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Player-Survival-Guide-v1.2 Booklet

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0% found this document useful (0 votes)
104 views22 pages

Player-Survival-Guide-v1.2 Booklet

Uploaded by

yswvt56mkp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HOW TO PLAY MOTHERSHIP®

Stat Checks Saves Panic Checks


Roll 1d100 less than your Roll 1d100 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
the task, otherwise fail and and gain 1 Stress. Die (1d20) greater than
gain 1 Stress. the character’s current
A roll of 90-99 is always Stress or else Panic.
A roll of 90-99 is always considered a failure.
considered a failure. Panic Table pg. 21.

Skills Advantage & Criticals


If a character has a Skill Disadvantage Whenever you roll doubles
relevant to the task at If a character has a on 1d100, the result is
hand, you can add its Skill situational Advantage [+], special. If the result is a
Bonus to the Stat before roll the dice twice and take success it’s a Critical
rolling a Stat Check. the best result. Success and something
very good happens. If the
• Trained Skills: +10 If a character has a result failed it’s a Critical
• Expert Skills: +15 situational Disadvantage Failure, something bad
• Master Skills: +20 [-], roll the dice twice and happens, and you must
take the worst result. make a Panic Check.

VIOLENCE

Damage & Wounds Armor & Cover Death


Whenever a character You can ignore any Whenever your
takes Damage, reduce Damage less than the character takes Wounds
Health by that amount. AP of armor + cover. Any equal to their Maximum
If Health is reduced Damage greater than Wounds, make a Death
to zero, gain a Wound that value destroys the Save.
and roll on the Wounds armor or cover and carries
Table. over. Damage Reduction See Death pg.
reduces all incoming DMG. 29.2
Wounds Table
pg. 29. See Armor pg. 28.

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.

Foam Gun 500cr Close 1 DMG 3 Blunt Force 2. ROLL


Body Save or become stuck. 2D10+10 FOR EACH SAVE.
Strength Check [-] to escape.
LINGUISTICS PSYCHOLOGY SOPHONTOLOGY
400cr
Frag Grenade Close 3d10 DMG 1 Fire/Explosives On a hit, damages all Adjacent to enemy.
ea.
ZOOLOGY PATHOLOGY EXOBIOLOGY
General-Purpose Two-handed. Heavy. Barrel can be
4.5kcr Long 4d10 DMG 5 Gunshot [+]
Machine Gun SANITY
maneuvered to fire around corners. FEAR BODY FIELD SURGERY
Hand Welder 250cr Adjacent 1d10 DMG N/A Bleeding Can cut through airlock doors. MEDICINE

Bleeding [+] Two-handed. Heavy. 1 round recharge


Laser Cutter 1,200cr Long 1d100 DMG3. SELECT YOUR
6 CLASS. Adjust your starting STATS & SAVES. BOTANY ECOLOGY PLANETOLOGY
or Gore [+] between shots.
Nail Gun 150cr Close 1d5 DMG MARINE 32 Bleeding ANDROID SCIENTIST TEAMSTER
GEOLOGY ASTEROID MINING ROBOTICS
Pulse Rifle 2.4kcr Long 3d10 DMG +10 COMBAT 5 Gunshot +20 INTELLECT +10 INTELLECT +5 TO ALL STATS
INDUSTRIAL MECHANICAL ENGINEERING
Revolver 750cr Close 1d10+1 DMG +10 BODY SAVE
6 Gunshot -10 TO 1 STAT +5 TO 1 STAT +10 TO ALL SAVES
EQUIPMENT REPAIR
1d10 DMG +20 FEAR SAVE +60 FEAR SAVE
100m micro-filament. +30 SANITY SAVE
Rigging Gun 350cr Close 1 Bleeding [+] JURY-RIGGING EXPLOSIVES CYBERNETICS
+ 2d10 DMG when
+1 removed
MAX WOUNDS BodyWOUNDS
+1 MAX Save or become entangled.
Scalpel 50cr Adjacent 1d5 DMG N/A Bleeding [+]
CHEMISTRY PHARMACOLOGY
[-] on Combat Check when fired at Close 5. GAIN
Smart Rifle 5kcr Extreme 4d10 DMG (AA) 3 Gunshot [+]
4. ROLL 1D10+10 FOR YOUR
Range. HEALTH. ARTIFICIAL
STRESS. COMPUTERS HACKING
INTELLIGENCE
SMG 1kcr Long 2d10 DMG 5 Gunshot Can be fired one-handed. You start at your
Maximum Health with zero
Stun Baton 150cr Adjacent 1d5 DMG HEALTH N/A Blunt Force WOUNDS
Body Save or stunned 1 Wounds.
round. Whenever your STRESS ZERO-G PILOTING
Health falls below zero,
If DMG dealt: enemy must
youBody Save or
suffer a Wound. Reset
Tranq Pistol 250cr Close 1d5 DMG 6 Blunt Force MATHEMATICS PHYSICS HYPERSPACE
be unconscious 1d10 rounds. your Health to its
Maximum, minus any Current Minimum
Unarmed Free Adjacent Str/10 DMG Current Maximum
N/A Current
Blunt Force Maximum
Starts at 2. carryover damage. Starts at 2.
ART MYSTICISM XENOESOTERICISM
Bleeding + When dealing a Wound, roll on BOTH the
Vibechete 1kcr Adjacent 3d10 DMG (AA) N/A
Gore Bleeding AND Gore columns.
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
ARMOR SURVIVAL
ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
ARMOR COST AP O2 SPEED SPECIAL MILITARY FIREARMS COMMAND
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS. TRAINING
Standard Crew Attire
100cr 1 None Normal
Basic clothing. TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
RIMWISE HAND-TO-HAND
Vaccsuit Includes short-range comms, headlamp, and radiation COMBAT
10kcr 3 12 hrs [-]
Designed for outer space operations. shielding. Decompression within 1d5 rounds if punctured.
8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH. ATHLETICS
Hazard Suit Includes air filter, extreme heat/cold protection,
pg. 7 pg. 8 pg. 9
Environmental protection while exploring 4kcr 5 1 hr Normal hydration reclamation (1L of water lasts 4 days),
SKILL TRAINING
unknown planets. short-range comms, headlamp, and radiation shielding.
Standard Battle Dress
2kcr 7 None Normal Includes short-range comms. In Progress Time Remaining
Lightly-plated armor worn by most marines.
Advanced Battle Dress ARMOR POINTS Includes short-range comms, body cam, headlamp, HUD,
Heavy armor for marines deployed in high 12kcr 10 1 hr [-] exoskeletal weave (Strength Checks [+]), and radiation
combat offworld engagements. shielding. Damage Reduction: 3. CONDITIONS
CREDITS 2D10X10
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
MOTHERSHIP®
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
OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill.

