Mothership Player's Survival Guide v.0.10
PLAYER’S SURVIVAL GUIDE
WEAPONS & DAMAGE
WEAPON COST RANGE DAMAGE SHOTS WOUND SPECIAL
Ammo 50cr N/A N/A Per magazine/container.
Boarding Axe 150cr Adjacent 2d10 DMG [+] N/A Gore [+]
Combat Shotgun 1,400cr Close 1 Wound 4 Gunshot 1d10 DMG at Long Range.
Crowbar 50cr Adjacent 1d5 DMG N/A Blunt Force [+]
Flamethrower 2kcr Close 1 Wound 4 Fire/Explosives
[+]
If liquid fuel tank is destroyed,
1 Wound to all Close.
Flare Gun 85cr Long 1d5 DMG 2 Fire/Explosives
[-]
High intensity flare visible day and night
from Long Range.
Foam Gun 275cr Close 1 DMG 3 Blunt Force Body Save or become stuck.
Strength Check [-] to escape.
Frag Grenade 70cr ea. Long 1d5-1 Wounds 1 Fire/Explosives All Close must Body Save to avoid.
Hand Welder 250cr Adjacent 1d10 DMG N/A Bleeding Can cut through airlock doors.
General-Purpose
Machine Gun 1,800cr Long 4d10 DMG [+] 5 Gunshot [+] Two-handed. Heavy. Barrel can be
maneuvered to fire around corners.
Laser Cutter 1,200cr Long 1d100 DMG 6 Bleeding [+]
orGore [+]
Two-handed. Heavy. Must recharge
between shots. Reload: 1hr (power), 6hr
(solar).
Nail Gun 150cr Close 1d5 DMG 32 Bleeding
Pulse Rifle 2,000cr Long 3d10 DMG 5 Gunshot Pump-action grenade launcher holds x3
frag grenades.
Revolver 750cr Close 1d10 DMG [+] 6 Gunshot
Rigging Gun 350cr Close 1d10 DMG
+ 2d10 DMG when removed 1 Bleeding [+] 100m microfilament.
Body Save or become entangled.
Scalpel 50cr Adjacent 1d5 DMG N/A Bleeding [+]
Smart Rifle 12kcr Long 1d10x10 DMG 3 Gunshot [+] Two-handed. Heavy. If not braced/prone
when firing, Body Save or be knocked down.
SMG 1,200cr Long 2d10 DMG 4 Gunshot Can be held one-handed.
Stun Baton 115cr Adjacent 1d5 DMG N/A Blunt Force Body Save or stunned 1 round.
Tranq Pistol 850cr Close 1 DMG 6 Blunt Force If DMG dealt: target must Body Save or
be unconscious 1d10 rounds.
Unnarmed Free Adjacent Str/10 DMG N/A Blunt Force
Vibechete 500cr Adjacent 3d10 DMG N/A Bleeding +
Gore
When dealing a Wound, roll on BOTH the
Bleeding AND Gore columns.
ARMOR
ARMOR COST AP O2 SUPPLY SPEED SPECIAL
Standard Crew Attire
Coveralls, leather jacket, basic clothing
worn by spacecraft crews.
20cr 1 None Normal
Vaccsuit
Worn while operating in outer space. 1,000cr 3 12 hrs [-] Includes short-range comms, headlamp, and radiation
shielding. Decompression within 1d5 rounds if punctured.
Hazard Suit
Environmental protection while
exploring unknown planets.
750cr 5 1 hr Normal
Includes air filter, extreme heat/cold protection,
hydration reclamation (1L of water lasts 4 days),
short-range comms, headlamp, and radiation shielding.
Standard Battle Dress
Lightly-plated armor worn by most
marines.
750cr 7 None Normal Includes short-range comms.
Advanced Battle Dress
Heavy armor for marines deployed in
high combat offworld engagements.
1,500cr 10 1 hr [-]
Includes short-range comms, body cam, headlamp, HUD,
exoskeleton weave ([+] on Strength Checks), and radiation
shielding. Ignores the first Wound you suffer.
Created by SEAN McCOY Edited by JARRETT CRADER
Developed by DONN STROUD, NICK REED, TYLER KIMBALL, FIONA MAEVE GEIST, and LUKE GEARING
Illustrated by RYAN BARRY, JAN BURAGAY, ABE CERDA, JOTA CRAVO, DANIEL FRANCISCO, DAVID HOSKINS, PATRICK LOVELAND,
SEAN McCOY, and ZACH HAZARD VAUPEN
Panic Consulting by CAITLIN JONES and WENDY PIPPIE
Special thanks to ALAN GERDING, REECE CARTER, MATT KELLEY, THE MOTHERSHIP DISCORD,
and as always LINDSAY, LANGSTON, and JUNIPER
Copyright © 2023 Tuesday Knight Games, LLC | First Edition, v0.10
tuesdayknightgames.com mothershiprpg.com
CONTENT WARNING
Mothership® is a horror game for mature audiences. It contains violence, foul
language, some sexual content, drug use, and depictions of mental illness, trauma,
stress, and panic that may not be suitable for all audiences. Please be advised.
4. ROLL 1D10+10 FOR YOUR HEALTH.
Starts at 2.
HEALTH
Current Maximum
WOUNDS
Current Maximum
PERSONAL DETAILS
Character Name
Pronouns
Personal Notes
MOTHERSHIP®
CHARACTER PROFILE
STRENGTH SPEED INTELLECT COMBAT
1. ROLL 2D10+25 FOR EACH STAT.
SANITY FEAR BODY
2. ROLL 2D10+10 FOR EACH SAVE.
5. GAIN
STRESS.
STRESS
Current Minimum
Starts at 2.
8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.
6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE.
ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS.
TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
Player Name High Score
CREDITS 2D10X10
ARMOR POINTS
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
TEAMSTER
+5 TO ALL STATS
+10 TO ALL SAVES
SCIENTIST
+10 INTELLECT
+5 TO 1 STAT
+30 SANITY SAVE
ANDROID
+20 INTELLECT
-10 TO 1 STAT
+60 FEAR SAVE
+1 MAX WOUNDS
pg. xx.x pg. xx.x pg. xx.x
MARINE
+10 COMBAT
+10 BODY SAVE
+20 FEAR SAVE
+1 MAX WOUNDS
You start at your
Maximum Health with zero
Wounds. Whenever your
Health falls below zero,
you suffer a Wound. Reset
your Health to its
Maximum, minus any
carryover damage.
Lilith
they/them
cleo 0
35 41 32 36
25 29 34
3
patch: “mama tried”
trinket: spiked bracelet 40cr
32 years old
wife on
ypsilon-14
vaccsuit, laser cutter (1w dmg),
patch kit, extra battery
13 13 0 2 2 2
Welcome to Mothership®, the
sci-fi horror RPG where you
and your crew try to survive
in the most inhospitable
environment in the universe:
outer space! You’ll excavate
dangerous derelict spacecraft,
explore strange unknown
worlds, encounter hostile alien
life and examine the horrors
encroaching upon your every
move. Let’s get started!
The character sheet at the
back of this book has all the
instructions for how to create
your character. All you need to
do is follow the numbered steps
in each box until you’ve filled
everything in.
STEP 1. ROLL STATS
You have four Stats: Strength,
Speed, Intellect, and Combat,
representing how well you act
under extreme pressure. Roll
2 ten-sided dice (2d10), add
them together, then add 25.
Record the results for each
Stat.
A Stat of 35 is about average,
but don’t get too hung up on
your numbers right now.
Read about Stats on pg. XX.X
STEP 2. ROLL SAVES
Your three Saves are Sanity,
Fear, and Body, representing
how resistant and reactive you
are to different kinds of trauma
and danger.
Roll 2 ten-sided dice (2d10),
add them together, then add
10. Record the results for
each Save.
Read about Saves on pg. xx.x
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 crewmembers with their cold inhumanity.
• Scientists are doctors, researchers, and 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.
4
HOW TO MAKE YOUR CHARACTER
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
TRAINED SKILLS
(+10 BONUS)
EXPERT SKILLS
(+15 BONUS)
MASTER SKILLS
(+20 BONUS)
CHEMISTRY
ATHLETICS
RIMWISE
THEOLOGY
ARCHAEOLOGY
ART
MATHEMATICS
ZERO-G
COMPUTERS
JURY-RIGGING
INDUSTRIAL
EQUIPMENT
GEOLOGY
BOTANY
ZOOLOGY
LINGUISTICS
PHARMACOLOGY
WILDERNESS
SURVIVAL
HAND-TO-HAND
COMBAT
FIREARMS
PHYSICS
PILOTING
HACKING
MECHANICAL
REPAIR
ASTEROID MINING
ECOLOGY
FIELD
MEDICINE
PATHOLOGY
PSYCHOLOGY
HYPERSPACE
ARTIFICIAL
INTELLIGENCE
ENGINEERING
ROBOTICS
CYBERNETICS
COMMAND
PLANETOLOGY
SURGERY
EXOBIOLOGY
SOPHONTOLOGY
EXPLOSIVES
MYSTICISM XENOESOTERICISM
MILITARY
TRAINING
MARINE
Military Training, Athletics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
ANDROID
Linguistics, Computers,
Mathematics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
SCIENTIST
1 Master Skill and an
Expert and Trained Skill
Prerequisite.
Bonus: 1 Trained Skill
TEAMSTER
Industrial Equipment,
Zero-G
Bonus: 1 Trained Skill
and 1 Expert Skill.
To take a Master or Expert Skill you must first take at least one of its prerequisite Skills.
CONDITIONS
SKILL TRAINING
In Progress Time Remaining
STEP 5. GAIN STRESS
Your current Stress and
Minimum Stress both start at 2.
STEP 6. NOTE YOUR
TRAUMA RESPONSE
Each class deals with Stress
and Panic differently, which
comes into play later in the
game. Mark your Trauma
Response for future reference.
STEP 7. CHOOSE SKILLS
Each class comes preloaded
with relevant Skills, which help
characters perform better at
different challenges. Additionally,
each class has a number of
bonus Skills to select now. In
order to choose a Skill you need
to have at least one prerequisite
Skill (a Skill that has an arrow
pointing from it) first.
Read about Skills on pg. x.x.
STEP 8. ROLL LOADOUT,
TRINKET & PATCH
Roll for a Loadout based on your
class on page xx.x.
Roll your Loadout on pg. xx.x.
Roll for a Trinket and a Patch on
pages xx.x.
Roll a Trinket & Patch on pg. xx
Finally, roll 2d10 and multiply it
by 10 for your starting Credits.
STEP 9. FINISHING
Write your name and
pronouns. Mark a zero above
High Score. You’re now ready
to play your first session of
Mothership®!
5
CHARACTER CREATION
Classes broadly define
character backgrounds (e.g.,
scientists know basic info about
most scientific disciplines). We’ll
get into specialities in Step 7
when choosing Skills.
Mark your class in the circle
provided, then alter your Stats
and Saves accordingly.
STEP 4. ROLL HEALTH
Each class can only suffer a
certain number of Wounds
before they die. You gain a
Wound whenever your health
reaches zero. Roll 1d10+10 for
your Maximum Health and mark
it on your sheet.
6
CREDITS
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.
Read more about Loadouts on pg. xx.x
MARINE LOADOUTS
D10 LOADOUT
0 Tank Top and Camo Pants (AP 1),
Combat Knife (as Scalpel DMG [+]), Stimpak x1
1 Advanced Battle Dress (AP 10),
Flame Thrower, Boarding Axe
2 Standard Battle Dress (AP 7),
Combat Shotgun (4 rounds), Rucksack, Camping Gear
3 Standard Battle Dress (AP 7),
Pulse Rifle (3 mags), Infrared Goggles
4 Standard Battle Dress (AP 7),
Smart Rifle (3 mags), Binoculars, Personal Locator
5 Standard Battle Dress (AP 7), SMG (3 mags), MRE x7
6 Fatigues (AP 2),
Combat Shotgun (2 rounds), Dog, Leash, Tennis Ball
7 Fatigues (AP 2), Revolver (12 rounds), Single Frag Grenade
8 Dress Uniform (AP 1), Revolver (1 round), Challenge Coin
9 Advanced Battle Dress (AP 10), General-Purpose Machine
Gun (1 can of ammo), HUD
ANDROID LOADOUTS
D10 LOADOUT
0 Vaccsuit (AP 3),
Smart Rifle (2 mags), Infrared Goggles, Mylar Blanket
1 Vaccsuit (AP 3),
Revolver (12 rounds), Long-range Comms, Satchel
2 Hazard Suit (AP 5),
Revolver (6 rounds), Defibrillator, First Aid Kit, Flashlight
3 Hazard Suit (AP 5), Foam Gun (2 charges), Sample Collection
Kit, Screwdriver (as Assorted Tools)
4 Standard Battle Dress (AP 7), Tranq Pistol (3 shots),
Paracord (100m)
5 Standard Crew Attire (AP 1), Stun Baton, Small Pet
6 Standard Crew Attire (AP 1), Scalpel, Bioscanner
7 Standard Crew Attire (AP 1), 1 Frag Grenade, Pen Knife
8 Manufacturer Supplied Attire (AP 1),
1 Jump-9 Ticket (destination blank)
9 Corporate Attire (AP 1),
VIP Corporate Key Card
Your Loadout contains the weapons, armor, and other gear you start with. Roll 1d10 on your class’s
table to find out what your Starting Loadout is, 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 items not described in the Equipment section. Use common sense to determine their use.
SCIENTIST LOADOUTS
D10 LOADOUT
0 Hazard Suit (AP 5), Tranq Pistol (3 shots),
Bioscanner, Sample Collection Kit
1 Hazard Suit (AP 5), Flamethrower (1 charge),
Pain Pills, Electronic Tool Set
2 Vaccsuit (AP 3), Rigging Gun, Sample Collection Kit,
Flashlight, Lab Rat (small pet)
3 Vaccsuit (AP 3), Foam Gun (2 charges), Foldable Stretcher,
First Aid Kit, Radiation Pills
4 Lab Coat (AP 1), Screwdriver,
Medscanner, Vaccine (1 dose)
5 Lab Coat (AP 1), Cybernetic Diagnostic Scanner,
Portable Computer Terminal
6 Scrubs (AP 1), Scalpel, Automed x6,
Oxygen Tank with Filter Mask
7 Scrubs (AP 1), Vial of Acid, Mylar Blanket, First Aid Kit
8 Standard Crew Attire (AP 1), Utility Knife (as Scalpel),
Cybernetic Diagnostic Scanner, Duct Tape
9 Civilian Clothes (AP 1), Briefcase, Prescription Pad,
Fountain Pen (Poison Injector)
TEAMSTER LOADOUTS
D10 LOADOUT
0 Vaccsuit (AP 3), Laser Cutter (1 extra battery),
Patch Kit, Toolbelt with assorted tools.
1 Vaccsuit (AP 3), Revolver (6 rounds),
Crowbar, Flashlight
2 Vaccsuit (AP 3), Rigging Gun, Shovel, Salvage Drone
3 Hazard Suit (AP 5), Vibechete, Spanner,
Camping Gear, Water Filter
4 Heavy Duty Work Clothes (AP 2), Explosives & Detonator,
Cigarettes
5 Heavy Duty Work Clothes (AP 2), Drill (as Assorted Tools),
Paracord (100m), Drone
6 Standard Crew Attire (AP 1),
Combat Shotgun (4 rounds), Extension Cord (20m), Cat
7 Standard Crew Attire (AP 1), Nail Gun (32 rounds), Head
Lamp, Toolbelt with assorted tools, Lunch Box
8 Standard Crew Attire (AP 1), Flare Gun (2 rounds), Water
Filter, Personal Locator, Subsurface Scanner
9 Lounge Wear (AP 1),
Crowbar, Pain Pills, Six Pack of Beer
7
LOADOUTS
8
TRINKETS
D100 TRINKETS
00 Manual:
PANIC: Harbinger of Catastrophe 34 Pendant: Shell Fragments
Suspended in Plastic 67 Coffee Cup, Chipped, reads:
HAPPINESS IS MANDATORY
01 Antique Company Script
(Asteroid Mine) 35 Pamphlet: Zen and the Art of
Cargo Arrangement 68 Manual: Moonshining
With Gun Oil & Fuel
02 Manual:
SURVIVAL: Eat Soup With a Knife 36 Pair of Shot Glasses
(Spent Shotgun Shells) 69 Miniature Chess Set,
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 Pamphlet: The Relic of Flesh 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 Sculpture 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 x 10m Tarp
23 Bunraku Puppet 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,
Well-thumbed 99 Interstellar Compass,
33 Pills: Areca Nut Always Points to Homeworld
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.
9
PATCHES
D100 PATCHES
00 “I’m Not A Rocket Scientist /
But You’re An Idiot”
34 “I Like My Tools Clean /
And My Lovers Dirty”
67 “All Out of Fucks To Give”
(Astronaut with Turned Out Pockets)
01 Medic Patch
(Skull and Crossbones over Cross)
35 Pin-Up Model (Nurse): “The Louder You
Scream the Faster I Come”
68 “Travel To Distant Places /
Meet Unusual Things / Get Eaten”
02 “Don’t Run You’ll Only Die Tired”
Backpatch
36 HMFIC
(Head Mother Fucker In Charge)
69 BOHICA
(Bend Over Here It Comes Again)
03 Red Shirt Logo 37 Dove in Crosshairs 70 “I Am My Brother’s Keeper”
04 Blood Type (Reference Patch) 38 Chibi Cthulhu 71 “Mama Tried”
05 “Do I LOOK Like An Expert?” 39 “Welcome to the DANGER ZONE” 72 Black Widow Spider
06 Biohazard Symbol 40 Skull and Crossed Wrenches 73 “My Other Ride Married You”
07 Mr. Yuck 41 Pin-Up Model (Succubus) 74 “One Size Fits All” (Grenade)
08 Nuclear Symbol 42 “DILLIGAF?” 75 Grim Reaper Backpatch
09 “Eat The Rich” 43 “DRINK / FIGHT / FUCK” 76 отъебись (Get Fucked, Russian)
10 “Be Sure: Doubletap” 44 “Work Hard / Party Harder” 77 “Smooth Operator”
11 Flame Emoji 45 Mudflap Girl 78 Atom Symbol
12 Smiley Face (Glow in the Dark) 46 Fun Meter (reads: Bad Time) 79 “For Science!”
13 “Smile: Big Brother is Watching” 47 “GAME OVER” (Bride & Groom) 80 “Actually, I AM A Rocket Scientist”
14 Jolly Roger 48 Heart 81 “Help Wanted”
15 Viking Skull 49 “IMPROVE / ADAPT / OVERCOME” 82 Princess
16 “APEX PREDATOR” (Sabertooth Skull) 50 “SUCK IT UP” 83 “NOMAD”
17 Pin-Up Model (Ace of Spades) 51 “Cowboy Up” (Crossed Revolvers) 84 “GOOD BOY”
18 Queen of Hearts 52 “Troubleshooter” 85 Dice (Snake Eyes)
19 Security Guard 53 NASA Logo 86 “#1 Worker”
20 “LONER” 54 Crossed Hammers with Wings 87 “Good” (Brain)
21 Front Towards Enemy (Claymore Mine) 55 “Keep Well Lubricated” 88 “Bad Bitch”
22 Pin-Up Model (Riding Missile) 56 Soviet Hammer & Sickle 89 “Too Pretty To Die”
23 FUBAR 57 “Plays Well With Others” 90 “Fuck Forever” (Roses)
24 “I’m A (Love) Machine” 58 “Live Free and Die” 91 Icarus
25 Pin-Up Model (Mechanic) 59 “IF I’M RUNNING KEEP UP” Backpatch 92 ”Girl’s Best Friend” (Diamond)
26 HELLO MY NAME IS: 60 “Meat Bag” 93 Risk of Electrocution Symbol
27 “Powered By Coffee” 61 “I Am Not A Robot” 94 Inverted Cross
28 “Take Me To Your Leader” (UFO) 62 Red Gear 95 “Do You Sign My Paychecks?” Backpatch
29 “DO YOUR JOB” 63 “I Can’t Fix Stupid” 96 “I ♥ Myself”
30 “Take My Life (Please)” 64 “Space IS My Home” (Sad Astronaut) 97 Double Cherry
31 “Upstanding Citizen” 65 All Seeing Eye 98 “Volunteer”
32 Allergic To Bullshit (Medical Style Patch) 66 Poker Hand: Dead Man’s Hand* 99 “Solve Et Coagula” (Baphomet)
33 “Fix Me First” (Caduceus) *Aces Full Of Eights
Roll on this table during character creation to find a patch that you have sewn on your clothing or gear.
Whether this patch has significant meaning or not is entirely up to you.
10
EQUIPMENT
ITEM COST DESCRIPTION
Assorted Tools 20cr Wrenches, spanners, screwdrivers, etc. Can be used as weapons (doing the same Damage as a Crowbar).
Automed (x5) 1.5kcr Nanotech pills that assist your body in repairing Damage by granting Advantage to Body Saves meant to repel
disease and poison, as well as attempts to heal from rest.
Binoculars 300cr 20x magnification. Add night vision (+300cr) or thermal vision (+1kcr).
