Mothership in a Nutshell
Basic rules, flowcharts and equipment
If you need to roll for something

General Rules
You can attempt to do anything you want.
Most things you want to do just happen.
The more information you have, the less likely you’ll have to make risky rolls like Stat Checks and Saves.
Stat Checks are made when you want to do something and the price for failure is high.
Saves are reactions, rolled to avoid different mental, emotional, and physical dangers.
To make a Stat Check or Save roll D100 & roll under the target #
Rolling a double is always a critical
If you have Advantage roll twice and take the best result
If you have Disadvantage roll twice and take the worst result
Stat Check
Whenever you want to do something and the price for failure is high, roll 1d100 and attempt to roll lower than your most relevant Stat.
If you have a Skill that is relevant to the task at hand, you can add the Skill’s bonus to the Stat or Save before making your roll (giving you a higher number to roll under).
Stat Checks
Saves
In order to avoid certain dangers or trauma, you sometimes need to roll 1d100 lower than your most relevant Save.
You have three Saves which represent your ability to withstand different kinds of trauma:
• Sanity: Rationalize logical inconsistencies in the universe, make sense out of chaos, detect illusions and mimicry, cope with Stress.
• Fear: Maintain a level head while struggling with fear, loneliness, depression, and other emotional surges.
• Body: Employ quick reflexes and resist hunger, disease, or organisms that might try and invade your insides.
Saves
Panic (Roll D20)
You must make a Panic Check anytime you roll a Critical Failure on a Stat Check or Save.
Additionally, the Warden may call for a Panic Check at any other appropriate time, including, but not limited to:
• Watching another crewmember die.
• Witnessing more than 1 crewmember Panic at the same time.
• Whenever your Ship rolls a Critical Failure, everyone on board makes a Panic Check.
• Encountering a strange and horrifying entity for the first time.
• When all hope is lost and death feels certain.
Class Trauma Responses
Whenever you panic, every close friendly player must make a fear save
Fear saves made by close friendly players are at disadvantage
Whenever you fail a Sanity save, all close friendly players gain 1 stress
Once per session, you may take Advantage on a Panic Check
| ITEM | COST | DESCRIPTION | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Assorted Tools | 20cr | Wrenches, spanners, screwdrivers, etc. Can be used as weapons in a pinch (1d5 DMG). | ||||||||||||||||||||
| Automed (x5) | 1.5kcr | Nanotech pills that assist your body in repairing Damage by granting Advantage to Body Saves meant to repel disease and poison, as well as attempts to heal from rest. | ||||||||||||||||||||
| Battery (High Power) | 500cr | Heavy duty battery used for powering laser cutters, salvage drones, and other items. Can be recharged in 1 hour if connected to power or in 6 hours with solar power. Add waterproofing (+500cr). | ||||||||||||||||||||
| Binoculars | 150cr | 20x magnification. Add night vision (+300cr) or thermal vision (+1kcr). | ||||||||||||||||||||
| Bioscanner | 3kcr | Long Range. Allows the user to scan for signs of life. Can tell the location of signs of life, but not what that life is. Blocked by some materials at the Warden’s discretion. | ||||||||||||||||||||
| Body Cam | 50cr | A camera worn on your clothing that can stream video back to a control center so your other crewmembers can see what you’re seeing. Add night vision (+300cr) or thermal vision (+1kcr). | ||||||||||||||||||||
| Chemlight (x5) | 5cr | Small disposable glowsticks capable of dim illumination in a 1m radius. | ||||||||||||||||||||
| Crowbar | 25cr | Grants Advantage on Strength Checks to open jammed airlocks, lift heavy objects, etc. | ||||||||||||||||||||