Pronouns

STRENGTH SPEED INTELLECT COMBAT


Personal Notes
TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
(+10 BONUS) (+15 BONUS) (+20 BONUS)

2. ROLL 2D10+10 FOR EACH SAVE.


LINGUISTICS PSYCHOLOGY SOPHONTOLOGY

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,
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

ARCHAEOLOGY CONTENT WARNING


6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE. THEOLOGY Mothership is a horror game for mature audiences. It contains violence, foul
WILDERNESS
®

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

Welcome to Mothership®, the CONTRACTORS


sci-fi horror RPG where you and 7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
MOTHERSHIP® cleo 0 D100 OCCUPATION SALARY COMBAT INSTINCT MAX WOUNDS RANDOM MOTIVATION
your crew try to survive in the CHARACTER PROFILE To take a Master or Expert Skill you must first take at least one of its prerequisite Skills.
Player Name High Score
most inhospitable environment MARINE ANDROID 00
SCIENTIST Archaeologist
TEAMSTER 6kcr 20 15 1 Secretly investigating a Corporate cover-up.
in the universe: outer space! 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
01-09
Expert and Trained Skill Asteroid
Industrial Equipment,
Miner
Zero-G 2kcr 25 25 2 Sending money back home to family.
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.
Lilith 10-19 Android 6kcr 20 35 2 Badly needs to pay off a loan shark.
Excavate dangerous derelict Pronouns 35 41 32 36
spacecraft, explore strange they/them STRENGTH SPEED INTELLECT COMBAT
20-24 Bodyguard 2kcr 30 25 2 Can’t stop in one place for too long, gets restless.
TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
unknown worlds, encounter Personal Notes
(+10 BONUS) (+15 BONUS) 25-29 Captain
(+20 BONUS) 10kcr 30 40 3 Hears a call from an entity they can’t explain.
hostile alien life, and escape the 32 years old 2. ROLL 2D10+10 FOR EACH SAVE. 30-34 Chaplain 750cr 10 20 2 Using you/your ship to smuggle contraband.
horrors encroaching upon your LINGUISTICS PSYCHOLOGY SOPHONTOLOGY
35-39 Corporate Fixer 24kcr 15 30 1 Revenge.
every move. Let’s get started! wife on 25 29 34 ZOOLOGY PATHOLOGY EXOBIOLOGY
ypsilon 14 40-44 Doctor 8kcr 15 25 1 Secretly a con artist with no other expertise.
SANITY FEAR BODY FIELD SURGERY
The sheet at the back of this MEDICINE 45-49 Engineer 7kcr 20 25 2 Paying a loved one’s medical bills.
book has all the instructions for 3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES. BOTANY ECOLOGY
50-54 Hacker PLANETOLOGY
8kcr 15 30 1 Secretly a spy for a rival corporation.
how to create your character. MARINE ANDROID SCIENTIST TEAMSTER
GEOLOGY ASTEROID MINING
55-59 Marine (Grunt)
ROBOTICS
1.5kcr 30 25 2 Need to pay off jumped bail or a court fine.
All you need to do is follow the +10 COMBAT +20 INTELLECT +10 INTELLECT +5 TO ALL STATS
INDUSTRIAL MECHANICAL
numbered steps in each box
+10 BODY SAVE -10 TO 1 STAT +5 TO 1 STAT +10 TO ALL SAVES
EQUIPMENT REPAIR 60-64 Marine (Officer)
ENGINEERING
3.5kcr 35 35 3 Undercover secret police investigating your crew.
+20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
until you’ve filled everything in. +1 MAX WOUNDS +1 MAX WOUNDS JURY-RIGGING EXPLOSIVES 65-69 Pilot CYBERNETICS 3kcr 15 25 1 In huge debt to a powerful crime syndicate.
CHEMISTRY PHARMACOLOGY 70-74 Pioneer 1.5kcr 25 25 1 Took the money and ran out on their last job.
STEP 1. ROLL STATS 4. ROLL 1D10+10 FOR YOUR HEALTH.
5. GAIN
ARTIFICIAL
You start at your STRESS. COMPUTERS HACKING
75-79 Scientist INTELLIGENCE 4kcr 15 10 1 Family member held hostage, needs ransom.
Maximum Health with zero
STRESS
Characters have four Stats: HEALTH WOUNDS Wounds. Whenever your
Health falls below zero,
ZERO-G PILOTING
80-84 Survival Guide 3kcr 30 35 2 Secretly a bounty hunter looking for your crew.
Strength, Speed, Intellect, and 13 13 0 2 you suffer a Wound. Reset 2 2
your Health to its
Maximum, minus any Current Minimum
MATHEMATICS PHYSICS 85-89 Surgeon HYPERSPACE 12kcr 15 20 1 Seeking an honorable and glorious death.
Current Maximum Current Maximum
Combat, representing how well carryover damage. Starts at 2.
Starts at 2.
ART MYSTICISM 90-94 Teamster XENOESOTERICISM2kcr 25 25 1 Unknowingly contagious with a deadly disease.
they act under extreme pressure.
6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE. ARCHAEOLOGY 95-98 Therapist 3kcr 10 20 1 Escaped from a corporate research facility.
Roll 2 ten-sided dice (2d10), MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE. THEOLOGY WILDERNESS 99 Void Urchin 100cr 30 40 2 Secretly a wanted serial killer in hiding.
SURVIVAL
ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
add them together, then add MILITARY FIREARMS COMMAND
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS. TRAINING
25. Record the results for TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
each Stat.
RIMWISE HAND-TO-HAND
COMBAT 41.1 IMPROVING LOYALTY
8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH. ATHLETICS Who controls the Contractor?
pg. 7 pg. 8 pg. 9
A Stat of 36 is average, but don’t SKILL TRAINING
Contractors who survive a job and are paid in Contractors should generally be controlled
get too hung up on the numbers vaccsuit, laser cutter (1d100 dmg), full increase their Loyalty by 1. Increases of by the player who hired them or by any
patch kit, extra battery In Progress Time Remaining
right now. patch: “mama tried”
1d5 or 1d10 should be reserved for extreme player who doesn’t have a character present
ARMOR POINTS trinket: spiked bracelet circumstances (like saving the Contractor’s life in the scene currently. This helps keep
Read about Stats on pg. 18. 40cr
3 CREDITS 2D10X10
CONDITIONS or splitting large paydays with them). everyone engaged.

STEP 2. ROLL SAVES Motivation


Not all Contractors need a motivation, but
Characters have three Saves: STEP 3. CHOOSE YOUR CLASS those who do always fail Loyalty Saves Replacement Characters
Sanity, Fear, and Body, when the two come in conflict. Contractors make great replacement
representing how resistant and There are four basic classes in Mothership: characters, if and when your character
reactive they are to different 41.2 EQUIPPING CONTRACTORS dies or becomes otherwise incapacitated
kinds of trauma and danger. • Marines are handy in a fight, but whenever they Panic it may or unusable. Simply roll up their Stats as
cause problems for the rest of the crew. Contractors generally have the basics tools, normal, dropping Instinct and re-rolling
Roll 2 ten-sided dice (2d10), • Androids are a terrifying and exciting addition to any crew. They weapons, and armor required to do their Combat. They may have lower Stats than
add them together, then add tend to unnerve other crewmembers with their cold inhumanity. job. If necessary, you can roll a Loadout for the Contractor originally had, but this is okay,
10. Record the results for • Scientists are doctors, researchers, or anyone who wants to them to see what they have on them. because they’ll also have Skills now to help
each Save. slice open creatures (or infected crewmembers) with a scalpel. make up the difference.
• Teamsters are rough and tumble blue-collar space workers, Read more about Loadouts on pg. 7.
Read about Saves on pg. 18. mechanics, engineers, miners, and pilots.
40 5
CONTRACTORS CHARACTER CREATION

