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Published by khanokane, 2022-06-22 09:14:01

Opt Mothership-PSG2-v0.5

Opt Mothership-PSG2-v0.5

PLAYER’S SURVIVAL GUIDE

WEAPONS & DAMAGE

WEAPON COST RANGE DAMAGE SHOTS CRIT SPECIAL
Ammo 50cr N/A
Boarding Axe 150cr Close N/A Per magazine/container.
Combat Shotgun 1,400cr Nearby
Crowbar 50cr Close 2d10 + Wounds DMG N/A Bleeding/Gore[+]
Flamethrower
1 Wound 4 Gunshot 2d10 DMG at Far Away Range.
Flare Gun
1d5 + Wounds DMG N/A Blunt Force[+]
Foam Gun
Frag Grenade 2kcr Nearby 1 Wound 4 Fire/Explosion If liquid fuel tank is destroyed, 1
Hand Welder Wound to all Nearby.
Laser Cutter
Nail Gun 85cr Far 1d5 DMG 2 Fire/Explosion High intensity flare visible day and
Pulse Rifle Away night from Far Away.
Revolver
Rigging Gun 275cr Nearby 1 DMG 3 Blunt Force Body Save or become stuck.
Scalpel Strength[-] Check to escape.
Smart Rifle
70cr ea. Nearby 1d5 Wounds 1 Fire/Explosion All Nearby must Body Save to avoid.
SMG
Stun Baton 250cr Close 1d10 DMG N/A Bleeding Can cut through airlock doors.
Tranq Pistol
Unnarmed 1,200cr Far 1d100 DMG 6 Bleeding[+]/ Must recharge between shots.
Vibechete Away Gore[+] Reload: 1hr (power), 6hr (solar).

150cr Nearby 1d5 DMG 32 Bleeding

1,600cr Far 3d10 DMG 3 Gunshot Pump-action grenade launcher holds
Away x3 frag grenades.

750cr Nearby 1d10 DMG 6 Gunshot

350cr Nearby 1d10 DMG 1 Bleeding[+] 100m microfilament.
+ 2d10 DMG when removed Body Save or become entangled.

50cr Close 1d10 DMG N/A Bleeding

12kcr Far 1 Wound Far Away 12 Gunshot[+] Armor piercing rounds.
Away 2d10 DMG Nearby
1,200cr
Far 2d10 DMG 5 Gunshot Can be held one-handed.
115cr Away
850cr 1d5 + Wounds DMG N/A Blunt Force Body Save or stunned 1 round.
Free Close 1 DMG
500cr Current Wounds DMG 6 Blunt Force Body Save or unconscious 1d10 rounds.
Nearby 3d10 + Wounds DMG
N/A Blunt Force
Close
N/A Bleeding/Gore[+]
Close

ARMOR COST ARMOR
20cr AP O2 SUPPLY SPEED SPECIAL
Standard Crew Attire
Coveralls, leather jacket, basic clothing 1 None Normal
worn by spacecraft crews.

Vaccsuit 1,000cr 3 12 hrs [-] Includes short-range comms, headlamp. Decompression
Worn while operating in outer space. within 1d5 rounds when punctured (if all AP lost).

Hazard Suit 750cr 5 1 hr Includes air filter, extreme heat/cold protection,
Environmental protection while Normal hydration reclamation (1L of water lasts 4 days),

exploring unknown planets. short-range comms and headlamp.

Standard Battle Dress 750cr 7 None Normal Includes short-range comms.
Lightly plated armor worn by most
Includes short-range comms, body cam, headlamp and
marines. [-] exoskeleton weave ([+] on Strength Checks). Ignores

Advanced Battle Dress first Wound.
Heavy armor for marines deployed in 1,500cr 10 1 hr

high combat offworld engagements.

CONTENT WARNING
Mothership® is a horror game for mature audiences. It contains violence, foul
language, some sexual content and depictions of mental illness, trauma, stress and
panic that may not be suitable for all audiences. Please be advised.

Credits

Copyright © 2021 Tuesday Knight Games, LLC | Work-In-Progress Advanced Draft for Kickstarter Backers (v0.5) NOT FOR DISTRIBUTION
tuesdayknightgames.com mothershiprpg.com @mothershiprpg

4

HOW TO MAKE YOUR CHARACTER

Welcome to Mothership®, the MOTHERSHIP® ver5.6 Juniper 0
sci-fi horror RPG where you CHARACTER PROFILE
and your crew try to survive Player Name High Score
in the most inhospitable
environment in the universe: PERSONAL DETAILS 1. ROLL 2D10+20 FOR EACH STAT.
outer space! You’ll excavate Character Name
dangerous derelict spacecraft, 30 36 27 31
explore strange unknown Lilith
worlds, encounter hostile alien STRENGTH SPEED INTELLECT COMBAT
life and examine the horrors Pronouns
encroaching upon your every 2. ROLL 2D10+10 FOR EACH SAVE.
move. Let’s get started! they/them

The character sheet at the Personal Notes
back of this book has all the
instructions for how to create 32 years old
your character. All you need to
do is follow the numbered steps girlfriend 15 19 24
in each box until you’ve filled back home
everything in. SANITY FEAR BODY

STEP 1. ROLL STATS 3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.

You have four Stats: Strength, MARINE ANDROID SCIENTIST TEAMSTER
Speed, Intellect and Combat, +5 TO ALL STATS
which represent how well you +10 COMBAT +20 INTELLECT +10 INTELLECT +10 TO ALL SAVES
act under extreme pressure.
Roll 2 ten-sided dice (2d10), +10 BODY SAVE 10 TO 1 STAT +5 TO 1 STAT
add them together, then add
20. Record the results for +20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
each Stat.
+1 WOUND +1 WOUND
A Stat score of 30 is about
average, but don’t get too hung WOUNDS4. ROLL 1D10+10 FOR YOUR HEALTH. 5. GAIN
up on your numbers right now. STRESS.
Health Per Wound
Read about Stats on pg. XX.X 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 STRESS

STEP 2. ROLL SAVES Teamsters & Scientists start with 2 Wounds. Marines & Androids start with 3 Wounds. 22

Your three Saves are Sanity, Current Minimum
Fear and Body, representing Starts at 2.
how resistant and reactive you
are to different kinds of trauma 6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
and danger.
Roll 2 ten-sided dice (2d10), MARINE WHENEVER YOU PANIC, EVERY NEARBY FRIENDLY PLAYER MUST MAKE A FEAR SAVE.
add them together, then add ANDROID FEAR SAVES MADE BY NEARBY FRIENDLY PLAYERS ARE AT DISADVANTAGE.
10. Record the results for SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL NEARBY FRIENDLY PLAYERS GAIN 1 STRESS.
each Save. TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.

Read about Saves on pg. xx.x 8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH.
pg. xx.x pg. xx.x pg. xx.x

vaccsuit, laser cutter (1w dmg),

patch kit, extra battery

patch: “mama tried”
trinket: spiked bracelet
ARMOR POINTS

3 40cr CREDITS 2D10X10

STEP 3. CHOOSE YOUR CLASS

These are the four basic classes in Mothership®:

• Marines are handy in a fight, but whenever they panic it may
cause problems for the rest of the crew.

• Androids are a terrifying and exciting addition to any crew. They
tend to unnerve other players with their cold inhumanity.

• Scientists are doctors, researchers or anyone who wants to
slice open creatures (or infected crewmembers) with a scalpel.

• Teamsters are rough and tumble blue collar space workers,
mechanics, engineers, miners and pilots.

5

CHARACTER CREATION

7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS. STEP 5. GAIN STRESS

To take a Master or Expert Skill you must first take at least one of its prerequisite skills. Your current Stress and
Minimum Stress both start at 2.
MARINE ANDROID SCIENTIST TEAMSTER
STEP 6. NOTE YOUR
Military Training, Athletics Linguistics, Computers, 1 Master Skill* and an Industrial Equipment, TRAUMA RESPONSE
Bonus: 1 Expert Skill Mathematics Expert and Trained Skill Zero-G
OR: 2 Trained Skills Bonus: 1 Expert Skill Prerequisite. Bonus: 1 Trained Skill Each class deals with Stress
OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill. and Panic differently, which
*Not Command or comes into play later in the
Weapon Specialization. game. Mark your Trauma
Response for future reference.
TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
STEP 7. CHOOSE SKILLS
(+10 BONUS) (+15 BONUS) (+20 BONUS)
Each class comes preloaded
LINGUISTICS PSYCHOLOGY SOPHONTOLOGY with relevant Skills, which help
ZOOLOGY PATHOLOGY EXOBIOLOGY characters perform better at
FIELD SURGERY different challenges. Additionally,
BOTANY MEDICINE PLANETOLOGY each class has a number of
GEOLOGY ECOLOGY ROBOTICS bonus Skills to select now. In
INDUSTRIAL ASTEROID MINING ENGINEERING order to choose a Skill you need
EQUIPMENT MECHANICAL CYBERNETICS to have at least one prerequisite
JURYRIGGING REPAIR Skill (a Skill that has an arrow
CHEMISTRY EXPLOSIVES ARTIFICIAL pointing from it) first.
COMPUTERS PHARMACOLOGY INTELLIGENCE
ZEROG HACKING Read about Skills on pg. x.x.
MATHEMATICS PILOTING HYPERSPACE
ART XENOESOTERICISM STEP 8. ROLL LOADOUT,
ARCHAEOLOGY PHYSICS TRINKET & PATCH
THEOLOGY MYSTICISM COMMAND
MILITARY Roll for a Loadout based on your
TRAINING TACTICS class on page xx.x.
RIMWISE WILDERNESS
ATHLETICS SURVIVAL Roll your Loadout on pg. xx.x.
FIREARMS
HANDTOHAND Roll for a Trinket & Patch on
COMBAT page xx.x.

SKILL TRAINING

Trained Skill Expert Skill Master Skill In Progress

CONDITIONS

Cured In TreatImnePnrtogress Conditions

Classes broadly define character STEP 4. ROLL YOUR Roll a Trinket & Patch on pg. xx
backgrounds (scientists know HEALTH PER WOUND
basic info about most scientific Finally, roll 2d10 and multiply it
disciplines, for example). We’ll Classes begin with a certain by 10 for your starting Credits.
get into specialities in Step 7 number of Wounds. When they
when choosing Skills. are gone, you die. Each Wound STEP 9. FINISHING
Mark your class in the circle has a certain amount of Health,
provided, then alter your Stats which is how much Damage it Write your name and
and Saves accordingly. can sustain before it’s lost. Roll pronouns. Mark a zero above
1d10+10 for how much Health High Score. You’re now ready
Per Wound you have and circle it to play your first session of
on your sheet. Mothership®!

