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Mothership MANAGER

The document outlines the rules and mechanics for playing the MOTHERSHIP® role-playing game, including character creation, stat checks, skills, and combat mechanics. Players roll dice to determine outcomes for various actions, manage health and stress, and navigate character classes and skills. It also includes guidelines for damage, wounds, and panic checks during gameplay.

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jmacd9
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0% found this document useful (0 votes)
97 views2 pages

Mothership MANAGER

The document outlines the rules and mechanics for playing the MOTHERSHIP® role-playing game, including character creation, stat checks, skills, and combat mechanics. Players roll dice to determine outcomes for various actions, manage health and stress, and navigate character classes and skills. It also includes guidelines for damage, wounds, and panic checks during gameplay.

Uploaded by

jmacd9
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MOTHERSHIP® MOTHERSHIP®

HOW TO PLAY MOTHERSHIP ®


CHARACTER PROFILE CHARACTER
Player Name PROFILE
High Score

Character Name
PERSONAL DETAILS
1. Character
ROLL 2D10+25 FOR EACH STAT.
PERSONAL DETAILS
Name
1.

Stat Checks Saves Panic Checks


Roll 1d100 less than your Roll 1d100 less than your When the worst has Pronouns Pronouns
Strength, Speed, Intellect, Sanity, Fear, or Body to happened, to avoid
or Combat to accomplish avoid danger, otherwise fail Panicking, roll the Panic STRENGTH SPEED INTELLECT COMBAT STR
Personal Notes Personal Notes
the task, otherwise fail and and gain 1 Stress. Die (1d20) greater than
gain 1 Stress. the character’s current
A roll of 90-99 is always Stress or else Panic. 2. ROLL 2D10+10 FOR EACH SAVE. 2.
A roll of 90-99 is always considered a failure.
considered a failure. Panic Table pg. 21.

SANITY FEAR BODY


Skills Advantage & Criticals
If a character has a Skill Disadvantage Whenever you roll doubles
3. SELECT YOUR CLASS. 3. SELECT
Adjust your starting YOUR
STATS & SAVES. CLASS. Adjust your star
relevant to the task at If a character has a on 1d100, the result is
hand, you can add its Skill situational Advantage [+], special. If the result is a MARINE
MANAGER ANDROID MARINE
SCIENTIST ANDROID
TEAMSTER
Bonus to the Stat before roll the dice twice and take success it’s a Critical +10 COMBAT
+5 INTELLECT +20 INTELLECT +10
+10 COMBAT
INTELLECT +5 +20 INTELLECT
TO ALL STATS
rolling a Stat Check. the best result. Success and something +10 BODY SAVE
-5 COMBAT -10 TO 1 STAT +5+10 BODY
TO 1 STATSAVE +10-10
TOTO
ALL1 SAVES
STAT
very good happens. If the +20 FEARSAVES
-10 ALL SAVE +60 FEAR SAVE +30+20 FEARSAVE
SANITY SAVE +60 FEAR SAVE
• Trained Skills: +10 If a character has a result failed it’s a Critical
+1
+5 MAX WOUNDS
SPEED +1 MAX WOUNDS +1 MAX WOUNDS +1 MAX WOUNDS
• Expert Skills: +15 situational Disadvantage Failure, something bad
• Master Skills: +20 [-], roll the dice twice and happens, and you must
take the worst result. make a Panic Check. 5. GAIN
4. ROLL 1D10+10 FOR YOUR HEALTH.4. ROLL 1D10+10 FOR YOUR HEALTH
You start at your STRESS.
Maximum Health with zero Ma
HEALTH WOUNDS HEALTH
Wounds. Whenever your STRESS
WOUNDS W
Health falls below zero, H
VIOLENCE you suffer a Wound. Reset you
your Health to its
Maximum, minus any Current Minimum M
Current Maximum Current Maximum Current Maximum Current Maximum
Starts at 2. carryover damage. Starts atat
Starts 2.2.