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

characters to die when you need them the most. Lilith


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 TRAUMA
Pronouns 35 41 32 36 RESPONSE
40.1 CONTRACTOR STATS they/them STRENGTH SPEED INTELLECT COMBAT
TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
Personal Notes
(+10 BONUS) (+15 BONUS) (+20 BONUS) Each class deals with Stress
Contractors are much simpler characters than the ones 32 years old 2. ROLL 2D10+10 FOR EACH SAVE. and Panic differently, which
you play, and only have four Stats: LINGUISTICS PSYCHOLOGY SOPHONTOLOGY comes into play later in the
wife on 25 29 34 ZOOLOGY PATHOLOGY EXOBIOLOGY
game. Mark your Trauma
• Combat: This works exactly like the Combat Stat, ypsilon 14 Response for future reference.
SANITY FEAR BODY FIELD SURGERY
showing how good they are in a fight. MEDICINE

• 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,

between what’s best for 13 13 0 2 you suffer a Wound. Reset


your Health to its
2 2 MATHEMATICS PHYSICS HYPERSPACE To choose a Skill you must
Maximum, minus any Current Minimum
Current Maximum Current Maximum
them and Starts at 2. carryover damage. Starts at 2.
ART MYSTICISM XENOESOTERICISM
have at least one prerequisite
what’s Skill (a Skill that has an arrow
ARCHAEOLOGY
best 6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE. pointing from it) first.
for you. MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE. THEOLOGY WILDERNESS
SURVIVAL
On a success they help you out, but ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE. Read about Skills on pg. 22.
MILITARY FIREARMS COMMAND
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS. TRAINING
on a failure they help themselves out. Each TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
contractor starts with a Loyalty Save of
RIMWISE HAND-TO-HAND
COMBAT STEP 8. ROLL LOADOUT,
2d10+10, rolled after they are hired. 8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH. ATHLETICS TRINKET, AND PATCH
pg. 7 pg. 8 pg. 9
• Motivation: A contractor’s motivation always SKILL TRAINING
supersedes any sense of loyalty to the crew vaccsuit, laser cutter (1d100 dmg), Roll for a Loadout based on your
patch kit, extra battery In Progress Time Remaining
they may have. You don’t need to roll up a motivation patch: “mama tried”
character’s class.
for every contractor, just notable ones. ARMOR POINTS trinket: spiked bracelet
40cr See Loadouts on pg. 7.
3 CREDITS 2D10X10
CONDITIONS

These simplified Stats make Contractors easier to track.


Contractors are generally weaker than your characters, and Roll for a Trinket and a Patch
don’t last long, so be sure to protect them.
STEP 4. ROLL HEALTH Trinkets & Patches on pg. 8-9.

40.2 HIRING CONTRACTORS


Classes broadly define Characters can suffer a certain Finally, roll 2d10 and multiply it
Contractors are paid a monthly salary at the beginning character backgrounds (e.g., number of Wounds before they by 10 for starting Credits.
of every month. Additionally, they usually demand scientists know basic info about die. Each class has different
hazard pay (1d5 months of extra pay) any time most scientific disciplines). We’ll starting Maximum Wounds. STEP 9. FINISHING
they engage in any life-threatening danger as a get into specialities in Step 7. Characters gain a Wound when
result of the job. Non-payment or partial payment their Health reaches zero. Write the character’s name and
results in a Loyalty Save [-]. Finally, Contractors Mark your class, then pronouns. Mark a zero above
always indicate a beneficiary who seek any payments owed them in the event of their death. alter your Stats and Saves Roll 1 ten-sided die (1d10) High Score. You’re now ready
accordingly. then add 10. Record the result to play your first session of
Read more about Hazard Pay in the Warden’s Operations Manual pg. 48.2. for Maximum Health. Mothership!
6 39
CREDITS SHORE LEAVE

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.

MARINE LOADOUTS ANDROID LOADOUTS


D10 LOADOUT D10 LOADOUT
Tank Top and Camo Pants (AP 1), Vaccsuit (AP 3),
00 00
Combat Knife (as Scalpel DMG [+]), Stimpak (x5) Smart Rifle (2 mags), Infrared Goggles, Mylar Blanket
Advanced Battle Dress (AP 10), Vaccsuit (AP 3),
01 01
Flamethrower (4 shots), Boarding Axe Revolver (12 rounds), Long-range Comms, Satchel
Standard Battle Dress (AP 7), Hazard Suit (AP 5),
02 02
Combat Shotgun (4 rounds), Rucksack, Camping Gear Revolver (6 rounds), Defibrillator, First Aid Kit, Flashlight
Standard Battle Dress (AP 7), Hazard Suit (AP 5), Foam Gun (2 charges), Sample Collection
03 03
Pulse Rifle (3 mags), Infrared Goggles Kit, Screwdriver (as Assorted Tools)
Standard Battle Dress (AP 7), Standard Battle Dress (AP 7), Tranq Pistol (3 shots),
04 04
Smart Rifle (3 mags), Binoculars, Personal Locator Paracord (100m)
05 Standard Battle Dress (AP 7), SMG (3 mags), MRE (x7) 05 Standard Crew Attire (AP 1), Stun Baton, Small Pet (organic).
Fatigues (AP 2), Combat Shotgun (2 rounds), Dog (pet), 06 Standard Crew Attire (AP 1), Scalpel, Bioscanner
06
Leash, Tennis Ball 07 Standard Crew Attire (AP 1), Frag Grenade, Pen Knife
07 Fatigues (AP 2), Revolver (12 rounds), Frag Grenade Manufacturer Supplied Attire (AP 1),
08
08 Dress Uniform (AP 1), Revolver (1 round), Challenge Coin Jump-9 Ticket (destination blank)
When characters are in need of a place to repair, refuel, and catch a little R&R, they need to dock Advanced Battle Dress (AP 10), General-Purpose Machine Corporate Attire (AP 1),
09 09
at the nearest port. While in port you can buy and sell equipment, look for work, buy a ticket or Gun (1 Can of ammo), HUD VIP Corporate Key Card
charter a vehicle, or take some much needed Shore Leave.
SCIENTIST LOADOUTS TEAMSTER LOADOUTS
38.1 PORT CLASSES
D10 LOADOUT D10 LOADOUT
There are five basic classes of Port based on their safety, importance, and affluence. Hazard Suit (AP 5), Tranq Pistol (3 shots), Vaccsuit (AP 3), Laser Cutter (1 extra battery),
00 00
Bioscanner, Sample Collection Kit Patch Kit (x3), Toolbelt with Assorted Tools
• X-Class Ports: Notorious criminal settlements and pirate bases. X-Class Ports are beyond the Hazard Suit (AP 5), Flamethrower (1 charge), Vaccsuit (AP 3), Revolver (6 rounds),
01 01
reach of the Company, making them much more free and much more dangerous. Stimpak, Electronic Tool Set Crowbar, Flashlight
• C-Class Ports: Rundown, out-of-the-way outposts, refueling stations, and forward military posts. Vaccsuit (AP 3), Rigging Gun, Sample Collection Kit, 02 Vaccsuit (AP 3), Rigging Gun (1 shot), Shovel, Salvage Drone
You can find C-Class Ports on any frontier settlement or Rimspace backworld, minimally staffed 02
Flashlight, Lab Rat (pet) Hazard Suit (AP 5), Vibechete, Spanner,
and minimally supplied. 03
Vaccsuit (AP 3), Foam Gun (2 charges), Foldable Stretcher, Camping Gear, Water Filtration Device
• B-Class Ports: Blue-collar industrial stations and large-scale military installations. B-Class 03
First Aid Kit, Radiation Pills (x5) Heavy Duty Work Clothes (AP 2), Explosives & Detonator,
Ports build ships, garrison troops, mine ore, and take care of all the heavy industry required to 04
keep the galaxy spinning. Lab Coat (AP 1), Screwdriver (as Assorted Tools), Cigarettes
04
Medscanner, Vaccine (1 dose) Heavy Duty Work Clothes (AP 2), Drill (as Assorted Tools),
• A-Class Ports: Overpopulated metropolises, trading centers, and power brokers. A-Class Ports
05
house millions and contain everything you’d expect to find in a planetside city, and more if you Lab Coat (AP 1), Cybernetic Diagnostic Scanner, Paracord (100m), Salvage Drone
05
know where to look. Portable Computer Terminal Standard Crew Attire (AP 1),
06
• S-Class Ports: Luxurious pleasure spas and restricted-access palatial estates of the Scrubs (AP 1), Scalpel, Automed (x5), Combat Shotgun (4 rounds), Extension Cord (20m), Cat (pet)
06
uber-wealthy. S-Class Ports are the rare gems of the void. Heavily guarded, invite only. Oxygen Tank with Filter Mask Standard Crew Attire (AP 1), Nail Gun (32 rounds), Head
07
07 Scrubs (AP 1), Vial of Acid, Mylar Blanket, First Aid Kit Lamp, Toolbelt with Assorted Tools, Lunch Box
While Ports are generally locations capable of docking a ship, these classes can be used to
Standard Crew Attire (AP 1), Utility Knife (as Scalpel), Standard Crew Attire (AP 1), Flare Gun (2 rounds), Water
designate planetside cities (or even districts or neighborhoods) for the purposes of Shore Leave. 08 08
Cybernetic Diagnostic Scanner, Duct Tape Filtration Device, Personal Locator, Subsurface Scanner
Civilian Clothes (AP 1), Briefcase, Prescription Pad, Lounge Wear (AP 1),
09 09
Fountain Pen (Poison Injector) Crowbar, Stimpak, Six Pack of Beer
8 37
TRINKETS EXAMPLE OF PLAY