6

SAFETY INSTRUCTIONS

How to be a Great Player
Mothership® can be a very challenging game. You should expect:
• Characters to die. Play smart. Make the most of your time.
• Violence to be awful. If you’re fighting, you’re losing.

Violence is deadly, and should be avoided at all costs.
• To make difficult choices. Surviving the ordeal, solving

the mystery or saving the day are often mutually exclusive.
• A safe play environment. This is a horror game, and it can

deal with many uncomfortable topics. It’s your responsibility
to make sure you’re not making anyone at the table
uncomfortable with your words and actions (both in and out
of character) and to speak up if you feel uncomfortable or if
you notice anyone else might be uncomfortable.

7

HOW TO PLAY

Mothership® is a tabletop roleplaying game. You With these five basics in mind, you’re ready to
and your friends get together, and one of you, the handle 90% of the situations that come up in a
Warden, prepares a scenario for the rest of you to game. For everything else, you, the Warden, and
explore and interact with. You’ll ask questions, roll the other players need to discuss the situation
some dice, make some jokes and die a few times. and come up with a Ruling that suits your table’s
The rules are simple but the game is challenging, specific needs.
and there are only a few basic rules you need to
know: With that being said, you can close this book and
start playing right now! There’s even a handy
• Stat Checks are the most common roll in cheat sheet on the back cover if you forget
the game. You roll them when you want to do something. If you’d like a little more information
something and the price for failure is high. about how it all works, read on.

• Saves are rolled to avoid different kinds of Dice Notation
mental, emotional and physical danger. There are three ways we notate dice:

Read more about Stat Checks & Saves on pg. xx.x

• Anytime you fail a Stat Check or a Save you • d100 means to roll a pair of ten-sided
gain 1 Stress. Stress can be bad, as it makes dice where one die represents the tens
you more likely to Panic, but you also need digit and the other represents the ones
Stress in order to improve your Saves. digit, giving you a result between 00-99.

• Panic Checks are rolled when the worst has • xd10 means to roll a number of ten-sided
happened and your character snaps. A bad dice (e.g. 1d10, 2d10, etc.) and add them
Panic roll can lead to long-term conditions together.
that you’ll need to get treated, but a good roll
can help give you focus when you need it most. • Sometimes you’ll see a [+] or [-] next
to a roll (e.g. Fear[+] Save or 2d10[-]).
Read more about Stress & Panic on pg. xx.x If you see a [+] this means the roll has
Advantage while a [-] means the roll has
• Whenever you get hurt, you lose Health. Lose Disadvantage.
enough health and you lose a Wound. Lose all
your Wounds and you die. You can read more about Advantage

& Disadvantage on pg. xx.x.

Read more about Violence on pg. xx.x

Player Supplies Checklist
Once you’ve collected all of these items and built

your character, you’re ready to play!

CMHOATRHAECRTSEHRIPP®RvOer5.5FILE
7. NOTE CLASS SKCharacter Name PERSONAL DETAILS Player Name
2. ROLL 2D10 1. ROLL 2D10+20 FOR EACH STAT. ILLS AND CHOOSE BONUS SKILLS.Pronouns High Score
MARINE To take a Master or Expert Skill you must
first take at least one
SCIENTIST
OBMoRinl:iut2asrT:yr1aTiErnxaepidneiSnrtkgSi,lklAsiltlhletics ANDROID of its prerequisite skills.
OBMLoRinan:gtu2huseiT:smr1taiaciEnstxi,ecpCsdeoSrmtkpSiluklstilelrs,
STRENGTH SPEED INTELLECT COMBAT W*BPEN1orexeonaMprtupeeaCsorqs:otnut1meaiSsrnTmiprdtSeeaak.Tcininriladale*lidionazreaSndktdioiSlalnkn.ill TEAMSTER
ZInedrou-sGtrial Equipment,
aBnodnu1s:Ex1pTerartinSekdillS. kill
+10 FOR EACH SAVE. 3. ROLL 1D10+10 FOR MAX HP. TRAINED SKILLS EXPERT SKILLS MASTER SKILLSSANITY
(+10 BONUS)
4. SELECT YOUR CLASS. 2MARINE
HEALTH POINTS WOUNDS (+15 BONUS)
+10 COMBAT Current Maximum Current Maximum
5. GAIN+10 BODY SAVEFEARBODY LINGUISTICS (+20 BONUS)
STRESS.+20 FEAR SAVE STRESS
+1 WOUND BIOLOGY PSYCHOLOGY SOPHONTOLOGY 1d100 (or 2d10)
PATHOLOGY ”Percentile Dice”
++1A6+1W20N00FODTEIORUNAONTR1EIDDSSLLTAEAVCTAET djust+3+S+y05C1oSI0TEAuONINNr1TITTIsSSEYtLTTaSLAAErTCVtiTEng 1d20
PLAYER’S SURVIVAL GUIDE STATS & SAVES. BOTANY MFIEELDDICINE XENOBIOLOGY “The Panic Die”
TEAMSTER ECOLOGY SURGERY
The Player’s +5 TO ALL STATS GEOLOGY PLANETOLOGY
Survival Guide +10 TO ALL SAVES EINQDUUIPSMTRENIATL ASTEROID MINING ROBOTICS
6 2 2Current Minimum JURYRIGGING RMEEPCAHIRANICAL ENGINEERING
Snacks . TAKE NOTE OF YOUR CLASS’S TRMARINE CHEMISTRY EXPLOSIVES CYBERNETICS
(Bring some to share!) AUMA RESPONSE.ANDROID COMPUTERS PHARMACOLOGY
SCIENTIST
8. SELECT ANTEAMSTER
OWFWNEHACHEREENNPSEAEEVRVVEESRERSEYSYMOSOIAUOUDFNEPA,ABIYLYNOAINUCSE,AMAENVRAEBIYTRYYTYFASNRKAIEEEVANAER,DDBALVYYLALFPNRFLRITAEIANEYGNEDREDLSYOLYANPRPLAAELAYAPYETAREDNRMIISSCUAGCSDAHTVIENMACKAN1.KTSAETRGAEEFS.ESA. R SAVE. ZEROG HACKING IANRTTEILFLICIGIAENL CE
MATHEMATICS PILOTING

EQUIPMENT LOADOUT.EXCAVATION CTSRHooDGtSiuomUflrtoenileDmkbgs,,BiagsEptPBa,ltX(aAeuoStFKksolTrhdsn,nanEoeyxSigR,dfr6tReCtEMaG-,.ialrnflerIramIndceoeNntfan)rrAlg,AoraalemPdndrTfueiCIemBcolOdossaoermNtxtxl6mae3,s,,TRINCBDSToSHlTatiAaKhmsrranneauaozpkEtktgnrcaou)teTnqhE,-rmttRoXedeS,P&aserraSAi,StdsnmTicCuctMegaoxPyiprSeltlbp6ImA,lc(NeCee,aHFiTorlnMonKAe,nmCaanaiPTeetlme,dmHoId.tOriFlrsc,asGto.cN,MamaludObnypnal2nle,,aberlre, ART PHYSICS
PESTVaLxHahPaatponaacsclhrkineconts,dr-sKuRiPMCviWiaittuela.nle(tssgHtg,ledxeeBDre6,aoeCr,Nd,otooClRtamasnriiom,glamwGgtpsoiub)nrO,,nag2,r,Gun, MYSTICISM
Notes ARCHAEOLOGY
EXPLORATION THEOLOGY TACTICS HYPERSPACE
TSHFaLLhBiFoanoloiitnzrnkcersaago)rtt,,-tr-cRoRAdCRuaraaeilSdannDvmurggoKesipetlev,ivit(inRC,eCcHgeeorMoe,b,mmGaRFVrdlmeEemailbaaaxrssetre,,m7h,cOWGe,hpr2eu,,atntee.,r TMRIALIINTAINRYG SWUIRLVDIEVRANLESS XENOESOTERICISM
RIMWISE FIREARMS
ATHLETICS COMMAND

ARMOR POINTS CHOAMNBDATTOHAND GUNNERY

CREDITS 2D10X10 TRINKET PG. XX Skill Training Pen & Paper
Trained Skill
PATCH PG. XX

Expert Skill

Master Skill

Your Character Sheet Some tokens (optional)
(And a spare is handy in case for tracking ammo, supplies, etc.

your character dies)

8

STAT CHECKS & SAVES

XX.X STAT CHECKS XX.X SAVES

Whenever you want to do something and the price In order to avoid certain dangers or trauma, you

for failure is high, roll 1d100 and attempt to roll sometimes need to roll 1d100 lower than your

lower than your most relevant Stat. This is called most relevant Save. This is called a Save. If you
a Stat Check. If you roll less than your Stat you roll less than your Save you succeed. If you
succeed. If you roll greater than your Stat you roll greater than your Save you fail, and gain 1
fail, and gain 1 Stress. Stress.

Your Stats Your Saves
Every character has four main Stats Every character has three Saves
representing their abilities when acting under representing their ability to stave off and
extreme pressure. They are: withstand different kinds of trauma. They are:

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

9

MODIFYING STAT CHECKS & SAVES

XX.X MODIFYING STAT CHECKS & SAVES
There are three things that can modify the outcome of a Stat Check or Save: Advantage & Disadvantage,
Critical Successes & Failures, and Skills.

Advantage & Disadvantage
Whenever you are making a roll of any kind (Stat Check, Save, Panic Check, Damage, etc.) and
you have a situational advantage (like assistance from someone else) or the task is particularly
easy, you roll twice and take the best result. Whenever you are at a situational disadvantage (like
poor weather or bad visibility) or the task is particularly hard, you roll twice and take the worst
result. Advantage is notated with [+], Disadvantage with [-] (Example: Body[+] Save means make
a Body Save with Advantage, Panic[-] Check means make a Panic Check with Disadvantage).

Critical Successes & Failures
Whenever you roll doubles (e.g. 00, 66) on a Stat Check or Save you have rolled a Critical.
If the roll is a success, it is now a Critical Success and something very good happens. If it is a
failure, it is now a Critical Failure and something bad happens, and furthermore you must make a
Panic Check. A roll of 00 is always a Critical Success and a roll of 99 is always a Critical Failure.

Read more about Panic Checks on pg. XX.X.

Skills
If you have a Skill that is relevant to the task at hand, you can add the Skill’s Bonus to your Stat or
Save before making your roll (giving you a higher number to roll under).

Read more about Skills on pg. X.X.

