Mothership - Zine Rulebook-v5.pdf
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CHARACTER CREATION
i
PLAYER’S SURVIVAL GUIDE
WEAPONS
WEAPON
Ammo
Combat
Shotgun
Crowbar
Flame
Thrower
Flare Gun
Foam
Gun
COST
50*
1,400
2d10
Knock-
down.
10m
20m
30m
DMG
CRIT
S
M
L
AMMUNITION
Knockback. 1/2 DMG at
medium range. 1/4 DMG
at long range.
N/A
20m
SHOTS
4
SPECIAL
Audio Rangefinder: beeps
when non-friendlies
approach within 10m.
+5 Mechanical Repair.
Body Save or get set on
fire and take 1d10 DMG
per turn.
*Cost per magazine or box of ammunition (equal to weapon’s full shots)
50
2,000
1d10
2d10
2m
CQC Only.
10m
N/A
8
85
275
1d10
N/A
No Save.
5m
<1m
10m
5m
20m
10m
High Intensity Flare: Visible
from 25km away.
Quick Hardening Foam:
Body/Instinct Save to avoid
or become stuck. Foam
coveres 5sqm.
Deals DMG to all within
15m radius.
2
10
Fire retardant.
Frag
Grenade
Hand
Welder
Laser
Cutter
Nail Gun
Pulse
Rifle
70
250
1d10
1d10
20m
30m
CQC Only.
40m
1
∞
Can deal 1 MDMG to ships
(or more if internal).
Ultra heat emitter: Cuts
through airlocks/heavy
doors. -10 vs. Armor Save.
Takes 1 hour to recharge
from a power source or 6
hours in sunlight.
1,200
1d% or
1MDMG
2d10
5d10
Double
DMG.
Double
DMG.
25m
250m
700m
Takes 1 round to recharge
between shots.
Heavy Duty Nails: -10 vs.
Armor Save
Phosphorus Rounds.
Fully automatic.
6
150
1,600
<1m
15m
5m
125m
10m
300m
32
1(3)
Smart-link system: +5
Combat if wearing HUD.
Pump-Action Grenade
Launcher: Holds 6 frag
grenades.
Revolver
Rigging
Gun
750
350
3d10
2d10
Knock-
down .
Impale.
Triple
DMG.
2m
10m
30m
30m
125m
100m
Kineti-slugs: -5 vs. Armor
Save.
Micro-filament: 500m.
Hard to cut.
8
1
Retractable Harpoon: Body/
Instinct Save or become
entangled. Does an extra
+1d10 DMG when grapnel is
pulled out of target.
+10 Surgery.
Scalpel
50
1d10
+1d10
DMG and
bleeding.
x3 DMG.
25m
CQC Only.
N/A
N/A
Smart
Rifle
12,000
1d10
200m
500m
Armor Piercing: -10 vs.
Armor Save.
12
Smart-link system: +10
Combat if wearing HUD.
Spectroscope: Night/Thermal
Vision.
Body Save or stunned for
1 round.
Body [+] Save or fall
unconscious for 1d10
rounds.
Can hack through limbs or
dense forestry but not metal
doors, airlocks, etc.
SMG
Stun
Baton
Tranq
Pistol
Vibechete
1,200
115
850
4d10
1d10
N/A
No Save.
No Save.
10m
75m
CQC Only.
150m
Fully automatic.
N/A.
1(5)
N/A
6
2m
10m
20m
Tranquilizer Darts.
75
2d10
Hacks
off limb.
CQC Only.
>> Read more about Weapons on page 11-14.
