Mothership Warden's Screen
Mothership Warden's Screen
STATS & SAVES 61+ Killing machine. 61-64 PATTERN RECOGNITION Requires the players to notice repeated symbols or other repeated information.
STAT/SAVE WHEN TO USE 00-30 Average human. 65-69 REMOTE SWITCH Activate a switch in another location to bypass the obstacle in their current location.
SANITY SAVE Rationalization, order from chaos. 70-73 RIDDLE Requires recitation of a coded phrase or password.
INSTINCT 31-60 Crafty, thinking being.
FEAR SAVE Level-headedness, emotional reactions. 74-78 RISING TIDE Danger which escalates naturally, forcing the players to solve it quickly or be harmed.
61+ Highly intelligent.
79-82 SACRIFICE Requires the players to sacrifice something of great value to them in order to solve it.
BODY SAVE Resist hunger, disease, foreign organisms. 0 Unarmored.
83-86 SEQUENCE Complete a certain number of steps in a specific order to solve the puzzle.
STRENGTH Lifting, carrying, holding, pushing, pulling, jumping. 1-3 Basic clothing, thick fur/skin.
87-90 TEAMWORK Multiple players must do something at the same time in order to solve the puzzle.
SPEED Running, working quickly, reaction time, dodging. ARMOR
4-7 Plating/shell/basic armor. 91-93 TIMELOCK Solve the puzzle in a certain amount of time or fail (or otherwise re-start their attempt).
POINTS
INTELLECT Recalling your training and experience under duress. 8-10 Hard plating/heavy armor. 94-96 TRAP The puzzle punishes players for failed attempts to solve it.
COMBAT Fighting for your life. 11+ Weaponry required. 97-99 TRIAL AND ERROR Players must experiment with several ingredients (e.g., switches, chemicals, etc.) to solve the puzzle.
MEGADAMAGE SHIP STATS SPACE TRAVEL COSTS
MDMG EFFECT Safely maneuvering and accelerating in space. LANDING COST
THRUSTERS
Similar to a character’s Speed Stat.
00 ALL SYSTEMS NORMAL. 5x5. Ready to ride. Shuttle Passenger Seating 250cr
Targeting and attacking other spacecraft in ship-to-ship combat.
BATTLE Cargo Space +1kcr
Similar to a character’s Combat Stat.
01 EMERGENCY FUEL LEAK. Every time you spend fuel, you spend 1 more. A catchall stat, like Instinct, which governs your ship’s sensors, INTERPLANETARY TRAVEL COST
SYSTEMS
computers, maintenance, and other subsystems.
J0C-0 Passenger Liner
1kcr
02 WEAPONS OFFLINE. Cannot make Weapons Checks. Steerage Deck (cryopod only)
FUEL COSTS Second Class (public bunking, cryopod) 2.5kcr
NAVIGATION OFFLINE. Cannot make Thruster Checks. 10% chance all FUEL TYPE COST FUEL TYPE COST
03 First Class (private cabin, cryopod) 10kcr
navigation data wiped.
Class-I Fuel 1kcr Class-V Fuel 100kcr Cargo Space +5kcr
FIRE ON DECK. Fire spreads throughout the ship, creating a toxic
atmosphere (due to smoke inhalation) and a highly corrosive atmosphere Class-II Fuel 2kcr Warp Core 1mcr Hangar Space +250kcr
04
(10 DMG/round) for locations on fire (see Toxic & Corrosive Atmospheres, Class-III Fuel 5kcr Run Thrusters 1 Fuel/mo. To distant planet x2
Player’s Survival Guide pg. 32.1 for details).