Bioscanner 150cr Allows the user to scan the immediate area for signs of life. Generally can scan for 100m in all directions,
without being blocked by most known metals. Can tell the location of signs of life, but not what that life is.
Body Cam 50cr A camera worn on your clothing that can stream video back to a control center so your other crewmembers can
see what you’re seeing. Add thermal vision (+300cr) or night vision (+1kcr).
MoHab Unit 1kcr Tent, canteen, stove, rucksack, compass, and sleeping bag.
Chemlight (x5) 5cr Small disposable glowsticks capable of dim illumination in a 1m radius.
Crowbar 25cr Grants Advantage on Strength Checks to open jammed airlocks, lift heavy objects, etc.
Cybernetic Diagnostic
Scanner 500cr Allows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental
issues they may be having. Often distrusted by androids.
Drone (Recon) 5kcr
Remote controlled drone. Requires two hands to operate receiver. Can fly up to 450m high, to a distance of
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,
radio jammer, Geiger counter, medscanner, personal locator, infrared goggles, emergency
beacon, cybernetic diagnostic scanner, bioscanner.
Drone (Salvage) 10kcr
Remote controlled drone. Requires two hands to operate receiver. Can fly up to 10m high, to anywhere Long
Range from the operator. Battery operated. Can run for 2 hours. Can record and transmit footage to receiver.
Can be equipped with a laser cutter if purchased separately. Can carry up to 225kg.
Exoloader 100kcr Open-air mechanical exo-skeleton used for heavy lifting (up to 5000kg). Loader claws deal 1 Wound. User can
only wear Standard Crew Attire or Standard Battle Dress while operating. Battery operated (48 hours of use).
Explosives &
Detonator 500cr Explosive charge powerful enough to blow open an airlock. All Close organisms must make a Body Save or
take a Wound (Explosive). Detonator works at Long Range, but can be blocked by a radio jammer.
Electronic Tool Set 650cr A full set of tools for doing detailed repair or construction work on electronics.
Emergency Beacon 30cr A small device that sends up a flare and then emits a loud beep every few seconds. Additionally, sends out a
call on all radio channels to ships or vehicles in the area, but can be blocked by a radio jammer.
First Aid Kit 75cr An assortment of bandages and treatments to help stop bleeding, bandage cuts, and treat other minor injuries.
Flashlight 10cr Handheld or shoulder mounted. Illuminates 10m ahead of the user.
Foldable Stretcher 100cr Portable stretcher that can fit within a rucksack. Allows the user to safely strap down the patient and carry
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
(HUD) 75cr Often worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and
can connect to any smart-link upgaded weapon.
Infrared Goggles 100cr Allows the wearer to see heat signatures, sometimes up to several hours old. Add night vision for (+1kcr).
Jetpack 75kcr Allows wearer to fly up to 100m high. Fuel-operated for 1 hour. Deals 1d100 DMG if destroyed.
Personal Locator 45cr Allows crewmembers at a control center (or on the bridge of a ship) to track the location of the wearer.
Lockpick Set 40cr A highly advanced set of tools meant for hacking basic airlock and electronic door systems.
Long-range Comms 65cr Rucksack-sized communication device for use in surface-to-ship comunication.
Mag-boots 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.
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 kinds of gear and tools available to players at the start of the game.
11
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 Lightweight 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 Repairs punctured and torn vaccsuits, restoring their space readiness. Patched vaccsuits have an AP of 1.
Portable Computer
Terminal 1.5kcr Flat computer monitor, keyboard and interface which allows the user to hack into pre-existing computers and
networks, as well as perform standard computer tasks.
Radiation Pills (x5) 200cr Take 1d5 DMG and reduce your Radiation Level (see pg. xx.x) by 1 for 2d10 minutes.
Radio Jammer 175cr Rucksack-sized device 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
resurfacing. Can be connected to an oxygen tank.
Rucksack 50cr Large, durable, waterproof backpack.
Sample Collection 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.
Smart-link Add-On 10kcr Grants remote viewing, recording, and operation of a ranged weapon as well as +5 DMG to the weapon.
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 per hour from even the most brackish swamps.
Carrying Capacity
Use common sense to determine what you
can reasonably carry. For reference:
• The average person can carry about 1/4
their body weight.
• The average marine is expected to carry
between 90-160lbs in combat.
• Depending on your setting, androids may
be built to carry 1d5x that amount.
PETS
ORGANIC SYNTHETIC
Wounds: 1(10).
Instinct: 2d10+40
Wounds: 2(15)
Instinct: 2d10+30
1 Trained Skill. 2 Trained Skills or 1 Expert Skill.
[+] on Rest Saves. +5 to Rest Saves.
1 Stress whenever pet takes
Damage.
Sanity Save or 1 Stress whenever
pet takes Damage.
Panic Check if pet is killed.
Minimum Stress +1. 1 Stress if pet is destroyed.
XX.X PETS
Pets can be great companions, but failure to
protect them comes at a significant emotional cost.
F20 “ARBITER” P U L S E R I F L E 2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
3d10 DMG
5
Gunshot
Pump-action grenade launcher holds x3 frag grenades.
KANO X9 C O M B A T S H O T G U N 1.4KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 Wound
4
Gunshot
1d10 DMG at Long.
ARMA 29 S U B M A C H I N E G U N 1.2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
2d10 DMG
4
Gunshot
Can be held one-handed.
FN SLUG R E V O L V E R 750CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d10 DMG [+]
6
Gunshot
PEABODY F L A R E G U N 85CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
1d5 DMG
2
Fire/Explosives[-]
High intensity flare visible day
and night from Long.
D&C 7 T R A N Q P I S T O L 850CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 DMG
6
Blunt Force
If DMG dealt: target must Body Save
or be unconscious for 1d10 rounds.
SK 109 SEEKER S M A R T R I F L E 12KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
1d10x10 DMG
3
Gunshot [+]
Two-handed. Heavy. If not braced/prone when firing,
Body Save or be knocked down.
12
FIREARMS
HAN290 R I G G I N G G U N 350CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d10 DMG + 2d10 DMG when removed.
1
Bleeding [+]
100m micro-filament. Body Save or become entangled.
MNC MODE A L A S E R C U T T E R 1.2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
1d100 DMG
6
Bleeding [+] or Gore [+]
Two-handed. Heavy. Must recharge between shots.
Reload: 1hr (power), 6hr (solar).
RAMHORN 1 F L A M E T H R O W E R 2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 Wound
4
Fire/Explosives [+]
If liquid fuel tank is destroyed, 1 Wound to all Close.
ROSCO SS6 N A I L G U N 150CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d5 DMG
32
Bleeding
HALLS B SERIES F O A M G U N 275CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 DMG
3
Blunt Force
Body Save or become stuck. Strength Check [-]
to escape. Quick-hardening foam covers 1sqm.
EVA MK II H A N D W E L D E R 250CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d10 DMG
Bleeding
Can cut through airlock doors.
13
INDUSTRIAL EQUIPMENT
14
ARMOR
ARMADYNE “HEAVY-K” ADVANCED BATTLE DRESS
ARMOR POINTS 10 Combat heavy attire for offworld engagements.
Heavy: Speed Checks at [-]. Ignores the first Wound you suffer.
AAVA TECH V-PATH 2 HAZARD SUIT
ARMOR POINTS 5 Designed for planetary
exploration and examination.
SHORT-RANGE COMMS
HEADLAMP
EXOSKELETAL WEAVE
Grants [+] to Strength checks.
AIR FILTER
Allows breathing in most toxic
environments and atmospheres.
OXYGEN SUPPLY
Stores up to 1 hour of O2.
ENVIRONMENTAL PROTECTION
Protects agains extreme heat, cold, and most radiation.
HYDRO RECLAMATION
1 liter of water lasts for 4 days.
BODY CAM
HEADS-UP
DISPLAY
RADIATION
SHIELDING
RADIATION
SHIELDING
15
ARMOR
SAATVAAN TEDCAHNRODLO CGRYEW 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 [-].
OXYGEN SUPPLY
Can be fitted with an Oxygen Tank for up
to 12 hours of O2 supply. Otherwise holds
1 hour of O2.
SHORT-RANGE COMMS
HEADLAMP X2
SHORT-RANGE COMMS
16
SAFETY INSTRUCTIONS
XX.X 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 punishing. If you’re fighting, you’re losing.
Violence is deadly, and should be avoided at all costs.
• The odds to be stacked against you: Rolls are punishing
in Mothership. Try to find ways to avoid rolling.
• To make difficult choices. Surviving the ordeal, solving
the mystery, or saving the day are often mutually exclusive.
• To pay attention. Stay focused and plug into the fictional
world. It will help you and everyone else get into the spirit of
the game and have a more immersive experience.
• 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.
17
HOW TO PLAY
XX.X DICE NOTATION
There are three ways we notate dice:
• 1d100 means to roll a pair of ten-sided
dice, where one die represents the tens
digit and the other represents the ones
digit, giving you a result between 00-99.
• xd10 means to roll a number of ten-sided
dice (e.g., 1d10, 2d10) and add them
together.
• We use a twenty-sided die (1d20) called
the Panic Die. You use this only to make
Panic Checks.
• Sometimes you’ll see a [+] or [-] next
to a roll (e.g., Fear Save [+] or 2d10 [-]).
If you see a [+] this means the roll has
Advantage while a [-] means the roll has
Disadvantage.
Read more about Advantage &
Disadvantage on pg. xx.x.
Player Supplies Checklist
4. ROLL 1D10+10 FOR YOUR HEALTH.
Starts at 2.
HEALTH
Current Maximum
WOUNDS
Current Maximum
PERSONAL DETAILS
Character Name
Pronouns
Personal Notes
MOTHERSHIP®
CHARACTER PROFILE
STRENGTH SPEED INTELLECT COMBAT
1. ROLL 2D10+20 FOR EACH STAT.
SANITY FEAR BODY
2. ROLL 2D10+10 FOR EACH SAVE.
5. GAIN
STRESS.
STRESS
Current Minimum
Starts at 2.
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
TRAINED SKILLS
(+10 BONUS)
EXPERT SKILLS
(+15 BONUS)
MASTER SKILLS
(+20 BONUS)
CHEMISTRY
ATHLETICS
RIMWISE
THEOLOGY
ARCHAEOLOGY
ART
MATHEMATICS
ZEROG
COMPUTERS
JURYRIGGING
INDUSTRIAL
EQUIPMENT
GEOLOGY
BOTANY
ZOOLOGY
LINGUISTICS
PHARMACOLOGY
WILDERNESS
SURVIVAL
HANDTOHAND
COMBAT
FIREARMS
PHYSICS
PILOTING
HACKING
MECHANICAL
REPAIR
ASTEROID MINING
ECOLOGY
FIELD
MEDICINE
PATHOLOGY
PSYCHOLOGY
HYPERSPACE
ARTIFICIAL
INTELLIGENCE
ENGINEERING
ROBOTICS
CYBERNETICS
COMMAND
PLANETOLOGY
SURGERY
EXOBIOLOGY
SOPHONTOLOGY
EXPLOSIVES
MYSTICISM XENOESOTERICISM
MILITARY
TRAINING
8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.
6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
MARINEWHENEVER YOU PANIC, EVERY NEARBY FRIENDLY PLAYER MUST MAKE A FEAR SAVE.
ANDROIDFEAR SAVES MADE BY NEARBY FRIENDLY PLAYERS ARE AT DISADVANTAGE.
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL NEARBY FRIENDLY PLAYERS GAIN 1 STRESS.
TEAMSTERONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
Player NameHigh Score
CREDITS 2D10X10
ARMOR POINTS
MARINE
Military Training, Athletics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
ANDROID
Linguistics, Computers,
Mathematics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
SCIENTIST
1 Master Skill and an
Expert and Trained Skill
Prerequisite.
Bonus: 1 Trained Skill
TEAMSTER
Industrial Equipment,
Zero-G
Bonus: 1 Trained Skill
and 1 Expert Skill.
To take a Master or Expert Skill you must first take at least one of its prerequisite skills.
ver5.9
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
TEAMSTER
+5 TO ALL STATS
+10 TO ALL SAVES
SCIENTIST
+10 INTELLECT
+5 TO 1 STAT
+30 SANITY SAVE
ANDROID
+20 INTELLECT
10 TO 1 STAT
+60 FEAR SAVE
+1 WOUND
pg. xx.xpg. xx.xpg. xx.x
MARINE
+10 COMBAT
+10 BODY SAVE
+20 FEAR SAVE
+1 WOUND
CONDITIONS
SKILL TRAINING
Time Remaining In Progress
You start at your Maximum
Health with zero Wounds.
Whenever your Health falls
below zero, you suffer a
Wound. Reset your Health to
it’s Maximum, minus any
carryover damage.
Your Character Sheet
(And a spare is handy in case your character dies)
Snacks
(Bring some to share!)
The Player’s
Survival Guide
Once you’ve collected all of these items and built
your character, you’re ready to play!
PLAYER’S SURVIVAL GUIDE
Pen & Paper
1d100 (or 2d10)
”Percentile Dice”
1d20
“The Panic Die” Some tokens (optional)
for tracking ammo, supplies, etc.
Mothership® is a tabletop roleplaying game. You
and your friends get together, and one of you, the
Warden, prepares a scenario for the rest of you to
explore and interact with. You’ll ask questions, roll
some dice, make some jokes, and die a few times.
The rules are simple, but the game is challenging:
• You can attempt to do anything you want.
You are not limited by what is on your character
sheet. Most things you want to do just happen.
• You should ask a lot of questions. The more
information you have, the less likely you’ll need
to make risky rolls like Stat Checks and Saves.
• Stat Checks are the most common roll in
the game. You roll them when you want to do
something and the price for failure is high.
• Saves are a reaction, rolled to avoid different
• mental, emotional, and physical dangers.
Read more about Stat Checks & Saves on pg. xx.x
• Anytime you fail a Stat Check or a Save you
gain 1 or more Stress. Stress can be bad, as
it makes you more likely to Panic, but you also
need Stress to improve your Saves.
• Panic Checks are rolled when the worst has
happened and your character snaps. A bad
Panic roll can lead to long-term Conditions
that you’ll need to get treated, but a good roll
can help give you focus when you need it most.
Read more about Stress & Panic on pg. xx.x
• Whenever you get hurt, you lose Health. Lose
enough health and you suffer a Wound. Gain
more Wounds than your maximum and you die.
Read more about Violence on pg. xx.x
With these five basics in mind, you’re ready to
handle 90% of the situations that come up in a
game. For everything else, you, the Warden, and
the other players need to discuss the situation and
come up with a House Rule that suits your table’s
specific needs.
With that being said, you can close this book and
start playing right now! There’s even a handy
cheat sheet on the back cover if you forget
something. If you’d like a little more information
about how it all works, read on.
18
STAT CHECKS & SAVES
XX.X STAT CHECKS
Whenever you want to do something and the price
for failure is high, roll 1d100 and attempt to roll
lower than your most relevant Stat. This is called
a Stat Check. If you roll less than your Stat you
succeed. Otherwise, you fail and gain 1 Stress.
A roll of 90-99 is always a failure.
Your Stats
You have four main Stats which represent your
abilities when acting under extreme pressure.
• Strength: Forcing open jammed airlocks,
carrying fallen comrades, holding on for dear
life.
• Speed: Getting out of the cargo bay before the
blast doors close, acting and reacting in a race
against the clock.
• Intellect: Recalling your training and
experience under duress.
• Combat: Fighting for your life.
XX.X SAVES
In order to avoid certain dangers or trauma, you
sometimes need to roll 1d100 lower than your
most relevant Save. This is called a Save. If
you roll less than your Save you succeed.
Otherwise you fail, and gain 1 Stress. A roll of
90-99 is always a failure.
Your Saves
You have three Saves which represent your ability
to withstand different kinds of trauma:
• Sanity: Rationalize logical inconsistencies in
the universe, make sense out of chaos, detect
illusions and mimicry, cope with Stress.
• Fear: Maintain a level head while struggling
with fear, loneliness, depression, and other
emotional surges.
• Body: Employ quick reflexes and resist hunger,
disease, or organisms that might try and invade
your insides.
XX.X WHAT IS YOUR HIGH SCORE?
Your High Score is a record of the number of sessions your character has survived. It doesn’t
affect gameplay at all, it’s just a fun number to track. Your Warden may have other ideas on how to
use it in game (like as a Reputation stat, or as a spendable luck resource). Don’t stress about your
High Score too much, the average high score of a character is about 4. Just focus on staying alive
and you’ll beat that in no time.
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), you roll twice and take the best
result. Whenever you are at a situational disadvantage (like poor
weather or bad visibility), you roll twice and take the worst result.
Advantage is notated with [+], Disadvantage with [-] (For example:
Body Save [+] means make a Body Save with Advantage).
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.
19
MODIFYING STAT CHECKS & SAVES
Calling for a Check
WARDEN: Okay, so you hear
that screeching sound
coming from down the
corridor, what do you do?
CLEO: Can I open up the
airlock door quietly and
try and sneak out before it
notices me?
WARDEN: It’s jammed
up pretty bad right now.
You’ll need to make a
Strength Check. Failure
risks making a lot of noise
and drawing the creature’s
attention.
CLEO: I’ve got the Industrial
Equipment Skill and a
crowbar, does that help?
WARDEN: Definitely! You
can add your Skill’s bonus,
and the crowbar will give
you Advantage on your roll.
CLEO: Okay, I’m going for
it! I’ve got a 35 Strength,
plus 10 from Industrial
Equipment. So anything
under 45, right?
WARDEN: That’s right.
CLEO: 66... and... 43...
Phew! Just made it.
Whether it’s the unknown horrors in the cosmos
or the vast emptiness of space, encounters in
Mothership® 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
when the time comes, and the more likely the
results of that roll will be devastating.
XX.X 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) can be increased. 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.
XX.X HOW DO I RELIEVE STRESS?
You can relieve Stress by resting in a relatively
safe place. To do this, make a Rest Save using
your worst Save. If you succeed, reduce your
Stress by the one’s digit rolled (e.g., if you rolled
24 under your worst Save of 30, reduce your
Stress by 4). If you fail, you gain 1 Stress instead.
Players can gain Advantage on their Rest Save by
participating in consensual sex, recreational drug
use, a night of heavy drinking, prayer, or any other
suitable leisure activity. Unsafe locations may incur
Disadvantage on Rest Saves at the Warden’s
discretion. Stress is typically not relieved during
cryosleep. Finally, if you have more time, you can
take Shore Leave and convert your Stress into
improved Saves.
Read more about Shore Leave on pg. xx.x.
20
STRESS
Sex
Get everyone at the table’s consent before
dealing with sex in your game. Set clear
boundaries for what is acceptable, and
check in regularly in case anything changes.
Example: Back at the Barracks
WARDEN: Alright, you finally make it back to
the ship and lock yourselves in. You can rest
now if you want.
KNOX: I’ve got 12 Stress, so my boy is going
to rest. He can’t go on like this.
WARDEN: No problem. The barracks is pretty
spartan, but not too bad, so this is a normal
Save with whatever your worst Save is.
KNOX: Cleo, you have Psychology, right? Any
chance you’d be willing to like, talk to my guy
and calm him down a bit?
CLEO: I’ve only got 3 Stress, so I’m down.
WARDEN: If you’re willing to give up your rest,
I’ll give Knox Advantage on his Rest Save.
CLEO: Let’s do it.
WARDEN: Perfect, so you’re like, venting
about all this to Cleo, and Cleo, you’re just
talking him through it?
CLEO: Getting him not to spiral, yeah.
WARDEN: Okay, go ahead and roll.
KNOX: My worst Save is Sanity at 14. So I get
a 22 and a 56. So that would be a Crit Fail,
but with Advantage it’s just a normal fail.
CLEO: Jesus, that could’ve been bad.
WARDEN: So yeah, sounds like talking it out
actually made it worse. Gain 1 Stress.
CLEO: I was on my phone the whole time.
21
PANIC CHECKS
THE PANIC TABLE
D20 PANIC EFFECT
1 ADRENALINE RUSH. [+] on all rolls for the next 2d10
minutes. Reduce your Stress by 1d5.
2 ANXIOUS. Gain 1 Stress.
3 JUMPY. Gain 1 Stress. All Close crewmembers
gain 2 Stress.
4 OVERWHELMED. All actions at [-] for 1d10 minutes.
Permanently raise your Minimum Stress by 1.
5 COWARD. Gain a new Condition: You must make a Fear
Save to engage in violence or flee.
6
FRIGHTENED. Gain a new Condition: Phobia: When
encountering your Phobia make a Fear Save [-] or gain 1d5
Stress.
7 NIGHTMARES. Gain a new Condition: Sleep is difficult,
gain [-] on all Rest Saves.
8 LOSS OF CONFIDENCE. Gain a new Condition: Choose
one of your Skills and lose that Skill’s bonus.
9 DEFLATED. Gain a new Condition: Whenever a Close
crewmember fails a Save, gain 1 Stress.
10 DOOMED. Gain a new Condition: You feel cursed and
unlucky. All Critical Successes are instead Critical Failures.
11
PARANOID. For the next week, whenever someone joins
your group (even if they only left for a short period of time),
make a Fear Save or gain 1 Stress.