CONTENTS
CHARACTER CREATION ........................... 1
BASIC RULES........................................... 3
Rolling the Dice .......................................3.1
Stats and Stat Checks ...............................3.2
Advantage & Disadvantage ......................3.3
Critical Hits & Failures ..............................4.1
Opposed Checks .....................................4.2
SKILLS .................................................... 5
SAVES .................................................... 7
SURVIVAL ............................................... 8
Crisis Checks ..........................................8.1
Food & Water .........................................8.2
Oxygen ..................................................8.3
Earning Credits .......................................8.4
COMBAT................................................. 9
Surprise ..................................................9.1
Who goes first? .......................................9.2
How long is a turn? .................................9.3
What can I do on my turn? .......................9.4
How do I attack? .....................................9.5
Do I get a bonus from cover? ....................9.6
How far can I move?................................9.7
Hit Location ..........................................10.1
Damage ...............................................10.2
How do I heal? .....................................10.3
Unconsciousness & Death .......................10.4
WEAPONS............................................ 11
Weapons..............................................11.1
Ammunition ..........................................11.2
Range ..................................................12.1
Aiming .................................................12.2
Reloading .............................................12.3
Automatic Weapons...............................12.4
Special Weapon Abilities .......................12.5
WEAPON CHART .................................. 13
ARMOR TABLE ...................................... 15
EQUIPMENT TABLE ................................ 17
Starting Loadouts & Credits .....................18.1
Addiction .............................................18.2
D100 TRINKETS .................................... 19
D100 PATCHES ..................................... 20
HIRING MERCENARIES .......................... 21
Mercenary Stats ....................................21.1
How muc h do Mercenaries cost? ...........21.2
Can Mercenaries level up? .....................21.3
Mercenaries in Combat ..........................21.4
Mercenary Cost Table ...............................22
Mercenary Scum Table ..............................23
Mercenary Motivation Table ......................24
STRESS ................................................. 25
How do I gain Stress? ............................25.1
How do I relieve Stress? .........................25.2
PANIC & RESOLVE ................................. 26
What is a Panic Check? .........................26.1
When should I roll a Panic Check? ..........26.2
Resolve.................................................26.3
SPACE TRAVEL, HYPERSPACE ................. 27
How long does it take?...........................27.1
Jump Drives & Hyperspace .....................27.2
Can I captain my own ship? ...................27.3
Basic Ship Classes .................................27.4
Buying a Ship .......................................27.5
Refueling ..............................................27.6
Upgrades & Repairs...............................28.1
BASIC SHIP CLASSES TABLE ................... 28
SHIP DESIGN ........................................ 30
Ship Weapons ......................................30.3
SHIP-TO-SHIP COMBAT ......................... 33
What’s the same? ..................................33.1
What’s different? ...................................33.2
What can I do on my turn? .....................33.3
Ship Critical Hits....................................34.1
EXPERIENCE POINTS ............................. 35
LEVELING UP ........................................ 36
Written & Illustrated by Sean McCoy.
Developed by Donn Stroud, Nick Reed, Tyler Kimball, Fiona Maeve Geist | Editing by Jarrett Crader.
Special thanks to Lindsay Campbell, Alan Gerding, Donald Shults.
Copyright © 2018 Tuesday Knight Games | Alpha Zine Edition, Fifth Printing 2018.
Alternate character sheets, Warden resources, and more at mothershiprpg.com.
CHARACTER CREATION
Welcome to
Mothership,
a 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,
exterminate hostile alien life and examine the
horrors that encroach upon your every move.
Let’s get started!
You can actually design your character right from
the
character sheet
at the back of this book. All
the steps are printed on the sheet. You can see an
example of a completed sheet on the next page.
If you need a little bit more information, or find the
character sheet confusing, here’s what you do:
1.1 ROLL 6D10 FOR EACH OF YOUR STATS
Mothership
uses d10s for everything, so grab
a handful and get rolling! You’ll roll 6d10 for
each Stat and record the results in order starting
with
Strength,
then
Speed, Intellect
and finally
Combat.
A Stat of 30 is about average, but don’t
get too hung up on your numbers right now.
>> Read more about Stats on page 3.2.
1
If you follow the arrows at the bottom of each
class column you’ll see that each class alters your
starting Stats a little bit.
(Example: the Teamster
class provides +5 to both Strength and Speed).
Go ahead and change your starting Stats.