10

STRESS

Whether it’s the unknown horrors in the cosmos Example: Back at the Barracks
or the vast emptiness of space, encounters in Warden: Alright, you finally make it back to
Mothership® take a toll on a person. Stress is a the ship and lock yourselves in. You can rest
measure of that toll, and how it subtly affects you,
bringing you closer to the brink of Panic. now if you want.
Knox: I’ve got 9 Stress, so I’m definitely
While Stress by itself doesn’t do anything, the going to rest. I don’t think I’ll make it to Shore
higher your Stress is, the more likely you are
to Panic when the time comes, and the more Leave if it keeps up like this.
likely the results of that roll will be devastating. Warden: No problem. The barracks has a
Comfort Level of 45.
XX.X HOW DO I GAIN STRESS? Knox: I don’t want to risk it. Margot, you
have Psychology right? Any chance you’d
You gain 1 Stress every time you fail a Stat
Check or Save. Occasionally, certain locations be willing to like talk to my guy and calm him
or entities automatically give you Stress from
interacting with or witnessing them. down a bit?
Margot: I’m down. I’ve only got 3 Stress.
Your Minimum Stress starts at 2, and based Warden: Yeah, if you’re willing to give up
on events that happen in game (such as certain your rest, I’ll give Knox Advantage on his
Panic Check results) can be increased.
Comfort Save.
XX.X HOW DO I RELIEVE STRESS? Margot: Let’s do it.

You can relieve Stress by resting in a relatively
safe place. To do this you make a Comfort Save
based on the Comfort Level of the location. If
successful, you reduce your Stress by your roll
divided by 10.

COMFORT COMFORT
15 EXAMPLE LOCATION
30
45 On the ground, in a tent.
60 Capsule sleepers, slums.
75+ Ship’s barracks, hostels.
Ship’s cabin, real bed, hotel.
Luxury resort, spa.

Players can gain Advantage on their Comfort Save
through consensual sex, drug use, alcohol, prayer
or any other leisure activity. Stress is generally not
relieved during cryosleep.

Sex
Without express consent from your group ahead of time, sex should not make an appearance in
your game. Even if it does, you’ll need to set clear boundaries as to what is acceptable, and check
in regularly in case anyone’s comfort level changes. Any description of sexual assault, rape, or
non‑consentual sex of any kind should be avoided completely.

11

PANIC CHECKS

Stress, Damage, and emotional wear and tear will THE PANIC TABLE
eventually bring you to your breaking point. When
that happens, there’s a chance you’ll Panic. You D20 PANIC EFFECT
determine this by making a Panic Check.
1 LASER FOCUS. [+] on all rolls for the next 2d10 minutes.
XX.X WHAT IS A PANIC CHECK?
2 ANXIOUS. Gain 1 Stress.
A Panic Check determines whether you are able
to keep your cool under extreme pressure. To 3 JUMPY. Gain 1 Stress. All Nearby crewmembers
make a Panic Check, roll the Panic Die (1d20) and gain 2 Stress.
attempt to roll greater than your current Stress.
If you roll less than your current Stress you fail, 4 OVERWHELMED. All actions at [-] for 1d10 minutes.
and you look up your result on the Panic Table. Permanently raise your Minimum Stress by 1.

Finally, the maximum Stress you can have is 20. 5 COWARD. Gain a new Condition: You must make a Fear
Any Stress you take over 20 instead reduces the Save to engage in violence or flee.
most relevant Stat or Save by that amount.
FRIGHTENED. Gain a new Condition: Phobia: When
XX.X WHEN TO MAKE PANIC CHECKS 6 encountering this Phobia make a Fear[-] Save or gain 1d5

The Warden has a lot of sway here in determining Stress.
when to call for Panic Checks, but these are a few
places where it would definitely be appropriate: 7 NIGHTMARES. Gain a new Condition: Sleep is difficult,
gain [-] on all Comfort Saves.
• Any Critical Failure of a Save or Stat Check.
• Whenever your ship takes a Critical Hit. 8 LOSS OF CONFIDENCE. Gain a new Condition: Choose
• Watching another crewmember die. one of your Skills and lose that Skill’s bonus.
• Witnessing more than 1 crewmember Panic at
9 DEFLATED. Gain a new Condition: Whenever a Nearby
the same time. crewmember fails a Save, gain 1 Stress.
• Encountering a strange and horrifying entity for
10 DOOMED. Gain a new Condition: You feel cursed and
the first time. unlucky. All Critical Successes are instead Critical Failures.
• When all hope is lost and death feels certain.
PARANOID. For the next week, whenever someone joins
XX.X CONDITIONS 11 your group (even if they only left for a short period of time)

Some results of the Panic Table are so severe that make a Fear Save or gain 1 Stress.
they leave a lasting impression on you. These are
called Conditions, and they affect you until you are HAUNTED. Gain a new Condition: Something starts visiting
able to treat them, usually through taking Shore 12 you at night. In your dreams. Out of the corner of your eye.
Leave and seeking help.
And soon it will start making demands.
Read more about Shore Leave on pg. xx.x.
DEATH WISH. For the next 24 hours, whenever you
Panic Checks & Agency 13 encounter a stranger or known enemy, you must make a
Be sure to go over the Panic Table and
remove any results that don’t fit with your Sanity Save or immediately attack them.
group. Remember, when roleplaying Panic
it is never excusable to make someone PROPHETIC VISION. You immediately experience an
uncomfortable. Check in regularly. 14 intense hallucination or vision of an impending terror or

horrific event. Gain 1 Stress.

15 CATATONIC. Become unresponsive and unmoving for 2d10
minutes. Reduce Stress by 1d10.

RAGE. Immediately attack the closest crewmember until you
16 inflict at least 2d10 DMG. If there is no crewmember Nearby

you attack your surrounding environment.

17 SPIRALING. Gain a new Condition: You make Panic Checks
with Disadvantage.

18 COMPOUNDING PROBLEMS. Roll twice on this table.
Permanently raise your Minimum Stress by 1.

HEART ATTACK / SHORT CIRCUIT (ANDROIDS).
19 Permanently lose 1 Wound. Gain [-] on all rolls for 1d10

hours. Permanently raise your Minimum Stress by 1.

20 COLLAPSE. You no longer control this character. Hand your
sheet to the Warden and roll up a new character to play.

12

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 training while on Shore Leave.

Read more about Shore Leave on pg. xx.x

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

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

13

SKILLS

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

You’ve received the equivalent of a doctorate or You are one of the luminaries of your field and
have many years of experience in this field. are aware of cutting edge techniques or highly
Expert Skills should generally be a subset or specialized and niche information. Due to their
specific focus of a Trained Skill. focus, Master Skills apply very narrowly compared
to the broader Trained Skills.
• Asteroid Mining: Training in the tools and
procedures used for mining asteroids. • Artificial Intelligence: The study of
intelligence as demonstrated by machines.
• Ecology: The study of organisms and how
they relate to their environment. • Command: Leadership, management, and
authority.
• Explosives: Design and effective use of
explosive devices (bombs, grenade, shells, • Cybernetics: The physical and neural
land mines, etc.). interfaces between organisms and machines.

• Field Medicine: Emergency medical care and • Engineering: The design, building, and use of
treatment. engines, machines, and structures.

• Firearms: Safe and effective use of guns. • Exobiology: The study of and search for
• Hacking: Unauthorized access to computer intelligent alien life.

systems and networks. • Hyperspace: Faster-than-light travel.
• Hand-to-Hand Combat: Melee fighting. • Planetology: Study of planets and other
• Mechanical Repair: Fixing broken machines.
• Mysticism: Spiritual apprehension of hidden celestial bodies.
• Robotics: Design, maintenance, and operation
knowledge.
• Pathology: Study of the causes and effects of of robots, drones, and androids.
• Sophontology: The study of the behavior and
diseases.
• Pharmacology: Study of drugs and mind of inhuman entities.
• Surgery: Manually operating on living or dead
medication.
• Physics: Study of matter, motion, energy, and biological subjects.
• Xenoesotericism: Obscure beliefs, mysticism,
their effects in space and time.
• Piloting: Operation and control of aircraft, and religion regarding non-human entities.

spacecraft, and other vehicles.
• Psychology: The study of behavior and the

human mind.
• Tactics: Maneuvering military forces in battle.
• Wilderness Survival: Applicable know-how

regarding the basic necessities of life (food,
water, shelter) in a natural environment.

14

VIOLENT ENCOUNTERS

Violence in Mothership® is incredibly dangerous
and should be avoided at all costs. When all else
fails, this is how to resolve the encounter:

XX.X TURN ORDER

During a violent confrontation, we split time
into roughly ten second intervals called rounds.
Everything within a round happens at basically the
same time.

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

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

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

XX.X SURPRISE

If there is a chance that you are ambushed or
stunned by a horrific encounter, the Warden will
call for a Fear Save. Those who succeed are able
to react, those who fail are too shocked to react
until the next round.

Strict Turn Order
Some groups prefer a very strict turn
order. If this is the case for your group, we
recommend everyone make a Speed Check
at the start of the encounter. Those who
succeed go before the enemy hostiles, those
who fail, go after. If the situation changes
dramatically (for instance, if new hostiles
enter the encounter), then Speed Checks
can be called for again.

15

WHAT CAN I DO?

Example: The Thing That Was Paul XX.X WHAT CAN I DO?
Warden: Okay, so the thing that used to
be Paul is galloping down the corridor. His You can generally move somewhere Nearby and
then do one thing before the situation changes.
mouth is unzipping down his chest, into one
Read more about Range on pg. xx.
giant maw. Margot: it’s reaching out to grab
Think of the situation like a real life scenario, think
you and Knox, unimpeded it’s going to crash about what you would do in those circumstances,
then describe that to the Warden. If you wouldn’t
right into you. What are y’all doing? be able to accomplish everything you want to
Margot: I’m gonna stand my ground and do in one round, or your choices are especially
unload on this guy. Sorry, Paul. foolhardy or dangerous, the Warden will do their
Paul: It was my fault. I shouldn’t have best to let you know and explain the risks involved.
opened that door. Here’s a non-exhaustive list of the kinds of things
Warden: Margot, roll a Combat Check. you could attempt in a round:
There’s a lot of pipes here, so you might take
• Attack something or someone.
some blowback Damage if you fail. • Bandage a wound to try to stop the bleeding.
Margot: That’s fine, I hate this ship anyway. • Check vital signs with a medscanner.
Can I add my military training? • Fire a vehicle’s weapon.
Warden: Definitely. Paul, I think it’s safe to • Maneuver or pilot a vehicle.
say you can roll up another character or play • Move somewhere Nearby.
• Open an airlock.
one of the marines you hired at that last port. • Operate a machine.
Paul: Oh yeah, I’ll play Cpl. Davis, I liked her. • Reload a weapon.
Warden: Perfect. She’s still on the bridge, • Throw something at or to someone.
but if she heads this way she can be here • Use a computer terminal (to search a directory,

next round. Knox, what about you? engage automatic airlocks, send a distress
Knox: I think I’m just gonna try and get to signal, cycle through CCTV cameras, disable
some cover. I want to get out of the Being- Life Support, etc.).