| Cybernetic Diagnostic Scanner | 2kcr | Allows the user to scan androids and other cybernetic organisms in order to diagnose any physical or mental issues they may be having. Often distrusted by androids. |
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| Electronic Tool Set | 100cr | A full set of tools for doing detailed repair or construction work on electronics. | ||||||||||||||||||||
| Emergency Beacon | 2kcr | A small device that sends up a flare and then emits a loud beep every few seconds. Additionally, sends out a call on all radio channels to ships or vehicles in the area, but can be blocked by a radio jammer. | ||||||||||||||||||||
| Exoloader | 100kcr | Open-air mechanical exoskeleton used for heavy lifting (up to 5000kg). Loader claws deal 1 Wound. User can only wear Standard Crew Attire or Standard Battle Dress while operating. Battery operated (48 hours of use). | ||||||||||||||||||||
| Explosives & Detonator | 500cr | Explosive charge powerful enough to blow open an airlock. All organisms in Close Range must make a Body Save or take a Wound (Explosive). Detonator works at Long Range, but can be blocked by a radio jammer. | ||||||||||||||||||||
| First Aid Kit | 75cr | An assortment of dressings and treatments to help stop bleeding, bandage cuts, and treat other minor injuries. | ||||||||||||||||||||
| Flashlight | 30cr | Handheld or shoulder mounted. Illuminates 10m ahead of the user. | ||||||||||||||||||||
| Foldable Stretcher | 150cr | Portable stretcher that can fit within a rucksack. Allows the user to safely strap down the patient and carry them to a location where their wounds can be better treated. Unfolds to roughly 2m. | ||||||||||||||||||||
| Geiger Counter | 20cr | Detects radiation and displays radiation levels. | ||||||||||||||||||||
| Heads-Up Display (HUD) | 100cr | Often worn by marines, the HUD allows the wearer to see through the body cams of others in their unit, and connect to any smart-link upgraded weapon. | ||||||||||||||||||||
| Infrared Goggles | 1.5kcr | Allows the wearer to see heat signatures, sometimes up to several hours old. Add night vision (+300cr). | ||||||||||||||||||||
| Jetpack | 75kcr | Allows wearer to fly up to 100m high and up to a speed of 100km/hr for 2 hours on a tank of fuel. Deals 1d100[+] DMG if destroyed. Fuel can be refilled for 200cr. | ||||||||||||||||||||
| Lockpick Set | 40cr | A highly advanced set of tools meant for hacking basic airlock and electronic door systems. | ||||||||||||||||||||
| Long-range Comms | 1kcr | Rucksack-sized communication device for use in surface-to-ship communication. | ||||||||||||||||||||
| Mag-boots | 350cr | Grants a magnetic grip to the wearer, allowing them to easily walk on the exterior of a ship (in space, while docked, or free-floating), metal-based asteroids, or any other magnetic surface. | ||||||||||||||||||||
| Medscanner | 8kcr | Allows the user to scan a living or dead body to analyze it for disease or abnormalities, without having to do a biopsy or autopsy. Results may not be instantaneous and may require a lab for complete analysis. | ||||||||||||||||||||
| MoHab Unit | 1kcr | Tent, canteen, stove, rucksack, compass, and sleeping bag. | ||||||||||||||||||||
| MRE (x7) | 70cr | “Meal, Ready-to-Eat.” Self-contained, individual field rations in lightweight packaging. Each has sufficient sustenance for a single person for one day (does not include water). | ||||||||||||||||||||
| Mylar Blanket | 10cr | Lightweight blanket made of heat-reflective material. Often used for thermal regulation of patients suffering from extreme cold or other trauma. |
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| Oxygen Tank | 50cr | When attached to a vaccsuit provides up to 12 hours of oxygen under normal circumstances, 4 hours under stressful circumstances. Explosive. | ||||||||||||||||||||