12
HAUNTED. Gain a new Condition: Something starts visiting
you at night. In your dreams. Out of the corner of your eye.
And soon it will start making demands.
13
DEATH WISH. For the next 24 hours, whenever you
encounter a stranger or known enemy, you must make a
Sanity Save or immediately attack them.
14
PROPHETIC VISION. You immediately experience an
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.
16
RAGE. Immediately attack the closest crewmember until you
inflict at least 2d10 DMG. If there is no crewmember Close,
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.
19
HEART ATTACK / SHORT CIRCUIT (ANDROIDS).
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.
Stress, Damage, and emotional wear and tear will
eventually bring you to your breaking point. When
that happens, there’s a chance you’ll Panic. You
determine this by making a Panic Check.
XX.X WHAT IS A PANIC CHECK?
A Panic Check determines whether you are able
to keep your cool under extreme pressure.
To make a Panic Check, roll The Panic Die (1d20)
and attempt to roll greater than your current
Stress. If you roll less than or equal to your
current Stress you fail, and you look up your result
on the Panic Table.
XX.X WHEN TO MAKE PANIC CHECKS
You always make a Panic Check every time you
roll a Critical Failure on a Stat Check or Save.
Additionally, the Warden may call for a Panic
Check at any other appropriate time, including, but
not limited to:
• Whenever the structure you’re in takes massive
damage.
• Watching another crewmember die.
• Witnessing more than 1 crewmember Panic at
the same time.
• Encountering a strange and horrifying entity for
the first time.
• When all hope is lost and death feels certain.
• Whenever you, the player, want.
XX.X CONDITIONS
Some results of the Panic Table are so severe that
they leave a lasting impression on you. These are
called Conditions, and they affect you until you
are able to treat them.
Read more about Treatment on pg. xx.x.
Panic Checks and Agency
Be sure to go over the Panic Table and
remove any results that don’t fit with your
group. Remember: roleplaying Panic is
not an excuse to make someone else
uncomfortable. As usual, check in regularly.
22
SKILLS
XX.X TRAINED SKILLS (+10)
You’ve received standard training in this area
equivalent to a bachelor’s degree or on the job
training for a couple years.
• Archaeology: Ancient cultures and artifacts.
• Art: The expression or application of a species’
creative ability and imagination.
• Athletics: Physical fitness, sports, and games.
• Zoology: The study of animal life.
• Botany: The study of plant life.
• Chemistry: The study of matter and its
chemical elements and compounds.
• Computers: Fluent use of computers and their
networks.
• Geology: The study of the solid features of any
terrestrial planet or its satellites.
• Industrial Equipment: The safe and proper
use of heavy machinery and tools (exosuits,
forklifts, drills, breakers, laser cutters, etc.).
• Jury-Rigging: Makeshift repair, using only the
tools and materials at hand.
• Linguistics: The study of languages (alive,
dead, and undiscovered).
• Mathematics: The study of numbers, quantity,
and space.
• Military Training: Basic training provided to all
military personnel.
• Rimwise: Practical knowledge and know-how
regarding outer rim colonies, their customs,
and the seedier parts of the galaxy.
• 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.
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)
Just because you don’t have a Skill doesn’t mean
you don’t know anything about the subject, and
it usually doesn’t mean you can’t at least make
an attempt. What it means is that you don’t have
significant enough experience or expertise in the
matter to act decisively in high pressure situations.
Therefore, you get no bonus, and depending
on how complex the task is, you might roll with
Disadvantage.
Read more about Disadvantage on pg. xx.x
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.
PHIL: Oh, I want one.
CLEO: No, Phil, bad!
PHIL: 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, funerary urns
most likely. Your guess would be they contain
preserved organs.
KNOX: Do they look heavy?
WARDEN: They look like they could be, do you
want to lift one up?
KNOX: No thanks, I’m good.
PHIL: I’ll do it. If these have intact remains
from some kind of ancient civilization, I
mean... think of what they’ll fetch on the
black market?
WARDEN: So you’re opening one? Or just
grabbing it?
23
SKILLS
XX.X EXPERT SKILLS (+15)
You’ve received the equivalent of a doctorate or
have many years of experience in this field.
Expert Skills should generally be a subset or
specific focus of a Trained Skill.
• Asteroid Mining: Training in the tools and
procedures used for mining asteroids.
• Ecology: The study of organisms and how
they relate to their environment.
• Explosives: Design and effective use of
explosive devices (bombs, grenade, shells,
land mines, etc.).
• Field Medicine: Emergency medical care and
treatment.
• Firearms: Safe and effective use of guns.
• Hacking: Unauthorized access to computer
systems and networks.
• Hand-to-Hand Combat: Melee fighting.
• Mechanical Repair: Fixing broken machines.
• Mysticism: Spiritual apprehension of hidden
knowledge.
• Pathology: Study of the causes and effects of
diseases.
• Pharmacology: Study of drugs and
medication.
• Physics: Study of matter, motion, energy, and
their effects in space and time.
• Piloting: Operation and control of aircraft,
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.
XX.X MASTER SKILLS (+20)
You are advanced in your field and are aware of
cutting edge techniques or highly specialized and
niche information. Due to their focus, Master Skills
apply very narrowly compared to the broader
Trained Skills.
• Artificial Intelligence: The study of
intelligence as demonstrated by machines.
• Command: Leadership, management, and
authority.
• Cybernetics: The physical and neural
interfaces between organisms and machines.
• Engineering: The design, building, and use of
engines, machines, and structures.
• Exobiology: The study of and search for
intelligent alien life.
• Hyperspace: Faster-than-light travel.
• Planetology: Study of planets and other
celestial bodies.
• Robotics: Design, maintenance, and operation
of robots, drones, and androids.
• Sophontology: The study of the behavior and
mind of inhuman entities.
• Surgery: Manually operating on living or dead
biological subjects.
• Xenoesotericism: Obscure beliefs, mysticism,
and religion regarding non-human entities.
24
SKILL TRAINING
XX.X TRAIN A SKILL
To learn a new Skill you need to spend the
requisite amount of time and credits.
• Trained Skills: 2 years + 10kcr in materials.
• Expert Skills: 4 years + 50kcr in materials.
• Master Skills: 6 years + 200kcr in materials.
To train an Expert Skill requires one Trained Skill
prerequisite and to train a Master Skill requires
one Expert Skill prerequisite.
Why does it take so long?
Skill training assumes that you are working full
time, going on missions, and generally living life.
If you are studying full-time (e.g., by going to
school) then training takes half as long. Your
Warden may allow additional resources (private
tutoring, AI assistance, cybermods, slickware,
etc.) to decrease the time required.
Example: Skill Training
WARDEN: Okay, so after some paper shuffling
and some mandatory safety training, the
Company is putting you back to work hauling
cargo from one end of the galaxy to another.
KNOX: Oh, thank god. I never thought I’d be
so grateful to go back to my job...
WARDEN: Exactly. Is there anything you all
want to do in your off-time?
CLEO: I’m just training my Robotics Skill. I still
have, ugh, forty-two months left to go.
KNOX: I think my guy actually wants to get out
of the Company life and get into the action
more. Is there any way for him to like, take
Military Training?
WARDEN: Yeah definitely, but it’s a six year
contract, so you’d essentially roll up a new
character and put the other one aside until
time catches up and he gets out. Plus, he
could die. Is that something you’re into?
KNOX: Oh, yeah, that sounds great actually.
WARDEN: Any of you can do that, by the way.
Like, park a character for some time and roll
someone else up. Just give me a heads up
so I have time to prep something for the new
characters.
CLEO: Oooh, that sounds fun!
WARDEN: For sure. Okay, Knox, your guy
finds a recruiter at a nearby station and
enlists. For everyone else, six months go by,
so you can mark that on your sheets.
25
SKILL TRAINING
Military Training
Military Training is a special exception to the
regular rules of Skill Training for two reasons.
First, it is free. Second, you have to sign a 6
year contract with your local Colonial Marine
regiment. To find out what happened during
your service, make a Combat Check:
• Success: Gain Military Training, Athletics,
and 2 Trained Skills. Gain +10 Combat,
and reduce another Stat by 10. You gain
the Marine’s Trauma Response.
• Critical Success: as Success, but you
may take an Expert Skill instead of the 2
Trained Skills.
• Failure: You gain Military Training,
Athletics, and 1 Trained Skill, and the
Marine’s Trauma Response.
• Critical Failure: You were killed in action.
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 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 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,
and those who fail go after. If the situation
changes dramatically (e.g., if new hostiles
enter the encounter), Speed Checks can be
called for again.
26
VIOLENT ENCOUNTERS
Example: The Thing That Was Phil
WARDEN: Okay, so the thing that used to
be Phil is galloping down the corridor. His
mouth is unzipping down his chest, into one
giant maw. Cleo, it’s reaching out to grab you
and Knox, and unimpeded it’s going to crash
right into you. What are y’all doing?
CLEO: I’m gonna stand my ground and
unload on this guy. Sorry, Phil.
PHIL: It was my fault. I shouldn’t have opened
that door.
WARDEN: Cleo, make a Combat Check.
There’s a lot of pipes here, so you might take
some blowback Damage if you fail.
CLEO: That’s fine, I hate this ship anyway. I
can add my Military Training?
WARDEN: Definitely. Phil, I think it’s safe to
say you can roll up another character or play
one of the marines you hired at that last port.
PHIL: Oh yeah, I’ll play Cpl. Davis, I liked her.
WARDEN: Perfect. She’s still on the bridge, but
if she heads this way she can be here next
round. Knox, what about you?
KNOX: I think I’m just gonna try and get to
some cover. I want to get out of the
Being-Formerly-Known-as-Phil’s way.
WARDEN: Ex-Phil is running pretty fast, so
that’ll be a Speed Check. Failure means
it’ll be able to get you. Does all of this
sound good to everyone?
KNOX: My body is ready.
WARDEN: Okay, sweet. Let’s roll.
CLEO: Fail.
KNOX: Fail.
PHIL: Y’all.
WARDEN: Okay, so, Cleo, you fire but the
creature is moving too fast. You hit the pipes
embedded in the bulkhead, and they spray
steam right into your eyes. Take 4 Damage.
CLEO: Dammit!
WARDEN: Knox, the Phil-Thing snatches you
up, and its claws just tear through you. You
take... ouch. 14 Damage—
KNOX: That’s a Wound for sure.
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.
XX.X WHAT CAN I DO?
You can generally move somewhere Close and
then do one thing before the situation changes.
Read more about Range on pg. xx.
Think of the situation like a real life scenario. Think
about what you would do in those circumstances,
then describe that to the Warden. If you won’t
be able to accomplish everything you want to
do in one round, or your choices are especially
foolhardy or dangerous, the Warden will do their
best to let you know and explain the risks involved.
Here’s a non-exhaustive list of the kinds of things
you could attempt in a round:
• Attack something or someone.
• Bandage a wound to try and stop the bleeding.
• Check vital signs with a medscanner.
• Fire a vehicle’s weapon.
• Maneuver or pilot a vehicle.
• Run somewhere Close.
• Open an airlock.
• Operate a machine.
• Reload a weapon.
• Throw something at or to someone.
• Use a computer terminal (to search a directory,
engage automatic airlocks, send a distress
signal, cycle through CCTV cameras, disable
Life Support, etc.).
Additionally, if you decide to do nothing other than
run, you can move somewhere that’s Long Range
during the round.
Read more about Range on pg. XX.X
Being Effective in a Fight
Your Combat Stat isn’t the only thing that
matters when it comes to fighting for your
life. Distract enemies while your fellow
crewmembers take aim. Study the creature’s
movement to see if you can spot a pattern or
weakness. Bandage bleeding wounds. Run
away (always a good idea). Hide. In short,
treat every round like a completely unique
situation, and try not to look at your character
sheet too much. Outsmart, outrun, and
outlast your enemy. That’s all that matters.
27
WHAT CAN I DO?
28
ATTACK & DEFENSE
COVER
TYPE AP
INSIGNIFICANT COVER
Wood furniture/doors, body shields, etc. 5 AP
LIGHT COVER
Trees, bulkhead walls, metal furniture, etc. 10 AP
HEAVY COVER
Airlock doors, cement beams, ships, etc. 20 AP
XX.X HOW DO I ATTACK?
Make a Combat Check. If successful, roll your
weapon’s Damage and subtract it from your enemy’s
health. If you fail, the situation gets worse and you
gain 1 Stress. Critical Successes deal double Damage,
and Critical Failures trigger Panic Checks as normal.
Read about Panic on pg. XX.X.
XX.X DAMAGE
When you take Damage (DMG), subtract it from your
Health. If your Health reaches zero, gain a Wound
and roll on the Wounds table. Then, reset your
Health to its Maximum and subtract any carryover
damage. Some weapons deal Wounds directly, and
do not affect your Health total. If you suffer more
Wounds than your Maximum, make a Death Check.
Read about Death on pg. XX.X
XX.X ARMOR
You ignore all Damage less than your armor’s Armor
Points (AP). However, if you ever take Damage
greater than or equal to your AP in one hit, your armor
is destroyed and you suffer any remaining Damage.
Weapons that deal Damage in Wounds automatically
destroy your armor and deal the Wound directly to you.
Some armor (like Advanced Battle Dress) may protect
you from one or more Wounds before being destroyed.
XX.X COVER
Your environment provides protection called Cover. It
can be destroyed, just like armor, whenever it is dealt
Damage greater than or equal to its AP. Cover typically
only protects against ranged attacks, but sometimes will
protect against hand-to-hand attacks. If you shoot while
in Cover, you are considered out of Cover until your
next turn.
29
WOUNDS & DEATH
DEATH
D10 RESULT
0-4 You have died. Roll up a new character.
5-6 You are comatose. Only extraordinary measures will
return you to the waking world.
7-8 You are unconscious and dying. You will die in 1d5
rounds without intervention.
9 You are unconscious. You will wake up in 2d10 minutes.
Permanently reduce your Maximum Health by 1d5.
XX.X DEATH
Whenever you would die, the Warden makes a
Death Check by placing 1d10 in a cup, shaking
the cup, and placing it face down on the table
(covering the die). As soon as someone spends a
turn checking your vitals, the die is revealed and
the roll is looked up on the Death Table below. If
your character’s death is imminent, make your
last moments count: save someone’s life, solve an
important mystery, give the others time to escape.
Enjoy the carnage, then jump back in for more!
XX.X WHAT ARE WOUNDS?
Whenever you gain a Wound, roll 1d10 on the
Wounds Table according to the type of Damage:
• Blunt Force: Getting punched, hit with a
crowbar or a thrown object, falling, etc.
• Bleeding: Getting stabbed or cut.
• Gunshot: Getting shot by a firearm.
• Fire & Explosives: Grenades, flamethrowers,
doused in fuel and lit on fire, etc.
• Gore & Massive: Damage from giant
creatures or particularly gruesome foes.
You can use common sense and the Severity
column as a guide: Flesh Wounds are small
inconveniences. Minor/Major Injuries cause
lasting Damage that requires treatment.
Lethal Injuries can kill you if not dealt
with immediately. And Fatal Injuries can
potentially kill you outright. Additionally, some
Wounds cause Bleeding, which if not
stopped can quickly overwhelm you.
Read about Bleeding on pg. xx.x
WOUNDS
D10 SEVERITY BLUNT
FORCE BLEEDING GUNSHOT FIRE &
EXPLOSIVES
GORE &
MASSIVE
0 Flesh Wound Knocked down. Drop held item. Grazed.
Knocked down.
Hair burnt.
Gain 1d5 Stress.
Vomit.
[-] on next action.
1
Minor Injury
Winded. [-] until you
catch your breath.
Lots of blood. Those
Close gain 1 Stress. Bleeding +1. Awesome scar.
+1 Minimum Stress.
Awesome scar.
+1 Minimum Stress.
2 Sprained Ankle. [-]
on Speed Checks.
Blood in eyes. [-]
until wiped clean. Broken rib. Singed. [-] on next
action. Digit mangled.
3 Concussion. [-] on
Intellect Checks.
Laceration.
Bleeding +1. Fractured extremity. Shrapnel/large burn. Eyes gouged out.
4 Leg or foot broken. Major cut.
Bleeding +2.
Internal bleeding.
Bleeding +2. 3rd degree burns. Ripped off flesh.
-1d10 Strength.
5
Major Injury
Arm or hand broken. Fingers/toes severed.
Bleeding +3.
Lodged bullet.
Surgery required.
Major Burn. Body
Save -2d10. Paralysed waist down.
6 Snapped collarbone. Hand/foot severed.
Bleeding +4.
Gunshot wound to
the neck.
Skin grafts required.
Body Save -2d10.
Limb severed.
Bleeding +5.
7 Lethal Injury
(Death
Check in
1d10 rounds)
Back broken. Limb severed.
Bleeding +5.
Major blood loss.
Bleeding +4.
Limb on fire. 2d10
Damage per round.
Impaled.
Bleeding +6.
8 Skull cracked. Major artery cut. Sucking chest wound. Body on fire. Guts spooled on floor.
9
Fatal Injury
(Death
Check)
Spine or neck broken.
Death Check.
Throat slit or heart
pierced. Death
Check.
Headshot.
Death Check.
Engulfed in fiery
explosion. Death
Check.
Head explodes.
No Death Check.
You have died.
30
RANGE & DISTANCE
Range, distance, and movement
are tracked abstractly in Range
Bands. These are:
• Adjacent
• Close
• Long Range
• Out of Range
Describing distance should be
done in human casual terms.
What’s important is whether
someone can touch you,
whether they can get to you,
whether you can shoot them, or
whether you can’t.
IT CAN TOUCH YOU
XX.X ADJACENT
You’re basically touching. This
covers fist fights, close-quarters
combat, and trying to get out of
the grips of a hideous terror’s
claws. More than that, it covers
things like using a computer
terminal or administering first
aid to someone. You can talk
comfortably, whisper, and even
smell someone at this range.
Example: Run Away
WARDEN: Alright, so the
airlock door breaks down
and more of these Phils
start swarming the base.
KNOX: I’m running. Just
pure running, non-stop.
Cleo: I’m going to lob a
grenade before running.
WARDEN: Okay, it’s pretty
close already, I’d say its
Adjacent. If you throw the
grenade and miss, you’ll
need to make a Body Save
to avoid the blast.
CLEO: I. Don’t. Care.
RANGE GUIDELINES LESS THAN 1 M / 3 FT
ROUGHLY 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT
IT CAN GET TO YOU
XX.X CLOSE
Someone Close can be reached
by running over to them in a
few seconds. They’re close
enough that you could likely
throw something at them and
hit them. You’d have to speak
loud enough that someone on
the other side of the room could
hear you. Powerful stenches
can be smelled if they’re Close.
Firearms like shotguns are
most effective at this range or
Adjacent.
YOU CAN SHOOT IT
XX.X LONG
Things in this band are far
enough away that they take an
entire round or longer to get to.
Rifles are effective at this range,
but handguns and shotguns
less so. You’d have to yell at
someone to get their attention,
and you probably won’t smell
anyone at Long Range, no
matter how bad they stink.
YOU CAN HEAR THEM SCREAM
XX.X OUT OF RANGE
Only the longest range
weapons, like smart rifles, can
hit something accurately in this
band. It takes more than one
turn to get to something here,
and even if you hear a scream
you might not know which
direction it’s coming from.
31
RANGE & DISTANCE
32
SURVIVAL
Survival is hard in Mothership®, and you’ll have
to scrimp, save, and scavenge to make it from one
rock to the next, all before defending yourself from
the vile monstrosities in the galaxy.
Below are some of the most common afflictions
you’ll encounter while traveling.
XX.X ADDICTION
Excessive use of some medications (like
stimpaks) requires a Body Save to prevent
addiction. Once addicted, you’ll need to take
twice the amount of medication to gain the
same effect. Additionally, whenever taking more
than one dose at a time, roll 1d10. If you roll
the number of doses or less, roll on the Final
Wound column (pg. xx). To begin recovery from
addiction, you’ll need to seek treatment during
Shore Leave.
Read more about Shore Leave on pg. xx.x
XX.X BLEEDING
Some weapons or Wounds force you to Bleed.
This means you take 1 Damage every round
until the bleeding is stopped. Bleeding adds
up. If you’re bleeding 1 Damage per round and
gain Bleeding +1, you now take 2 Damage per
round. Additionally, armor does not protect against
Bleeding Damage.
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.
XX.X EXHAUSTION
Long grueling treks on undiscovered planets can
easily grind you down. If it becomes relevant, track
exhaustion by making a Body Save every hour
after 12 hours of activity. Failure means you gain
1 Stress and take 1 Damage. After 24 hours of
exhaustion, you’re at Disadvantage on all rolls
until you can rest for 8 hours.
XX.X FOOD & WATER
Humans can survive roughly 3 weeks without
food. After 24 hours without food, you’re at
Disadvantage to all rolls.
For the bare minimum
of survival you need
1 liter of water a
day. However, at
this level, any
strenuous activity
(e.g., running,
combat, making
mechanical
repairs) forces
you to make a
Body Save or pass
out. When water
is scarce and
you’re tracking
it this closely,
you’re at
Disadvantage
on all rolls.
33
SURVIVAL
X.X OXYGEN
In space you can last 15 seconds without oxygen
before falling unconscious. After passing out, you
can survive for 1d5 minutes before dying.
