. No Death Save.
Save) Death Save. Death Save. Death Save.
Death Save. You have died.
28 17
ATTACK & DEFENSE HOW TO PLAY
28.1 HOW DO I ATTACK? Mothership® is a tabletop roleplaying game. You With these basics in mind, you’re ready to handle
and your friends get together, and one of you, the 90% of the situations that come up in a game. For
Make a Combat Check. If successful, roll the weapon’s Warden, prepares a scenario for the rest of you to everything else, you, the Warden, and the other
Damage and subtract it from the enemy’s Health. If explore and interact with. You ask questions, roll players will discuss the situation and come up with
you fail, the situation gets worse and you gain 1 Stress. some dice, make some jokes, and die a few times. a House Rule to suit the table’s specific needs.
The rules are simple, but the game is challenging:
Read about Stat Checks on pg. 18. With that being said, you can close this book and
• You can attempt to do anything you want, start playing right now! There’s even a handy
28.2 DAMAGE and are not limited by what is on your character cheat sheet on the back cover if you forget
sheet. Most things you want to do just happen. something. If you’d like a little more information
When taking Damage (DMG), subtract it from • You should ask a lot of questions. The more about how it all works, read on.
Health. If your Health reaches zero, gain a Wound information you have, the less likely you’ll have
and roll on the Wounds Table. Then, reset the to make risky rolls like Stat Checks and Saves.
character’s Health to its Maximum and subtract any • Stat Checks are made when you want to do
carryover damage. Once your character suffers their something and the price for failure is high. 17.1 DICE NOTATION
Maximum Wounds, make a Death Save. • Saves are reactions, rolled to avoid different
mental, emotional, and physical dangers. There are three ways we notate dice:
Read about Death on pg. 29.2.
Read more about Stat Checks & Saves on pg. 18. • 1d100 means to roll a pair of ten-sided
28.3 ARMOR dice, where one die represents the tens
• When you fail a Stat Check or a Save your digit and the other represents the ones
Characters ignore all Damage less than their character gains 1 or more Stress. Stress can digit. For example: if you roll a 90 and a
armor’s Armor Points (AP). However, if they ever be bad, as it makes characters more likely to 9 that equals 99. If you roll a 00 and a 0,
take Damage greater than or equal to their AP in Panic, but is also needed to improve Saves. that equals a zero.
one hit, their armor is destroyed and they suffer any • Panic Checks are rolled when the worst has • xd10 means to roll a number of ten-sided
remaining Damage. Weapons with Anti-Armor (AA) happened and your character snaps. A bad dice (e.g., 1d10, 2d10) and add them
ignore and destroy armor whenever they hit. Some result can lead to a long-term Condition that together.
armor may have Damage Reduction (DR) which always needs treatment, but a good result can provide • We use a twenty-sided die (1d20) called
reduces incoming Damage by the amount stated (even if focus when it is needed the most. the Panic Die. You use this only to make
the armor is destroyed, or if the weapon has Anti-Armor). Panic Checks.
Damage Reduction occurs first (before any Armor). Read more about Stress & Panic on pg. 20-21. • If you see [+] next to a roll it means the roll
has Advantage while [-] means the roll
28.4 COVER • When characters get hurt they lose Health. If has Disadvantage.
they lose enough Health they suffer a Wound.
The environment can provide protection called Cover. If they gain Wounds equal to their maximum Read more about Advantage &
It can be destroyed, just like armor, whenever it is dealt they die. Disadvantage on pg. 19.1.
Damage greater than or equal to its AP. Cover typically
only protects against ranged attacks, but in some Read more about Violent Encounters on pg. 26.
TYPE AP
Military Training, ANDROID prerequisite
Skills.
Bonus: 1 Athletics
Expert Skill Linguistics, SCIENTIST
OR: 2 Trained Computers,
Skills Mathematics
Personal 1 Master TEAMSTER
Notes Bonus: 1
Expert Skill Expert and
Skill, and
an
STRENGTH OR: 2 Trained Trained Skill Industrial
SPEED Skills prerequisite.
Zero-G
Equipment,
INTELLECT Bonus: 1
Trained Skill
COMBAT Bonus: 1
Trained Skill
and 1 Expert
TRAINED
Skill.