| Paracord (50m) | 10cr | General purpose lightweight nylon rope. | ||||||||||||||||||||
| Patch Kit (x3) | 200cr | Repairs punctured and torn vaccsuits, restoring their space readiness. Patched vaccsuits have an AP of 1. | ||||||||||||||||||||
| Personal Locator | 200cr | Allows crewmembers at a control center (or on the bridge of a ship) to track the location of the wearer. | ||||||||||||||||||||
| Pet (Organic) | 200kcr | Small to medium-sized organic pet animal. Larger or rare pets cost 2d10x base pet cost. | ||||||||||||||||||||
| Pet (Synthetic) | 15kcr | Small to medium-sized synthetic pet animal. Larger or rare pets cost 2d10x base pet cost. | ||||||||||||||||||||
| Portable Computer Terminal | 1.5kcr | Flat computer monitor, keyboard and interface which allows the user to hack into pre-existing computers and networks, as well as perform standard computer tasks. | ||||||||||||||||||||
| Radiation Pills (x5) | 200cr | Take 1d5 DMG and reduce your Radiation Level (see pg. 33.2) by 1 for 2d10 minutes. | ||||||||||||||||||||
| Radio Jammer | 4kcr | Rucksack-sized device which, when activated, renders all radio signals within 100km incomprehensible. | ||||||||||||||||||||
| Rebreather | 500cr | When worn, filters toxic air and/or allows for underwater breathing for up to 20 minutes at a time without resurfacing. Can be connected to an oxygen tank. | ||||||||||||||||||||
| Rucksack | 50cr | Large, durable, waterproof backpack. | ||||||||||||||||||||
| Salvage Drone | 10kcr | Battery operated remote controlled drone. Requires two hands to operate receiver. Can fly up to 450m high, to a distance of 3km from operator. Can run for 2 hours. Can record and transmit footage to receiver. | ||||||||||||||||||||
| If purchased separately, can be equipped with up to two of the following: binoculars, radio jammer, Geiger counter, laser cutter, medscanner, personal locator, infrared goggles, emergency beacon, cybernetic diagnostic scanner, bioscanner. Can carry up to 20-30kg. | ||||||||||||||||||||||
| Sample Collection Kit | 50cr | Used to research xenoflora and xenofauna in the field. Can take vital signs, DNA samples ,and collect other data on foreign material. Results may not be instantaneous and may require a lab for complete analysis. | ||||||||||||||||||||
| Short-range Comms | 100cr | Allows communication from ship-to-ship within a reasonable distance, as well as surface-to-surface within a dozen kilometers. Blocked by radio jammer. | ||||||||||||||||||||
| Smart-link Add-On | 10kcr | Grants remote viewing, recording, and operation of a ranged weapon as well as +5 DMG to the weapon. | ||||||||||||||||||||
| Stimpak | 1kcr ea. | Cures cryosickness, reduces Stress by 1, restores 1d10 Health, and grants [+] to all rolls for 1d10 min. Roll 1d10. If you roll under the amount of doses you’ve taken in the past 24 hours, make a Death Save. | ||||||||||||||||||||
| Water Filtration Device | 50cr | Can pump 4 liters of filtered water per hour from even the most brackish swamps. | ||||||||||||||||||||
| WEAPON | COST | RANGE | DAMAGE | SHOTS | WOUND | SPECIAL | |||
|---|---|---|---|---|---|---|---|---|---|
| Ammo | 50cr | N/A | N/A | Per magazine/container. | |||||
| Boarding Axe | 150cr | Adjacent | 2d10 DMG | N/A | Gore [+] | ||||
| Combat Shotgun | 1,400cr | Close | 4d10 DMG | 4 | Gunshot | 1d10 DMG at Long Range or greater. | |||
| Crowbar | 25cr | Adjacent | 1d5 DMG | N/A | Blunt Force [+] | Grants [+] on Strength Checks to open jammed airlocks, lift heavy objects, etc. | |||
| Flamethrower | 4kcr | Close | 2d10 DMG | 4 | Fire/Explosives [+] | Body Save [-] or be set on fire (2d10DMG / round). | |||
| Flare Gun | 25cr | Long | 1d5 DMG | 2 | Fire/Explosives [-] | High intensity flare visible day and night from Long Range. | |||
| Foam Gun | 500cr | Close | 1 DMG | 3 | Blunt Force | Body Save or become stuck. Strength Check [-] to escape. | |||