Roll on this table during character creation to find


a random Trinket. May it bring you good luck out WARDEN: Okay, and Cleo you’re just going to
there in the void, or at least give you something to like, tackle him?
talk about on your next Shore Leave. CLEO: No, if he’s not paying attention I’m
going to put my boot on top of the jar and
D100 TRINKETS aim my pulse rifle at him and be like “Nuh uh.
No sir. I’m not getting paid enough for this.”
Manual: Pendant: Shell Fragments Coffee Cup, Chipped, reads:
00 PANIC: Harbinger of Catastrophe 34 Suspended in Plastic 67 HAPPINESS IS MANDATORY WARDEN: Okay, Phil you’re studying and then
boom, Cleo’s boot clamps down on the lid
Antique Company Scrip Pamphlet: Zen and the Art of Manual: Moonshining
01 35 68 and you see her gun pointing at you. Go
(Asteroid Mine) Cargo Arrangement With Gun Oil & Fuel
ahead and make a Fear Save for me.
Manual: Pair of Shot Glasses Miniature Chess Set,
02 36 69 PHIL: Yeah, fair. 23. Success.
SURVIVAL: Eat Soup With a Knife (Spent Shotgun Shells) Bone, Pieces Missing
WARDEN: Okay, so you see her and you’re
03 Desiccated Husk Doll 37 Key (Childhood Home) 70 Gyroscope, Bent, Tin just not that impressed I guess.
04 Pressed Alien Flower (common) 38 Dog Tags (Heirloom) 71 Faded Green Poker Chip PHIL: Yeah I think I’m not really
05 Necklace of Shell Casings 39 Token: “Is Your Morale Improving?” 72 Ukulele comprehending that this is a gun in my face.
I’m just thinking dollar signs and alien jar.
06 Corroded Android Logic Core 40 Pamphlet: The Relic of Flesh 73 Spray Paint
WARDEN: Are you still going for it?
07 Pamphlet: Signs of Parasitical Infection 41 Pamphlet: The Indifferent Stars 74 Wanted Poster, Weathered PHIL: I think first I’m like, “None of us are
08 Manual: Treat Your Rifle Like A Lady 42 Calendar: Military Battles 75 Locket, Hair Braid being paid enough for this. But we can
09 Bone Knife 43 Manual: Rich Captain, Poor Captain 76 Sculpture of a Rat (Gold) change that. Let’s just take a couple, right
now. We could sell them! I know a guy.”
10 Calendar: Alien Pin-Up Art 44 Campaign Poster (Home Planet) 77 Blanket, Fire Retardant
WARDEN: Knox, while all this is going on one
11 Rejected Application (Colony Ship) 45 Preserved Insectile Aberration 78 Hooded Parka, Fleece-Lined of the lids on the jar next to you starts to
12 Holographic Serpentine Dancer 46 Titanium Toothpick 79 BB Gun slide off.
13 Snake Whiskey 47 Gloves, Leather (Xenomorph Hide) 80 Flint Hatchet KNOX: Uh, guys. Is that a Fear Save?
WARDEN: I mean, if it creeps you out, by all
14 Medical Container, Purple Powder 48 Smut (Seditious): The Captain, Ordered 81 Pendant: Two Astronauts form a Skull means.
15 Pills: Male Enhancement, Shoddy 49 Towel, Slightly Frayed 82 Rubik's Cube KNOX: Yeah I think I’m gonna take a Stress
16 Casino Playing Cards 50 Brass Knuckles 83 Stress Ball, reads: Zero Stress in Zero G for that.
17 Lagomorph Foot 51 Fuzzy Handcuffs 84 Sputnik Pin CLEO: Can I see that happening?
WARDEN: I think probably you’re paying
18 Moonstone Ring 52 Journal of Grudges 85 Ushanka attention to Phil, and it’s probably too subtle
19 Manual: Mining Safety and You 53 Stylized Cigarette Case 86 Trucker Cap, Mesh, Grey Alien Logo a movement for you to catch unless you’re
20 Pamphlet: Against Human Simulacra 54 Ball of Assorted Gauge Wire 87 Menthol Balm looking for it. Knox, are you doing anything?
KNOX: Yeah, I’m getting the fuck out of here.
21 Animal Skull, 3 Eyes, Curled Horns 55 Spanner 88 Pith Helmet
“Guys, this jar is opening. I’m getting out of
22 Bartender’s Certification (Expired) 56 Switchblade, Ornamental 89 10m x 10m Tarp here.” And then I just like, book it. I don’t care
23 Bunraku Puppet 57 Powdered Xenomorph Horn 90 I Ching, Missing Sticks if they follow me, I’m out.
24 Prospecting Mug, Dented 58 Bonsai Tree, Potted 91 Kukri WARDEN: Okay, so y’all hear that. Knox just
like, turns tail and gets the hell out of dodge.
25 Eerie Mask 59 Golf Club (Putter) 92 Trench Shovel
Cleo, you see that one of the urns near him
26 Ultrablack Marble 60 Trilobite Fossil 93 Shiv, Sharpened Butter Knife is emitting some kind of gas.
27 Ivory Dice 61 Pamphlet: A Lover In Every Port 94 Taxidermied Cat CLEO: I’m wearing a hazard suit, by the way.
28 Tarot Cards, Worn, Pyrite Gilded Edges 62 Patched Overalls, Personalized 95 Pamphlet: Interpreting Sheep Dreams PHIL: Stop bragging.
WARDEN: Totally. Yeah it doesn’t seem toxic,
29 Bag of Assorted Teeth 63 Fleshy Thing Sealed in a Murky Jar 96 Faded Photograph, A Windswept Heath
but as the lid slides off you see what looks
30 Ashes (A Relative) 64 Spiked Bracelet 97 Opera Glasses like eight spider legs unfold out of the top.
31 DNR Beacon Necklace 65 Harmonica 98 Pamphlet: Android Overlords PHIL: Alright, yeah. We can leave. I’m good.
32 Cigarettes (Grinning Skull) WARDEN: Okay great! Let’s make some
Pictorial Pornography, Dog-eared, Interstellar Compass,
66 99 Speed Checks.
33 Pills: Areca Nut Well-thumbed Always Points to Homeworld
36 9
EXAMPLE OF PLAY PATCHES