Class-IV Fuel 50kcr Hyperspace Jump 1 Warp Core To edge of system x4
HULL BREACH. All aboard make a Body Save or take 1 Wound (Explosion). INTERSTELLAR TRAVEL COST
05
On a critical fail, get violently sucked into space. DISTRESS SIGNALS
J1C-III Jumpliner
LIFE SUPPORT SYSTEMS OFFLINE. Oxygen limited to 1d10 multiplied 2kcr
D10 RESPONSE TIME Steerage Deck (cryopod only)
06 by the maximum crew capacity (see Oxygen, Player’s Survival Guide
pg. 33.1 for details). 00 2D10 WEEKS. One of the lucky ones. Second Class (private cabin, cryopod) 5kcr
2D10 MONTHS. Note to self: Remember to review Company policy on First Class (private suite, cryopod) 20kcr
07 RADIATION LEAK. Radiation level increases every 2d10 min. 01-02
backpay in the event of a cryo-emergency.
Cargo Space +20kcr
03-04 2D10 YEARS. Body Save or -1d5 to all Stats and Saves.
Hangar Space +500kcr
08 DEAD IN THE WATER. All systems offline, emergency power. 05 2D10 DECADES. Body Save [-] or -1d10 to all Stats and Saves.
Jump-2 Ticket +10kcr
06-09 NEVER. The ship floats endlessly in space.
09+ ABANDON SHIP! Ship is destroyed in 1d10 minutes. Jump-3 Ticket +30kcr
BANKRUPTCY
PORTS
SHIP RANGE & DISTANCE SAVE CONSEQUENCE
D10 CLASS SHORE LEAVE STRESS CONVERTED
You eke out a small profit. Choose one:
CONTACT FIRING DETECTION Purchase 1 Major Upgrade for the ship. 00 X-Class. Criminals, pirates. 1d100x10kcr 2d10 [+]
EVASION ATTEMPT 3 Fuel. 2 Fuel. 1 Fuel. CRITICAL SUCCESS Repair 1d5 Major Repairs.
01-05 C-Class. Remote outposts. 2d10x100cr 1d5
Pay each crewmember 1d5x100kcr.
HAILING LATENCY None. Seconds. Minutes to hours. Raise your Bankruptcy Save by 1d10. B-Class. Industrial shipyards,
06-07 2d10x1kcr 1d10
Damage, lifeform Transponder, class, Vessel’s size, location, You scrape by. Choose one: marine bases.
SCANNERS SHOW Purchase 1 Minor Upgrade for the ship.
presence, visual. and weapons. and trajectory. SUCCESS A-Class. Metropolises, trade
Purchase 1 Minor Repair for the ship. 08 2d10x10kcr 2d10
SHIP COMBAT Boarding. All weapons. Railgun only. Pay each crewmember 2d10 months of Salary. centers, major hubs.
Raise your Bankruptcy Save by 1d5.
Planet to close Planet to moon, Planet to distant S-Class. Luxury resorts, restricted
TRAVEL DISTANCE 09 2d10x100kcr All
orbit. station, asteroid field. planet. FAILURE You are 1d10mcr in debt to ruthless lenders. corpo-worlds.
TRAVEL TIME Minutes. Hours to days. Weeks to months. The company goes bankrupt and owes a massive debt to the
CRITICAL FAILURE
worst people imaginable. REPAIRS AND MAINTENANCE
SHIP COMBAT PROCEDURE ITEM DESCRIPTION
SHIP CLASS
STARTING CONDITION 1d5+1 Repairs from Maintenance Issue Table.
PHASE WHAT HAPPENS
CLASS DESCRIPTION EXAMPLE Annual Systems Check. Failure: Roll on Maintenance
Ships Evade, Pursue, or Maintain Course. Bid Fuel. ROUTINE MAINTENANCE
MOVEMENT 0 Small vessels. Shuttles, fighters, dropships. Issue Table.
Winner gets [+] on Thrusters Check, winner makes progress.
I Light commercial. Raider, executive transport. MINOR REPAIRS 2d10 days to repair. Can be done in flight.
All ships within Firing Range make a Weapons Check:
ATTACK Critical Failure: +2 MDMG, Failure: +1 MDMG, II Medium commercial. Freighter, Patrol Craft. Can take months to a year. Must be done in Port.