Formerly-Known-as-Paul’s way. Additionally, if you decide to do nothing other than
Warden: Ex-Paul is running pretty fast, so run, you can move somewhere that’s Far Away
that’ll be a Speed Check. Failure means it’ll during the round.

be able to get you. Does all of this sound Being Effective
Your Combat Stat, while important for direct
good to everyone? attacks, isn’t the only thing you can use to
Knox: My body is ready. save your life. Outsmart, outrun or outlast
Warden: Okay, sweet. Let’s roll. your enemy and you’ll survive. Attacking may
Margot: Fail. not be as important as distracting an enemy
Knox: Fail. so a fellow crewmember gets a better shot.
Paul: Y’all. Likewise, studying the creature’s movements
Warden: Okay so, Margot, you fire but the for a weak spot or pattern may help.
creature is moving too fast. You hit the pipes

embedded in the bulkhead and they spray

steam right into your eyes. Take 4 Damage.
Margot: Dammit!
Warden: Knox, the Paul-Thing snatches you
up and its claws just tear through you. You

take, ouch, 14 Damage—
Knox: That’s a Wound for sure. Only one left.
Warden: Alright, Cpl. Davis, you arrive and
you’re seeing this carnage. Your former

character is about to devour Knox alive.

What’s everyone doing? Oh, and Knox, let’s

roll up that Wound.
Knox: Wonderful.

16

ATTACK & DEFENSE

XX.X HOW DO I ATTACK?

To attack, make a Combat Check. If you’re
successful, roll your weapon’s Damage. If you
fail, the situation gets worse and you gain 1
Stress. Critical Successes deal a Wound and
Critical Failures trigger a Panic Check as
normal.

Read about Panic on pg. XX.X.

XX.X DAMAGE

Each of your Wounds has a certain amount of
Health. Whenever you take Damage (DMG),
you subtract it from your health, marking off
the bubbles on your sheet. Once a Wound
loses all its health, mark off the Wound and
roll on the Wounds table. Any remaining
damage carries over to the next Wound.
Attacks that deal damage in Wounds subtract
directly from the enemy’s remaining Wounds.
Their health stays the same.

XX.X ARMOR

Your armor protects you from any Damage below
its Armor Point (AP) value. However, if you ever
take more Damage than your armor’s AP, the
armor is destroyed and any remaining damage
is dealt to the character. Weapons that deal
Damage strictly in Wounds ignore (and destroy)
your armor unless the armor specifically protects
against it (for example: advanced battle dress
ignores 1 Wound).

XX.X COVER

Cover is protection provided by the environment
around you. Depending on the type of cover, you
receive a different amount of protection. Just like
armor, cover can be dCeOstVroEyRed, so you’ll have to
keep moving if you want to use it.

TYPE AP

INSIGNIFICANT COVER 5 AP
Basic furniture, doors, body shields, etc.

LIGHT COVER 10 AP
Trees, bulkhead walls, metal desks, etc.

HEAVY COVER Enemy has
Car doors, airlock doors, cement beams, Disadvantage on
Combat Checks.
ships, etc.

17

WOUNDS & DEATH

XX.X WHAT ARE WOUNDS? XX.X DEATH

Whenever you lose a Wound, roll 1d10 on the Whenever you lose your final Wound, roll on the
Wounds Table according to the type of Damage: Final Wound column of the Wounds Table. If your
character has died, roll up a new one.
• Blunt Force: Getting punched, hit with a
crowbar or a thrown object, falling, etc. Additionally, some Wounds (Fatal Wounds) kill
you instantly (bypassing your need to roll on the
• Bleeding: Getting stabbed or cut. Final Wound column).
• Gunshot: Getting shot by a firearm.
• Fire & Explosives: Grenades, flame throwers, Character Death
If your character’s death is unavoidable,
doused in fuel, etc. make your last moments count: save
• Gore & Massive: Damage from giant someone’s life, solve an important mystery,
give the others time to escape. Enjoy the
creatures or particularly gruesome foes. carnage, then jump back in for more!

Use common sense when interpreting these
results. The Severity column can give a guideline
for what to expect from a Wound that doesn’t fit
neatly onto the table.

WOUNDS

D10 SEVERITY BLUNT BLEEDING GUNSHOT FIRE & GORE & FINAL
FORCE EXPLOSIVES MASSIVE WOUND
0 Flesh Wound Drop held item. Grazed.
Knocked down. Knocked down. Hair burnt. Vomit. Unconscious for
1 Gain 1d5 Stress. [-] on next 2d10 min, then
Winded. [-] Lots of blood. Bleeding +1. restore W:1(1).
2 until you catch Those Nearby Broken rib. Terrifying scar. action.
Minor Injury your breath. gain 1 Stress. +1 Minimum Comatose. Any
Sprained Ankle. Blood in eyes. Terrifying scar. damage will kill.
3 [-] on Speed [-] until wiped Stress. +1 Minimum
Singed. [-] on
4 Checks. clean. next action. Stress.
Concussion. [-]
5 Shrapnel/large Digit mangled. Comatose.
Major Injury on Intellect burn.
Checks. Laceration. Fractured Eyes gouged out. Unconscious. Death
6 Bleeding +1. extremity. 3rd degree in 1d5 rounds.
Leg or foot burns.
7 Lethal Injury broken. Major cut. Internal Ripped off flesh. Unconscious. Death
(Fatal in Bleeding +2. bleeding. Major Burn. -1d10 Strength. in 1d5 rounds.
1d10 rounds) Armor or hand Bleeding +2. Body Save
broken. Fingers/ Lodged bullet. Paralysed waist You have died.
8 toes severed. Surgery required. -2d10. down.
9 Fatal Injury Snapped Bleeding +3. Skin grafts
collarbone. Hand/foot Gunshot wound required. Body Limb severed. You have died.
to the Neck. Save -2d10. Bleeding +5.
Back broken. severed. Limb on fire.
Bleeding +4. 2d10 Damage
Skull cracked. per round.
Limb severed. Major blood loss. Body on fire. Impaled. You have died.
Spine or neck Bleeding +5. Bleeding +4. Engulfed in Bleeding +6. You have died.
broken. You fiery explosion. You have died.
have died. Major artery cut. Sucking chest You have died. Guts spooled on
wound. floor.
Throat slit or
heart pierced. Headshot. Head explodes.
You have died. You have died. You have died.

18

RANGE & DISTANCE

In Mothership® range, distance, IT CAN TOUCH YOU Example: Run Away
and movement are tracked Warden: Alright, so the
abstractly in Range Bands. XX.X CLOSE airlock door breaks down
These are: and more of these Pauls
At Close Range you’re basically start swarming the base.
• Close touching. This covers fist Margot: I call it in.
• Nearby fights, close-quarters combat Knox: I’m running. Just
• Far Away and trying to get out of the pure running.
• Out of Range grips of a hideous terror’s Warden: Alright, some of
claws. More than that, it covers them are attacking...
Describing distance should be things like using a computer
done in human casual terms. terminal or administering first
What’s important is whether aid to someone. You can talk
something can touch you, comfortably, whisper and even
whether they can get to you, smell someone at this range.
whether you can shoot them, or
whether you can’t.

RANGE GUIDELINES LESS THAN 1 M / 3 FT

19

RANGE & DISTANCE

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

XX.X NEARBY XX.X FAR AWAY XX.X OUT OF RANGE

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

ROUGHLY 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT

20

SURVIVAL

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

Excessive use of some medications (like XX.X FOOD & WATER
Stimpaks) requires a Body Save to prevent
addiction. Once addicted, you’ll need to take Humans can survive roughly 3 weeks without
twice the amount of medication to gain the food. After 24 hours without food, you’re at
same effect. Additionally, whenever taking more Disadvantage to all rolls.
than one dose at a time, roll 1d10. If you roll
the number of doses or less, roll on the Final For the bare minimum of survival
Wound column (pg. xx). To begin recovery from you need 1 liter of water a
addiction, you’ll need to seek treatment during day. However, at this
Shore Leave. level, any strenuous
activity (like running,
Read more about Shore Leave on pg. xx.x combat or making
mechanical
XX.X BLEEDING repairs) forces
you to make a
Some weapons or Wounds force you to Bleed. Body Save or
This means you take 1 Damage every round pass out. When
until the bleeding is stopped. water is scarce
and you’re
Additionally, bleeding adds up. If you’re bleeding 1 tracking it this
point of Damage per round and gain Bleeding +1, closely, you’re at
you now take 2 Damage per round. Disadvantage on
all rolls.
Read more about Violence on pg. xx.x

XX.X CRYOSICKNESS

Most crews travelling for long periods of time in
space or jumping through hyperspace are put into
a state of suspended animation called cryosleep
inside a coffin-like capsule called a cryopod.

While cryosleep preserves your vitals during

long trips, after awakening you are sluggish

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

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

21

SURVIVAL

X.X OXYGEN XX.X RADIATION

In space you can last 15 seconds without oxygen Whether its cosmic rays, an engine leak or some
before falling unconscious. After passing out you previously undiscovered material unearthed from
can survive for 1d5 minutes before dying. a strange asteroid, radiation can kill you if you’re
not careful.
If all of a ship’s Life Support modules are
destroyed, roll 1d10 for each destroyed Life Radiation deals damage directly to your
Support module. This is how many days of Stats and Saves. Hazard suits, vaccsuits, and
breathable oxygen per crewmember remain. advanced battle dress reduce radiation damage
by their AP and are not destroyed by excessive
• Every 24 hours, subtract the total number radiation damage.

of breathing crewmembers from the Read more about Armor on pg. xx.x

remaining oxygen supply. Any crewmembers

engaging in strenous activity (like running,

combat, mechanical repairs, etc.) further RADIATION

reduce the oxygen supply by 1 each. LEVEL DAMAGE

• Whenever the oxygen supply is less than

2x the amount of breathing passengers, all LEVEL 1 - TRACE None.
Normal, everyday radiation.
rolls are at Disadvantage as the crew suffers LEVEL 2 - ACUTE 3 DMG to Strength every 10
Above average activity. minutes.
headaches, fatigue, anxiety and LEVEL 3 - LOW-GRADE
Unshielded reactors. 5 DMG to Strength, 5 DMG to
general clumsiness. LEVEL 4 - HIGH-GRADE Body Save every 10 minutes.
Directly handling Warp Cores.
• Whenever the 10 DMG to all Stats and Saves
LEVEL 5 - LETHAL every 10 minutes.
oxygen supply is less than the total Atomic weapons.
Death in 2d10 x 10 hours. Body
amount of breathing passengers, every Save grants [+] on
life expectancy.
breathing passenger must make a

Body Save or roll on the Final Wound

column (pg. xx) as they suffer

panting, dizziness, severe

headaches, impaired vision and

tinnitus.