2. ROLL 2D10+10 (+10 BONUS) SKILLS
FOR EACH EXPERT SKILLS
SAVE. (+15 BONUS)
MASTER
(+20 BONUS)SKILLS
LINGUISTICS
SANITY
INSIGNIFICANT COVER
+20 INTELLECT SCIENTIST MEDICINE
+10 BODY BOTANY
SAVE TEAMSTER
-10 TO 1 +10 INTELLECT SURGERY
+20 FEAR STAT
SAVE +5 TO ALL ECOLOGY
+60 FEAR +5 TO 1 STAT STATS GEOLOGY
+1 MAX WOUNDS SAVE
+30 SANITY +10 TO ALL PLANETOLOGY
+1 MAX WOUNDS SAVES
AP: 5
SAVE ASTEROID
”Percentile Dice”
INDUSTRIAL MINING
EQUIPMENT
4. ROLL 1D10+10 MECHANICAL ROBOTICS
L GUIDE
ART
WHENEVER
YOU PANIC, RESPONSE.
SURVIVA
ANDROID HYPERSPACE
PLAYER’S
EVERY CLOSE
FEAR SAVES FRIENDLY MYSTICISM
MADE BY PLAYER MUST ARCHAEOLOGY
SCIENTIST CLOSE FRIENDLY MAKE A
WHENEVER PLAYERS FEAR SAVE. XENOESOTERICISM
YOU FAIL ARE AT DISADVANTAGE.
TEAMSTER A SANITY
ONCE PER SAVE, ALL THEOLOGY
SESSION, CLOSE FRIENDLY
YOU MAY PLAYERS
TAKE ADVANTAGE GAIN 1 STRESS.
WILDERNESS
8. ROLL FOR ON A PANIC
CHECK.
MILITARY SURVIVAL
YOUR EQUIPMENT TRAINING
LIGHT COVER
LOADOUT, FIREARMS
TRINKET RIMWISE
pg. 7
pg. 8
& PATCH. COMMAND
pg. 9 HAND-TO-HAND
ATHLETICS COMBAT
AP: 10
ARMOR POINTS SKILL TRAINING
In Progress
Trees, bulkhead walls, metal furniture, etc. The Player’s 1d20 Pen & Paper
Time Remaining
CREDITS
2D10X10 CONDITIONS
something) else, running away. with fear, loneliness, depression, and other creature is moving too fast. You hit the pipes
• Intellect: Recalling your training and emotional surges. embedded in the bulkhead, and they spray
experience under duress, thinking through • Body: Employ quick reflexes and resist hunger, steam right into your eyes. Take 4 Damage. Being Effective in a Fight
difficult problems, inventing or fixing things. disease, or organisms that might try and invade CLEO: Dammit! Your Combat Stat isn’t the only thing that
• Combat: Fighting for your life. your insides. WARDEN: Knox, the Phil-Thing snatches you matters when it comes to fighting 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
18.3 WHAT IS YOUR HIGH SCORE? 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
High Score is a record of the number of sessions your character has survived. It doesn’t affect you’re seeing this carnage. Your former away (always a good idea). Hide. In short,
gameplay at all, it’s just a fun number to track. Your Warden may have other ideas on how to use it character is about to devour Knox alive. treat every round like a completely unique
in game (like as a Reputation stat, or as a spendable luck resource). Don’t stress about your High What’s everyone doing? Oh, and Knox, let’s situation, and try not to look at your character
Score too much—the average High Score of a character is about 4. Just focus on staying alive and roll up that Wound. sheet too much. Outsmart, outrun, and
you’ll beat that in no time. KNOX: Wonderful. outlast your enemy. That’s all that matters.
26 19
VIOLENT ENCOUNTERS MODIFYING STAT CHECKS & SAVES
24.1 TRAIN A SKILL Stress, Damage, and emotional wear and tear PANIC
Example: Skill Training eventually bring characters to their breaking point.
D20 PANIC EFFECT
To learn a new Skill you need to spend the WARDEN: Okay, so after some paper shuffling When that happens, there’s a chance they Panic.
requisite amount of time and credits. and some mandatory safety training, the You determine this by making a Panic Check. ADRENALINE RUSH. [+] on all rolls for the next 2d10
01
Company is putting you back to work hauling minutes. Reduce Stress by 1d5.