Success: Deal MDMG, Critical Success: x2 MDMG. MAJOR REPAIRS
III Heavy commercial Salvage Cutter, Jumpliner. Each point of Hull or MDMG is a separate Major Repair.
MORALE If enemies roll 1d10 under their MDMG: negotiate surrender.
IV Light military. Corvette.
UPGRADES Must be installed in X, B, or A-Class Port.
AFTER BATTLE REPORT If ship took MDMG, Systems Check. Failure: Maintenance Table. V Medium military. Exploration vessel, troopship.
PLANETS SETTLEMENT LOCALE PRICE TIERS
D10 SURFACE SIZE/GRAVITY ATMOSPHERE CLIMATE D100 GEOLOGICAL FEATURE RANGE NOTABLE ITEMS
00 Liquid Giant (Crushing Gravity) Corrosive Hellish 00-04 CATENA (crater chain)
01 Liquid Giant (Crushing Gravity) Corrosive Hot 1cr’s Cheap meals.
05-08 CHAOS (broken terrain)
02 Liquid Mini-Giant (Heavy Gravity) Toxic Hot 09-12 COLLIS (small hill)
10cr’s Cheap equipment. Standard ammunition, meals.
03 Terrestrial Mini-Giant (Heavy Gravity) Toxic Balmy 13-16 CRATER (impact valley)
04 Terrestrial Mini-Giant (Heavy Gravity) Thin Temperate 17-20 DORSUM (ridge) 100cr’s Cheap contractors, weapons. Standard drugs, equipment.
05 Terrestrial Earth-Sized Planet (Normal Gravity) Thin Heavenly 21-24 ERUPTIVE CENTER (volcano)
06 Terrestrial Earth-Sized Planet (Normal Gravity) Terraformed Rainy 25-28 FOSSA (trough) Cheap medical treatment, ship fuel. Standard armor, contractors, weapons, space travel.
1kcr’s
07 Terrestrial Dwarf Planet (Light Gravity) Terraformed Turbulent Premium drugs, equipment.
29-32 LABES (landslide)
08 Gas Dwarf Planet (Light Gravity) Terraformed Cold Standard cybermods/slickware, medical treatment, skill training. Premium armor, contractors,
33-35 LABYRINTHUS (complex of intersecting valleys/ridges) 10kcr’s
space travel, weapons.
09 Gas Dwarf Planet (Light Gravity) Pristine Freezing
36-39 LACUS (“lake” or small plain)
40-43 LANDING SITE 100kcr’s Standard commercial mechs, organic animals, ship upgrades. Premium medical treatment, ship fuel.
POPULATION CONTROL FACTION
44-47 MARE (“sea” on a moon)
D10 NUMBER OF PEOPLE D10 FACTION 1mcr’s Cheap retirement. Standard chartered vessels, armored vehicles.
48-51 MENSA (mesa)
00 A single person. 52-56 MONS (mountain)
00 Religious Group 10mcr’s Cheap spacecraft. Premium ship upgrades.
57-60 MONTES (mountain range)
01-02 A small handful of people.
61-65 PATERA (irregular crater) 100mcr’s Standard spacecraft. Premium retirement.
01-05 Corporation
03-04 A few dozen people. 66-69 PLANITIA (low plain)
70-73 PLANUM (high plain/plateau) 1bcr’s Cheap space stations. Premium spacecraft.
05-06 Roughly a hundred people. 06-07 Government 74-77 RUPES (cliff/scarp)
78-81 RIMA (fissure) 1tcr Standard space stations.
07 A few hundred people.
08 Union 82-85 SAXUM (boulder)
08 Roughly a thousand people. 86-89 TERRA (extensive land mass) CONTRACTORS
00-01 PRODUCTION & MANUFACTURE: Asteroid mining, derelict salvage and scrap, strikebreaking, terraformer installation, and android troubleshooting. 12kcr—24kcr Top-of-the-line professional specialists, Corporate Fixers, Surgeons.