If all of a ship’s Life Support modules are
destroyed, roll 1d10 for each destroyed Life
Support module. This is how many days of
breathable oxygen per crewmember remain.
• Every 24 hours, subtract the total number
of breathing crewmembers from the
remaining oxygen supply. Any crewmembers
engaging in strenous activity (e.g., running,
combat, mechanical repairs, etc.) further
reduce the oxygen supply by 1 each.
• Whenever the oxygen supply is less
than twice the amount of breathing
passengers, all rolls are at Disadvantage
as the crew suffers headaches, fatigue,
anxiety, and general clumsiness.
• Whenever the oxygen supply is less
than the total amount of breathing
passengers, every 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
runs out, you can survive
for 15 seconds before you
fall unconscious. After falling
unconscious, you can
survive for 1d5 minutes
without oxygen before
dying.
Androids and those in
cryosleep do not consume
oxygen from the supply.
XX.X RADIATION
Whether it’s cosmic rays, an engine leak, or some
previously undiscovered material unearthed from
a strange asteroid, radiation can kill you if you’re
not careful.
There are three levels of radiation hazards.
They are all blocked by wearing armor with
Radiation Shielding (e.g., the Hazard Suit).
Read more about Armor on pg. xx.x
XX.X TOXIC &
CORROSIVE ATMOSPHERES
Planets with Toxic or Corrosive atmospheres
require special gear to explore, otherwise you risk
harm or even death.
Toxic Atmosphere
The planet’s atmosphere is not fit to breathe, but
is otherwise safe. A rebreather or armor with its
own oxygen supply is required. Without these, you
take 1d10 DMG per round, Body Save for half.
Corrosive Atmosphere
The planet’s atmosphere is deadly and destructive.
It deals Damage every round while you are on
it. This ranges from 1 DMG/round (Mildly
Corrosive) to 10DMG/round (Highly Corrosive).
Anything higher is simply impossible to safely
traverse without specialized equipment and armor.
RADIATION
LEVEL DAMAGE
LEVEL 1 - TRACE
Normal, everyday radiation,
cosmic rays.
None immediately. Possible longterm
side effects (cancer, etc.).
LEVEL 2 - ACUTE
Unshielded reactors/Warp Cores.
1 DMG to all Stats and Saves
every round.
LEVEL 3 - LETHAL
Atomic weapons, direct handling
of Warp Cores.
Every round: Body Save or lethal
dose (death in 1d5 days).
Example: Recovery
WARDEN: Congratulations! You make it back
to port safe and sound (except for Jamie).
PHIL: Rest in peace, you son of a bitch.
WARDEN: Corporate is sending a shuttle
for you, but it won’t be here for a couple of
weeks. Is there anything ya’ll want to do
while you’re waiting? This is a B-Class Port,
so they have a decent amount of amenities.
CLEO: Yeah, I want to treat this Paranoid
condition I’ve got. Is there somewhere I can
go for that?
WARDEN: Let’s see, there’s a Mental
Defragging clinic. It costs about a million
credits and takes ten week long sessions.
You could sneak two sessions (or you guys
could stay longer), and then do the rest later.
CLEO: Jesus, I don’t have that kind of money.
PHIL: We have that goo jar we could sell.
KNOX: What about Wounds? I’m hanging on
by a thread here.
WARDEN: Pseudoflesh Injections run about
500kcr a pop.
PHIL: Maybe we should just die, it would be
cheaper.
WARDEN: Well, if you need cash quick, there’s
a little job you could do...
No matter how careful you are, sooner or later you
are going to get hurt. Minor injuries can usually
be treated with a quick rest, but Wounds and
Conditions require professional treatment.
XX.X SHORT TERM RECOVERY
Once per day, whenever you rest, your body will
attempt to heal itself naturally. After 6+ hours
of rest make a Body Save. If successful, you
reset your Health to its Maximum. Your Wounds,
however, remain the same.
XX.X LONG TERM RECOVERY
Recovering Wounds, Conditions, or losses to your
Stats and Saves takes a longer time. See the
Medical Expenses table for a non-comprehensive
list of available treatments.
34
MEDICAL CARE
MEDICAL EXPENSES
TREATMENT COST DESCRIPTION
Nanogel Complex 50kcr Restores 2d10 to your Body Save per weekly treatment.
AI Wellness Counselor 20kcr Each two-hour long, weekly session has a 10% chance to restore 1 Sanity Save/lower minimum Stress by 1.
Immersive
Slicksim Therapy 100kcr 90% chance to restore 1d10 Fear Save. 10% chance to reduce Sanity Save by 1d5.
Pseudoflesh Injection 500kcr Restores 1d5 Speed, Strength, or Body Save or all Wounds. Treatment lasts four hours and takes 6 weeks
to recover from.
SmartShake+ 100kcr Restores 1 Strength per shake. 1% chance per drink: nanite swarm hijacks your body for 1d10 days.
Mental Defragging 1mcr Removes 1 permanent Condition. Treatment takes 10 sessions, each 1 week long. All Sanity Saves are at [-]
until treatment is completed.
Dorian Memory Transfer 5mcr
Completely removes the memories of a 24hr block of time and implants them in a Dorian android. All
permanent Conditions and Sanity or Fear loss from that time are restored. Treatment lasts a day. Make a
Sanity Save, on a failure you forget a year surrounding the incident. On a Critical Failure: total amnesia.
Pay-As-You-Go-Medpod 10kcr a
day. Restores 1 Wound per week spent in pod. Pod costs 20mcr.
Restore Previous Version 1mcr
+50kcr
Backup your genetic makeup for 1mcr. Pay 50kcr to restore your Stats, Saves, and Wounds to the last
backup. Beware of doppelgangers and buggy backups.
35
MEDICAL CARE
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.
PHIL: Oh, I want one.
CLEO: No, Phil, bad!
PHIL: 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.
PHIL: 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 a few million credits.
CLEO: This is dumb. This is a dumb game.
WARDEN: So Phil, you want to open one?
What’s everyone else doing?
CLEO: If I can see that Phil is doing it, I’m
gonna try to stop him, physically if I have to.
WARDEN: Are y’all okay with a little PVP
(Player vs. Player) here?
PHIL: Yeah, if I’m legit being annoying, please
let me know and I’ll cut it out.
CLEO: No, no this is good. I’m good. Thanks
for checking.
PHIL: Perfect, because I want to look inside
these jars real bad.
CLEO: Yeah, I’m down for a little tussle over
the goo jars if you are.
PHIL: Rock. Yeah, let’s do it.
KNOX: Whatever y’all do, do it quick. I don’t
like being in here.
WARDEN: Okay, Phil you’re reaching for the
jars, you’re just, what, like, opening them
straight up?
PHIL: I’m probably taking my sweet time,
looking at the carvings, muttering about the
importance of the findings, just nerd stuff.
36
EXAMPLE OF PLAY
WARDEN: Okay, and Cleo you’re just going to
like, tackle him?
CLEO: 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, Phil you’re studying and then
boom, Cleo’s boot clamps down on the lid
and you see her gun pointing at you. Go
ahead and make a Fear Save for me.
PHIL: Yeah, fair. 23. Success.
WARDEN: Okay, so you see her and you’re
just not that impressed I guess.
PHIL: 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 still going for it?
PHIL: 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. We could sell them! I know a guy.”
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.
CLEO: Can I see that happening?
WARDEN: I think probably you’re paying
attention to Phil, 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.
Cleo, you see that one of the urns near him
is emitting some kind of gas.
CLEO: I’m wearing a hazard suit, by the way.
PHIL: Stop bragging.
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.
PHIL: Alright, yeah. We can leave. I’m good.
37
EXAMPLE OF PLAY
38
PORTS
When you’re in need of a place to repair, refuel, and catch a little R&R, you’ll want to dock at your
nearest port. While in port you can buy and sell equipment, look for work, buy a ticket or charter a
vehicle, or take some much needed Shore Leave.
Read more about Shore Leave on pg. XX.X
XX.X PORT CLASSES
There are five basic classes of Port based on their safety, importance, and affluence.
• X-Class Ports: Notorious criminal settlements and pirate bases. X-Class ports are beyond the
reach of the Company, making them much more free and much more dangerous.
• 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 backworld, minimally
staffed and 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 galaxy spinning.
• A-Class Ports: Overpopulated metropoles, trading centers, and powerbrokers. A-Class Ports
house millions and contain everything you’d expect to find in a global city, and more if you know
where to look.
• S-Class Ports: Luxurious pleasure spas and restricted-access palacial estates of the
uber‑wealthy. S-Class Ports are the rare gems of the void. Heavily guarded, invite only.
While Ports are generally locations capable of docking a ship, these classes can be used to
designate planetside cities (or even districts or neighborhoods) for the purposes of Shore Leave.
Surviving on the Rim is tough, but those who do come out even tougher. Between contracts, if you have
some extra credits, you can take Shore Leave and attempt to convert your accumulated Stress into
improved Saves.
XX.X HOW DO I TAKE SHORE LEAVE?
You can take Shore Leave at any relatively safe Port.
1. Pay the Shore Leave costs.
Every port charges a different amount for Shore
Leave based on the different amenities and
activities it has to offer.
2. Make a Sanity Save.
In order to process your Stress into something
useful, make a Sanity Save:
• Success: you convert some of your Stress
into improved Saves. Each port converts a
different amount of Stress as shown in the table.
Whatever Stress you don’t convert is relieved,
setting you back to your Minimum Stress.
• Critical Success: You convert the maximum
amount of Stress allowed at that port into
improved Saves and relieve the remainder.
• Failure: You don’t convert any Stress, but you
relieve all of your Stress, setting you back to
your Minimum Stress. Then, gain a Stress for
failing your Sanity Save.
• Critical Failure: You don’t convert or relieve
any Stress. Make a Panic Check.
3. Convert Stress into Saves.
For every point of Stress you convert, you can
improve any Save by one. You can divide this
improvements up however you want.
XX.X HOW LONG IS SHORE LEAVE?
You need something between a long weekend and
a two-week vacation (roughly 2d10 days) to get
the benefits of Shore Leave. Any less time and
you may incur penalties at the Warden’s discretion.
What happens on Shore Leave?
Shore Leave can be as detailed or abstract as
your group prefers. You might play out the entire
time with different leisure activies, social scenarios,
and costs associated with it, or you could just roll
once and head out. Groups that like a little buffer
between horrific adventures might appreciate the
break with some “slice of life” sessions.
39
SHORE LEAVE
SHORE LEAVE COSTS
PORT COST STRESS CONVERTED
X-CLASS 1d100 x 10kcr 2d10 [+]
C-CLASS 2d10 x 100cr 1d5
B-CLASS 2d10 x 1kcr 1d10
A-CLASS 2d10 x 10kcr 2d10
S-CLASS 2d10 x 100kcr All
Example: Shore Leave at Anarene’s Folly
WARDEN: Alright, so Knox and Cleo make it
back to Anarene’s Folly. Phil, you probably
should roll up a new character unless you
want to keep playing that marine.
PHIL: I’ll just play this guy, but I’m going to
rename him “Jasper.”
WARDEN: You do that. Do you guys want
to take Shore Leave? Anarene’s Folly is a
C-Class station, so there’s not a lot to do, but
they can still get you pretty hammered.
CLEO: What’s Shore Leave cost here? I didn’t
make hardly anything on this job.
WARDEN: You can just like, fuck off for a few
days for about 100cr a pop and convert
a Stress or two. Or there’s a game of
Megadamage going on you might be able to
get into. If you spend the week doing that it’ll
be 1000cr, but you could potentially convert
something like 1d5 Stress.
KNOX: I’ve only got 500cr but I’m at 10 Stress,
so I need to do something!
PHIL: My guy can lend you money, he’s got
like 10kcr after selling that jar.
WARDEN: Yeah, but your guy died, they don’t
have access to his credits.
PHIL: Oh shit. What?
CLEO: Could we like, uh, hack it?
WARDEN: You could try! It would be like
hacking into his bank account essentially. If
you fail, the Company might find out.
CLEO: And we could use that money to do a
bigger Shore Leave.
PHIL: Five bucks my password is “password.”
WARDEN: I’ll give that a 25% chance if ya’ll
want to try it.
At most ports throughout the rim 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 better be careful, since 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.
• Max Wounds: Contractors don’t track their
Health per Wound. Instead, any Damage they take
counts as a Wound. If they take more than their
Maximum Wounds they die.
• Loyalty: Loyalty is a Save, and 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, but
on a failure they help themselves out. Each
contractor starts with a Loyalty Save of
2d10+10, rolled after they are hired.
• Motivation: A contractor’s motivation always
supersedes any sense of loyalty to the crew
they may have. You don’t need to roll up a motivation
for every contractor, just notable ones.
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 a 1 month
down payment. Additionally, they usually demand
hazard pay any time they engage in any lifethreatening
danger as a result of the job. Nonpayment
or partial payment results in a Loyalty
Save [-]. Finally, Contractors always indicate a
beneficiary who will seek any payments owed them in the event of their death.
Read more about Hazard Pay on pg. xx.x
40
CONTRACTORS
Who controls the Contractor?
Contractors should generally be controlled
by the player who hired them or by any
player who doesn’t have a character present
in the scene currently. This helps keep
everyone engaged.
Replacement Characters
Contractors make great replacement
characters, if and when your character
dies or becomes otherwise incapacitated
or unusable. Simply roll up the their Stats
as normal, dropping Instinct and rerolling
Combat. They may have lower Stats than
the Contractor originally had, but this is okay,
because they’ll also have Skills now to help
make up the difference.
41
CONTRACTORS
XX.X IMPROVING LOYALTY
Contractors who survive a job and are paid in
full increase their Loyalty by 1. Increases of
1d5 or 1d10 should be reserved for extreme
circumstances (like saving the Contractor’s life
or splitting large paydays with them).
Motivation
Not all Contractors need a motivation, but
those who do will always fail Loyalty Saves
when the two come in conflict.
XX.X EQUIPPING CONTRACTORS
Contractors generally have the basics tools,
weapons, and armor required to do their
job. If necessary, you can roll a Loadout for
them to see what they have on them.
Read more about Loadouts on pg. xx.x
CONTRACTORS
D100 OCCCUPATION SALARY COMBAT INSTINCT MAX WOUNDS RANDOM MOTIVATION
00 Archaeologist 1kcr 20 15 1 Secretely investigating a Corporate cover-up.
01-09 Asteroid Miner 2kcr 25 25 2 Sending money back home to family.
10-19 Android 2.5kcr 20 35 2 Needs to pay off a loan shark badly.
20-24 Bodyguard 2kcr 30 25 2 Can’t stop in one place for too long, gets restless.
25-29 Captain 8kcr 30 40 3 Hears a call from an entity they can’t explain.
30-34 Chaplain 200cr 10 20 2 Using you/your ship to smuggle contraband.
35-39 Corporate Fixer 5kcr 15 30 1 Revenge.
40-44 Doctor 6kcr 15 25 1 Secretely a con artist with no other expertise.
45-49 Engineer 4kcr 20 25 2 Paying a loved one’s medical bills.
50-54 Gunner 1.5kcr 30 25 2 Secretely a spy for a rival corporation.
55-59 Marine (Grunt) 1.5kcr 30 25 2 Need to pay off jumped bail or a court fine.
60-64 Marine (Officer) 2.5kcr 35 35 3 Undercover secret police investigating your crew.
65-69 Pilot 3kcr 15 25 1 In huge debt to a powerful crime syndicate.
70-74 Pioneer 500cr 25 25 1 Took the money and ran out on their last job.
75-79 Scientist 1.5kcr 15 10 1 Family member held hostage, needs ransom.
80-84 Survival Guide 2kcr 30 35 2 Secretly a bounty hunter looking for your crew.
85-89 Surgeon 7kcr 15 20 1 Seeking an honorable and glorious death.
90-94 Teamster 1.5kcr 25 25 1 Unknowingly contagious with a deadly disease.
95-98 Therapist 1kcr 10 20 1 Escaped from a corporate research facility.
99 Void Urchin 100cr 30 40 2 Secretely a wanted serial killer in hiding.
4. ROLL 1D10+10 FOR YOUR HEALTH.
Starts at 2.
HEALTH
Current Maximum
WOUNDS
Current Maximum
PERSONAL DETAILS
Character Name
Pronouns
Personal Notes
MOTHERSHIP®
CHARACTER PROFILE
STRENGTH SPEED INTELLECT COMBAT
1. ROLL 2D10+25 FOR EACH STAT.
SANITY FEAR BODY
2. ROLL 2D10+10 FOR EACH SAVE.
5. GAIN
STRESS.
STRESS
Current Minimum
Starts at 2.
8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.
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.
Player Name High Score
CREDITS 2D10X10
ARMOR POINTS
ver5.11
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
TEAMSTER
+5 TO ALL STATS
+10 TO ALL SAVES
SCIENTIST
+10 INTELLECT
+5 TO 1 STAT
+30 SANITY SAVE
ANDROID
+20 INTELLECT
-10 TO 1 STAT
+60 FEAR SAVE
+1 MAX WOUNDS
pg. xx.x pg. xx.x pg. xx.x
MARINE
+10 COMBAT
+10 BODY SAVE
+20 FEAR SAVE
+1 MAX WOUNDS
You start at your
Maximum Health with zero
Wounds. Whenever your
Health falls below zero,
you suffer a Wound. Reset
your Health to it’s
Maximum, minus any
carryover damage.
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
TRAINED SKILLS
(+10 BONUS)
EXPERT SKILLS
(+15 BONUS)
MASTER SKILLS
(+20 BONUS)
CHEMISTRY
ATHLETICS
RIMWISE
THEOLOGY
ARCHAEOLOGY
ART
MATHEMATICS
ZERO-G
COMPUTERS
JURY-RIGGING
INDUSTRIAL
EQUIPMENT
GEOLOGY
BOTANY
ZOOLOGY
LINGUISTICS
PHARMACOLOGY
WILDERNESS
SURVIVAL
HAND-TO-HAND
COMBAT
FIREARMS
PHYSICS
PILOTING
HACKING
MECHANICAL
REPAIR
ASTEROID MINING
ECOLOGY
FIELD
MEDICINE
PATHOLOGY
PSYCHOLOGY
HYPERSPACE
ARTIFICIAL
INTELLIGENCE
ENGINEERING
ROBOTICS
CYBERNETICS
COMMAND
PLANETOLOGY
SURGERY
EXOBIOLOGY
SOPHONTOLOGY
EXPLOSIVES
XENOESOTERICISM
MILITARY
TRAINING
MYSTICISM
MARINE
Military Training, Athletics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
ANDROID
Linguistics, Computers,
Mathematics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
SCIENTIST
1 Master Skill and an
Expert and Trained Skill
Prerequisite.
Bonus: 1 Trained Skill
TEAMSTER
Industrial Equipment,
Zero-G
Bonus: 1 Trained Skill
and 1 Expert Skill.
To take a Master or Expert Skill you must first take at least one of its prerequisite skills.
CONDITIONS
SKILL TRAINING
In Progress Time Remaining
HOW TO PLAY MOTHERSHIP®
Stat Checks
Roll d100 less than your
Strength, Speed, Intellect,
or Combat to accomplish
your task, otherwise fail
and gain 1 Stress.
A roll of 90-99 is always
considered a failure.
Saves
Roll d100 less than your
Sanity, Fear, or Body to
avoid danger, otherwise fail
and gain 1 Stress.
A roll of 90-99 is always
considered a failure.
Panic Checks
When the worst has
happened, to avoid
Panicking, roll the Panic
Die (1d20) greater than
your current Stress or
else Panic.
Panic Table pg. xx.x
Skills
If you have a Skill relevant
to the task at hand, you
can add its Skill Bonus to
your Stat before rolling a
Stat Check.
• Trained Skills: +10
• Expert Skills: +15
• Master Skills: +20
Advantage &
Disadvantage
If you have a situational
Advantage [+], roll the
dice twice and take the
best result.
If you have a situational
Disadvantage [-], roll the
dice twice and take the
worst result.
Criticals
Whenever you roll doubles
on d100, the result is
special. If the result is a
success it’s a Critical
Success and something
very good happens. If the
result failed it’s a Critical
Failure, something bad
happens, and you must
make a Panic Check.
VIOLENCE
Damage & Wounds
Whenever you take
Damage, reduce your
health by that amount. If
your health is reduced
to zero, you gain a
Wound and roll on the
Wounds Table.
Wounds Table
pg. xx.x
Armor & Cover
You can ignore any
Damage less than the AP
of your armor + cover. Any
Damage greater than that
value destroys the armor
or cover and carries over.
See Armor &
Cover pg. xx.x
Death
Whenever you take
more than your
Maximum Wounds,
make a Death Check.
Death Check
pg. xx.x
Range
To learn to play visit mothershiprpg.com/learn
Adjacent
It can touch you.
Less than 1m / 3 ft.
Close
It can get to you.
Roughly 5-10m /
15-30 ft.
Long Range
It can shoot you.
Roughly 20-100m /
50-300 ft.
Out Of Range
You can hear them
scream. More than
100m / 300 ft.