| Frag Grenade | 400cr | Close | 3d10 DMG | 1 | Fire/Explosives | On a hit, damages all Adjacent to enemy. | |||
| General-Purpose Machine Gun | 4.5kcr | Long | 4d10 DMG | 5 | Gunshot [+] | Two-handed. Heavy. Barrel can be maneuvered to fire around corners. | |||
| Hand Welder | 250cr | Adjacent | 1d10 DMG | N/A | Bleeding | Can cut through airlock doors. | |||
| Laser Cutter | 1,200cr | Long | 1d100 DMG | 6 | Bleeding [+] | Two-handed. Heavy. 1 round recharge between shots. | |||
| Nail Gun | 150cr | Close | 1d5 DMG | 32 | Bleeding | ||||
| Pulse Rifle | 2.4kcr | Long | 3d10 DMG | 5 | Gunshot | ||||
| Revolver | 750cr | Close | 1d10+1 DMG | 6 | Gunshot | ||||
| Rigging Gun | 350cr | Close | 1d10 DMG + 2d10 DMG when removed | 1 | Bleeding [+] | 100m micro-filament. | |||
| Scalpel | 50cr | Adjacent | 1d5 DMG | N/A | Bleeding [+] | ||||
| Smart Rifle | 5kcr | Extreme | 4d10 DMG (AA) | 3 | Gunshot [+] | [-] on Combat Check when fired at Close Range. | |||
| SMG | 1kcr | Long | 2d10 DMG | 5 | Gunshot | Can be fired one-handed. | |||
| Stun Baton | 150cr | Adjacent | 1d5 DMG | N/A | Blunt Force | Body Save or stunned 1 round. | |||
| Tranq Pistol | 250cr | Close | 1d5 DMG | 6 | Blunt Force | If DMG dealt: enemy must Body Save or be unconscious 1d10 rounds. | |||
| Unarmed | Free | Adjacent | Str/10 DMG | N/A | Blunt Force | ||||
| Vibechete | 1kcr | Adjacent | 3d10 DMG (AA) | N/A | Bleeding + Gore | When dealing a Wound, roll on BOTH the Bleeding AND Gore columns. | |||
| ARMOR | COST | AP | O2 | SPEED | SPECIAL | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Standard Crew Attire Basic clothing. | 100cr | 1 | None | Normal | |||||||||||||||
| Vaccsuit. Designed for outer space operations. | 10kcr | 3 | 12 hrs | [-] | Includes short-range comms, headlamp, and radiation shielding. Decompression within 1d5 rounds if punctured. | ||||||||||||||
| Hazard Suit. Environmental protection while exploring unknown planets. | 4kcr | 5 | 1 hr | Normal | Includes air filter, extreme heat/cold protection, hydration reclamation (1L of water lasts 4 days), short-range comms, headlamp, and radiation shielding. | ||||||||||||||
| Standard Battle Dress Lightly-plated armor worn by most marines. | 2kcr | 7 | None | Normal | Includes short-range comms. | ||||||||||||||
| Advanced Battle Dress. Heavy armor for marines deployed in high combat offworld engagements. | 12kcr | 10 | 1 hr | [-] | Includes short-range comms, body cam, headlamp, HUD, exoskeletal weave (Strength Checks [+]), and radiation shielding. Damage Reduction: 3. | ||||||||||||||
| FUEL COSTS | |
|---|---|
| ACTION | FUEL |
| Run thrusters (Monthly) | 1 Fuel |
| Evasion attempt (Contact Range) | 3 Fuel |
| Evasion attempt (Firing Range) | 2 Fuel |
| Evasion attempt (Detection Range) | 1 Fuel |
| Jump to Hyperspace | 2 Fuel per jump category |
| New Warp Core | 1mcr |
| RANGE & DISTANCE | ||||||
|---|---|---|---|---|---|---|
| RANGE | CONTACT | FIRING | DETECTION | |||
| DISTANCE | Planet to close orbit. | Planet to moon, station, asteroid field. | Planet to distant planet. | |||
| TRAVEL TIME | Minutes. | Hours to days. | Weeks to months. | |||
| SCANNERS SHOW | Damage, lifeform presence, visual. | Transponder, class, and weapons. | Vessel’s size, location, and trajectory. | |||
| HAILING LATENCY | None. | Seconds. | Minutes to hours. | |||
| SHIP-T0-SHIP COMBAT | Boarding. All weapons. | All weapons. | Railgun only. | |||
| MINOR UPGRADES | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| UPGRADE | COST | INST. | DESCRIPTION | |||||||||||||||||
| Agar Cushioning | 600kcr | 2 wks. | Upgraded cryopods which cut Cryosickness from 1 week to 1d10 hours. Stats & Saves don’t begin to deteriorate while in cryosleep until ten years have passed, and then only half as much. |
