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