WEAPONS & DAMAGE
WEAPON COST RANGE DAMAGE SHOTS WOUND SPECIAL
Ammo 50cr N/A N/A Per magazine/container.
Boarding Axe 150cr Adjacent 2d10 DMG [+] N/A Gore [+]
Combat Shotgun 1,400cr Close 1 Wound 4 Gunshot 1d10 DMG at Long Range.
Crowbar 50cr Adjacent 1d5 DMG N/A Blunt Force [+]
Flamethrower 2kcr Close 1 Wound 4 Fire/Explosives
[+]
If liquid fuel tank is destroyed,
1 Wound to all Close.
Flare Gun 85cr Long 1d5 DMG 2 Fire/Explosives
[-]
High intensity flare visible day and night
from Long Range.
Foam Gun 275cr Close 1 DMG 3 Blunt Force Body Save or become stuck.
Strength Check [-] to escape.
Frag Grenade 70cr ea. Long 1d5-1 Wounds 1 Fire/Explosives All Close must Body Save to avoid.
Hand Welder 250cr Adjacent 1d10 DMG N/A Bleeding Can cut through airlock doors.
General-Purpose
Machine Gun 1,800cr Long 4d10 DMG [+] 5 Gunshot [+] Two-handed. Heavy. Barrel can be
maneuvered to fire around corners.
Laser Cutter 1,200cr Long 1d100 DMG 6 Bleeding [+]
orGore [+]
Two-handed. Heavy. Must recharge
between shots. Reload: 1hr (power), 6hr
(solar).
Nail Gun 150cr Close 1d5 DMG 32 Bleeding
Pulse Rifle 2,000cr Long 3d10 DMG 5 Gunshot Pump-action grenade launcher holds x3
frag grenades.
Revolver 750cr Close 1d10 DMG [+] 6 Gunshot
Rigging Gun 350cr Close 1d10 DMG
+ 2d10 DMG when removed 1 Bleeding [+] 100m microfilament.
Body Save or become entangled.
Scalpel 50cr Adjacent 1d5 DMG N/A Bleeding [+]
Smart Rifle 12kcr Long 1d10x10 DMG 3 Gunshot [+] Two-handed. Heavy. If not braced/prone
when firing, Body Save or be knocked down.
SMG 1,200cr Long 2d10 DMG 4 Gunshot Can be held one-handed.
Stun Baton 115cr Adjacent 1d5 DMG N/A Blunt Force Body Save or stunned 1 round.
Tranq Pistol 850cr Close 1 DMG 6 Blunt Force If DMG dealt: target must Body Save or
be unconscious 1d10 rounds.
Unnarmed Free Adjacent Str/10 DMG N/A Blunt Force
Vibechete 500cr Adjacent 3d10 DMG N/A Bleeding +
Gore
When dealing a Wound, roll on BOTH the
Bleeding AND Gore columns.
ARMOR
ARMOR COST AP O2 SUPPLY SPEED SPECIAL
Standard Crew Attire
Coveralls, leather jacket, basic clothing
worn by spacecraft crews.
20cr 1 None Normal
Vaccsuit
Worn while operating in outer space. 1,000cr 3 12 hrs [-] Includes short-range comms, headlamp, and radiation
shielding. Decompression within 1d5 rounds if punctured.
Hazard Suit
Environmental protection while
exploring unknown planets.
750cr 5 1 hr Normal
Includes air filter, extreme heat/cold protection,
hydration reclamation (1L of water lasts 4 days),
short-range comms, headlamp, and radiation shielding.
Standard Battle Dress
Lightly-plated armor worn by most
marines.
750cr 7 None Normal Includes short-range comms.
Advanced Battle Dress
Heavy armor for marines deployed in
high combat offworld engagements.
1,500cr 10 1 hr [-]
Includes short-range comms, body cam, headlamp, HUD,
exoskeleton weave ([+] on Strength Checks), and radiation
shielding. Ignores the first Wound you suffer.
Created by SEAN McCOY Edited by JARRETT CRADER
Developed by DONN STROUD, NICK REED, TYLER KIMBALL, FIONA MAEVE GEIST, and LUKE GEARING
Illustrated by RYAN BARRY, JAN BURAGAY, ABE CERDA, JOTA CRAVO, DANIEL FRANCISCO, DAVID HOSKINS, PATRICK LOVELAND,
SEAN McCOY, and ZACH HAZARD VAUPEN
Panic Consulting by CAITLIN JONES and WENDY PIPPIE
Special thanks to ALAN GERDING, REECE CARTER, MATT KELLEY, THE MOTHERSHIP DISCORD,
and as always LINDSAY, LANGSTON, and JUNIPER
Copyright © 2023 Tuesday Knight Games, LLC | First Edition, v0.10
tuesdayknightgames.com mothershiprpg.com
CONTENT WARNING
Mothership® is a horror game for mature audiences. It contains violence, foul
language, some sexual content, drug use, and depictions of mental illness, trauma,
stress, and panic that may not be suitable for all audiences. Please be advised.
4. ROLL 1D10+10 FOR YOUR HEALTH.
Starts at 2.
HEALTH
Current Maximum
WOUNDS
Current Maximum
PERSONAL DETAILS
Character Name
Pronouns
Personal Notes
MOTHERSHIP®
CHARACTER PROFILE
STRENGTH SPEED INTELLECT COMBAT
1. ROLL 2D10+25 FOR EACH STAT.
SANITY FEAR BODY
2. ROLL 2D10+10 FOR EACH SAVE.
5. GAIN
STRESS.
STRESS
Current Minimum
Starts at 2.
8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.
6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE.
ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS.
TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
Player Name High Score
CREDITS 2D10X10
ARMOR POINTS
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
TEAMSTER
+5 TO ALL STATS
+10 TO ALL SAVES
SCIENTIST
+10 INTELLECT
+5 TO 1 STAT
+30 SANITY SAVE
ANDROID
+20 INTELLECT
-10 TO 1 STAT
+60 FEAR SAVE
+1 MAX WOUNDS
pg. xx.x pg. xx.x pg. xx.x
MARINE
+10 COMBAT
+10 BODY SAVE
+20 FEAR SAVE
+1 MAX WOUNDS
You start at your
Maximum Health with zero
Wounds. Whenever your
Health falls below zero,
you suffer a Wound. Reset
your Health to its
Maximum, minus any
carryover damage.
Lilith
they/them
cleo 0
35 41 32 36
25 29 34
3
patch: “mama tried”
trinket: spiked bracelet 40cr
32 years old
wife on
ypsilon-14
vaccsuit, laser cutter (1w dmg),
patch kit, extra battery
13 13 0 2 2 2
Welcome to Mothership®, the
sci-fi horror RPG where you
and your crew try to survive
in the most inhospitable
environment in the universe:
outer space! You’ll excavate
dangerous derelict spacecraft,
explore strange unknown
worlds, encounter hostile alien
life and examine the horrors
encroaching upon your every
move. Let’s get started!
The character sheet at the
back of this book has all the
instructions for how to create
your character. All you need to
do is follow the numbered steps
in each box until you’ve filled
everything in.
STEP 1. ROLL STATS
You have four Stats: Strength,
Speed, Intellect, and Combat,
representing how well you act
under extreme pressure. Roll
2 ten-sided dice (2d10), add
them together, then add 25.
Record the results for each
Stat.
A Stat of 35 is about average,
but don’t get too hung up on
your numbers right now.
Read about Stats on pg. XX.X
STEP 2. ROLL SAVES
Your three Saves are Sanity,
Fear, and Body, representing
how resistant and reactive you
are to different kinds of trauma
and danger.
Roll 2 ten-sided dice (2d10),
add them together, then add
10. Record the results for
each Save.
Read about Saves on pg. xx.x
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 crewmembers with their cold inhumanity.
• Scientists are doctors, researchers, and 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.
4
HOW TO MAKE YOUR CHARACTER
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
TRAINED SKILLS
(+10 BONUS)
EXPERT SKILLS
(+15 BONUS)
MASTER SKILLS
(+20 BONUS)
CHEMISTRY
ATHLETICS
RIMWISE
THEOLOGY
ARCHAEOLOGY
ART
MATHEMATICS
ZERO-G
COMPUTERS
JURY-RIGGING
INDUSTRIAL
EQUIPMENT
GEOLOGY
BOTANY
ZOOLOGY
LINGUISTICS
PHARMACOLOGY
WILDERNESS
SURVIVAL
HAND-TO-HAND
COMBAT
FIREARMS
PHYSICS
PILOTING
HACKING
MECHANICAL
REPAIR
ASTEROID MINING
ECOLOGY
FIELD
MEDICINE
PATHOLOGY
PSYCHOLOGY
HYPERSPACE
ARTIFICIAL
INTELLIGENCE
ENGINEERING
ROBOTICS
CYBERNETICS
COMMAND
PLANETOLOGY
SURGERY
EXOBIOLOGY
SOPHONTOLOGY
EXPLOSIVES
MYSTICISM XENOESOTERICISM
MILITARY
TRAINING
MARINE
Military Training, Athletics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
ANDROID
Linguistics, Computers,
Mathematics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
SCIENTIST
1 Master Skill and an
Expert and Trained Skill
Prerequisite.
Bonus: 1 Trained Skill
TEAMSTER
Industrial Equipment,
Zero-G
Bonus: 1 Trained Skill
and 1 Expert Skill.
To take a Master or Expert Skill you must first take at least one of its prerequisite Skills.
CONDITIONS
SKILL TRAINING
In Progress Time Remaining
STEP 5. GAIN STRESS
Your current Stress and
Minimum Stress both start at 2.
STEP 6. NOTE YOUR
TRAUMA RESPONSE
Each class deals with Stress
and Panic differently, which
comes into play later in the
game. Mark your Trauma
Response for future reference.
STEP 7. CHOOSE SKILLS
Each class comes preloaded
with relevant Skills, which help
characters perform better at
different challenges. Additionally,
each class has a number of
bonus Skills to select now. In
order to choose a Skill you need
to have at least one prerequisite
Skill (a Skill that has an arrow
pointing from it) first.
Read about Skills on pg. x.x.
STEP 8. ROLL LOADOUT,
TRINKET & PATCH
Roll for a Loadout based on your
class on page xx.x.
Roll your Loadout on pg. xx.x.
Roll for a Trinket and a Patch on
pages xx.x.
Roll a Trinket & Patch on pg. xx
Finally, roll 2d10 and multiply it
by 10 for your starting Credits.
STEP 9. FINISHING
Write your name and
pronouns. Mark a zero above
High Score. You’re now ready
to play your first session of
Mothership®!
5
CHARACTER CREATION
Classes broadly define
character backgrounds (e.g.,
scientists know basic info about
most scientific disciplines). We’ll
get into specialities in Step 7
when choosing Skills.
Mark your class in the circle
provided, then alter your Stats
and Saves accordingly.
STEP 4. ROLL HEALTH
Each class can only suffer a
certain number of Wounds
before they die. You gain a
Wound whenever your health
reaches zero. Roll 1d10+10 for
your Maximum Health and mark
it on your sheet.
6
CREDITS
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.
Read more about Loadouts on pg. xx.x
MARINE LOADOUTS
D10 LOADOUT
0 Tank Top and Camo Pants (AP 1),
Combat Knife (as Scalpel DMG [+]), Stimpak x1
1 Advanced Battle Dress (AP 10),
Flame Thrower, Boarding Axe
2 Standard Battle Dress (AP 7),
Combat Shotgun (4 rounds), Rucksack, Camping Gear
3 Standard Battle Dress (AP 7),
Pulse Rifle (3 mags), Infrared Goggles
4 Standard Battle Dress (AP 7),
Smart Rifle (3 mags), Binoculars, Personal Locator
5 Standard Battle Dress (AP 7), SMG (3 mags), MRE x7
6 Fatigues (AP 2),
Combat Shotgun (2 rounds), Dog, Leash, Tennis Ball
7 Fatigues (AP 2), Revolver (12 rounds), Single Frag Grenade
8 Dress Uniform (AP 1), Revolver (1 round), Challenge Coin
9 Advanced Battle Dress (AP 10), General-Purpose Machine
Gun (1 can of ammo), HUD
ANDROID LOADOUTS
D10 LOADOUT
0 Vaccsuit (AP 3),
Smart Rifle (2 mags), Infrared Goggles, Mylar Blanket
1 Vaccsuit (AP 3),
Revolver (12 rounds), Long-range Comms, Satchel
2 Hazard Suit (AP 5),
Revolver (6 rounds), Defibrillator, First Aid Kit, Flashlight
3 Hazard Suit (AP 5), Foam Gun (2 charges), Sample Collection
Kit, Screwdriver (as Assorted Tools)
4 Standard Battle Dress (AP 7), Tranq Pistol (3 shots),
Paracord (100m)
5 Standard Crew Attire (AP 1), Stun Baton, Small Pet
6 Standard Crew Attire (AP 1), Scalpel, Bioscanner
7 Standard Crew Attire (AP 1), 1 Frag Grenade, Pen Knife
8 Manufacturer Supplied Attire (AP 1),
1 Jump-9 Ticket (destination blank)
9 Corporate Attire (AP 1),
VIP Corporate Key Card
Your Loadout contains the weapons, armor, and other gear you start with. Roll 1d10 on your class’s
table to find out what your Starting Loadout is, 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 items not described in the Equipment section. Use common sense to determine their use.
SCIENTIST LOADOUTS
D10 LOADOUT
0 Hazard Suit (AP 5), Tranq Pistol (3 shots),
Bioscanner, Sample Collection Kit
1 Hazard Suit (AP 5), Flamethrower (1 charge),
Pain Pills, Electronic Tool Set
2 Vaccsuit (AP 3), Rigging Gun, Sample Collection Kit,
Flashlight, Lab Rat (small pet)
3 Vaccsuit (AP 3), Foam Gun (2 charges), Foldable Stretcher,
First Aid Kit, Radiation Pills
4 Lab Coat (AP 1), Screwdriver,
Medscanner, Vaccine (1 dose)
5 Lab Coat (AP 1), Cybernetic Diagnostic Scanner,
Portable Computer Terminal
6 Scrubs (AP 1), Scalpel, Automed x6,
Oxygen Tank with Filter Mask
7 Scrubs (AP 1), Vial of Acid, Mylar Blanket, First Aid Kit
8 Standard Crew Attire (AP 1), Utility Knife (as Scalpel),
Cybernetic Diagnostic Scanner, Duct Tape
9 Civilian Clothes (AP 1), Briefcase, Prescription Pad,
Fountain Pen (Poison Injector)
TEAMSTER LOADOUTS
D10 LOADOUT
0 Vaccsuit (AP 3), Laser Cutter (1 extra battery),
Patch Kit, Toolbelt with assorted tools.
1 Vaccsuit (AP 3), Revolver (6 rounds),
Crowbar, Flashlight
2 Vaccsuit (AP 3), Rigging Gun, Shovel, Salvage Drone
3 Hazard Suit (AP 5), Vibechete, Spanner,
Camping Gear, Water Filter
4 Heavy Duty Work Clothes (AP 2), Explosives & Detonator,
Cigarettes
5 Heavy Duty Work Clothes (AP 2), Drill (as Assorted Tools),
Paracord (100m), Drone
6 Standard Crew Attire (AP 1),
Combat Shotgun (4 rounds), Extension Cord (20m), Cat
7 Standard Crew Attire (AP 1), Nail Gun (32 rounds), Head
Lamp, Toolbelt with assorted tools, Lunch Box
8 Standard Crew Attire (AP 1), Flare Gun (2 rounds), Water
Filter, Personal Locator, Subsurface Scanner
9 Lounge Wear (AP 1),
Crowbar, Pain Pills, Six Pack of Beer
7
LOADOUTS
8
TRINKETS
D100 TRINKETS
00 Manual:
PANIC: Harbinger of Catastrophe 34 Pendant: Shell Fragments
Suspended in Plastic 67 Coffee Cup, Chipped, reads:
HAPPINESS IS MANDATORY
01 Antique Company Script
(Asteroid Mine) 35 Pamphlet: Zen and the Art of
Cargo Arrangement 68 Manual: Moonshining
With Gun Oil & Fuel
02 Manual:
SURVIVAL: Eat Soup With a Knife 36 Pair of Shot Glasses
(Spent Shotgun Shells) 69 Miniature Chess Set,
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 Pamphlet: The Relic of Flesh 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 Sculpture 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 x 10m Tarp
23 Bunraku Puppet 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,
Well-thumbed 99 Interstellar Compass,
33 Pills: Areca Nut Always Points to Homeworld
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.
9
PATCHES
D100 PATCHES
00 “I’m Not A Rocket Scientist /
But You’re An Idiot”
34 “I Like My Tools Clean /
And My Lovers Dirty”
67 “All Out of Fucks To Give”
(Astronaut with Turned Out Pockets)
01 Medic Patch
(Skull and Crossbones over Cross)
35 Pin-Up Model (Nurse): “The Louder You
Scream the Faster I Come”
68 “Travel To Distant Places /
Meet Unusual Things / Get Eaten”
02 “Don’t Run You’ll Only Die Tired”
Backpatch
36 HMFIC
(Head Mother Fucker In Charge)
69 BOHICA
(Bend Over Here It Comes Again)
03 Red Shirt Logo 37 Dove in Crosshairs 70 “I Am My Brother’s Keeper”
04 Blood Type (Reference Patch) 38 Chibi Cthulhu 71 “Mama Tried”
05 “Do I LOOK Like An Expert?” 39 “Welcome to the DANGER ZONE” 72 Black Widow Spider
06 Biohazard Symbol 40 Skull and Crossed Wrenches 73 “My Other Ride Married You”
07 Mr. Yuck 41 Pin-Up Model (Succubus) 74 “One Size Fits All” (Grenade)
08 Nuclear Symbol 42 “DILLIGAF?” 75 Grim Reaper Backpatch
09 “Eat The Rich” 43 “DRINK / FIGHT / FUCK” 76 отъебись (Get Fucked, Russian)
10 “Be Sure: Doubletap” 44 “Work Hard / Party Harder” 77 “Smooth Operator”
11 Flame Emoji 45 Mudflap Girl 78 Atom Symbol
12 Smiley Face (Glow in the Dark) 46 Fun Meter (reads: Bad Time) 79 “For Science!”
13 “Smile: Big Brother is Watching” 47 “GAME OVER” (Bride & Groom) 80 “Actually, I AM A Rocket Scientist”
14 Jolly Roger 48 Heart 81 “Help Wanted”
15 Viking Skull 49 “IMPROVE / ADAPT / OVERCOME” 82 Princess
16 “APEX PREDATOR” (Sabertooth Skull) 50 “SUCK IT UP” 83 “NOMAD”
17 Pin-Up Model (Ace of Spades) 51 “Cowboy Up” (Crossed Revolvers) 84 “GOOD BOY”
18 Queen of Hearts 52 “Troubleshooter” 85 Dice (Snake Eyes)
19 Security Guard 53 NASA Logo 86 “#1 Worker”
20 “LONER” 54 Crossed Hammers with Wings 87 “Good” (Brain)
21 Front Towards Enemy (Claymore Mine) 55 “Keep Well Lubricated” 88 “Bad Bitch”
22 Pin-Up Model (Riding Missile) 56 Soviet Hammer & Sickle 89 “Too Pretty To Die”
23 FUBAR 57 “Plays Well With Others” 90 “Fuck Forever” (Roses)
24 “I’m A (Love) Machine” 58 “Live Free and Die” 91 Icarus
25 Pin-Up Model (Mechanic) 59 “IF I’M RUNNING KEEP UP” Backpatch 92 ”Girl’s Best Friend” (Diamond)
26 HELLO MY NAME IS: 60 “Meat Bag” 93 Risk of Electrocution Symbol
27 “Powered By Coffee” 61 “I Am Not A Robot” 94 Inverted Cross
28 “Take Me To Your Leader” (UFO) 62 Red Gear 95 “Do You Sign My Paychecks?” Backpatch
29 “DO YOUR JOB” 63 “I Can’t Fix Stupid” 96 “I ♥ Myself”
30 “Take My Life (Please)” 64 “Space IS My Home” (Sad Astronaut) 97 Double Cherry
31 “Upstanding Citizen” 65 All Seeing Eye 98 “Volunteer”
32 Allergic To Bullshit (Medical Style Patch) 66 Poker Hand: Dead Man’s Hand* 99 “Solve Et Coagula” (Baphomet)
33 “Fix Me First” (Caduceus) *Aces Full Of Eights
Roll on this table during character creation to find a patch that you have sewn on your clothing or gear.
Whether this patch has significant meaning or not is entirely up to you.
10
EQUIPMENT
ITEM COST DESCRIPTION
Assorted Tools 20cr Wrenches, spanners, screwdrivers, etc. Can be used as weapons (doing the same Damage as a Crowbar).
Automed (x5) 1.5kcr Nanotech pills that assist your body in repairing Damage by granting Advantage to Body Saves meant to repel
disease and poison, as well as attempts to heal from rest.
Binoculars 300cr 20x magnification. Add night vision (+300cr) or thermal vision (+1kcr).
Bioscanner 150cr Allows the user to scan the immediate area for signs of life. Generally can scan for 100m in all directions,
without being blocked by most known metals. Can tell the location of signs of life, but not what that life is.