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| Comms Jammer | 450kcr | 1 wk. | Systems Check (Firing Range): Allows for communication jamming and eavesdropping. | |||||||||||||||||
| Contraband Hold | 40kcr | 1 mo. | Small hidden Cargo Bay. Very hard for boarding parties to detect. | |||||||||||||||||
| Cosmetic Remodel | 100kcr+ | 1+ mos. | Upgrade in appearance to the ship’s interior including paint, furnishings, and other decorations. | |||||||||||||||||
| Cryochamber | 250kcr | 2 wks. | Increase the number of cryopods by up to 24 per Ship Class (ex: Class-III could have up to 72). | |||||||||||||||||
| Dedicated Reactor | 450kcr | 1 mo. | Grants +10 Systems. | |||||||||||||||||
| Deep Space Scanners | 1mcr | 2 wks. | Increases the range of all detection abilities by 1 Range Band (i.e. what you used to be able to scan at Contact range you can now scan at firing range, etc.). | |||||||||||||||||
| Emergency Systems | 1mcr | 1 mo. | Grants 1 month of emergency power and Life Support. Must be replaced after use. | |||||||||||||||||
| Expanded Fuel Bay | 750kcr | 3 wks. | Increases maximum fuel capacity by 12. | |||||||||||||||||
| Habitat Module | 350kcr | 1 mo. | Increases maximum crew capacity by up to 24 per Ship Class (ex: Class-IV could have up to 96). | |||||||||||||||||
| Machine Shop | 750kcr | 3 wks. | Allows users to repair up to 3 MDMG and 3 Hull without returning to port. Resupply for 200kcr. | |||||||||||||||||
| Medbay | 250kcr | 3 wks. | Rest Saves aboard the ship are at [+], other medical treatments available at Warden’s discretion. | |||||||||||||||||
| Reinforced Plating | 2mcr | 1 mo. | Increases Maximum Hull to 1. | |||||||||||||||||
| Science Lab | 300kcr | 3 wks. | Allows for detailed research, study, testing, and experimentation of samples. | |||||||||||||||||
| MAJOR UPGRADES | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| UPGRADE | COST | INST. | DESCRIPTION | |||||||||||||||||
| Adaptive Armor | 10mcr | 1 mo. | Increases Maximum Hull to 2. | |||||||||||||||||
| Enhanced A.I. | 10mcr | 1 wk. | Grants +15 Systems. | |||||||||||||||||
| Expanded Frame | 20mcr | 2 mo. | Structural alterations. Grants +5 Upgrades. | |||||||||||||||||
| Hangar/Dronebay | 1mcr | 1 mo. | Allows for the storage and maintenance of 4 Class-0 Vessels. | |||||||||||||||||
| Hardpoint | 2mcr | 2 wks. | Grants +1 Hardpoint. Each additional Hardpoint costs 3x the previous. | |||||||||||||||||
| Improved Radiators | 3mcr | 3 wks. | Grants +15 Thrusters. | |||||||||||||||||
| Increased MDMG Output | 25mcr | 1 mo. | Improves Megadamage output from 1 to 1d5, or from 1d5 to a max of 1d10 MDMG | |||||||||||||||||
| Jump-1 Drive | 5mcr | 1 mo. | Standard commercial Jump Drive. Allows for Jump-1 travel. | |||||||||||||||||
| Jump-2 Drive | 20mcr | 2 mo. | Standard military Jump Drive. Allows for Jump-2 travel. | |||||||||||||||||
| Jump-3 Drive | 40mcr | 3 mo. | Long range, cutting edge Jump Drive. Allows for Jump-3 travel. | |||||||||||||||||
| Jump-4+ Drive | ??? | ??? | Highly experimental Jump Drives. Not available on the open market. | |||||||||||||||||
| Redundant Systems | 5mcr | 1 mo. | Allows ship to ignore any one Megadamage roll. Must be replaced after use. | |||||||||||||||||
| Signature Reduction | 35mcr | 1 mo. | While activated, your ship is only detectable with a successful Systems Check [-] at Firing Range. Double fuel costs/travel times while in use. Does not work in Core Space. | |||||||||||||||||
| Streamlined Fuel Injectors | 50mcr | 1 mo. | 1 Fuel lasts for 2 months of space travel. In the movement phase, bidding 1 Fuel also counts as bidding 2 Fuel. | |||||||||||||||||
| System Overhaul | 20mcr | 3 mo. | Wide ranging upgrade to the ship’s hull and systems. Increase Ship Class by 1. | |||||||||||||||||
| Targeting Sensors | 750kcr | 2 wks. | Systems Check (Firing Range): Confers [+] to Battle Checks made in ship-to-ship combat. | |||||||||||||||||