Roll on this table during character creation to find


Example: Empty Vessel a Patch that you have sewn on your clothing or
WARDEN: Okay, so once y’all get to the gear. Whether this patch has significant meaning
bottom of the basin you find rows and rows or not is entirely up to you.
of these black cylinders. There’s some kind
of carving or sculpture atop each one, sort of D100 PATCHES
like a canopic jar.
00 “I’m Not A Rocket Scientist / 34 “I Like My Tools Clean / 67 “All Out of Fucks To Give”
PHIL: Oh, I want one. But You’re An Idiot” And My Lovers Dirty” (Astronaut with Turned Out Pockets)
CLEO: No, Phil, bad!
PHIL: It’ll be fine. Do I recognize the carvings 01 Medic Patch 35 “The Louder You Scream the Faster I 68 “Travel To Distant Places /
(Skull and Crossbones over Cross) Come” (Nurse Pin-Up) Meet Unusual Things / Get Eaten”
at all? I’ve got Archaeology.
WARDEN: It’s faintly reminiscent of some stuff 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)
you’ve seen in your studies, funerary urns
most likely. Your guess would be they contain 03 Red Shirt Logo 37 Dove in Crosshairs 70 “I Am My Brother’s Keeper”
preserved organs. Theoretically. 04 Blood Type (Reference Patch) 38 Chibi Cthulhu 71 “Mama Tried”
KNOX: Do they look heavy? 05 “Do I LOOK Like An Expert?” 39 “Welcome to the DANGER ZONE” 72 Black Widow Spider
WARDEN: They look like they could be, do you
want to pick one up? 06 Biohazard Symbol 40 Skull and Crossed Wrenches 73 “My Other Ride Married You”
KNOX: No thanks, I’m good. 07 Mr. Yuck 41 Pin-Up Model (Succubus) 74 “One Size Fits All” (Grenade)
PHIL: I’ll do it. If these have intact remains 08 Nuclear Symbol 42 “DILLIGAF?” 75 Grim Reaper Backpatch
from some kind of ancient civilization I
09 “Eat The Rich” 43 “DRINK / FIGHT / FUCK” 76 отъеб&с( (“Fuck Off,” Russian)
mean... think of what they would fetch on the
black market? 10 “Be Sure: Doubletap” 44 “Work Hard / Party Harder” 77 “Smooth Operator”
WARDEN: If they were evidence of alien life, 11 Flame Emoji 45 Mudflap Girl 78 Atom Symbol
you think you’ve got a contact that could 12 Smiley Face (Glow in the Dark) 46 Fun Meter (reads: Bad Time) 79 “For Science!”
move these for a few million credits.
13 “Smile: Big Brother is Watching” 47 “GAME OVER” (Bride & Groom) 80 “Actually, I AM A Rocket Scientist”
CLEO: This is dumb. This is a dumb game.
WARDEN: So Phil, you want to open one? 14 Jolly Roger 48 Heart 81 “Help Wanted”
What’s everyone else doing? 15 Viking Skull 49 “IMPROVE / ADAPT / OVERCOME” 82 Princess
CLEO: If I can see that Phil is doing it, I’m 16 “APEX PREDATOR” (Sabertooth Skull) 50 “SUCK IT UP” 83 “NOMAD”
gonna try to stop him, physically if I have to.
17 Pin-Up Model (Ace of Spades) 51 “Cowboy Up” (Crossed Revolvers) 84 “GOOD BOY”
WARDEN: Are y’all okay with a little PVP
(Player vs. Player) here? 18 Queen of Hearts 52 “Troubleshooter” 85 Dice (Snake Eyes)
PHIL: Yeah, if I’m legit being annoying, please 19 Security Guard 53 NASA Logo 86 “#1 Worker”
let me know and I’ll cut it out. 20 “LONER” 54 Crossed Hammers with Wings 87 “Good” (Brain)
CLEO: No, no this is good. I’m good. Thanks
21 “Front Towards Enemy” (Claymore Mine) 55 “Keep Well Lubricated” 88 “Bad Bitch”
for checking.
PHIL: Perfect, because I want to look inside 22 Pin-Up Model (Riding Missile) 56 Soviet Hammer & Sickle 89 “Too Pretty To Die”
these jars real bad. 23 FUBAR 57 “Plays Well With Others” 90 “Fuck Forever” (Roses)
CLEO: Yeah, I’m down for a little tussle over 24 “I’m A (Love) Machine” 58 “Live Free and Die” 91 Icarus
the goo jars if you are.
25 Pin-Up Model (Mechanic) 59 “IF I’M RUNNING KEEP UP” Backpatch 92 ”Girl’s Best Friend” (Diamond)
PHIL: Rock. Yeah, let’s do it.
KNOX: Whatever y’all do, do it quick. I don’t 26 “HELLO MY NAME IS:” 60 “Meat Bag” 93 Risk of Electrocution Symbol
like being in here. 27 “Powered By Coffee” 61 “I Am Not A Robot” 94 Inverted Cross
WARDEN: Okay, Phil you’re reaching for the 28 “Take Me To Your Leader” (UFO) 62 Red Gear 95 “Do You Sign My Paychecks?” Backpatch
jars, you’re just, what, like, opening them
straight up? 29 “DO YOUR JOB” 63 “I Can’t Fix Stupid” 96 “I ♥ Myself”
PHIL: I’m probably taking my sweet time, 30 “Take My Life (Please)” 64 “Space IS My Home” (Sad Astronaut) 97 Double Cherry
looking at the carvings, muttering about the 31 “Upstanding Citizen” 65 All Seeing Eye 98 “Volunteer”
importance of the findings, just nerd stuff. 32 “Allergic To Bullshit” (Medical Style Patch) 66 “Solve Et Coagula” (Baphomet) Poker Hand: Dead Man’s Hand*
99
33 “Fix Me First” (Caduceus) *Aces Full Of Eights
10 35
EQUIPMENT MEDICAL CARE

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

33.1 OXYGEN 33.2 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 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.

KANO X9 COMBAT SHOTGUN 1.4KCR general clumsiness.