• Once the oxygen supply XX.X TOXIC &
CORROSIVE ATMOSPHERES
runs out, you can survive
Planets with Toxic or Corrosive atmospheres
for 15 seconds before you require special gear to explore.

fall unconscious. After falling Toxic Atmosphere
The planet’s atmosphere is not fit to breathe, but
unconscious, you can survive is otherwise safe. A rebreather or armor with its
own oxygen supply is required. Without these, you
for 1d5 minutes without take 1d10 DMG per round, Body Save for half.

oxygen before dying.

Androids and anyone in
cryosleep do not consume
oxygen from the supply.

Corrosive Atmosphere
The planet’s atmosphere is deadly and destructive.

It deals damage every round while you are on
it. Corrosive Atmospheric damage ranges
from 1 DMG/round (Mildly Corrosive), to 10/
DMG (Highly Corrosive). Anything higher than
this is simply impossible to safely traverse without

specialized equipment and armor.

22

EXAMPLE OF PLAY

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

23

EXAMPLE OF PLAY

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

24

SPACE TRAVEL

~10 MIN. DAYS HOURS WEEKS MONTHS YEARS

PLANET’S PLANET TO STATION TO PLANET TO PLANET TO PLANET TO
SURFACE TO ORBITING MOON NEARBY NEARBY PLANET DISTANT PLANET EDGE OF SYSTEM
OUTER SPACE OR STATION ASTEROID FIELD OR JUMP POINT

XX.X ORBITAL TRAVEL XX.X INTERPLANETARY TRAVEL

Orbital travel is the simplest and fastest For further travel within your system, you
form of space travel. Shuttles and space may need to buy a ticket to board an
elevators routinely launch from a planet Interplanetary Passenger Liner. The trip
or moon’s surface into outer space, where could take weeks on the short end to years
they can dock or connect with an orbiting if you need to reach the furthest boundaries
space port. Once in port, you may be able to of your system. You can purchase extra
charter a shuttle to travel to a nearby moon cargo space, or occasionally there’s room
or asteroid field. to dock a small vessel.

Read more about Ports on pg. XX.X Read about Ships in the Shipbreaker’s Toolkit

Example: Travel to Banquo IV
Warden: The good news is that the Banquo system is only 1 Jump away. The bad news is there

isn’t a Jump Liner coming by here for a few months. The closest one is a bit away on Komarov.

Margot: Okay so what does that mean?
Warden: You’ll need to take the space elevator to get off world, then charter a Passenger Liner to

Komarov, then catch a Jump Liner from there to Banquo.

Knox: How long is all that going to take?
Warden: There’s a passenger liner leaving in a week. So you’d take the elevator up to the station.

Then about three months in cryo to get to Komarov. If nothing goes wrong you’ll make the transfer

to the Jump Liner with a week to spare. Then it’s a couple of weeks to the Jump Point, a couple of

weeks in hyperspace, a few more weeks to get from the Jump Point to Banquo IV...

Margot: For a grand total of...
Warden: About five months all in.
Margot: We don’t have that kind of time.
Knox: Or money! It looks like something like 12kcr. And I only have seven.
Warden: That sounds right. You could also charter a Jump Courier tomorrow. But it starts at 25kcr.
Knox: Even if we did, where are we going to get that kind of money?
Warden: I’m glad you asked.

25

SPACE TRAVEL COSTS

HYPERSPACE

TRAVEL COSTS

ORBITAL TRAVEL COST

??? WEEKS Space Elevator 150cr
Passenger Seating
JUMP THROUGH JUMP POINT TO 250cr
HYPERSPACE DESTINATION Shuttle 750cr
Passenger Seating Cargo Space +1kcr

First Class (private cabin)

XX.X INTERSTELLAR TRAVEL INTERPLANETARY TRAVEL COST
To leave your system, you’ll need a vessel
capable of traveling through hyperspace via Passenger Liner 2kcr
a Jump Drive. Jump Drives are rated from Steerage Deck (cryosleep only)
1-9, which represents how great a distance
through hypersace a ship can withstand. It Second Class (barracks) 10kcr
usually takes a few weeks to reach a Jump
Point from which the ship can then safely First Class (private cabin) 20kcr
enter hyperspace. Most crews spend their
time in hyperspace in cryosleep while an Cargo Space +5kcr
android operates the astrogation computer.
Those who stay awake during hypersleep Hangar Space +20kcr
report strange and conflicting stories
about the experience, and often androids’ Distant Travel +10kcr
memories of their time in hyperspace are
at best described as unsettling. Jumps Edge of System Travel +100kcr
usually take about two weeks. However,
time dilation due to the effects of relativity INTERSTELLAR TRAVEL COST
on Faster-Than-Light travel are uncertain
and seemingly random. A crew will return Jump-1 Liner 10kcr
from a Jump-3 voyage to learn they have Steerage Deck (cryosleep only)
been gone several years, while others
may return only a few seconds after their Second Class (private cabin to Jump Point) 20kcr
departure. Regular trade routes seem to
wear down the chaotic effects, but those who First Class (private suite to Jump Point) 50kcr
make long jumps, like the legendary Jump-9
Colony Ships, are never expected to return. Cargo Space +20kcr
No one is certain what the effects of multiple
Jump-9s would be. And perhaps those Hangar Space +50kcr
pioneers have returned, just millenia into our
future. Or else somewhere in our past. Jump-2 Travel +10kcr

Jump-3 Travel +30kcr

Jump-1 Courier
Passenger Seating to Jump Point, and Cryosleep 25kcr

First Class (private cabin to Jump Point) 50kcr

Cargo Space +20kcr

Hangar Space +100kcr

Jump-2 Travel +50kcr

Jump-3 Travel +100kcr

26

PORTS

When you’re in need of a place to repair, refuel,
and catch a little R&R, you’ll want to fly to your
nearest Port. There are five basic classes of Port
based on their safety, importance, and affluence.

• X-Class Ports: Notorious criminal settlements While in port you can buy and sell equipment, look
and pirate bases. X-Class ports are beyond for work, buy a ticket or charter a vehicle, or take
some much needed Shore Leave.
the reach of the Company, making them much
Read more about Shore Leave on pg. XX.X
more dangerous and much more free.
• C-Class Ports: Rundown, out-of-the-way

outposts, refueling stations and forward military

posts. You can find C-Class Ports on any

frontier settlement or rimspace backwater:

minimally staffed, minimally supplied.
• B-Class Ports: Blue collar industrial stations

and large-scale military installations. B-Class

Ports build ships, garrison troops, mine ore,

and take care of all the heavy industry required

to keep the rim spinning.
• A-Class Ports: Overpopulated metropoles,

trading centers, and powerbrokers. A-Class

Ports connect ships to Corporate headquarters.
• S-Class Ports: Restricted access palacial

estates of the uber-wealthy. S-Class Ports are

the rare gems of the void. Heavily guarded,

invite only.

PORTS

X-CLASS C-CLASS B-CLASS A-CLASS S-CLASS

ACCOMODATIONS Hotel. 500cr/night. Resort. 3kcr/night.
Comfort: 45 Comfort: 65
LODGING Slum. 1cr/night. Capsule. 10cr/night. Hostel. 100cr/night. Flat. 10kcr/mo. Suite. 100kcr/mo.
Comfort: 20
Comfort: 25 Comfort: 35 3d10 x 100cr 2d10 x 1kcr
RESIDENCE Hideout. 50kcr/mo. 1d10[-] 1d10
Cryohab. 100cr/mo. Quarters. 1kcr/mo. Therapist: 2kcr Guru: 5kcr
Rehab Clinic: Treatment Center:
SHORE LEAVE 1 Wound healed / 3 Wounds healed /
day @ 10kcr ea. day @ 50kcr ea.
RELAXATION 1d10 x 1kcr 1d10 x 100cr 2d10 x 100cr
00-14 00-04
STRESS CONVERTED 1d10[+] 1d5[-] 1d5 15-59 05-79
60-89 80-89
TREATMENT Meetings: Free. Self help book: 5cr. Meetings: Free 90-99 90-99
Shaman: 1kcr Hotline: 20cr / min. A.I. Therapist: 400cr

HEALTHCARE 2 Wounds healed / 1 Wound healed / 2 Wounds healed /
day @ 20kcr ea. week @ 1kcr ea. week @ 2kcr ea.

MOONLIGHTING

Grunt work. 1d100cr. 00-29 00-19 00-09
No work available. 30-59
60-89 20-89 10-59
Skilled work. 1/2 Salary. 90-99
Contract Job (Custom) 90-98 60-94

99 95-99

27

SHORE LEAVE

Surviving in Mothership® is tough, but those who Train a Skill
do survive come out even tougher. Between Training a new skill takes time and money.
contracts, if you can afford it, you can take Shore You can train at any Port, or even during
Leave, during which time you can improve your long periods of downtime on a ship if your
Saves, train new Skills and work on other long Warden allows.
term projects.
It takes 5 Shore Leaves to learn a new
XX.X HOW DO I TAKE SHORE LEAVE? Skill. You’ll need at least one prerequisite,
and you’ll have to pay for materials.
Whenever you’re in Port, if you have some free
time, you can take Shore Leave. Simply pay the • Trained Skill: 10kcr
Shore Leave Cost and describe what you’d like to • Expert Skill: 50kcr
do or accomplish with your time off to your Warden. • Master Skill: 200kcr
They’ll describe what options are available based
on the Port you’re in, and together you’ll create a To train an Expert Skill requires one Trained
small scene about your time off-duty. prerequisite and to train a Master Skill
requires one Expert prerequisite.
Read more about Port Costs on pg. XX.X
Get Medical Care
XX.X WHAT CAN I DO WHILE ON Slap a fresh bandage on those wounds and
SHORE LEAVE? get that weird rash checked out.