Body Cam 50cr A camera worn on your clothing that can stream video back to a control center so your other crewmembers can
see what you’re seeing. Add thermal vision (+300cr) or night vision (+1kcr).
MoHab Unit 1kcr Tent, canteen, stove, rucksack, compass, and sleeping bag.
Chemlight (x5) 5cr Small disposable glowsticks capable of dim illumination in a 1m radius.
Crowbar 25cr Grants Advantage on Strength Checks to open jammed airlocks, lift heavy objects, etc.
Cybernetic Diagnostic
Scanner 500cr Allows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental
issues they may be having. Often distrusted by androids.
Drone (Recon) 5kcr
Remote controlled drone. Requires two hands to operate receiver. Can fly up to 450m high, to a distance of
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,
radio jammer, Geiger counter, medscanner, personal locator, infrared goggles, emergency
beacon, cybernetic diagnostic scanner, bioscanner.
Drone (Salvage) 10kcr
Remote controlled drone. Requires two hands to operate receiver. Can fly up to 10m high, to anywhere Long
Range from the operator. Battery operated. Can run for 2 hours. Can record and transmit footage to receiver.
Can be equipped with a laser cutter if purchased separately. Can carry up to 225kg.
Exoloader 100kcr Open-air mechanical exo-skeleton used for heavy lifting (up to 5000kg). Loader claws deal 1 Wound. User can
only wear Standard Crew Attire or Standard Battle Dress while operating. Battery operated (48 hours of use).
Explosives &
Detonator 500cr Explosive charge powerful enough to blow open an airlock. All Close organisms must make a Body Save or
take a Wound (Explosive). Detonator works at Long Range, but can be blocked by a radio jammer.
Electronic Tool Set 650cr A full set of tools for doing detailed repair or construction work on electronics.
Emergency Beacon 30cr A small device that sends up a flare and then emits a loud beep every few seconds. Additionally, sends out a
call on all radio channels to ships or vehicles in the area, but can be blocked by a radio jammer.
First Aid Kit 75cr An assortment of bandages and treatments to help stop bleeding, bandage cuts, and treat other minor injuries.
Flashlight 10cr Handheld or shoulder mounted. Illuminates 10m ahead of the user.
Foldable Stretcher 100cr Portable stretcher that can fit within a rucksack. Allows the user to safely strap down the patient and carry
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
(HUD) 75cr Often worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and
can connect to any smart-link upgaded weapon.
Infrared Goggles 100cr Allows the wearer to see heat signatures, sometimes up to several hours old. Add night vision for (+1kcr).
Jetpack 75kcr Allows wearer to fly up to 100m high. Fuel-operated for 1 hour. Deals 1d100 DMG if destroyed.
Personal Locator 45cr Allows crewmembers at a control center (or on the bridge of a ship) to track the location of the wearer.
Lockpick Set 40cr A highly advanced set of tools meant for hacking basic airlock and electronic door systems.
Long-range Comms 65cr Rucksack-sized communication device for use in surface-to-ship comunication.
Mag-boots 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.
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 kinds of gear and tools available to players at the start of the game.
11
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 Lightweight 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 Repairs punctured and torn vaccsuits, restoring their space readiness. Patched vaccsuits have an AP of 1.
Portable Computer
Terminal 1.5kcr Flat computer monitor, keyboard and interface which allows the user to hack into pre-existing computers and
networks, as well as perform standard computer tasks.
Radiation Pills (x5) 200cr Take 1d5 DMG and reduce your Radiation Level (see pg. xx.x) by 1 for 2d10 minutes.
Radio Jammer 175cr Rucksack-sized device 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
resurfacing. Can be connected to an oxygen tank.
Rucksack 50cr Large, durable, waterproof backpack.
Sample Collection 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.
Smart-link Add-On 10kcr Grants remote viewing, recording, and operation of a ranged weapon as well as +5 DMG to the weapon.
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 per hour from even the most brackish swamps.
Carrying Capacity
Use common sense to determine what you
can reasonably carry. For reference:
• The average person can carry about 1/4
their body weight.
• The average marine is expected to carry
between 90-160lbs in combat.
• Depending on your setting, androids may
be built to carry 1d5x that amount.
PETS
ORGANIC SYNTHETIC
Wounds: 1(10).
Instinct: 2d10+40
Wounds: 2(15)
Instinct: 2d10+30
1 Trained Skill. 2 Trained Skills or 1 Expert Skill.
[+] on Rest Saves. +5 to Rest Saves.
1 Stress whenever pet takes
Damage.
Sanity Save or 1 Stress whenever
pet takes Damage.
Panic Check if pet is killed.
Minimum Stress +1. 1 Stress if pet is destroyed.
XX.X PETS
Pets can be great companions, but failure to
protect them comes at a significant emotional cost.
F20 “ARBITER” P U L S E R I F L E 2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
3d10 DMG
5
Gunshot
Pump-action grenade launcher holds x3 frag grenades.
KANO X9 C O M B A T S H O T G U N 1.4KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 Wound
4
Gunshot
1d10 DMG at Long.
ARMA 29 S U B M A C H I N E G U N 1.2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
2d10 DMG
4
Gunshot
Can be held one-handed.
FN SLUG R E V O L V E R 750CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d10 DMG [+]
6
Gunshot
PEABODY F L A R E G U N 85CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
1d5 DMG
2
Fire/Explosives[-]
High intensity flare visible day
and night from Long.
D&C 7 T R A N Q P I S T O L 850CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 DMG
6
Blunt Force
If DMG dealt: target must Body Save
or be unconscious for 1d10 rounds.
SK 109 SEEKER S M A R T R I F L E 12KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
1d10x10 DMG
3
Gunshot [+]
Two-handed. Heavy. If not braced/prone when firing,
Body Save or be knocked down.
12
FIREARMS
HAN290 R I G G I N G G U N 350CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d10 DMG + 2d10 DMG when removed.
1
Bleeding [+]
100m micro-filament. Body Save or become entangled.
MNC MODE A L A S E R C U T T E R 1.2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Long
1d100 DMG
6
Bleeding [+] or Gore [+]
Two-handed. Heavy. Must recharge between shots.
Reload: 1hr (power), 6hr (solar).
RAMHORN 1 F L A M E T H R O W E R 2KCR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 Wound
4
Fire/Explosives [+]
If liquid fuel tank is destroyed, 1 Wound to all Close.
ROSCO SS6 N A I L G U N 150CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d5 DMG
32
Bleeding
HALLS B SERIES F O A M G U N 275CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1 DMG
3
Blunt Force
Body Save or become stuck. Strength Check [-]
to escape. Quick-hardening foam covers 1sqm.
EVA MK II H A N D W E L D E R 250CR
RANGE
DAMAGE
SHOTS
WOUND
SPECIAL
Close
1d10 DMG
Bleeding
Can cut through airlock doors.
13
INDUSTRIAL EQUIPMENT
14
ARMOR
ARMADYNE “HEAVY-K” ADVANCED BATTLE DRESS
ARMOR POINTS 10 Combat heavy attire for offworld engagements.
Heavy: Speed Checks at [-]. Ignores the first Wound you suffer.
AAVA TECH V-PATH 2 HAZARD SUIT
ARMOR POINTS 5 Designed for planetary
exploration and examination.
SHORT-RANGE COMMS
HEADLAMP
EXOSKELETAL WEAVE
Grants [+] to Strength checks.
AIR FILTER
Allows breathing in most toxic
environments and atmospheres.
OXYGEN SUPPLY
Stores up to 1 hour of O2.
ENVIRONMENTAL PROTECTION
Protects agains extreme heat, cold, and most radiation.
HYDRO RECLAMATION
1 liter of water lasts for 4 days.
BODY CAM
HEADS-UP
DISPLAY
RADIATION
SHIELDING
RADIATION
SHIELDING
15
ARMOR
SAATVAAN TEDCAHNRODLO CGRYEW 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 [-].
OXYGEN SUPPLY
Can be fitted with an Oxygen Tank for up
to 12 hours of O2 supply. Otherwise holds
1 hour of O2.
SHORT-RANGE COMMS
HEADLAMP X2
SHORT-RANGE COMMS
16
SAFETY INSTRUCTIONS
XX.X 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 punishing. If you’re fighting, you’re losing.
Violence is deadly, and should be avoided at all costs.
• The odds to be stacked against you: Rolls are punishing
in Mothership. Try to find ways to avoid rolling.
• To make difficult choices. Surviving the ordeal, solving
the mystery, or saving the day are often mutually exclusive.
• To pay attention. Stay focused and plug into the fictional
world. It will help you and everyone else get into the spirit of
the game and have a more immersive experience.
• 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.
17
HOW TO PLAY
XX.X DICE NOTATION
There are three ways we notate dice:
• 1d100 means to roll a pair of ten-sided
dice, where one die represents the tens
digit and the other represents the ones
digit, giving you a result between 00-99.
• xd10 means to roll a number of ten-sided
dice (e.g., 1d10, 2d10) and add them
together.
• We use a twenty-sided die (1d20) called
the Panic Die. You use this only to make
Panic Checks.
• Sometimes you’ll see a [+] or [-] next
to a roll (e.g., Fear Save [+] or 2d10 [-]).
If you see a [+] this means the roll has
Advantage while a [-] means the roll has
Disadvantage.
Read more about Advantage &
Disadvantage on pg. xx.x.
Player Supplies Checklist
4. ROLL 1D10+10 FOR YOUR HEALTH.
Starts at 2.
HEALTH
Current Maximum
WOUNDS
Current Maximum
PERSONAL DETAILS
Character Name
Pronouns
Personal Notes
MOTHERSHIP®
CHARACTER PROFILE
STRENGTH SPEED INTELLECT COMBAT
1. ROLL 2D10+20 FOR EACH STAT.
SANITY FEAR BODY
2. ROLL 2D10+10 FOR EACH SAVE.
5. GAIN
STRESS.
STRESS
Current Minimum
Starts at 2.
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
TRAINED SKILLS
(+10 BONUS)
EXPERT SKILLS
(+15 BONUS)
MASTER SKILLS
(+20 BONUS)
CHEMISTRY
ATHLETICS
RIMWISE
THEOLOGY
ARCHAEOLOGY
ART
MATHEMATICS
ZEROG
COMPUTERS
JURYRIGGING
INDUSTRIAL
EQUIPMENT
GEOLOGY
BOTANY
ZOOLOGY
LINGUISTICS
PHARMACOLOGY
WILDERNESS
SURVIVAL
HANDTOHAND
COMBAT
FIREARMS
PHYSICS
PILOTING
HACKING
MECHANICAL
REPAIR
ASTEROID MINING
ECOLOGY
FIELD
MEDICINE
PATHOLOGY
PSYCHOLOGY
HYPERSPACE
ARTIFICIAL
INTELLIGENCE
ENGINEERING
ROBOTICS
CYBERNETICS
COMMAND
PLANETOLOGY
SURGERY
EXOBIOLOGY
SOPHONTOLOGY
EXPLOSIVES
MYSTICISM XENOESOTERICISM
MILITARY
TRAINING
8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.
6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
MARINEWHENEVER YOU PANIC, EVERY NEARBY FRIENDLY PLAYER MUST MAKE A FEAR SAVE.
ANDROIDFEAR SAVES MADE BY NEARBY FRIENDLY PLAYERS ARE AT DISADVANTAGE.
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL NEARBY FRIENDLY PLAYERS GAIN 1 STRESS.
TEAMSTERONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
Player NameHigh Score
CREDITS 2D10X10
ARMOR POINTS
MARINE
Military Training, Athletics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
ANDROID
Linguistics, Computers,
Mathematics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
SCIENTIST
1 Master Skill and an
Expert and Trained Skill
Prerequisite.
Bonus: 1 Trained Skill
TEAMSTER
Industrial Equipment,
Zero-G
Bonus: 1 Trained Skill
and 1 Expert Skill.
To take a Master or Expert Skill you must first take at least one of its prerequisite skills.
ver5.9
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
TEAMSTER
+5 TO ALL STATS
+10 TO ALL SAVES
SCIENTIST
+10 INTELLECT
+5 TO 1 STAT
+30 SANITY SAVE
ANDROID
+20 INTELLECT
10 TO 1 STAT
+60 FEAR SAVE
+1 WOUND
pg. xx.xpg. xx.xpg. xx.x
MARINE
+10 COMBAT
+10 BODY SAVE
+20 FEAR SAVE
+1 WOUND
CONDITIONS
SKILL TRAINING
Time Remaining In Progress
You start at your Maximum
Health with zero Wounds.
Whenever your Health falls
below zero, you suffer a
Wound. Reset your Health to
it’s Maximum, minus any
carryover damage.
Your Character Sheet
(And a spare is handy in case your character dies)
Snacks
(Bring some to share!)
The Player’s
Survival Guide
Once you’ve collected all of these items and built
your character, you’re ready to play!
PLAYER’S SURVIVAL GUIDE
Pen & Paper
1d100 (or 2d10)
”Percentile Dice”
1d20
“The Panic Die” Some tokens (optional)
for tracking ammo, supplies, etc.
Mothership® is a tabletop roleplaying game. You
and your friends get together, and one of you, the
Warden, prepares a scenario for the rest of you to
explore and interact with. You’ll ask questions, roll
some dice, make some jokes, and die a few times.
The rules are simple, but the game is challenging:
• You can attempt to do anything you want.
You are not limited by what is on your character
sheet. Most things you want to do just happen.
• You should ask a lot of questions. The more
information you have, the less likely you’ll need
to make risky rolls like Stat Checks and Saves.
• Stat Checks are the most common roll in
the game. You roll them when you want to do
something and the price for failure is high.
• Saves are a reaction, rolled to avoid different
• mental, emotional, and physical dangers.
Read more about Stat Checks & Saves on pg. xx.x
• Anytime you fail a Stat Check or a Save you
gain 1 or more Stress. Stress can be bad, as
it makes you more likely to Panic, but you also
need Stress to improve your Saves.
• Panic Checks are rolled when the worst has
happened and your character snaps. A bad
Panic roll can lead to long-term Conditions
that you’ll need to get treated, but a good roll
can help give you focus when you need it most.
Read more about Stress & Panic on pg. xx.x
• Whenever you get hurt, you lose Health. Lose
enough health and you suffer a Wound. Gain
more Wounds than your maximum and you die.
Read more about Violence on pg. xx.x
With these five basics in mind, you’re ready to
handle 90% of the situations that come up in a
game. For everything else, you, the Warden, and
the other players need to discuss the situation and
come up with a House Rule that suits your table’s
specific needs.
With that being said, you can close this book and
start playing right now! There’s even a handy
cheat sheet on the back cover if you forget
something. If you’d like a little more information
about how it all works, read on.
18
STAT CHECKS & SAVES
XX.X STAT CHECKS
Whenever you want to do something and the price
for failure is high, roll 1d100 and attempt to roll
lower than your most relevant Stat. This is called
a Stat Check. If you roll less than your Stat you
succeed. Otherwise, you fail and gain 1 Stress.
A roll of 90-99 is always a failure.
Your Stats
You have four main Stats which represent your
abilities when acting under extreme pressure.
• Strength: Forcing open jammed airlocks,
carrying fallen comrades, holding on for dear
life.
• Speed: Getting out of the cargo bay before the
blast doors close, acting and reacting in a race
against the clock.
• Intellect: Recalling your training and
experience under duress.
• Combat: Fighting for your life.
XX.X SAVES
In order to avoid certain dangers or trauma, you
sometimes need to roll 1d100 lower than your
most relevant Save. This is called a Save. If
you roll less than your Save you succeed.
Otherwise you fail, and gain 1 Stress. A roll of
90-99 is always a failure.
Your Saves
You have three Saves which represent your ability
to withstand different kinds of trauma:
• Sanity: Rationalize logical inconsistencies in
the universe, make sense out of chaos, detect
illusions and mimicry, cope with Stress.
• Fear: Maintain a level head while struggling
with fear, loneliness, depression, and other
emotional surges.
• Body: Employ quick reflexes and resist hunger,
disease, or organisms that might try and invade
your insides.
XX.X WHAT IS YOUR HIGH SCORE?
Your High Score is a record of the number of sessions your character has survived. It doesn’t
affect gameplay at all, it’s just a fun number to track. Your Warden may have other ideas on how to
use it in game (like as a Reputation stat, or as a spendable luck resource). Don’t stress about your
High Score too much, the average high score of a character is about 4. Just focus on staying alive
and you’ll beat that in no time.
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), you roll twice and take the best
result. Whenever you are at a situational disadvantage (like poor
weather or bad visibility), you roll twice and take the worst result.
Advantage is notated with [+], Disadvantage with [-] (For example:
Body Save [+] means make a Body Save with Advantage).
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.
19
MODIFYING STAT CHECKS & SAVES
Calling for a Check
WARDEN: Okay, so you hear
that screeching sound
coming from down the
corridor, what do you do?
CLEO: Can I open up the
airlock door quietly and
try and sneak out before it
notices me?
WARDEN: It’s jammed
up pretty bad right now.
You’ll need to make a
Strength Check. Failure
risks making a lot of noise
and drawing the creature’s
attention.
CLEO: I’ve got the Industrial
Equipment Skill and a
crowbar, does that help?
WARDEN: Definitely! You
can add your Skill’s bonus,
and the crowbar will give
you Advantage on your roll.
CLEO: Okay, I’m going for
it! I’ve got a 35 Strength,
plus 10 from Industrial
Equipment. So anything
under 45, right?
WARDEN: That’s right.
CLEO: 66... and... 43...
Phew! Just made it.
Whether it’s the unknown horrors in the cosmos
or the vast emptiness of space, encounters in
Mothership® 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
when the time comes, and the more likely the
results of that roll will be devastating.
XX.X 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) can be increased. 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.
XX.X HOW DO I RELIEVE STRESS?
You can relieve Stress by resting in a relatively
safe place. To do this, make a Rest Save using
your worst Save. If you succeed, reduce your
Stress by the one’s digit rolled (e.g., if you rolled
24 under your worst Save of 30, reduce your
Stress by 4). If you fail, you gain 1 Stress instead.
Players can gain Advantage on their Rest Save by
participating in consensual sex, recreational drug
use, a night of heavy drinking, prayer, or any other
suitable leisure activity. Unsafe locations may incur
Disadvantage on Rest Saves at the Warden’s
discretion. Stress is typically not relieved during
cryosleep. Finally, if you have more time, you can
take Shore Leave and convert your Stress into
improved Saves.
Read more about Shore Leave on pg. xx.x.
20
STRESS
Sex
Get everyone at the table’s consent before
dealing with sex in your game. Set clear
boundaries for what is acceptable, and
check in regularly in case anything changes.
Example: Back at the Barracks
WARDEN: Alright, you finally make it back to
the ship and lock yourselves in. You can rest
now if you want.
KNOX: I’ve got 12 Stress, so my boy is going
to rest. He can’t go on like this.
WARDEN: No problem. The barracks is pretty
spartan, but not too bad, so this is a normal
Save with whatever your worst Save is.
KNOX: Cleo, you have Psychology, right? Any
chance you’d be willing to like, talk to my guy
and calm him down a bit?
CLEO: I’ve only got 3 Stress, so I’m down.
WARDEN: If you’re willing to give up your rest,
I’ll give Knox Advantage on his Rest Save.
CLEO: Let’s do it.
WARDEN: Perfect, so you’re like, venting
about all this to Cleo, and Cleo, you’re just
talking him through it?
CLEO: Getting him not to spiral, yeah.
WARDEN: Okay, go ahead and roll.
KNOX: My worst Save is Sanity at 14. So I get
a 22 and a 56. So that would be a Crit Fail,
but with Advantage it’s just a normal fail.
CLEO: Jesus, that could’ve been bad.
WARDEN: So yeah, sounds like talking it out
actually made it worse. Gain 1 Stress.
CLEO: I was on my phone the whole time.
21
PANIC CHECKS
THE PANIC TABLE
D20 PANIC EFFECT
1 ADRENALINE RUSH. [+] on all rolls for the next 2d10
minutes. Reduce your Stress by 1d5.
2 ANXIOUS. Gain 1 Stress.
3 JUMPY. Gain 1 Stress. All Close crewmembers
gain 2 Stress.
4 OVERWHELMED. All actions at [-] for 1d10 minutes.
Permanently raise your Minimum Stress by 1.
5 COWARD. Gain a new Condition: You must make a Fear
Save to engage in violence or flee.
6
FRIGHTENED. Gain a new Condition: Phobia: When
encountering your Phobia make a Fear Save [-] or gain 1d5
Stress.
7 NIGHTMARES. Gain a new Condition: Sleep is difficult,
gain [-] on all Rest Saves.
8 LOSS OF CONFIDENCE. Gain a new Condition: Choose
one of your Skills and lose that Skill’s bonus.
9 DEFLATED. Gain a new Condition: Whenever a Close
crewmember fails a Save, gain 1 Stress.
10 DOOMED. Gain a new Condition: You feel cursed and
unlucky. All Critical Successes are instead Critical Failures.
11
PARANOID. For the next week, whenever someone joins
your group (even if they only left for a short period of time),
make a Fear Save or gain 1 Stress.
12
HAUNTED. Gain a new Condition: Something starts visiting
you at night. In your dreams. Out of the corner of your eye.