• Trained Skills: 2 years + 10kcr in materials. cargo from one end of the galaxy to another. 21.1 WHAT IS A PANIC CHECK? 02 NERVOUS. Gain 1 Stress.
• Expert Skills: 4 years + 50kcr in materials. KNOX: Oh, thank god. I never thought I’d be JUMPY. Gain 1 Stress. All Close crewmembers
03
• Master Skills: 6 years + 200kcr in materials. so grateful to go back to my job... A Panic Check determines whether the character gain 2 Stress.
WARDEN: Exactly. Is there anything you all can keep their cool under extreme pressure. OVERWHELMED. [-] on all rolls for the next 1d10 minutes.
To train an Expert Skill requires one Trained Skill want to do in your off-time? 04
Increase Minimum Stress by 1.
prerequisite and to train a Master Skill requires CLEO: I’m just training my Robotics Skill. I still To make a Panic Check, roll the Panic Die (1d20)
COWARD. Gain a new Condition: You must make a Fear
one Expert Skill prerequisite. have, ugh, forty-two months left to go. and attempt to roll greater than your current 05
Save to engage in violence, otherwise you flee.
KNOX: I think my guy actually wants to get out Stress. If you roll less than or equal to your
Why does it take so long? FRIGHTENED. Gain a new Condition: When encountering
of the Company life and get into the action current Stress you fail, and you look up your result 06
what frightened you, make a Fear Save [-] or gain 1d5 Stress.
Skill Training assumes characters are working full more. Is there any way for him to like, take on the Panic Table.
time, going on missions, and generally living life. Military Training? NIGHTMARES. Gain a new Condition: Sleep is difficult,
07
If studying full-time (e.g., by going to school), WARDEN: Yeah definitely, but it’s a six year 21.2 WHEN TO MAKE PANIC CHECKS gain [-] on Rest Saves.
then training takes half as long. Your Warden contract, so you’d essentially roll up a new LOSS OF CONFIDENCE. Gain a new Condition: Choose
08
may allow additional resources (private tutoring, character and put the other one aside until You must make a Panic Check anytime you one Skill and lose that Skill’s bonus.
AI assistance, cybermods, slickware, etc.) to time catches up and he gets out. Plus, he roll a Critical Failure on a Stat Check or Save. DEFLATED. Gain a new Condition: Whenever a Close
09
decrease the time required. could die. Is that something you’re into? Additionally, the Warden may call for a Panic crewmember fails a Save, gain 1 Stress.
KNOX: Oh, yeah, that sounds great actually. Check at any other appropriate time, including, but DOOMED. Gain a new Condition: You feel cursed and
WARDEN: Any of you can do that, by the way. not limited to: 10
unlucky. All Critical Successes are instead Critical Failures.
Like, park a character for some time and roll
SUSPICIOUS. For the next week, whenever someone joins
someone else up. Just give me a heads up • Watching another crewmember die.
11 the crew (even if they only left for a short period of time),
so I have time to prep something for the new • Witnessing more than 1 crewmember Panic at make a Fear Save or gain 1 Stress.
characters. the same time.
CLEO: Oooh, that sounds fun! • Whenever your Ship rolls a Critical Failure, HAUNTED. Gain a new Condition: Something starts visiting
WARDEN: For sure. Okay, Knox, your guy everyone on board makes a Panic Check. 12 the character at night. In their dreams. Out of the corner of
finds a recruiter at a nearby station and • Encountering a strange and horrifying entity for their eye. And soon it will start making demands.
enlists. For everyone else, six months go by, the first time. DEATH WISH. For the next 24 hours, whenever
so you can mark that on your sheets. • When all hope is lost and death feels certain. 13 encountering a stranger or known enemy, make a Sanity
• Whenever you, the player, want. Save or immediately attack them.