RANGE
33.3 STIMPAK OVERDOSE
Close Range
Whenever the oxygen supply
DAMAGE 4d10 DMG
is less than the total amount Excessive use of stimpaks (and other dangerous
SHOTS 4 of breathing passengers, every drugs) carries a risk of overdose. Whenever a
WOUND Gunshot breathing passenger must character takes more than one stimpak in a day,
SPECIAL 1d10 DMG at Long Range or greater. make a Body Save or roll 1d10. If you roll under the amount of doses
ARMA 29 SUBMACHINE GUN 1KCR else make a Death Save taken in the past 24 hours, make a Death Save.
(pg. 29.2) as they suffer
RANGE Long Range panting, dizziness, severe Read more about Death Saves on pg. 29.2
DAMAGE 2d10 DMG headaches, impaired vision
SHOTS 5 and tinnitus. 33.4 TEMPERATURE
WOUND Gunshot
SPECIAL Can be fired one-handed. Once the oxygen supply In most cases, a hot climate or a cold climate has
runs out, you can survive no notable effects. However, in places of extreme
for 15 seconds before you cold or heat, you should make Body Saves every
fall unconscious. After hour or succumb to the Extreme Cold/Heat.
falling unconscious,
you can survive for Extreme Cold
1d5 minutes without In sub-zero temperatures hypothermia and
oxygen before dying. frostbite can set in within 10-30 min for those
PEABODY FLARE GUN 25CR D&C 7 TRANQ PISTOL 250CR not dressed appropriately. To survive you must
Androids do not bring your body up to its normal temperature.
FN SLUG REVOLVER 750CR RANGE Long Range RANGE Close Range
consume oxygen from Hypothermia can kill within 30 min to 6 hours.
RANGE Close Range DAMAGE 1d5 DMG DAMAGE 1d5 DMG the oxygen supply
DAMAGE 1d10+1 DMG SHOTS 2 SHOTS 6 Extreme Heat
SHOTS 6 WOUND Fire/Explosives[-] WOUND Blunt Force Those in cryosleep do not Extreme heat over 100ºF/40ºC can cause heat
WOUND Gunshot SPECIAL High intensity flare. SPECIAL If DMG: Body Save or reduce the Oxygen supply. stroke and kill within hours. Victims must move
SPECIAL Visible day and night. 1d10 rounds unconscious. to a cooler location immediately to get their
temperature down.
32 13
SURVIVAL INDUSTRIAL EQUIPMENT

Below are some of the most common afflictions 32.4 EXHAUSTION


characters may encounter while exploring space.
Long grueling treks on undiscovered planets
32.1 ATMOSPHERES can easily grind you down. If it becomes relevant, HAN290 RIGGING GUN 350CR
track exhaustion by making a Body Save every
RANGE Close Range
Planets with Toxic or Corrosive atmospheres hour after 12 hours of activity. On failure gain 1
DAMAGE 1d10 DMG + 2d10 DMG when removed.
require special gear to explore, otherwise there is Stress and take 1 Damage. After 24 hours of
the risk of harm or even death. exhaustion, roll at Disadvantage on all rolls SHOTS 1
MNC MODE A LASER CUTTER 1.2KCR
until the character can rest for 8 hours. WOUND Bleeding[+]
RANGE Long Range
Toxic Atmosphere SPECIAL 100m micro-filament. Body Save or
DAMAGE 1d100 DMG
The planet’s atmosphere is not fit to breathe, but 32.5 FOOD & WATER become entangled.
is otherwise safe. A rebreather or armor with its SHOTS 6
own oxygen supply is required. Without these, Humans can survive roughly 3 weeks without WOUND Bleeding[+] or Gore[+]
characters take 1d10 DMG per round, Body food. After 24 hours without food, roll at SPECIAL Two handed. Heavy. 1 round
Save for half. Disadvantage to all rolls. recharge between shots.

Corrosive Atmosphere For the bare minimum of


The planet’s atmosphere is deadly and destructive. survival you need 1 liter
It deals Damage every round while on it. This of water a day. However,
ranges from 1 DMG / round (Mildly Corrosive) at this level, any
to 10 DMG / round (Highly Corrosive). Anything strenuous activity
higher is simply impossible to safely traverse (e.g., running, combat,
without specialized equipment and armor. making mechanical RAMHORN 1 FLAMETHROWER 4KCR
repairs) forces you to RANGE Close Range
32.2 BLEEDING make a Body Save or DAMAGE 2d10 DMG
pass out. When water SHOTS 4
Some weapons or Wounds cause characters to is scarce and you’re WOUND Fire/Explosives[+]
Bleed. This means they take 1 Damage every tracking it this closely, ROSCO SS6 NAIL GUN 150CR SPECIAL Body Save [-] or be set on fire
round until the bleeding is stopped. This is you’re at Disadvantage
RANGE Close Range (2d10 DMG / round).
cumulative. If a character is bleeding 1 Damage on all rolls.
per round and gains Bleeding +1, they now take DAMAGE 1d5 DMG
2 Damage per round. Bleeding damage ignores SHOTS 32
armor and damage reduction. WOUND Bleeding
SPECIAL
Read more about Violent Encounters on pg. 26.

32.3 CRYOSICKNESS EVA MK II HAND WELDER 250CR


RANGE Adjacent
To endure long space journeys or hyperspace DAMAGE 1d10 DMG
jumps, crews use cryopods, which are coffin-
SHOTS ∞
like capsules that freeze them in a suspended
WOUND Bleeding
animation called cryosleep. While in cryosleep,
vitals are preserved and aging slows down. SPECIAL Can cut through airlock doors.
However, upon awakening, you experience a
hangover-like feeling called cryosickness, which HALLS B SERIES FOAM GUN 500CR
causes sluggishness and slow reflexes. While
cryosick you suffer [-] on all rolls for 1 week. RANGE Close Range (1sqm quick-hardening foam)
Upgraded cryochambers can help mitigate these DAMAGE 1 DMG
effects, and a stimpak can cure them instantly. SHOTS 3
WOUND Blunt Force
Read more about Space Travel in the SPECIAL Body Save or become stuck. Strength Check [-] to escape.
Shipbreaker’s Toolkit on pg. 30.
14 HEADLAMP SHORT-RANGE COMMS 31
ARMOR RANGE & DISTANCE

BODY CAM

HEADS-UP SHORT-RANGE COMMS


DISPLAY

RADIATION
SHIELDING

RADIATION AIR FILTER


SHIELDING Allows breathing in most toxic HEADLAMP X2
environments and atmospheres.

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 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT
30 HEADLAMP SHORT-RANGE COMMS 15
RANGE & DISTANCE ARMOR

BODY CAM

HEADS-UP SHORT-RANGE COMMS


DISPLAY

RADIATION
SHIELDING

RADIATION AIR FILTER


SHIELDING Allows breathing in most toxic HEADLAMP X2
environments and atmospheres.

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.