And soon it will start making demands.
13
DEATH WISH. For the next 24 hours, whenever you
encounter a stranger or known enemy, you must make a
Sanity Save or immediately attack them.
14
PROPHETIC VISION. You immediately experience an
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.
16
RAGE. Immediately attack the closest crewmember until you
inflict at least 2d10 DMG. If there is no crewmember Close,
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.
19
HEART ATTACK / SHORT CIRCUIT (ANDROIDS).
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.
Stress, Damage, and emotional wear and tear will
eventually bring you to your breaking point. When
that happens, there’s a chance you’ll Panic. You
determine this by making a Panic Check.
XX.X WHAT IS A PANIC CHECK?
A Panic Check determines whether you are able
to keep your cool under extreme pressure.
To make a Panic Check, roll The Panic Die (1d20)
and attempt to roll greater than your current
Stress. If you roll less than or equal to your
current Stress you fail, and you look up your result
on the Panic Table.
XX.X WHEN TO MAKE PANIC CHECKS
You always make a Panic Check every time you
roll a Critical Failure on a Stat Check or Save.
Additionally, the Warden may call for a Panic
Check at any other appropriate time, including, but
not limited to:
• Whenever the structure you’re in takes massive
damage.
• Watching another crewmember die.
• Witnessing more than 1 crewmember Panic at
the same time.
• Encountering a strange and horrifying entity for
the first time.
• When all hope is lost and death feels certain.
• Whenever you, the player, want.
XX.X CONDITIONS
Some results of the Panic Table are so severe that
they leave a lasting impression on you. These are
called Conditions, and they affect you until you
are able to treat them.
Read more about Treatment on pg. xx.x.
Panic Checks and Agency
Be sure to go over the Panic Table and
remove any results that don’t fit with your
group. Remember: roleplaying Panic is
not an excuse to make someone else
uncomfortable. As usual, check in regularly.
22
SKILLS
XX.X TRAINED SKILLS (+10)
You’ve received standard training in this area
equivalent to a bachelor’s degree or on the job
training for a couple years.
• Archaeology: Ancient cultures and artifacts.
• Art: The expression or application of a species’
creative ability and imagination.
• Athletics: Physical fitness, sports, and games.
• Zoology: The study of animal life.
• Botany: The study of plant life.
• Chemistry: The study of matter and its
chemical elements and compounds.
• Computers: Fluent use of computers and their
networks.
• Geology: The study of the solid features of any
terrestrial planet or its satellites.
• Industrial Equipment: The safe and proper
use of heavy machinery and tools (exosuits,
forklifts, drills, breakers, laser cutters, etc.).
• Jury-Rigging: Makeshift repair, using only the
tools and materials at hand.
• Linguistics: The study of languages (alive,
dead, and undiscovered).
• Mathematics: The study of numbers, quantity,
and space.
• Military Training: Basic training provided to all
military personnel.
• Rimwise: Practical knowledge and know-how
regarding outer rim colonies, their customs,
and the seedier parts of the galaxy.
• 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.
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)
Just because you don’t have a Skill doesn’t mean
you don’t know anything about the subject, and
it usually doesn’t mean you can’t at least make
an attempt. What it means is that you don’t have
significant enough experience or expertise in the
matter to act decisively in high pressure situations.
Therefore, you get no bonus, and depending
on how complex the task is, you might roll with
Disadvantage.
Read more about Disadvantage on pg. xx.x
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.
PHIL: Oh, I want one.
CLEO: No, Phil, bad!
PHIL: 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, funerary urns
most likely. Your guess would be they contain
preserved organs.
KNOX: Do they look heavy?
WARDEN: They look like they could be, do you
want to lift one up?
KNOX: No thanks, I’m good.
PHIL: I’ll do it. If these have intact remains
from some kind of ancient civilization, I
mean... think of what they’ll fetch on the
black market?
WARDEN: So you’re opening one? Or just
grabbing it?
23
SKILLS
XX.X EXPERT SKILLS (+15)
You’ve received the equivalent of a doctorate or
have many years of experience in this field.
Expert Skills should generally be a subset or
specific focus of a Trained Skill.
• Asteroid Mining: Training in the tools and
procedures used for mining asteroids.
• Ecology: The study of organisms and how
they relate to their environment.
• Explosives: Design and effective use of
explosive devices (bombs, grenade, shells,
land mines, etc.).
• Field Medicine: Emergency medical care and
treatment.
• Firearms: Safe and effective use of guns.
• Hacking: Unauthorized access to computer
systems and networks.
• Hand-to-Hand Combat: Melee fighting.
• Mechanical Repair: Fixing broken machines.
• Mysticism: Spiritual apprehension of hidden
knowledge.
• Pathology: Study of the causes and effects of
diseases.
• Pharmacology: Study of drugs and
medication.
• Physics: Study of matter, motion, energy, and
their effects in space and time.
• Piloting: Operation and control of aircraft,
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.
XX.X MASTER SKILLS (+20)
You are advanced in your field and are aware of
cutting edge techniques or highly specialized and
niche information. Due to their focus, Master Skills
apply very narrowly compared to the broader
Trained Skills.
• Artificial Intelligence: The study of
intelligence as demonstrated by machines.
• Command: Leadership, management, and
authority.
• Cybernetics: The physical and neural
interfaces between organisms and machines.
• Engineering: The design, building, and use of
engines, machines, and structures.
• Exobiology: The study of and search for
intelligent alien life.
• Hyperspace: Faster-than-light travel.
• Planetology: Study of planets and other
celestial bodies.
• Robotics: Design, maintenance, and operation
of robots, drones, and androids.
• Sophontology: The study of the behavior and
mind of inhuman entities.
• Surgery: Manually operating on living or dead
biological subjects.
• Xenoesotericism: Obscure beliefs, mysticism,
and religion regarding non-human entities.
24
SKILL TRAINING
XX.X TRAIN A SKILL
To learn a new Skill you need to spend the
requisite amount of time and credits.
• Trained Skills: 2 years + 10kcr in materials.
• Expert Skills: 4 years + 50kcr in materials.
• Master Skills: 6 years + 200kcr in materials.
To train an Expert Skill requires one Trained Skill
prerequisite and to train a Master Skill requires
one Expert Skill prerequisite.
Why does it take so long?
Skill training assumes that you are working full
time, going on missions, and generally living life.
If you are studying full-time (e.g., by going to
school) then training takes half as long. Your
Warden may allow additional resources (private
tutoring, AI assistance, cybermods, slickware,
etc.) to decrease the time required.
Example: Skill Training
WARDEN: Okay, so after some paper shuffling
and some mandatory safety training, the
Company is putting you back to work hauling
cargo from one end of the galaxy to another.
KNOX: Oh, thank god. I never thought I’d be
so grateful to go back to my job...
WARDEN: Exactly. Is there anything you all
want to do in your off-time?
CLEO: I’m just training my Robotics Skill. I still
have, ugh, forty-two months left to go.
KNOX: I think my guy actually wants to get out
of the Company life and get into the action
more. Is there any way for him to like, take
Military Training?
WARDEN: Yeah definitely, but it’s a six year
contract, so you’d essentially roll up a new
character and put the other one aside until
time catches up and he gets out. Plus, he
could die. Is that something you’re into?
KNOX: Oh, yeah, that sounds great actually.
WARDEN: Any of you can do that, by the way.
Like, park a character for some time and roll
someone else up. Just give me a heads up
so I have time to prep something for the new
characters.
CLEO: Oooh, that sounds fun!
WARDEN: For sure. Okay, Knox, your guy
finds a recruiter at a nearby station and
enlists. For everyone else, six months go by,
so you can mark that on your sheets.
25
SKILL TRAINING
Military Training
Military Training is a special exception to the
regular rules of Skill Training for two reasons.
First, it is free. Second, you have to sign a 6
year contract with your local Colonial Marine
regiment. To find out what happened during
your service, make a Combat Check:
• Success: Gain Military Training, Athletics,
and 2 Trained Skills. Gain +10 Combat,
and reduce another Stat by 10. You gain
the Marine’s Trauma Response.
• Critical Success: as Success, but you
may take an Expert Skill instead of the 2
Trained Skills.
• Failure: You gain Military Training,
Athletics, and 1 Trained Skill, and the
Marine’s Trauma Response.
• Critical Failure: You were killed in action.
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 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 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,
and those who fail go after. If the situation
changes dramatically (e.g., if new hostiles
enter the encounter), Speed Checks can be
called for again.
26
VIOLENT ENCOUNTERS
Example: The Thing That Was Phil
WARDEN: Okay, so the thing that used to
be Phil is galloping down the corridor. His
mouth is unzipping down his chest, into one
giant maw. Cleo, it’s reaching out to grab you
and Knox, and unimpeded it’s going to crash
right into you. What are y’all doing?
CLEO: I’m gonna stand my ground and
unload on this guy. Sorry, Phil.
PHIL: It was my fault. I shouldn’t have opened
that door.
WARDEN: Cleo, make a Combat Check.
There’s a lot of pipes here, so you might take
some blowback Damage if you fail.
CLEO: That’s fine, I hate this ship anyway. I
can add my Military Training?
WARDEN: Definitely. Phil, I think it’s safe to
say you can roll up another character or play
one of the marines you hired at that last port.
PHIL: Oh yeah, I’ll play Cpl. Davis, I liked her.
WARDEN: Perfect. She’s still on the bridge, but
if she heads this way she can be here next
round. Knox, what about you?
KNOX: I think I’m just gonna try and get to
some cover. I want to get out of the
Being-Formerly-Known-as-Phil’s way.
WARDEN: Ex-Phil is running pretty fast, so
that’ll be a Speed Check. Failure means
it’ll be able to get you. Does all of this
sound good to everyone?
KNOX: My body is ready.
WARDEN: Okay, sweet. Let’s roll.
CLEO: Fail.
KNOX: Fail.
PHIL: Y’all.
WARDEN: Okay, so, Cleo, you fire but the
creature is moving too fast. You hit the pipes
embedded in the bulkhead, and they spray
steam right into your eyes. Take 4 Damage.
CLEO: Dammit!
WARDEN: Knox, the Phil-Thing snatches you
up, and its claws just tear through you. You
take... ouch. 14 Damage—
KNOX: That’s a Wound for sure.
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.
XX.X WHAT CAN I DO?
You can generally move somewhere Close and
then do one thing before the situation changes.
Read more about Range on pg. xx.
Think of the situation like a real life scenario. Think
about what you would do in those circumstances,
then describe that to the Warden. If you won’t
be able to accomplish everything you want to
do in one round, or your choices are especially
foolhardy or dangerous, the Warden will do their
best to let you know and explain the risks involved.
Here’s a non-exhaustive list of the kinds of things
you could attempt in a round:
• Attack something or someone.
• Bandage a wound to try and stop the bleeding.
• Check vital signs with a medscanner.
• Fire a vehicle’s weapon.
• Maneuver or pilot a vehicle.
• Run somewhere Close.
• Open an airlock.
• Operate a machine.
• Reload a weapon.
• Throw something at or to someone.
• Use a computer terminal (to search a directory,
engage automatic airlocks, send a distress
signal, cycle through CCTV cameras, disable
Life Support, etc.).
Additionally, if you decide to do nothing other than
run, you can move somewhere that’s Long Range
during the round.
Read more about Range on pg. XX.X
Being Effective in a Fight
Your Combat Stat isn’t the only thing that
matters when it comes to fighting for your
life. Distract enemies while your fellow
crewmembers take aim. Study the creature’s
movement to see if you can spot a pattern or
weakness. Bandage bleeding wounds. Run
away (always a good idea). Hide. In short,
treat every round like a completely unique
situation, and try not to look at your character
sheet too much. Outsmart, outrun, and
outlast your enemy. That’s all that matters.
27
WHAT CAN I DO?
28
ATTACK & DEFENSE
COVER
TYPE AP
INSIGNIFICANT COVER
Wood furniture/doors, body shields, etc. 5 AP
LIGHT COVER
Trees, bulkhead walls, metal furniture, etc. 10 AP
HEAVY COVER
Airlock doors, cement beams, ships, etc. 20 AP
XX.X HOW DO I ATTACK?
Make a Combat Check. If successful, roll your
weapon’s Damage and subtract it from your enemy’s
health. If you fail, the situation gets worse and you
gain 1 Stress. Critical Successes deal double Damage,
and Critical Failures trigger Panic Checks as normal.
Read about Panic on pg. XX.X.
XX.X DAMAGE
When you take Damage (DMG), subtract it from your
Health. If your Health reaches zero, gain a Wound
and roll on the Wounds table. Then, reset your
Health to its Maximum and subtract any carryover
damage. Some weapons deal Wounds directly, and
do not affect your Health total. If you suffer more
Wounds than your Maximum, make a Death Check.
Read about Death on pg. XX.X
XX.X ARMOR
You ignore all Damage less than your armor’s Armor
Points (AP). However, if you ever take Damage
greater than or equal to your AP in one hit, your armor
is destroyed and you suffer any remaining Damage.
Weapons that deal Damage in Wounds automatically
destroy your armor and deal the Wound directly to you.
Some armor (like Advanced Battle Dress) may protect
you from one or more Wounds before being destroyed.
XX.X COVER
Your environment provides protection called Cover. It
can be destroyed, just like armor, whenever it is dealt
Damage greater than or equal to its AP. Cover typically
only protects against ranged attacks, but sometimes will
protect against hand-to-hand attacks. If you shoot while
in Cover, you are considered out of Cover until your
next turn.
29
WOUNDS & DEATH
DEATH
D10 RESULT
0-4 You have died. Roll up a new character.
5-6 You are comatose. Only extraordinary measures will
return you to the waking world.
7-8 You are unconscious and dying. You will die in 1d5
rounds without intervention.
9 You are unconscious. You will wake up in 2d10 minutes.
Permanently reduce your Maximum Health by 1d5.
XX.X DEATH
Whenever you would die, the Warden makes a
Death Check by placing 1d10 in a cup, shaking
the cup, and placing it face down on the table
(covering the die). As soon as someone spends a
turn checking your vitals, the die is revealed and
the roll is looked up on the Death Table below. If
your character’s death is imminent, make your
last moments count: save someone’s life, solve an
important mystery, give the others time to escape.
Enjoy the carnage, then jump back in for more!
XX.X WHAT ARE WOUNDS?
Whenever you gain a Wound, roll 1d10 on the
Wounds Table according to the type of Damage:
• Blunt Force: Getting punched, hit with a
crowbar or a thrown object, falling, etc.
• Bleeding: Getting stabbed or cut.
• Gunshot: Getting shot by a firearm.
• Fire & Explosives: Grenades, flamethrowers,
doused in fuel and lit on fire, etc.
• Gore & Massive: Damage from giant
creatures or particularly gruesome foes.
You can use common sense and the Severity
column as a guide: Flesh Wounds are small
inconveniences. Minor/Major Injuries cause
lasting Damage that requires treatment.
Lethal Injuries can kill you if not dealt
with immediately. And Fatal Injuries can
potentially kill you outright. Additionally, some
Wounds cause Bleeding, which if not
stopped can quickly overwhelm you.
Read about Bleeding on pg. xx.x
WOUNDS
D10 SEVERITY BLUNT
FORCE BLEEDING GUNSHOT FIRE &
EXPLOSIVES
GORE &
MASSIVE
0 Flesh Wound Knocked down. Drop held item. Grazed.
Knocked down.
Hair burnt.
Gain 1d5 Stress.
Vomit.
[-] on next action.
1
Minor Injury
Winded. [-] until you
catch your breath.
Lots of blood. Those
Close gain 1 Stress. Bleeding +1. Awesome scar.
+1 Minimum Stress.
Awesome scar.
+1 Minimum Stress.
2 Sprained Ankle. [-]
on Speed Checks.
Blood in eyes. [-]
until wiped clean. Broken rib. Singed. [-] on next
action. Digit mangled.
3 Concussion. [-] on
Intellect Checks.
Laceration.
Bleeding +1. Fractured extremity. Shrapnel/large burn. Eyes gouged out.
4 Leg or foot broken. Major cut.
Bleeding +2.
Internal bleeding.
Bleeding +2. 3rd degree burns. Ripped off flesh.
-1d10 Strength.
5
Major Injury
Arm or hand broken. Fingers/toes severed.
Bleeding +3.
Lodged bullet.
Surgery required.
Major Burn. Body
Save -2d10. Paralysed waist down.
6 Snapped collarbone. Hand/foot severed.
Bleeding +4.
Gunshot wound to
the neck.
Skin grafts required.
Body Save -2d10.
Limb severed.
Bleeding +5.
7 Lethal Injury
(Death
Check in
1d10 rounds)
Back broken. Limb severed.
Bleeding +5.
Major blood loss.
Bleeding +4.
Limb on fire. 2d10
Damage per round.
Impaled.
Bleeding +6.
8 Skull cracked. Major artery cut. Sucking chest wound. Body on fire. Guts spooled on floor.
9
Fatal Injury
(Death
Check)
Spine or neck broken.
Death Check.
Throat slit or heart
pierced. Death
Check.
Headshot.
Death Check.
Engulfed in fiery
explosion. Death
Check.
Head explodes.
No Death Check.
You have died.
30
RANGE & DISTANCE
Range, distance, and movement
are tracked abstractly in Range
Bands. These are:
• Adjacent
• Close
• Long Range
• Out of Range
Describing distance should be
done in human casual terms.
What’s important is whether
someone can touch you,
whether they can get to you,
whether you can shoot them, or
whether you can’t.
IT CAN TOUCH YOU
XX.X ADJACENT
You’re basically touching. This
covers fist fights, close-quarters
combat, and trying to get out of
the grips of a hideous terror’s
claws. More than that, it covers
things like using a computer
terminal or administering first
aid to someone. You can talk
comfortably, whisper, and even
smell someone at this range.
Example: Run Away
WARDEN: Alright, so the
airlock door breaks down
and more of these Phils
start swarming the base.
KNOX: I’m running. Just
pure running, non-stop.
Cleo: I’m going to lob a
grenade before running.
WARDEN: Okay, it’s pretty
close already, I’d say its
Adjacent. If you throw the
grenade and miss, you’ll
need to make a Body Save
to avoid the blast.
CLEO: I. Don’t. Care.
RANGE GUIDELINES LESS THAN 1 M / 3 FT
ROUGHLY 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT
IT CAN GET TO YOU
XX.X CLOSE
Someone Close can be reached
by running over to them in a
few seconds. They’re close
enough that you could likely
throw something at them and
hit them. You’d have to speak
loud enough that someone on
the other side of the room could
hear you. Powerful stenches
can be smelled if they’re Close.
Firearms like shotguns are
most effective at this range or
Adjacent.
YOU CAN SHOOT IT
XX.X LONG
Things in this band are far
enough away that they take an
entire round or longer to get to.
Rifles are effective at this range,
but handguns and shotguns
less so. You’d have to yell at
someone to get their attention,
and you probably won’t smell
anyone at Long Range, no
matter how bad they stink.
YOU CAN HEAR THEM SCREAM
XX.X OUT OF RANGE
Only the longest range
weapons, like smart rifles, can
hit something accurately in this
band. It takes more than one
turn to get to something here,
and even if you hear a scream
you might not know which
direction it’s coming from.
31
RANGE & DISTANCE
32
SURVIVAL
Survival is hard in Mothership®, and you’ll have
to scrimp, save, and scavenge to make it from one
rock to the next, all before defending yourself from
the vile monstrosities in the galaxy.
Below are some of the most common afflictions
you’ll encounter while traveling.
XX.X ADDICTION
Excessive use of some medications (like
stimpaks) requires a Body Save to prevent
addiction. Once addicted, you’ll need to take
twice the amount of medication to gain the
same effect. Additionally, whenever taking more
than one dose at a time, roll 1d10. If you roll
the number of doses or less, roll on the Final
Wound column (pg. xx). To begin recovery from
addiction, you’ll need to seek treatment during
Shore Leave.
Read more about Shore Leave on pg. xx.x
XX.X BLEEDING
Some weapons or Wounds force you to Bleed.
This means you take 1 Damage every round
until the bleeding is stopped. Bleeding adds
up. If you’re bleeding 1 Damage per round and
gain Bleeding +1, you now take 2 Damage per
round. Additionally, armor does not protect against
Bleeding Damage.
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.
XX.X EXHAUSTION
Long grueling treks on undiscovered planets can
easily grind you down. If it becomes relevant, track
exhaustion by making a Body Save every hour
after 12 hours of activity. Failure means you gain
1 Stress and take 1 Damage. After 24 hours of
exhaustion, you’re at Disadvantage on all rolls
until you can rest for 8 hours.
XX.X FOOD & WATER
Humans can survive roughly 3 weeks without
food. After 24 hours without food, you’re at
Disadvantage to all rolls.
For the bare minimum
of survival you need
1 liter of water a
day. However, at
this level, any
strenuous activity
(e.g., running,
combat, making
mechanical
repairs) forces
you to make a
Body Save or pass
out. When water
is scarce and
you’re tracking
it this closely,
you’re at
Disadvantage
on all rolls.
33
SURVIVAL
X.X OXYGEN
In space you can last 15 seconds without oxygen
before falling unconscious. After passing out, you
can survive for 1d5 minutes before dying.