22.1 NO SKILL (+0) 22.2 TRAINED SKILLS (+10) 23.1 EXPERT SKILLS (+15) 23.2 MASTER SKILLS (+20)
Just because you don’t have a Skill doesn’t mean You’ve received standard training in this area You’ve received the equivalent of a doctorate or You are advanced in your field and are aware of
you don’t know anything about the subject, and equivalent to a bachelor’s degree or on the job have many years of experience in this field. cutting edge techniques or highly specialized and
it usually doesn’t mean you can’t at least make training for a couple years. Expert Skills should generally be a subset or niche information. Due to their focus, Master Skills
an attempt. What it means is that you don’t have specific focus of a Trained Skill. apply very narrowly compared to the broader
significant enough experience or expertise in the • Archaeology: Ancient cultures and artifacts. Trained Skills.
matter to act decisively in high pressure situations. • Art: The expression or application of a species’ • Asteroid Mining: Training in the tools and
Therefore, you get no bonus, and depending creative ability and imagination. procedures used for mining asteroids. • Artificial Intelligence: The study of intelligence
on how complex the task is, you might roll with • Athletics: Physical fitness, sports, and games. • Ecology: The study of organisms and how they as demonstrated by machines.
Disadvantage (or not be able to attempt it at all). • Botany: The study of plant life. relate to their environment. • Command: Leadership, management, and
• Chemistry: The study of matter and its • Explosives: Design and effective use of authority.
Read more about Disadvantage on pg. 19.1. chemical elements and compounds. explosive devices (bombs, grenades, shells, • Cybernetics: The physical and neural
• Computers: Fluent use of computers and their land mines, etc.). interfaces between organisms and machines.
networks. • Field Medicine: Emergency medical care and • Engineering: The design, building, and use of
Example: Outrunning the Meteorite • Geology: The study of the solid features of any treatment. engines, machines, and structures.
WARDEN: So you’re walking across the terrestrial planet or its satellites. • Firearms: Safe and effective use of guns. • Exobiology: The study of and search for
underbelly of the ship in your vaccsuit. You’ve • Industrial Equipment: The safe and proper • Hacking: Unauthorized access to computer intelligent alien life.
got magboots? use of heavy machinery and tools (exosuits, systems and networks. • Hyperspace: Faster-than-light travel.
PHIL: Yessir. forklifts, drills, breakers, laser cutters, etc.). • Hand-to-Hand Combat: Melee fighting, • Planetology: Study of planets and other
WARDEN: Okay, you hear this static in your • Jury-Rigging: Makeshift repair, using only the brawling, martial arts, etc. celestial bodies.
comms and see a flare out of the corner of tools and materials at hand. • Mechanical Repair: Fixing broken machines. • Robotics: Design, maintenance, and operation
your eye. • Linguistics: The study of languages (alive, • Mysticism: Spiritual apprehension of hidden of robots, drones, and androids.
PHIL: Uh, we’ve got a problem out here. Are dead, and undiscovered). knowledge. • Sophontology: The study of the behavior and
you guys seeing anything? • Mathematics: The study of numbers, quantity, • Pathology: Study of the causes and effects of mind of inhuman entities.
CLEO: Are we seeing anything? and space. diseases. • Surgery: Manually operating on living or dead
WARDEN: Your scanners start blaring and you • Military Training: Basic training provided to all • Pharmacology: Study of drugs and medication. biological subjects.
get a warning of a meteor shower impacting military personnel. • Physics: Study of matter, motion, energy, and • Xenoesotericism: Obscure beliefs, mysticism,
in ten seconds. • Rimwise: Practical knowledge and know-how their effects in space and time. and religion regarding non-human entities.
PHIL: Shit, I’m running. regarding outer Rim colonies, their customs, • Piloting: Operation and control of aircraft,
WARDEN: You’re in magboots so it’s slow and the seedier parts of the galaxy. spacecraft, and other vehicles.
going, especially in the vaccsuit. You can • Theology: The study of the divine or devotion • Psychology: The study of behavior and the
make a Speed Check at Disadvantage. to a religion. human mind.
PHIL: I’ve got Zero-G, would that help? • Zero-G: Practice and know-how of working in a • Wilderness Survival: Applicable know-how
WARDEN: Absolutely, you can add ten to your vacuum, orientation, vaccsuit operation, etc. regarding the basic necessities of life (food,
stat. • Zoology: The study of animal life. water, shelter) in a natural environment.
PHIL: My Speed is 36. Plus ten is 46. I roll a...
54 and 77. Fuck. Critical fail.