Range, distance, and movement IT CAN TOUCH YOU


are tracked abstractly in Range EXOSKELETAL WEAVE Example: Run Away STANDARD CREW ATTIRE
AAVA TECHNOLOGY

Bands. These are: 30.1 ADJACENT


Grants [+] to Strength Checks. the TECH V-PATH 2 HAZARD SUIT
WARDEN: Alright, soAAVA ARMOR POINTS 1 Coveralls and
leather jackets. Basic clothing assumed
airlock door breaksARMOR
down POINTS 5 Designed for planetary
exploration and examination. to be worn by all crew members.
• Adjacent You’re basically touching. This and more of these Phils
• Close Range covers fist fights, close-quarters start swarming the base.
• Long Range combat, and trying to get out of KNOX: I’m running. Just
• Extreme 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. CARTER TACTICAL STANDARD BATTLE DRESS
done in human casual terms. terminal or administering first WARDEN: It’s within Close ARMOR POINTS 7 Light plated armor. Standard dress for
all marines or combat mercenaries.
What’s important is whether aid to someone. You can talk
ARMADYNE “HEAVY-K” ADVANCED BATTLE DRESS
Range. You’re throwing it or
someone can touch you, comfortably, whisper, and even just dropping it?
ARMOR POINTS 10 Combat heavy attire for offworld engagements.
whether they can get to you, smell someone at this range. CLEO: Just dropping.
Heavy: Speed Checks at [-]. Damage Reduction: 3.
whether you can shoot them, or WARDEN: In that case it VALECORE MK2 VACCSUIT
whether you can’t. makes sense to give them
ARMOR POINTS 3 Basic suit worn
an Instinct Save to avoid. while operating in space.
Heavy: Speed Checks at [-].
ENVIRONMENTAL PROTECTION
Protects against extreme heat and cold.
RANGE GUIDELINES LESS THAN 1 M / 3 FT ROUGHLY 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT
16 29
SAFETY INSTRUCTIONS WOUNDS & DEATH

29.1 WHAT ARE WOUNDS? 29.2 DEATH

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.

Use the Severity column (and common DEATH


sense) as a guide. Flesh Wounds are small
D10 RESULT
inconveniences. Minor/Major Injuries
cause lasting issues which require medical
00 You are unconscious. You wake up in 2d10 minutes.
treatment. Lethal Injuries can kill you if not Reduce your Maximum Health by 1d5.
dealt with immediately. Fatal Injuries can kill You are unconscious and dying. You die in 1d5
outright. Bleeding wounds, if not treated can 01-02
rounds without intervention.
quickly overwhelm you. Some attacks deal
You are comatose. Only extraordinary measures can
Wounds directly (bypassing any Armor or 03-04 return you to the waking world.
Damage Reduction).
05-09 You have died. Roll up a new character.
Read about Bleeding on pg. 32.2.

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.

situations may help block a hand-to-hand attack. If you


shoot while in Cover, you are considered out of Cover Player Supplies Checklist
until your next turn.
Once you’ve collected all of these items and built
your character, you’re ready to play!
COVER Character
MOTHERS
CHARACT HIP ®
ER PROFILE
PERSONAL Player Name 7. NOTE CLASS
Name DETAILS
High Score SKILLS AND
1. ROLL 2D10+25 To take a CHOOSE
Master or
Expert Skill you BONUS SKILLS.
Pronouns FOR EACH MARINE must first
take at least
STAT. one of its

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

1d100 (or 2d10)


PSYCHOLOGY
3. SELECT FEAR ZOOLOGY
YOUR CLASS. BODY
SOPHONTOLOGY
MARINE Adjust your PATHOLOGY
starting STATS
+10 COMBAT ANDROID & SAVES. EXOBIOLOGY
FIELD

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

FOR YOUR JURY-RIGGING REPAIR


HEALTH. ENGINEERING

Wood furniture/doors, body shields, etc.


HEALTH
You start 5. GAIN CHEMISTRY
EXPLOSIVES
WOUNDS at your
Maximum
Wounds.
Health with STRESS. PHARMACOLOGY
CYBERNETICS
Whenever zero COMPUTERS
Health falls your
Current you suffer below zero, STRESS
Maximum a Wound. HACKING
Current your Health Reset ZERO-G
Maximum Maximum, to its
Starts at minus any ARTIFICIAL
2. carryover INTELLIGENCE
damage. Current PILOTING
6. TAKE NOTE Minimum
Starts at
MATHEMATICS
OF YOUR 2.
MARINE CLASS’S TRAUMA PHYSICS

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

Survival Guide “The Panic Die”


HEAVY COVER Your Character Sheet Some tokens (optional) Snacks
DR: 5 AP: 20 (And a spare is handy in case your character dies) for tracking ammo, supplies, etc. (Bring some to share!)
Airlock doors, cement beams, ships, etc.
18 27
STAT CHECKS & SAVES WHAT CAN I DO?

27.1 WHAT CAN I DO?


Example: The Thing That Was Phil
WARDEN: Okay, so the thing that used to Characters can generally move somewhere within
be Phil is galloping down the corridor. His Close Range and then do one thing before the
mouth is unzipping down his chest, into one situation changes.
giant maw. Cleo, it’s reaching out to grab you
and Knox, and unimpeded it’s going to crash Think of the situation like a real life scenario. Think
right into you. What are y’all doing? about what you would do in those circumstances,
CLEO: I’m gonna stand my ground and then describe that to the Warden. If you can’t
unload on this guy. Sorry, Phil. accomplish everything you want to do in one
PHIL: It was my fault. I shouldn’t have opened round, or your choices are especially foolhardy or
that door. dangerous, the Warden will do their best to let you
WARDEN: Cleo, make a Combat Check. know and explain the risks involved.
There’s a lot of pipes here, so you might take
some blowback Damage if you fail. Here’s a non-exhaustive list of the kinds of things
CLEO: That’s fine, I hate this ship anyway. I you could attempt in a round:
can add my Military Training?
WARDEN: Definitely. 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.
18.1 STAT CHECKS 18.2 SAVES PHIL: Oh yeah, I’ll play Cpl. Davis, I liked her. • Move again.
WARDEN: Perfect. She’s still on the bridge, • Fire a vehicle’s weapon.
Whenever you want to do something and the price In order to avoid certain dangers or trauma, you but if she heads this way she can be here • Maneuver or pilot a vehicle.
for failure is high, roll 1d100 and attempt to roll sometimes need to roll 1d100 lower than your next round. Knox, what about you? • Open an airlock.
lower than your most relevant Stat. This is called most relevant Save. This is called a Save. If KNOX: I think I’m just gonna try and get to • Operate a machine.
a Stat Check. If you roll less than your Stat you you roll less than your Save you succeed. some cover. I want to get out of the • Reload a weapon.
succeed. Otherwise, you fail and gain 1 Stress. Otherwise you fail, and gain 1 Stress. A roll of Being-Formerly-Known-as-Phil’s way. • Throw something at or to someone.
A roll of 90-99 is always a failure. 90-99 is always a failure. 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
Your Stats Your Saves it’ll be able to get you. Does all of this signal, cycle through CCTV cameras, disable
You have four main Stats which represent your You have three Saves which represent your ability sound good to everyone? Life Support, etc.).
abilities when acting under extreme pressure: to withstand different kinds of trauma: KNOX: My body is ready.
WARDEN: Okay, sweet. Let’s roll. Additionally, if you decide to do nothing other
• Strength: Holding airlocks closed, carrying • Sanity: Rationalize logical inconsistencies in CLEO: Fail. than run, you can move somewhere within Long
fallen comrades, climbing, pushing, jumping. the universe, make sense out of chaos, detect KNOX: Fail. Range during the round.
• Speed: Getting out of the cargo bay before the illusions and mimicry, cope with Stress. PHIL: Y’all.
blast doors close, acting before someone (or • Fear: Maintain a level head while struggling WARDEN: Okay, so, Cleo, you fire but the Read more about Range on pg. 30.

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

Violence in Mothership is incredibly dangerous,


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

26.1 TURN ORDER

During a violent confrontation, time is split 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 no response, then play goes
around the table and each player describes how
their characters react. As usual, feel free to ask
questions, and the Warden answers and explains
the likely consequences of failure.