1.3 MARK YOUR STARTING SKILLS &
SPEND YOUR STARTING SKILL POINTS
Each class comes preloaded with some relevant
Skills which will help them perform better at
different challenges. Additionally, each class
has a number of points to spend on Skills during
character creation. Spend all of your Skill points
now, keeping in mind:
»
»
»
»
Trained Skills
cost 1 point.
Expert Skills
cost 2 points.
Master Skills
cost 3 points.
To take an Expert or Master Skill you must first
take one of its prerequisite Skills.
>> Read more about Skills on page 5.
1.4 TAKE NOTE OF HOW YOUR CLASS
DEALS WITH STRESS & PANIC
Each class deals with
Stress
and
Panic
differently, which will come into play later in the
game. Go ahead and mark your class’ special
rules with a √ for future reference.
>> Read more about Stress & Panic on pages 25-26.
1.2 PICK A CLASS & NOTE THEIR
STARTING SAVES
These are the four basic classes in
Mothership:
»
Teamsters
are the rough and tumble crew
and workers out in space. If Ripley from Aliens
is your hero you’ll want to play a Teamster.
Scientists
are doctors, researchers and
anyone who wants to slice open aliens (or
infected crew members) with a scalpel.
Androids
are a terrifying and exciting addition
to any crew. They tend to unnerve other crew
with their cold inhumanity.
Marines
are here to shoot bugs and chew
bubblegum. They’re handy in a fight and
good when grouped together, but whenever a
Marine Panics it may cause problems for the
rest of the crew.
»
1.5 PICK A STARTING LOADOUT AND
ROLL A RANDOM TRINKET & PATCH
There are four different starting equipment
packages to choose from. These are here for
convenience so that you don’t have to spend a lot
of time shopping before the game begins. Also roll
for a random Trinket and Patch from pages 19-20.
Your Trinket and Patch don’t have any mechanical
significance but might give you insight into what
your character is like. Your Armor will also improve
your Armor Save, which you should update now.
>> Read more about Armor on pages15-16.
»
»
Put a √ in the circle above the class you picked.
Each class has their own starting
Save
values
which represent how resistant they are to different
kinds of trauma, danger or damage. You have four
different Saves:
Sanity, Fear, Body
and
Armor.
The starting Saves are already filled in for you in
light grey in the appropriate boxes.
>> Read more about Saves on page 7.
1.6 FINISHING TOUCHES
Fill out your
Stress
(starts at 2),
Resolve
(starts
at 0),
Max Health
(x2
Strength),
starting
Credits
(5d10x10) and give yourself a name (and rank if
you have one). You’re now ready to play your first
session of
Mothership!
Example: Lilith showed up
late and her Warden was busy
ordering pizza, so he handed her
a character sheet and told her
to ask him any questions if they
came up.
First, she rolls 6d10 for each
Stat: Strength, Speed, Intellect,
and Combat and writes them
down in the circles.
Next she picks a class. She
always loved Kaylee from
Firefly,
so she decides to pick Teamster,
putting a checkmark in the
bubble. She fills in her starting
Saves (which are written in grey
on the sheet already) and then
adjusts her Strength and Speed
by 5 each (a bonus from being a
Teamster).
Next, she picks some skills.
As a Teamster, Lilith already gets
Zero-G and Mechanical Repair.
She wants to know everything
about her ship, which another
player tells her is called the
Falstaff,
so she picks Astrogation
(so she can Navigate if she needs)
and Vehicle Specialization (she
writes in
Mining Frigate
because
that’s what the Falstaff is).
Then, she picks her starting
loadoat. Lilith imagines
excavating derelict spacecraft
and scavenging them for parts, so
she picks the Excavation loadout,
then rolls for a random Trinket
and Patch. Her Vaccsuit gives her
+7% Armor Save (for 42 total), so
she notes that too.
Finally, she fills in her Max
Health, Stress, and Resolve and
rolls 5d10*10 for her starting
credits. She’s ready to play and
the Warden’s just got the pizza
ordered.
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