Damage & Wounds Armor & Cover Death


Whenever a character You can ignore any Whenever your 6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
6. TAKE NOTE OF YOUR CLASS’S TRA
takes Damage, reduce Damage less than the character takes Wounds
Health by that amount. AP of armor + cover. Any equal to their Maximum MANAGER DO NOT ROLL PANIC CHECK DUE TO OTHERS PANICING WHENEVER YOU PANIC, EVERY CLOSE FR
If Health is reduced Damage greater than Wounds, make a Death ANDROID ANDROID
FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
FEAR SAVES MADE BY CLOSE FRIENDLY P
to zero, gain a Wound that value destroys the Save. SCIENTIST SCIENTIST
WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY WHENEVER
PLAYERS GAIN
YOU1FAIL
STRESS.
A SANITY SAVE, A
and roll on the Wounds armor or cover and carries
See Death pg. TEAMSTER TEAMSTER
ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC
ONCECHECK.
PER SESSION, YOU MAY TAKE ADV
Table. over. Damage Reduction
reduces all incoming DMG. 29.2
Wounds Table
8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET
8. ROLL & PATCH
FOR YOUR EQUIPMENT
. LO
pg. 29. See Armor pg. 28. pg. 7 pg. 8 pg. 9

Range
Adjacent Close Range Long Range Extreme Range ARMOR POINTS ARMOR POINTS
It can touch you. It can get to you. It can shoot you. You can hear them
Less than 1m / 3 ft. Roughly 5-10m / Roughly 20-100m / scream. More than CREDITS 2D10X10
15-30 ft. 50-300 ft. 100m / 300 ft.

To learn to play visit mothershiprpg.com/learn


7. NOTESKILLS.
ND CHOOSE BONUS CLASS SKILLS AND CHOOSE BONUS SKILLS.
MOTHERSHIP
Toprerequisite
t first take at least one of its
e
take a Master or Expert Skill you must first take at least one of its prerequisite Skills.
Skills.
Personal Log Player Name
MARINE
SCIENTIST ANDROID
TEAMSTER MANAGER TEAMSTER
Computers, Art
. Military
1 Master Skill,Training,
ExpertBonus:
and an AthleticsIndustrial
1 Expert
and Trained Skill
Skill
Linguistics,
Mathematics
Zero-G
Computers,
Equipment,
Bonus: 2 Expert Skills and
Industrial Equipment,
Zero-G
OR: 2 Trained Skills
prerequisite. Bonus:
Bonus: 1 Expert
1 Trained Skill Skill Prerequisites Bonus: 1 Trained Skill
Bonus: 1 Trained Skill and 1OR: 2 Trained
Expert Skill. Skills and 1 Expert Skill.

T
SKILLS TRAINED SKILLS EXPERT SKILLS
MASTER SKILLS MASTER SKILLS
US) (+10 BONUS) (+20 BONUS) (+15 BONUS) (+20 BONUS)

E.
YCHOLOGY LINGUISTICS SOPHONTOLOGY PSYCHOLOGY SOPHONTOLOGY

THOLOGY ZOOLOGY EXOBIOLOGY PATHOLOGY EXOBIOLOGY

LD SURGERY FIELD SURGERY


DICINE MEDICINE

OLOGY BOTANY PLANETOLOGY ECOLOGY PLANETOLOGY

GEOLOGY
TEROID MINING ROBOTICS ASTEROID MINING ROBOTICS

CHANICAL INDUSTRIAL ENGINEERING MECHANICAL ENGINEERING


PAIR EQUIPMENT REPAIR

PLOSIVES JURY-RIGGING CYBERNETICS EXPLOSIVES CYBERNETICS

ARMACOLOGYCHEMISTRY PHARMACOLOGY

CKING COMPUTERS ARTIFICIAL HACKING ARTIFICIAL


INTELLIGENCE INTELLIGENCE

OTING ZERO-G PILOTING

YSICS MATHEMATICS HYPERSPACE PHYSICS HYPERSPACE


m
.
STICISM ART XENOESOTERICISMMYSTICISM XENOESOTERICISM

ARCHAEOLOGY

LDERNESS THEOLOGY WILDERNESS


RVIVAL SURVIVAL

EARMS MILITARY COMMAND FIREARMS COMMAND


TRAINING

ND-TO-HAND RIMWISE HAND-TO-HAND


MBAT COMBAT

ATHLETICS

SKILL TRAINING

Time
In Remaining
Progress Time Remaining

CONDITIONS

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