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 19.1 MODIFYING STAT CHECKS & SAVES
has done this, the Warden resolves everyone’s Calling for a Check
actions at once, assigning any necessary Stat There are three things that can modify the outcome of a Stat Check WARDEN: Okay, so you hear
Checks or Saves. Then everyone who has to, rolls. or Save: Advantage & Disadvantage, Critical Successes & that screeching sound
Failures, and Skills. coming from down the
After any Stat Checks and Saves are rolled, if corridor, what do you do?
anyone is taking Damage or a Wound, those are Advantage & Disadvantage CLEO: Can I open up the
rolled. Finally, the Warden describes the new Whenever you are making a roll of any kind (Stat Check, Save, airlock door quietly and
situation, and the next round starts. This repeats Panic Check, Damage, etc.) and the character has a situational try and sneak out before it
until the encounter is resolved. advantage (like assistance from someone else), roll twice and notices me?
take the best result. When at a situational disadvantage (like WARDEN: It’s jammed
26.2 SURPRISE poor weather or bad visibility), roll twice and take the worst result. up pretty bad right now.
Advantage is notated with [+], Disadvantage with [-] (e.g., Body You’ll need to make a
If there is a chance that characters are ambushed Save [+] means make a Body Save with Advantage). If a character Strength Check. Failure
or stunned by a horrific encounter, the Warden has both Advantage and Disadvantage, they cancel each other out. risks making a lot of noise
calls for a Fear Save. Those who succeed are able and drawing the creature’s
to react, those who fail are too shocked to react Critical Successes & Failures attention.
until the next round. Whenever you roll doubles (e.g., 00, 66) on a Stat Check or CLEO: I’ve got the Industrial
Save, you have rolled a Critical. If the roll is a success, it is now Equipment Skill and a
a Critical Success and something very good happens. If it is a crowbar, does that help?
failure, it is now a Critical Failure and something bad happens, and WARDEN: Definitely! You
Strict Turn Order furthermore you must make a Panic Check. A roll of 00 is always a can add your Skill’s bonus,
Some groups prefer a very strict turn Critical Success and a roll of 99 is always a Critical Failure. and the crowbar will give
order. If this is the case for your group, you Advantage on your roll.
we recommend everyone make a Speed Read more about Panic Checks on pg. 21. CLEO: Okay, I’m going for
Check at the start of the encounter. Those it! I’ve got a 35 Strength,
who succeed go before the enemy hostiles, Skills plus 10 from Industrial
and those who fail go after. If the situation If a character has a Skill that is relevant to the task at hand, you Equipment. So anything
changes dramatically (e.g., if new hostiles can add the Skill’s bonus to the Stat or Save before making your roll under 45, right?
enter the encounter), Speed Checks can be (giving you a higher number to roll under). WARDEN: That’s right.
called for again. CLEO: 66... and... 43...
Read more about Skills on pg. 22. Phew! Just made it.
20 25
STRESS SKILL TRAINING

The unknown horrors of the cosmos and the vast


emptiness of space 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, and the more Stress you have when you
Panic, the worse your Panic is likely to be.

20.1 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, it can be increased or decreased. 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.

20.2 HOW DO I RELIEVE STRESS?


Example: Back at the Barracks
You can relieve Stress by resting in a relatively WARDEN: Alright, you finally make it back to
safe place. To do this, make a Rest Save using the ship and lock yourselves in. You can rest
your worst Save. If you succeed, reduce your now if you want.
Stress by the ones digit rolled (e.g., if you rolled KNOX: I’ve got 12 Stress, so my boy is going
24 under your worst Save of 30, reduce your to rest. He can’t go on like this.
Stress by 4). If you fail, you gain 1 Stress instead. WARDEN: No problem. The barracks is pretty
spartan, but not too bad, so just roll whatever
Players can gain Advantage on their Rest Save by your worst Save is. 25.1 MILITARY TRAINING
participating in consensual sex, recreational drug KNOX: Cleo, you have Psychology, right? Any
use, a night of heavy drinking, prayer, or any other chance you’d be willing to like, talk to my guy Military Training is a special exception to the
suitable leisure activity. Unsafe locations may incur and calm him down a bit? regular rules of Skill Training for two reasons.
Disadvantage on Rest Saves at the Warden’s CLEO: I’ve only got 3 Stress, so I’m down. First, it is free. Second, characters must
discretion. Stress is typically not relieved during WARDEN: If you’re willing to give up your rest, sign a 6 year contract with the local Colonial
cryosleep. Finally, if you have more time, you can I’ll give Knox Advantage on his Rest Save. Marine regiment. To find out what happened
take Shore Leave and convert your Stress into CLEO: Let’s do it. during their service, make a Combat Check:
improved Saves. WARDEN: Perfect, so you’re like, venting
about all this to Cleo, and Cleo, you’re just • Success: Gain Military Training, Athletics,
Read more about Shore Leave on pg. 39. talking him through it? and 2 Trained Skills. Gain +10 Combat,
CLEO: Getting him not to spiral, yeah. and reduce another Stat by 10. Gain the
WARDEN: Okay, go ahead and roll. Marine’s Trauma Response.
KNOX: My worst Save is Sanity at 14. So I get • Critical Success: as Success, but you
Sex a 22 and a 56. So that would be a Crit Fail, may take an Expert Skill instead of the
Get everyone at the table’s consent before but with Advantage it’s just a normal fail. 2 Trained Skills.
dealing with sex in your game. Set clear CLEO: Jesus, that could’ve been bad. • Failure: Gain Military Training, Athletics,
boundaries for what is acceptable, and WARDEN: So yeah, sounds like talking it out and 1 Trained Skill, and the Marine’s
check in regularly in case anything changes. actually made it worse. Gain 1 Stress. Trauma Response.
CLEO: I just texted people while he talked. • Critical Failure: You were killed in action.
24 21
SKILL TRAINING PANIC CHECKS

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.

21.3 CONDITIONS PROPHETIC VISION. Character immediately experiences


14 an intense hallucination or vision of an impending terror or
horrific event. Increase Minimum Stress by 2.
Some results of the Panic Table are so severe that
they leave a lasting impression on you. These are CATATONIC. Become unresponsive and unmoving for 2d10
15
called Conditions, and they affect you until you minutes. Reduce Stress by 1d10.
are able to treat them. RAGE. [+] on all Damage rolls for the next 1d10 hours. All
16
crewmembers gain 1 Stress.
Read more about Medical Care on pg. 34.
17 SPIRALING. Gain a new Condition: Panic Checks are at [-].
COMPOUNDING PROBLEMS. Roll twice on this table.
18
Increase your Minimum Stress by 1.

Panic Checks & Agency HEART ATTACK / SHORT CIRCUIT (ANDROIDS).


Be sure to go over the Panic Table and 19 Reduce Maximum Wounds by 1. Gain [-] on all rolls for 1d10
hours. Increase Minimum Stress by 1.
remove any results that don’t fit with your
group. Remember: roleplaying Panic is
not an excuse to make someone else 20 RETIRE. Roll up a new character to play.
uncomfortable. As usual, check in regularly.
22 23
SKILLS SKILLS

Skills represent the accumulated knowledge, craft,


techniques, and training a character possesses in
a certain field. 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 Skill Training.

Read more about Skill Training on pg. 24.

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.

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