Shore Leave represents the downtime between Each Port Class heals Wounds at a
contracts and adventures, different rate and cost. Once all your
so what you do is completely up to you. Some Wounds are healed, then (at the cost of
examples include, but are not limited to: 1 Wound) you can heal back up to your
Maximum Health per Wound.
Relax
See the sights, grab some drinks, find a new Work on a Project
bunkmate. That thing that’s been keeping you up late
at night? The thing with the samples you
• Spend your Port Class’s required smuggled past quarantine? Maybe you could
credits and make a Sanity Save. If learn about it. Maybe then they’ll listen.
successful, convert Stress into points
of Sanity, Fear, or Body Saves. On a It takes 3-10 Shore Leaves to complete a
failure, you relieve the Stress rolled, Project.
but don’t convert any into Saves.

• Each Port Class converts a different
amount of Stress and costs a different
amount.

Seek Treatment Moonlight
Get some help for the nightmares that have It’s against Company policy, but earning a
been keeping you up, and the shakes that few extra credits on your time off can help
won’t go away ever since that last Stimpak. make or break your next encounter.

It takes 3 Shore Leaves to remove 1 Check the Port table for what kind of work
permanent Condition. is available.

28

LOADOUTS

Your Loadout is the armor, weapons, and other Some loadouts are better than others, but all of
gear you start out with. Roll 1d10 on your class’s them are useful in the hands of someone creative
table to find out what your Starting Loadout (or desperate).
is, and then record that on your character sheet.

MARINE LOADOUTS ANDROID LOADOUTS

D10 LOADOUT D10 LOADOUT

0 Tank Top and Camo Pants (AP 1), 0 Vaccsuit (AP 3),
Combat Knife (as Scalpel), Stimpak x1 Smart Rifle (2 mags), Infrared Goggles, Mylar Blanket

1 Advanced Battle Dress (AP 10), 1 Vaccsuit (AP 3),
Flame Thrower, Boarding Axe Revolver (12 rnds), Long-range Comms, Satchel

2 Standard Battle Dress (AP 7), 2 Hazard Suit (AP 5),
Combat Shotgun (4 rnds), Rucksack, Camping Gear Revolver (6 rnds), Defibrillator, First Aid Kit, Flashlight

3 Standard Battle Dress (AP 7), 3 Hazard Suit (AP 5),
Pulse Rifle (3 mags), Infrared Goggles Foam Gun (2 charges), Sample Collection Kit, Screwdriver

4 Standard Battle Dress (AP 7), 4 Standard Battle Dress (AP 7), Tranq Pistol (3 shots),
Smart Rifle (3 mags), Binoculars, Personal Locator Paracord (100m)

5 Standard Battles Dress (AP 7), SMG (3 mags), MRE x7 5 Standard Crew Attire (AP 1), Stun Baton, Small Pet

6 Fatigues (AP 2), 6 Standard Crew Attire (AP 1), Scalpel, Bioscanner
Combat Shotgun (2 rnds), Dog, Leash, Tennis Ball 7 Standard Crew Attire (AP 1), 1 Frag Grenade, Pen Knife

7 Fatigues (AP 2), Revolver (12 rnds), Single Frag Grenade 8 Manufacturer Supplied Attire (AP 1),
1 Jump-9 Ticket (blank)
8 Dress Uniform (AP 1), Revolver (1 rnd), Challenge Coin

9 Advanced Battle Dress (AP 10), 9 Corporate Attire (AP 1), VIP Corporate Key Card
Heavy Machine Gun (1 can of ammo), HUD

SCIENTIST LOADOUTS TEAMSTER LOADOUTS

D10 LOADOUT D10 LOADOUT

0 Hazard Suit (AP 5), Tranq Pistol (3 charges), 0 Vaccsuit (AP 3), Laser Cutter (charged),
Bioscanner, Sample Collection Kit Patch Kit, Extra Battery

1 Hazard Suit (AP 5), Flamethrower (1 charge), 1 Vaccsuit (AP 3), Revolver (6 rnds),
Pain Pills, Electronic Tool Set Crowbar, Flashlight

2 Vaccsuit (AP 3), Rigging Gun, Sample Collection Kit, 2 Vaccsuit (AP 3), Rigging Gun, Shovel, Salvage Drone
Flashlight, Lab Rat
Hazard Suit (AP 5), Vibechete, Spanner,
Vaccsuit (AP 3), Foam Gun (2 charges), Foldable Stretcher, 3 Camping Gear, Water Filter
First Aid Kit, Radiation Pills
3 Heavy Duty Work Clothes (AP 2), Explosive Charge,
Detonator, Cigarettes
Lab Coat (AP 1), Screwdriver, 4
Medscanner, Vaccine (1 dose)
4 Heavy Duty Work Clothes (AP 2),
Drill, Paracord (100m), Drone
Lab Coat (AP 1), Cybernetic Diagnostic Scanner, 5
Portable Computer Terminal
5 Standard Crew Attire (AP 1),
Combat Shotgun (4 rnds), Extension Cord (20m), Cat
Scrubs (AP 1), Scalpel, Automed x6, 6
Oxygen Tank with Filter Mask
6 Standard Crew Attire (AP 1),
Nail Gun (32 rnds), Head Lamp, Satchel
7 Scrubs (AP 1), Vial of Acid, Mylar Blanket, First Aid Kit 7

8 Standard Crew Attire (AP 1), Utility Knife, 8 Standard Crew Attire (AP 1), Flare Gun (2 rnds), Water Filter,
Cybernetic Diagnostic Scanner, Duct Tape Personal Locator, Subsurface Scanner

9 Civilian Clothes (AP 1), Briefcase, Prescription Pad, 9 Lounge Wear (AP 1),
Fountain Pen (Poison Injector) Crowbar, Pain Pills, Six Pack of Beer

29

CREDITS & PAY

Credits (cr) are the primary currency in
Mothership® and are notated as follows:
• 100cr = 100 credits
• 2.5kcr = 2.5 thousand credits (2,500cr)
• 35.2mcr = 35.2 million credits

(35,200,000cr)
• 4bcr = 4 billion credits (4,000,000,000cr)
XX.X STARTING CREDITS
You get 2d10x10cr in addition to your
Starting Loadout. If you want to forgo
a Starting Loadout and buy all your gear
piecemeal, roll 2d10x100cr for your starting
credits instead.

XX.X SALARY
If you work for the Company, you earn a
monthly salary based on what skills you
have acquired. You get:
• 500cr/month for every Trained Skill.
• 1,000cr/month for every Expert Skill.
• 2,000cr/month for every Master Skill.

Jump Pay
Because time while in hyperspace isn’t
always dependable, the Company pays a
standard Jump Pay bonus equal to 1kcr
regardless of the distance traveled (or time
spent in hyperspace).

Hazard Pay
During incredibly dangerous work, the
Company may settle on paying you 1d5
months of salary as a hazard pay bonus.
This payment does not constitute an
admission of liability on the part of the
Company or its agents, nor

30

FIREARMS

SK 109 SEEKER SMART RIFLE 12KCR

RANGE Far Away
DAMAGE 1 Wound at Long Range, 2d10 DMG at Nearby Range
SHOTS 12
CRITICAL Gunshot[+]
SPECIAL Armor piercing rounds.

F20 “ARBITER” PULSE RIFLE 1.6KCR

RANGE Far Away
DAMAGE 3d10 DMG
SHOTS 3
CRITICAL Gunshot
SPECIAL Pump-action grenade launcher holds x3 frag grenades.

KANO X9 COMBAT SHOTGUN 1.4KCR

RANGE Nearby
DAMAGE 1 Wound
SHOTS 4
CRITICAL Gunshot/Blunt Force
SPECIAL 2d10 DMG at Far Away Range.

ARMA 29 SUBMACHINE GUN 1.2KCR

RANGE Far Away
DAMAGE 2d10 DMG
SHOTS 5
CRITICAL Gunshot
SPECIAL Can be held one-handed.

FN SLUG REVOLVER 750CR PEABODY FLARE GUN 85CR D&C 7 TRANQ PISTOL 850CR

RANGE Nearby RANGE Far Away RANGE Nearby
DAMAGE 1d10 DMG DAMAGE 1d5 DMG DAMAGE 1 DMG
SHOTS 6 SHOTS 2 SHOTS 6
CRITICAL Gunshot CRITICAL Fire/Explosion CRITICAL Blunt Force
SPECIAL SPECIAL High intensity flare visible day SPECIAL Body Save or unconscious for
and night from far away. 1d10 rounds.

31

INDUSTRIAL EQUIPMENT

HAN290 RIGGING GUN 350CR

RANGE Nearby
DAMAGE 1d10 DMG + 2d10 DMG when removed.
SHOTS 1
CRITICAL Bleeding[+]
SPECIAL 100m micro-filament. Body Save or become entangled.

MNC MODE A LASER CUTTER 1.2KCR

RANGE Far Away
DAMAGE 1d100 DMG
SHOTS 6
CRITICAL Bleeding[+], Gore[+]
SPECIAL Must recharge between shots.
Reload: 1hr (power), 6hr (solar).

RAMHORN 1 FLAME THROWER 2KCR

RANGE Nearby
DAMAGE 1 Wound
SHOTS 4
CRITICAL Fire/Explosion
SPECIAL If liquid fuel tank is destroyed, 1 Wound to all Nearby.

ROSCO SS6 NAIL GUN 150CR

RANGE Nearby
DAMAGE 1d5 DMG
SHOTS 32
CRITICAL Bleeding
SPECIAL

HALLS B SERIES FOAM GUN 275CR EVA MK II HAND WELDER 250CR

RANGE Nearby RANGE Close
DAMAGE 1 DMG DAMAGE 1d10 DMG
SHOTS 3 SHOTS ∞
CRITICAL Blunt Force CRITICAL Bleeding
SPECIAL Body Save or become stuck. Strength[-] Check SPECIAL Can cut through airlock doors.
to escape. Quick-hardening foam covers 1sqm.

32 HEADLAMP

ARMOR SHORT-RANGE COMMS

BODY CAM AIR FILTER
Allows breathing in most toxic
HEADS-UP environments and atmospheres.
DISPLAY OXYGEN SUPPLY
Stores up to 1 hour of O2.

EXOSKELETAL WEAVE HYDRO RECLAMATION
Doubles carrying capacity of wearer. 1 liter of water lasts for 4 days.

AAVA TECH V-PATH 2 HAZARD SUIT

ARMOR POINTS 5 Designed for planetary
exploration and examination.

ARMADYNE “HEAVY-K” ADVANCED BATTLE DRESS

ARMOR POINTS 10 Combat heavy attire for offworld engagements.
Heavy: Speed Checks at [-]. Strengh Checks at [+]. Ignores first Wound.

