Mothership
Classes
Classes
- Choose one class during character creation and apply its adjustments to your stats and saves.
- Class loadouts are on page 7
- Class benefits are on the character sheet, on page 42
- Marine
- Soldiers and fighters — handy in a fight, but their panic is contagious and dangerous for the crew.
- Android
- Non-human crew members whose cold inhumanity unnerves those around them, even when they're trying to help.
- Scientist
- Doctors, researchers, and specialists — deeply knowledgeable but prone to losing their grip on sanity.
- Teamster
- Rough blue-collar workers — mechanics, miners, and pilots who are broadly capable but not specialists.
Player's Survival Guide, page 4, Player's Survival Guide, page 42, Player's Survival Guide, page 7
Combat
Combat
Rounds
- Each round is about 10 seconds
- Everyone gets a turn each round; ordering is flexible
Attack
- Make a Combat check
- On success, roll weapon damage and subtract from the target’s Health
- On failure, gain 1 stress
Armor
- Armor Points (AP): ignore damage below your AP
- If a hit equals or exceeds your AP: take remaining damage and armor is destroyed
- Damage Reduction (DR): reduce all incoming damage by the listed amount
Cover
- Cover provides AP (between 5-20 depending on how strong it is)
- Heavy cover also provides DR 5
Player's Survival Guide, page 26, Player's Survival Guide, page 27, Player's Survival Guide, page 28
Health
Health
Taking Damage
- When you take damage, subtract it from your health
- If you take more damage than you have health, add a wound, and reset your health to maximum
- Then subtract any remaining damage
- If you reach your maximum wounds, make a death save
Death
- To make a death save, roll a d10, under a cup, and wait for assistance
- Don’t check the dice until someone checks you
- Consult the Death Table (page 29)
Healing
- Healing
- Once per day, after 6+ hours of rest, make a body save to reset Health to maximum (don’t heal wounds)
- To heal wounds, conditions, or stat modifications, you require professional medical care
Player's Survival Guide, page 28, Player's Survival Guide, page 29, Player's Survival Guide, page 34
Making Checks
Making Checks
- Only make a check when there’s a significant risk, or a serious consequence to failure
- Determine which stat / save to check against
- If you’re using one of your skills, add it to your stat for this check
- Roll a d100
- Less than your stat: success
- Equal to or over: failure, gain 1 stress
- 90–99: always a failure
- Doubles: critical (pass or fail)
- 00 is always a Critical Success
- 99 is always a Critical Failure
- Advantage: roll twice, take the lower result
- Disadvantage: roll twice, take the higher result
Player's Survival Guide, page 18
Panic and Stress
Panic and Stress
- The more stress you have, the more likely you are to panic when bad things happen
- Keep track of your stress (you start with 2)
- You have a minimum stress and can't go below this
- Maximum stress is 20; any stress taken over 20 reduces the most relevant stat or save instead
- To relieve stress, make a Rest Save using your worst save
- Success: reduce stress by the ones digit of the roll
- Failure: gain 1 stress
- Leisure activities give advantage; unsafe locations give disadvantage
- Make a panic check whenever
- You roll a critical failure
- Dramatically appropriate events (e.g. witnessing death, encountering strange entities)
- Whenever you choose to
- When you need to make a panic check, roll a d20
- Greater than your stress - Success
- Equal to or under - Failure, consult the panic table
Player's Survival Guide, page 20, Player's Survival Guide, page 21
Ranges
Ranges
- Ranges are described qualitatively, not as fixed distances
| Description | Explanation |
|---|---|
| Adjacent | Touching range |
| Close Range | Throwing range |
| Long Range | Yelling range |
| Extreme Range | Further |
Player's Survival Guide, page 30, Player's Survival Guide, page 31
Stats & Saves
Stats & Saves
Stats
- Strength
- Speed
- Intellect
- Combat
Saves
- Sanity
- Making sense out of the insensible, chaos
- Coping with stress
- Fear
- Dealing with emotional effects and consequences
- Body
- Physical effects, damage to your own person
Player's Survival Guide, page 18