If all of a ship’s Life Support modules are
destroyed, roll 1d10 for each destroyed Life
Support module. This is how many days of
breathable oxygen per crewmember remain.
• Every 24 hours, subtract the total number
of breathing crewmembers from the
remaining oxygen supply. Any crewmembers
engaging in strenous activity (e.g., running,
combat, mechanical repairs, etc.) further
reduce the oxygen supply by 1 each.
• Whenever the oxygen supply is less
than twice the amount of breathing
passengers, all rolls are at Disadvantage
as the crew suffers headaches, fatigue,
anxiety, and general clumsiness.
• Whenever the oxygen supply is less
than the total amount of breathing
passengers, every 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
runs out, you can survive
for 15 seconds before you
fall unconscious. After falling
unconscious, you can
survive for 1d5 minutes
without oxygen before
dying.
Androids and those in
cryosleep do not consume
oxygen from the supply.
XX.X RADIATION
Whether it’s cosmic rays, an engine leak, or some
previously undiscovered material unearthed from
a strange asteroid, radiation can kill you if you’re
not careful.
There are three levels of radiation hazards.
They are all blocked by wearing armor with
Radiation Shielding (e.g., the Hazard Suit).
Read more about Armor on pg. xx.x
XX.X TOXIC &
CORROSIVE ATMOSPHERES
Planets with Toxic or Corrosive atmospheres
require special gear to explore, otherwise you risk
harm or even death.
Toxic Atmosphere
The planet’s atmosphere is not fit to breathe, but
is otherwise safe. A rebreather or armor with its
own oxygen supply is required. Without these, you
take 1d10 DMG per round, Body Save for half.
Corrosive Atmosphere
The planet’s atmosphere is deadly and destructive.
It deals Damage every round while you are on
it. This ranges from 1 DMG/round (Mildly
Corrosive) to 10DMG/round (Highly Corrosive).
Anything higher is simply impossible to safely
traverse without specialized equipment and armor.
RADIATION
LEVEL DAMAGE
LEVEL 1 - TRACE
Normal, everyday radiation,
cosmic rays.
None immediately. Possible longterm
side effects (cancer, etc.).
LEVEL 2 - ACUTE
Unshielded reactors/Warp Cores.
1 DMG to all Stats and Saves
every round.
LEVEL 3 - LETHAL
Atomic weapons, direct handling
of Warp Cores.
Every round: Body Save or lethal
dose (death in 1d5 days).
Example: Recovery
WARDEN: Congratulations! You make it back
to port safe and sound (except for Jamie).
PHIL: Rest in peace, you son of a bitch.
WARDEN: Corporate is sending a shuttle
for you, but it won’t be here for a couple of
weeks. Is there anything ya’ll want to do
while you’re waiting? This is a B-Class Port,
so they have a decent amount of amenities.
CLEO: Yeah, I want to treat this Paranoid
condition I’ve got. Is there somewhere I can
go for that?
WARDEN: Let’s see, there’s a Mental
Defragging clinic. It costs about a million
credits and takes ten week long sessions.
You could sneak two sessions (or you guys
could stay longer), and then do the rest later.
CLEO: Jesus, I don’t have that kind of money.
PHIL: We have that goo jar we could sell.
KNOX: What about Wounds? I’m hanging on
by a thread here.
WARDEN: Pseudoflesh Injections run about
500kcr a pop.
PHIL: Maybe we should just die, it would be
cheaper.
WARDEN: Well, if you need cash quick, there’s
a little job you could do...
No matter how careful you are, sooner or later you
are going to get hurt. Minor injuries can usually
be treated with a quick rest, but Wounds and
Conditions require professional treatment.
XX.X SHORT TERM RECOVERY
Once per day, whenever you rest, your body will
attempt to heal itself naturally. After 6+ hours
of rest make a Body Save. If successful, you
reset your Health to its Maximum. Your Wounds,
however, remain the same.
XX.X LONG TERM RECOVERY
Recovering Wounds, Conditions, or losses to your
Stats and Saves takes a longer time. See the
Medical Expenses table for a non-comprehensive
list of available treatments.
34
MEDICAL CARE
MEDICAL EXPENSES
TREATMENT COST DESCRIPTION
Nanogel Complex 50kcr Restores 2d10 to your Body Save per weekly treatment.
AI Wellness Counselor 20kcr Each two-hour long, weekly session has a 10% chance to restore 1 Sanity Save/lower minimum Stress by 1.
Immersive
Slicksim Therapy 100kcr 90% chance to restore 1d10 Fear Save. 10% chance to reduce Sanity Save by 1d5.
Pseudoflesh Injection 500kcr Restores 1d5 Speed, Strength, or Body Save or all Wounds. Treatment lasts four hours and takes 6 weeks
to recover from.
SmartShake+ 100kcr Restores 1 Strength per shake. 1% chance per drink: nanite swarm hijacks your body for 1d10 days.
Mental Defragging 1mcr Removes 1 permanent Condition. Treatment takes 10 sessions, each 1 week long. All Sanity Saves are at [-]
until treatment is completed.
Dorian Memory Transfer 5mcr
Completely removes the memories of a 24hr block of time and implants them in a Dorian android. All
permanent Conditions and Sanity or Fear loss from that time are restored. Treatment lasts a day. Make a
Sanity Save, on a failure you forget a year surrounding the incident. On a Critical Failure: total amnesia.
Pay-As-You-Go-Medpod 10kcr a
day. Restores 1 Wound per week spent in pod. Pod costs 20mcr.
Restore Previous Version 1mcr
+50kcr
Backup your genetic makeup for 1mcr. Pay 50kcr to restore your Stats, Saves, and Wounds to the last
backup. Beware of doppelgangers and buggy backups.
35
MEDICAL CARE
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.
PHIL: Oh, I want one.
CLEO: No, Phil, bad!
PHIL: 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.
PHIL: 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 a few million credits.
CLEO: This is dumb. This is a dumb game.
WARDEN: So Phil, you want to open one?
What’s everyone else doing?
CLEO: If I can see that Phil is doing it, I’m
gonna try to stop him, physically if I have to.
WARDEN: Are y’all okay with a little PVP
(Player vs. Player) here?
PHIL: Yeah, if I’m legit being annoying, please
let me know and I’ll cut it out.
CLEO: No, no this is good. I’m good. Thanks
for checking.
PHIL: Perfect, because I want to look inside
these jars real bad.
CLEO: Yeah, I’m down for a little tussle over
the goo jars if you are.
PHIL: Rock. Yeah, let’s do it.
KNOX: Whatever y’all do, do it quick. I don’t
like being in here.
WARDEN: Okay, Phil you’re reaching for the
jars, you’re just, what, like, opening them
straight up?
PHIL: I’m probably taking my sweet time,
looking at the carvings, muttering about the
importance of the findings, just nerd stuff.
36
EXAMPLE OF PLAY
WARDEN: Okay, and Cleo you’re just going to
like, tackle him?
CLEO: 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, Phil you’re studying and then
boom, Cleo’s boot clamps down on the lid
and you see her gun pointing at you. Go
ahead and make a Fear Save for me.
PHIL: Yeah, fair. 23. Success.
WARDEN: Okay, so you see her and you’re
just not that impressed I guess.
PHIL: 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 still going for it?
PHIL: 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. We could sell them! I know a guy.”
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.
CLEO: Can I see that happening?
WARDEN: I think probably you’re paying
attention to Phil, 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.
Cleo, you see that one of the urns near him
is emitting some kind of gas.
CLEO: I’m wearing a hazard suit, by the way.
PHIL: Stop bragging.
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.
PHIL: Alright, yeah. We can leave. I’m good.
37
EXAMPLE OF PLAY
38
PORTS
When you’re in need of a place to repair, refuel, and catch a little R&R, you’ll want to dock at your
nearest port. While in port you can buy and sell equipment, look for work, buy a ticket or charter a
vehicle, or take some much needed Shore Leave.
Read more about Shore Leave on pg. XX.X
XX.X PORT CLASSES
There are five basic classes of Port based on their safety, importance, and affluence.
• X-Class Ports: Notorious criminal settlements and pirate bases. X-Class ports are beyond the
reach of the Company, making them much more free and much more dangerous.
• 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 backworld, minimally
staffed and 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 galaxy spinning.
• A-Class Ports: Overpopulated metropoles, trading centers, and powerbrokers. A-Class Ports
house millions and contain everything you’d expect to find in a global city, and more if you know
where to look.
• S-Class Ports: Luxurious pleasure spas and restricted-access palacial estates of the
uber‑wealthy. S-Class Ports are the rare gems of the void. Heavily guarded, invite only.
While Ports are generally locations capable of docking a ship, these classes can be used to
designate planetside cities (or even districts or neighborhoods) for the purposes of Shore Leave.
Surviving on the Rim is tough, but those who do come out even tougher. Between contracts, if you have
some extra credits, you can take Shore Leave and attempt to convert your accumulated Stress into
improved Saves.
XX.X HOW DO I TAKE SHORE LEAVE?
You can take Shore Leave at any relatively safe Port.
1. Pay the Shore Leave costs.
Every port charges a different amount for Shore
Leave based on the different amenities and
activities it has to offer.
2. Make a Sanity Save.
In order to process your Stress into something
useful, make a Sanity Save:
• Success: you convert some of your Stress
into improved Saves. Each port converts a
different amount of Stress as shown in the table.
Whatever Stress you don’t convert is relieved,
setting you back to your Minimum Stress.
• Critical Success: You convert the maximum
amount of Stress allowed at that port into
improved Saves and relieve the remainder.
• Failure: You don’t convert any Stress, but you
relieve all of your Stress, setting you back to
your Minimum Stress. Then, gain a Stress for
failing your Sanity Save.
• Critical Failure: You don’t convert or relieve
any Stress. Make a Panic Check.
3. Convert Stress into Saves.
For every point of Stress you convert, you can
improve any Save by one. You can divide this
improvements up however you want.
XX.X HOW LONG IS SHORE LEAVE?
You need something between a long weekend and
a two-week vacation (roughly 2d10 days) to get
the benefits of Shore Leave. Any less time and
you may incur penalties at the Warden’s discretion.
What happens on Shore Leave?
Shore Leave can be as detailed or abstract as
your group prefers. You might play out the entire
time with different leisure activies, social scenarios,
and costs associated with it, or you could just roll
once and head out. Groups that like a little buffer
between horrific adventures might appreciate the
break with some “slice of life” sessions.
39
SHORE LEAVE
SHORE LEAVE COSTS
PORT COST STRESS CONVERTED
X-CLASS 1d100 x 10kcr 2d10 [+]
C-CLASS 2d10 x 100cr 1d5
B-CLASS 2d10 x 1kcr 1d10
A-CLASS 2d10 x 10kcr 2d10
S-CLASS 2d10 x 100kcr All
Example: Shore Leave at Anarene’s Folly
WARDEN: Alright, so Knox and Cleo make it
back to Anarene’s Folly. Phil, you probably
should roll up a new character unless you
want to keep playing that marine.
PHIL: I’ll just play this guy, but I’m going to
rename him “Jasper.”
WARDEN: You do that. Do you guys want
to take Shore Leave? Anarene’s Folly is a
C-Class station, so there’s not a lot to do, but
they can still get you pretty hammered.
CLEO: What’s Shore Leave cost here? I didn’t
make hardly anything on this job.
WARDEN: You can just like, fuck off for a few
days for about 100cr a pop and convert
a Stress or two. Or there’s a game of
Megadamage going on you might be able to
get into. If you spend the week doing that it’ll
be 1000cr, but you could potentially convert
something like 1d5 Stress.
KNOX: I’ve only got 500cr but I’m at 10 Stress,
so I need to do something!
PHIL: My guy can lend you money, he’s got
like 10kcr after selling that jar.
WARDEN: Yeah, but your guy died, they don’t
have access to his credits.
PHIL: Oh shit. What?
CLEO: Could we like, uh, hack it?
WARDEN: You could try! It would be like
hacking into his bank account essentially. If
you fail, the Company might find out.
CLEO: And we could use that money to do a
bigger Shore Leave.
PHIL: Five bucks my password is “password.”
WARDEN: I’ll give that a 25% chance if ya’ll
want to try it.
At most ports throughout the rim 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 better be careful, since 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.
• Max Wounds: Contractors don’t track their
Health per Wound. Instead, any Damage they take
counts as a Wound. If they take more than their
Maximum Wounds they die.
• Loyalty: Loyalty is a Save, and 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, but
on a failure they help themselves out. Each
contractor starts with a Loyalty Save of
2d10+10, rolled after they are hired.
• Motivation: A contractor’s motivation always
supersedes any sense of loyalty to the crew
they may have. You don’t need to roll up a motivation
for every contractor, just notable ones.
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 a 1 month
down payment. Additionally, they usually demand
hazard pay any time they engage in any lifethreatening
danger as a result of the job. Nonpayment
or partial payment results in a Loyalty
Save [-]. Finally, Contractors always indicate a
beneficiary who will seek any payments owed them in the event of their death.
Read more about Hazard Pay on pg. xx.x
40
CONTRACTORS
Who controls the Contractor?
Contractors should generally be controlled
by the player who hired them or by any
player who doesn’t have a character present
in the scene currently. This helps keep
everyone engaged.
Replacement Characters
Contractors make great replacement
characters, if and when your character
dies or becomes otherwise incapacitated
or unusable. Simply roll up the their Stats
as normal, dropping Instinct and rerolling
Combat. They may have lower Stats than
the Contractor originally had, but this is okay,
because they’ll also have Skills now to help
make up the difference.
41
CONTRACTORS
XX.X IMPROVING LOYALTY
Contractors who survive a job and are paid in
full increase their Loyalty by 1. Increases of
1d5 or 1d10 should be reserved for extreme
circumstances (like saving the Contractor’s life
or splitting large paydays with them).
Motivation
Not all Contractors need a motivation, but
those who do will always fail Loyalty Saves
when the two come in conflict.
XX.X EQUIPPING CONTRACTORS
Contractors generally have the basics tools,
weapons, and armor required to do their
job. If necessary, you can roll a Loadout for
them to see what they have on them.
Read more about Loadouts on pg. xx.x
CONTRACTORS
D100 OCCCUPATION SALARY COMBAT INSTINCT MAX WOUNDS RANDOM MOTIVATION
00 Archaeologist 1kcr 20 15 1 Secretely investigating a Corporate cover-up.
01-09 Asteroid Miner 2kcr 25 25 2 Sending money back home to family.
10-19 Android 2.5kcr 20 35 2 Needs to pay off a loan shark badly.
20-24 Bodyguard 2kcr 30 25 2 Can’t stop in one place for too long, gets restless.
25-29 Captain 8kcr 30 40 3 Hears a call from an entity they can’t explain.
30-34 Chaplain 200cr 10 20 2 Using you/your ship to smuggle contraband.
35-39 Corporate Fixer 5kcr 15 30 1 Revenge.
40-44 Doctor 6kcr 15 25 1 Secretely a con artist with no other expertise.
45-49 Engineer 4kcr 20 25 2 Paying a loved one’s medical bills.
50-54 Gunner 1.5kcr 30 25 2 Secretely a spy for a rival corporation.
55-59 Marine (Grunt) 1.5kcr 30 25 2 Need to pay off jumped bail or a court fine.
60-64 Marine (Officer) 2.5kcr 35 35 3 Undercover secret police investigating your crew.
65-69 Pilot 3kcr 15 25 1 In huge debt to a powerful crime syndicate.
70-74 Pioneer 500cr 25 25 1 Took the money and ran out on their last job.
75-79 Scientist 1.5kcr 15 10 1 Family member held hostage, needs ransom.
80-84 Survival Guide 2kcr 30 35 2 Secretly a bounty hunter looking for your crew.
85-89 Surgeon 7kcr 15 20 1 Seeking an honorable and glorious death.
90-94 Teamster 1.5kcr 25 25 1 Unknowingly contagious with a deadly disease.
95-98 Therapist 1kcr 10 20 1 Escaped from a corporate research facility.
99 Void Urchin 100cr 30 40 2 Secretely a wanted serial killer in hiding.
4. ROLL 1D10+10 FOR YOUR HEALTH.
Starts at 2.
HEALTH
Current Maximum
WOUNDS
Current Maximum
PERSONAL DETAILS
Character Name
Pronouns
Personal Notes
MOTHERSHIP®
CHARACTER PROFILE
STRENGTH SPEED INTELLECT COMBAT
1. ROLL 2D10+25 FOR EACH STAT.
SANITY FEAR BODY
2. ROLL 2D10+10 FOR EACH SAVE.
5. GAIN
STRESS.
STRESS
Current Minimum
Starts at 2.
8. ROLL FOR YOUR EQUIPMENT TRINKET, PATCH & LOADOUT.
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.
Player Name High Score
CREDITS 2D10X10
ARMOR POINTS
ver5.11
3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
TEAMSTER
+5 TO ALL STATS
+10 TO ALL SAVES
SCIENTIST
+10 INTELLECT
+5 TO 1 STAT
+30 SANITY SAVE
ANDROID
+20 INTELLECT
-10 TO 1 STAT
+60 FEAR SAVE
+1 MAX WOUNDS
pg. xx.x pg. xx.x pg. xx.x
MARINE
+10 COMBAT
+10 BODY SAVE
+20 FEAR SAVE
+1 MAX WOUNDS
You start at your
Maximum Health with zero
Wounds. Whenever your
Health falls below zero,
you suffer a Wound. Reset
your Health to it’s
Maximum, minus any
carryover damage.
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
TRAINED SKILLS
(+10 BONUS)
EXPERT SKILLS
(+15 BONUS)
MASTER SKILLS
(+20 BONUS)
CHEMISTRY
ATHLETICS
RIMWISE
THEOLOGY
ARCHAEOLOGY
ART
MATHEMATICS
ZERO-G
COMPUTERS
JURY-RIGGING
INDUSTRIAL
EQUIPMENT
GEOLOGY
BOTANY
ZOOLOGY
LINGUISTICS
PHARMACOLOGY
WILDERNESS
SURVIVAL
HAND-TO-HAND
COMBAT
FIREARMS
PHYSICS
PILOTING
HACKING
MECHANICAL
REPAIR
ASTEROID MINING
ECOLOGY
FIELD
MEDICINE
PATHOLOGY
PSYCHOLOGY
HYPERSPACE
ARTIFICIAL
INTELLIGENCE
ENGINEERING
ROBOTICS
CYBERNETICS
COMMAND
PLANETOLOGY
SURGERY
EXOBIOLOGY
SOPHONTOLOGY
EXPLOSIVES
XENOESOTERICISM
MILITARY
TRAINING
MYSTICISM
MARINE
Military Training, Athletics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
ANDROID
Linguistics, Computers,
Mathematics
Bonus: 1 Expert Skill
OR: 2 Trained Skills
SCIENTIST
1 Master Skill and an
Expert and Trained Skill
Prerequisite.
Bonus: 1 Trained Skill
TEAMSTER
Industrial Equipment,
Zero-G
Bonus: 1 Trained Skill
and 1 Expert Skill.
To take a Master or Expert Skill you must first take at least one of its prerequisite skills.
CONDITIONS
SKILL TRAINING
In Progress Time Remaining
HOW TO PLAY MOTHERSHIP®
Stat Checks
Roll d100 less than your
Strength, Speed, Intellect,
or Combat to accomplish
your task, otherwise fail
and gain 1 Stress.
A roll of 90-99 is always
considered a failure.
Saves
Roll d100 less than your
Sanity, Fear, or Body to
avoid danger, otherwise fail
and gain 1 Stress.
A roll of 90-99 is always
considered a failure.
Panic Checks
When the worst has
happened, to avoid
Panicking, roll the Panic
Die (1d20) greater than
your current Stress or
else Panic.
Panic Table pg. xx.x
Skills
If you have a Skill relevant
to the task at hand, you
can add its Skill Bonus to
your Stat before rolling a
Stat Check.
• Trained Skills: +10
• Expert Skills: +15
• Master Skills: +20
Advantage &
Disadvantage
If you have a situational
Advantage [+], roll the
dice twice and take the
best result.
If you have a situational
Disadvantage [-], roll the
dice twice and take the
worst result.
Criticals
Whenever you roll doubles
on d100, the result is
special. If the result is a
success it’s a Critical
Success and something
very good happens. If the
result failed it’s a Critical
Failure, something bad
happens, and you must
make a Panic Check.
VIOLENCE
Damage & Wounds
Whenever you take
Damage, reduce your
health by that amount. If
your health is reduced
to zero, you gain a
Wound and roll on the
Wounds Table.
Wounds Table
pg. xx.x
Armor & Cover
You can ignore any
Damage less than the AP
of your armor + cover. Any
Damage greater than that
value destroys the armor
or cover and carries over.
See Armor &
Cover pg. xx.x
Death
Whenever you take
more than your
Maximum Wounds,
make a Death Check.
Death Check
pg. xx.x
Range
To learn to play visit mothershiprpg.com/learn
Adjacent
It can touch you.
Less than 1m / 3 ft.
Close
It can get to you.
Roughly 5-10m /
15-30 ft.
Long Range
It can shoot you.
Roughly 20-100m /
50-300 ft.
Out Of Range
You can hear them
scream. More than
100m / 300 ft.