ENVIRONMENTAL PROTECTION
Protects agains extreme heat, cold, and most radiation.

SHORT-RANGE COMMS 33

ARMOR

HEADLAMP X2

SHORT-RANGE COMMS

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

SAATVAANTEDCAHNRODLOCGRYEW ATTIRE

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

CARTER TACTICAL STANDARD BATTLE DRESS

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

VALECORE MK2 VACCSUIT

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

34

EQUIPMENT

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

ITEM COST DESCRIPTION
Assorted Tools
Automed (x5) 20cr Wrenches, spanners, screwdrivers, etc. Can be used as weapons (doing the same Damage as a crowbar).
1.5kcr Nanotech pills that assist your body in repairing Damage by granting Advantage to Body Saves meant to repel
Binoculars
Bioscanner disease and poison as well as attempts to heal.
300cr 20x magnification. Add thermal vision (+300cr) or night vision (+1kcr).
Body Cam 150cr Allows the user to scan the immediate area for signs of life. Generally can scan for 100m in all directions,

MoHab Unit without being blocked by most known metals. Can tell the location of signs of life, but not what that life is.
Chemlight (x5) 50cr A camera worn on your clothing that can stream video back to a control center so your other crewmembers can
Crowbar
Cybernetic Diagnostic see what you’re seeing.
Scanner 1kcr Tent, canteen, stove, rucksack, compass, and sleeping bag. Grants Comfort 20 when resting.
Drone (Recon) 5cr Small disposable glowsticks capable of dim illumination in a 1m radius.
25cr Grants Advantage on Strength Checks to open jammed airlocks, lift heavy objects, etc.
Drone (Salvage) 500cr Allows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental

Exoloader issues they may be having. Often distrusted by androids.
5kcr Remote controlled drone. Requires two hands to operate receiver. Can fly up to 450m high, to a distance of
Electronic Tool Set
Emergency Beacon 3km from operator. Battery operated. Can run for 2 hours. Can record and transmit footage to receiver. If
purchased separately, can be equipped with up to two of the following (at their regular cost): binoculars,
Explosives & radio jammer, Geiger counter, medscanner, personal locator, infrared goggles, emergency
Detonator beacon, cybernetic diagnostic scanner, bioscanner.
Foldable Stretcher 10kcr Remote controlled drone. Requires two hands to operate receiver. Can fly up to 10m high, to anywhere Far
Away from the operator. Battery operated. Can run for 2 hours. Can record and transmit footage to receiver.
First Aid Kit Can be equipped with a laser cutter if purchased separately. Can carry up to 225kg.
Flashlight 100kcr Open air mechanical exo-skeleton used for heavy lifting (up to 5000kg). Loader claws deal 1 Wound. User can
Geiger Counter only wear standard crew attire or standard battle dress while operating. Battery operated (48 hours of use).
Heads-Up Display 650cr A full set of tools for doing detailed repair or construction work on electronics.
(HUD) 30cr A small device that sends up a flare and then emits a loud beep every few seconds. Additionally, sends out a
Infrared Goggles call on all radio channels to ships or vehicles in the area, but can be blocked by a radio jammer.
Jetpack 500cr Explosive charge powerful enough to blow open an airlock. All Nearby organisms must make a Body Save or
Personal Locator take a Wound (Explosive). Detonator works at Far Away Range, but can be blocked by a radio jammer.
Lockpick Set 100cr Portable stretcher that can fit within a rucksack. Allows the user to safely strap down the patient and carry
Long-range Comms them to a location where their wounds can be better treated. Unfolds to roughly 2m.
Mag-boots 75cr An assortment of bandages and treatments to help stop bleeding, bandage cuts, and treat other minor injuries.
10cr Handheld or shoulder mounted. Illuminates 10m ahead of the user.
20cr Detects Radiation and displays Radiation levels.
75cr Often worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and
tap into their guns’ smart-link capabilities.
100cr Allows the wearer to see heat signatures, sometimes up to several hours old. Add night vision for (+1kcr).
75kcr Allows wearer to fly up to 100m high. Fuel operated for 1 hour. Deals 1d100 DMG if destroyed.
45cr Allows crewmembers at a control center (or on the bridge of a ship) to track the location of the wearer.
40cr A highly advanced set of tools meant for hacking basic airlock and electronic door systems.
65cr Rucksack-sized communication device for use in surface-to-ship comunication.
55cr Grants a magnetic grip to the wearer, allowing them to easily walk on the exterior of a ship (in space, while
docked, or free-floating), metal based asteroids or any other magnetic surface.

35

EQUIPMENT

ITEM COST DESCRIPTION

Medscanner 150cr Allows the user to scan a living or dead body to analyze it for disease or abnormalities, without having to do a
biopsy (or autopsy). Results are often non-instantaneous and may require a lab for analysis.

MRE (x7) 70cr “Meals, Ready-to-Eat.” Self-contained, individual field rations in lightweight packaging. Each one has sufficient
sustenance for a single person for one day (does not include water).

Mylar Blanket 10cr Light weight blanket made of heat-reflective material. Often used for thermal control of patients suffering
from extreme cold or other trauma.

Oxygen Tank 50cr When attached to a vaccsuit provides up to 12 hours of oxygen under normal circumstances, 4 hours under
stressful circumstances. Explosive.

Pet (Organic) 200kcr Small to medium sized organic pet animal. Larger or rare pets cost 2d10x.

Pet (Synthetic) 15kcr Small to medium sized synthetic pet animal. Larger or rare pets cost 2d10x.

Paracord (50m) 10cr General purpose lightweight nylon rope.

Pain Pills (x5) 450cr When ingested immediately restores 1d10 health and lowers Stress by 1. There is a danger of addiction and/
or overdose if used frequently.

Patch Kit (x3) 200cr Allows the user to repair punctured and torn vaccsuits, restoring their space readiness. Patched vaccsuits have
AP of 1.

Portable Computer 1.5kcr Flat computer monitor, keyboard and interface which allows the user to hack into pre-existing computers and
Terminal networks, as well as perform standard computer tasks.

Radiation Pills (x5) 200cr Reduces Radiation Damage (see pg. xx.x) by 2d10 for 2d10 minutes.

Radio Jammer 175cr Rucksack-sized deviced which, when activated, renders incomprehensible the radio signals of all within 100km.

Rebreather 45cr When worn, filters toxic air and/or allows for underwater breathing for up to twenty minutes at a time without
Rucksack resurfacing. Can be connected to an oxygen tank.

50cr Large durable waterproof backpack.

Sample Kit 250cr Used to research xenoflora and xenofauna in the field. Can take vital signs, DNA samples ,and collect other
data on foreign material. Results may not be instaneous and may require a lab for complete analysis.

Short-range comms 30cr Allows communication from ship-to-ship within a reasonable distance, as well as surface-to-surface within a
dozen kilometers. Blocked by radio jammer.

Stimpak (x5) 600cr Cures cryosickness. Restores 1d10 Health and grants Advantage to Strength and Combat for 2d10 minutes.
There is a danger of addiction and/or overdose if used frequently.

Water Filtration Device 15cr Can pump 50 liters of filtered water an hour from even the most brackish swamps.

XX.X PETS Carrying Capacity
Use common sense to determine what
Pets can be great companions, but failure to you can reasonably carry. If it becomes
protect them can come at a great cost. important, we recommend players be able
to readily access a number of items equal to
PETS their Strength divided by 10. Everything else
showed be stowed in a backpack or other
ORGANIC SYNTHETIC bag. For reference:

Wounds: 1(10). Wounds: 2(10) • The average person can carry about 1/4
Instinct: 2d10+40 Instinct: 2d10+30 their body weight.

1 Trained Skill. 2 Trained Skills or 1 Expert Skill. • The average marine is expected to carry
between 90-160lbs in combat.
[+] on Comfort Saves. +5 to Comfort Saves.
• Depending on your setting, androids may
Caregive must take 1 Stress Sanity Save or 1 Stress whenever be built to carry 1d5x that amount.
whenever pet takes Damage. pet takes Damage.

Caregiver makes Panic Check if Caregiver gains 1 Stress if Pet is
pet is killed. Minimum Stress +1. destroyed.

36

TRINKETS

Roll on this table during character creation to find
a random trinket. May it bring you good luck out
there in the void, or at least give you something to

talk about on your next Shore Leave.

D100 TRINKETS

00 Manual: 34 Pendant: Shell Fragments 67 Coffee Cup, Chipped, reads:
PANIC: Harbinger of Catastrophe Suspended in Plastic HAPPINESS IS MANDATORY

01 Antique Company Script 35 Pamphlet: Zen and the Art of 68 Manual: Moonshining
(Asteroid Mine) Cargo Arrangement With Gun Oil & Fuel

02 Manual: 36 Pair of Shot Glasses 69 Miniature Chess Set,
SURVIVAL: Eat Soup With a Knife (Spent Shotgun Shells) Bone, Pieces Missing

03 Dessicated Husk Doll 37 Key (Childhood Home) 70 Gyroscope, Bent, Tin

04 Alien Pressed Flower (common) 38 Dog Tags (Heirloom) 71 Faded Green Poker Chip

05 Necklace of Shell Casings 39 Token: “Is Your Morale Improving?” 72 Ukulele

06 Corroded Android Logic Core 40 Phosphorescent Sticks, Neon 73 Spray Paint

07 Pamphlet: Signs of Parasitical Infection 41 Pamphlet: The Indifferent Stars 74 Wanted Poster, Weathered

08 Manual: Treat Your Rifle Like A Lady 42 Calendar: Military Battles 75 Locket, Hair Braid

09 Bone Knife 43 Manual: Rich Captain, Poor Captain 76 Scultpure of a Rat (Gold)

10 Calendar: Alien Pin-Up Art 44 Campaign Poster (Home Planet) 77 Blanket, Fire Retardant

11 Rejected Application (Colony Ship) 45 Preserved Insectile Aberration 78 Hooded Parka, Fleece-Lined

12 Holographic Serpentine Dancer 46 Titanium Toothpick 79 BB Gun

13 Snake Whiskey 47 Gloves, Leather (Xenomorph Hide) 80 Flint Hatchet

14 Medical Container, Purple Powder 48 Smut (Seditious): The Captain, Ordered 81 Pendant: Two Astronauts form a Skull

15 Pills: Male Enhancement, Shoddy 49 Towel, Slightly Frayed 82 Rubik's Cube

16 Casino Playing Cards 50 Brass Knuckles 83 Stress Ball, reads: Zero Stress in Zero G

17 Lagomorph Foot 51 Fuzzy Handcuffs 84 Sputnik Pin

18 Moonstone Ring 52 Journal of Grudges 85 Ushanka

19 Manual: Mining Safety and You 53 Stylized Cigarette Case 86 Trucker Cap, Mesh, Grey Alien Logo

20 Pamphlet: Against Human Simulacrum 54 Ball of Assorted Gauge Wire 87 Menthol Balm

21 Animal Skull, 3 Eyes, Curled Horns 55 Spanner 88 Pith Helmet

22 Bartender’s Certification (Expired) 56 Switchblade, Ornamental 89 10m x10m Tarp

23 Bent Wrench 57 Powdered Xenomorph Horn 90 I Ching, Missing Sticks

24 Prospecting Mug, Dented 58 Bonsai Tree, Potted 91 Kukri

25 Eerie Mask 59 Golf Club (Putter) 92 Trench Shovel

26 Ultrablack Marble 60 Trilobite Fossil 93 Shiv, Sharpened Butter Knife

27 Ivory Dice 61 Pamphlet: A Lover In Every Port 94 Taxidermied Cat

28 Tarot Cards, Worn, Pyrite Gilded Edges 62 Patched Overalls, Personalized 95 Pamphlet: Interpreting Sheep Dreams

29 Bag of Assorted Teeth 63 Fleshy Thing Sealed in a Murky Jar 96 Faded Photograph, A Windswept Heath

30 Ashes (A Relative) 64 Spiked Bracelet 97 Opera Glasses

31 DNR Beacon Necklace 65 Harmonica 98 Pamphlet: Android Overlords

32 Cigarettes (Grinning Skull) 66 Pictorial Pornography, Dogeared, 99 Pamphlet: The Relic of Flesh
Well-thumbed
33 Pills: Areca Nut

37

PATCHES

Roll on this table during character creation to
find a patch that you have sewn on your clothing
or gear. Whether this patch has any significant

meaning or not is entirely up to you.

00 “I’m Not A Rocket Scientist / D100 PATCHES 67 “All Out of Fucks To Give”
But You’re An Idiot” 34 “I Like My Tools Clean / (Astronaut with Turned Out Pockets)

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

*Aces Full Of Eights

38

CONTRACTORS

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

XX.X CONTRACTOR STATS

Contractors are much simpler characters than the
ones you’ll play, and only have four Stats:

• Combat: This works exactly like your Combat

Stat, showing how good they are in a fight.

• Instinct: This is a catchall Stat for Fear, Sanity,

Body, Speed, Intellect, and everything else.

• Wounds: Contractors don’t track their Health per

Wound. Instead, any Damage they take counts as

a Wound.

• Loyalty: Loyalty is a Save that is rolled

whenever the contractor needs to

make a decision between

what’s best for them

and

what’s

best

for you.

On a success, they help you out, on

a failure, they help themselves out. Each

contractor has a Loyalty Save of 2d10+10,

rolled after they are hired.

These simplified Stats make contractors easier
to track. Contractors are generally weaker than you are,
and don’t last long, so be sure to protect them.

XX.X HIRING CONTRACTORS

Contractors are paid a monthly salary, with 1 month paid up
front. Additionally, contractors usually demand hazard pay
equal to an extra 1 month’s salary, any time they engage
in combat or any other life-threatening danger as a result
of the job. Non-payment or partial payment results in a
Loyalty Save at Disadvantage.

Contractors always indicate a beneficiary who will
seek any payments owed them in the event of the
contractor’s death.

39

CONTRACTORS

CONTRACTORS

D100 OCCCUPATION SALARY WOUNDS COMBAT INSTINCT MOTIVATION
00 Archaeologist 1kcr
Asteroid Miner 2kcr 1 20 15 Secretely investigating a Corporate cover-up.
01-09 Android 2.5kcr 2 25 25 Sending money back home to family.
10-19 Bodyguard 2kcr 2 20 35 Needs to pay off a loan shark badly.
20-24 Captain 8kcr 2 30 25 Can’t stop in one place for too long, gets restless.
25-29 Chaplain 200cr 3 30 40 Hears a call from an entity they can’t explain.
30-34 Corporate Fixer 5kcr 2 10 20 Using you/your ship to smuggle contraband.
35-39 Doctor 6kcr 1 15 30 Revenge.
40-44 Engineer 4kcr 1 15 25 Secretely a con artist with no other expertise.
45-49 Gunner 1.5kcr 2 20 25 Paying a loved one’s medical bills.
50-54 Marine (Grunt) 1.5kcr 2 30 25 Secretely a spy for a rival corporation.
55-59 Marine (Officer) 2.5kcr 2 30 25 Need to pay off jumped bail/court fine.
60-64 Pilot 3kcr 3 35 35 Undercover secret police investigating your crew.
65-69 Pioneer 500cr 1 15 25 In huge debt to a powerful crime syndicate.
70-74 Scientist 1.5kcr 1 25 25 Took the money and ran out on their last job.
75-79 Survival Guide 2kcr 1 15 10 Family member held hostage, needs ransom.
80-84 Surgeon 7kcr 2 30 35 Secretely a bounty hunter looking for your crew.
85-89 Teamster 1.5kcr 1 15 20 An honorable and glorious death.
90-94 Therapist 1kcr 1 25 25 Unknowingly contagious with a deadly disease.
95-98 Void Urchin 100cr 1 10 20 Escaped from a corporate research facility.
2 30 40 Secretely a wanted serial killer in hiding.
99

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

Replacement Characters XX.X EQUIPPING CONTRACTORS
Contractors make great replacement
characters, if and when your character Contractors can be assumed to have 1 piece of
dies or becomes otherwise incapacitated armor, 1 weapon, and 1 tool that would be suited
or unusable. Simply roll up the contractor’s to their profession. For ammunition, you can treat
Stats as normal (dropping Instinct and the first Critical Failure result as though they are
rerolling Combat). They may have lower completely out of ammunition. Anything beyond
this you’ll need to purchase.
Stats than the contractor originally did,
but this is okay because they’ll also
have Skills now to help make up the
difference.

MOTHERSHIP® ver5.9 Player Name High Score
CHARACTER PROFILE

PERSONAL DETAILS 1. ROLL 2D10+20 FOR EACH STAT.

Character Name

Pronouns STRENGTH SPEED INTELLECT COMBAT
Personal Notes
2. ROLL 2D10+10 FOR EACH SAVE.

SANITY FEAR BODY

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

MARINE ANDROID SCIENTIST TEAMSTER
+5 TO ALL STATS
+10 COMBAT +20 INTELLECT +10 INTELLECT +10 TO ALL SAVES

+10 BODY SAVE 10 TO 1 STAT +5 TO 1 STAT

+20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE

+1 WOUND +1 WOUND

4. ROLL 1D10+10 FOR YOUR HEALTH. 5. GAIN
STRESS.
Health Per Wound
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 STRESS

WOUNDS Current Minimum
Starts at 2.
Teamsters & Scientists start with 2 Wounds. Marines & Androids start with 3 Wounds.

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

MARINE WHENEVER YOU PANIC, EVERY NEARBY FRIENDLY PLAYER MUST MAKE A FEAR SAVE.
ANDROID FEAR SAVES MADE BY NEARBY FRIENDLY PLAYERS ARE AT DISADVANTAGE.
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL NEARBY FRIENDLY PLAYERS GAIN 1 STRESS.
TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.

8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH.
pg. xx.x pg. xx.x pg. xx.x

ARMOR POINTS

CREDITS 2D10X10

7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.

To take a Master or Expert Skill you must first take at least one of its prerequisite skills.

MARINE ANDROID SCIENTIST TEAMSTER

Military Training, Athletics Linguistics, Computers, 1 Master Skill* and an Industrial Equipment,
Bonus: 1 Expert Skill Mathematics Expert and Trained Skill Zero-G
OR: 2 Trained Skills Bonus: 1 Expert Skill Prerequisite. Bonus: 1 Trained Skill
OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill.
*Not Command or
Weapon Specialization.

TRAINED SKILLS EXPERT SKILLS MASTER SKILLS

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

LINGUISTICS PSYCHOLOGY SOPHONTOLOGY
ZOOLOGY PATHOLOGY EXOBIOLOGY
FIELD SURGERY
BOTANY MEDICINE PLANETOLOGY
GEOLOGY ECOLOGY ROBOTICS
INDUSTRIAL ASTEROID MINING ENGINEERING
EQUIPMENT MECHANICAL CYBERNETICS
JURYRIGGING REPAIR
CHEMISTRY EXPLOSIVES ARTIFICIAL
COMPUTERS PHARMACOLOGY INTELLIGENCE
ZEROG HACKING
MATHEMATICS PILOTING HYPERSPACE
ART XENOESOTERICISM
ARCHAEOLOGY PHYSICS
THEOLOGY MYSTICISM COMMAND
MILITARY
TRAINING TACTICS
RIMWISE WILDERNESS
ATHLETICS SURVIVAL
FIREARMS
HANDTOHAND
COMBAT

SKILL TRAINING

Trained Skill Expert Skill Master Skill In Progress

CONDITIONS

Cured In TreatImnePnrtogress Conditions

HOW TO PLAY MOTHERSHIP®

Stat Checks Saves Panic Checks
When you want to do To avoid certain mental, When the worst has
happened, to avoid
something and the price physical or emotional Panicking, roll the Panic
trauma: roll d100 less Die (1d20) greater than
for failure is high: roll d100 than your Sanity, Fear, or your current Stress or
less than your Strength, Body to succeed. else Panic.
Speed, Intellect, or Fail and gain 1 Stress.
Combat to succeed. Panic Table pg. xx.x
Fail and gain 1 Stress.

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

VIOLENCE

Damage & Wounds Armor & Cover Death
Whenever you take You can ignore any Whenever you take
Damage, mark off the Damage less than the AP Damage and have no
bubbles on your sheet. of your armor or cover. Any Wounds remaining, roll
When a Wound loses all Damage greater than that on the Final Wounds
its Health, mark off the value destroys the armor column of the Wounds
Wound and roll on the or cover and carries over. Table.
Wounds Table.
Read More about Wounds Table
Wounds Table Armor & Cover pg. xx.x
pg. xx.x pg. xx.x

Close Nearby Range Out Of Range
It can touch you. Far Away You can hear them
scream. More than
Less than 1m / 3 ft. It can get to you. It can shoot you. 100m / 300 ft.

Roughly 5-10m / Roughly 20-100m /

15-30 ft. 50-300 ft.

For more information visit mothershiprpg.com


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