# Introduction

Advanced Rules is a collection of house rules for the *Mothership Sci-Fi Horror RPG 1e,* written by myself, Violet Ballard, and a few other Mothership designers. It is modeled[^1] after the "Book 2" of advanced rules that accompanied many old Game Designers' Workshop releases[^2].

These are rules that I have developed as I’ve played my home game, written my own modules, and published modules with other people. Each new rule is small, but as a whole they provide an alternate experience focused more on player challenge compared to standard *Mothership 1e*.

These house rules also develop solo and Wardenless play as viable alternatives to the usual, Warden-led experience.

This book also serves as a manual for wardens and designers who are looking to create their own *Mothership 1e* content. It's not just about running and playing the game differently; it's a handbook for creating interesting things.

## License

In the interest of community, *Advanced Rules* is licensed under a [Creative Commons Attribution 4.0 International license](/license). This means you can use the text from these rules in your own publications, including commercial ones, you just need to attribute the text to the correct authors. This license only applies to the text as it appears as published here, and not to the original publications to which the original authors still hold their copyrights.

[^1]: The development of *Advanced Dungeons & Dragons* (1981) and its usage of rules from *Dragon* magazine is also an influence. The *Dungeons & Dragons Rules Cyclopedia* (1991) also made an impact on the design of *Advanced Rules* although I am not attempting to present a full system of rules in this book.

[^2]: Specifically, *Striker* (1981) by Frank Chadwick.


# Solo and Wardenless Play

Solo and Wardenless play are very different from the traditional approach to *Mothership* because they require that all of the players know how to both play *and* run the game.

If you want to keep the idea of "player skill" alive in a solo or Wardenless game, it is also different than the co-operative worldbuilding, journaling, or oracle approach common to other GM-less games.

*Advanced Rules* provides procedures and automation to create a simulation that runs independently of the players, that they can react to. In this way the *Advanced Rules* solo and Wardenless play method emulates the feel of old school Dungeons & Dragons tournament play, with dice based automation replacing the referee.

Without a traditional game master or warden, no single player has full authority over the game world. Instead, players are challenging themselves and each other by applying all of their skill to novel situations, hunting for those problem-solving moments where everyone feels clever[^1].

Finally, if you are a designer who wants to incorporate solo or Wardenless play into your own modules, you can also use this methodology to help you build the right tools directly into your writing.

[^1]: Because the dominant mode of play is focused on solving these complex puzzles rather than on telling a story, the narrative is entirely emergent, something created by the players after the fact.


# Solo and Wardenless Procedure

This section outlines a procedure for a "crawl", i.e. a game about exploring a confined space, with random encounters and automated NPCs.

## The Facilitator

A reality of solo and Wardenless play is that most modules are not written with this form of play in mind, and so don't include the necessary tools (see [Dynamic Tables](/solo-and-wardenless-play/dynamic-tables) and [Dice AI](/solo-and-wardenless-play/dice-ai)). This means that someone needs to put together the materials and tables for play beforehand. This includes creating copies of material from modules, maps, and tables as well as arranging for a physical or virtual space to play in. This work is done by one or more Facilitators.

It is much easier to assume the Facilitator role when playing with published modules, as most of the content has already been created for you. You can create original content for your table, but that still places a burden on the Facilitators. In the case of solo play, making content for yourself is more like developing a module to play through and discover emergent surprises, it does not lend itself to free-flowing narrative development[^1].

## Characters

A solo or Wardenless party is ideally made up of four controllable characters. In the case of solo and partner play, this is handled through the use of Contractors (see [Contractor Personalities](/solo-and-wardenless-play/generating-contractor-personalities)). A solo party consists of one PC and three contractors with generated personalities. If you are playing with a partner, each person controls a PC and a contractor, and if you are playing with three or four people, you each just control a PC and have the option of using contractors without generated personalities.

## Exploration

In less constrained areas, you can explore the spaces and use the module you are playing to reach consensus about who or what you encounter. You can play out social encounters using [Social Rolls](/house-rules/social-rolls), and any combat encounters using the basic [Zone Map](https://github.com/violetballard/advanced-rules/blob/dev/markdown/house-rules/zones.md).

## Dungeon Procedure

If you enter into a dungeon[^2], it works best to use a [Grid Map](/solo-and-wardenless-play/maps). If you are using a module with a traditional map, or a more "flowchart" style map, you can break it down into rooms to work with a [Dynamic Table](/solo-and-wardenless-play/dynamic-tables).&#x20;

The turn counter for the area’s [Dynamic Table](/solo-and-wardenless-play/dynamic-tables) is set to zero when you first enter the location.

While in a dungeon, follow the below procedure each turn.

1. Roll on the [Dynamic Table](/solo-and-wardenless-play/dynamic-tables) for the current area as necessary.
2. Increment the turn counter.
3. Roll a Speed or Fear Check[^3] for each PC to determine initiative. If a PC is successful, they act before encountered creatures, and if they fail they act after. This initiative based grouping is referred to as an action group.
   * If there are no creatures on the map, you do not need to roll for initiative.
4. Roll a d10 and a d5 to determine the Behavior and Attack AI for the turn (See [Dice AI](/solo-and-wardenless-play/dice-ai)).
5. Roll Loyalty Saves for all contractors. Contractors who succeed will follow instructions for the current turn, while those who fail will act according to their [Trait Table](/solo-and-wardenless-play/generating-contractor-personalities) and Behavior as selected using the Behavior AI roll.
6. Construct, roll, and play out a [Cooperative Narrative Dice Pool](/solo-and-wardenless-play/coop-narrative-dice) as necessary for each action group determined by initiative. Use the [Dice AI](/solo-and-wardenless-play/dice-ai) rolled this turn to help construct the dice pool as necessary for Contractors and Creatures[^4].
7. Repeat this procedure from step 1 until you leave the area, everyone dies, or you decide to end the session.

[^1]: Creating solo and Wardenless materials, and then playing through them solo, is a great way to playtest your own work before bringing it to a group.

[^2]: A more confined location with interconnected rooms and dangerous encounters.

[^3]: See the *Mothership 1e Player's Survival Guide*: "Violent Encounters".

[^4]: You can use the rules for [Stacking](/house-rules/stacking) to simplify these NPC rolls.


# Accessible Maps

*Mothership* is usually played as a theater of the mind game, or using abstract flow chart maps. This works for most people; however, folks with aphantasia or other visual processing issues may find it easier to engage with the game if it is presented using the below method. It's a simple task to present situations using zone or grid maps, and it can make a game much more legible.

## Range Band Conversion

To use zone or grid maps, first convert *Mothership's* range bands to squares using this chart.

```
Adjacent = Same Square
Close = Adjacent Square
Long = 2 Squares away
Out of Range = 3 or more Squares away
```

## Zones

Zones help when you are facing an encounter that is not in a location with rooms, like in the case of a wandering encounter or a more outdoor style adventure.

To represent distances between characters and encounters, you can use a twelve row by one column grid. You can then use tokens or counters or just draw the distances you find characters and encounters from each other.

Each cell of this grid represents a range band. This means that markers on the same square are Adjacent, markers in adjacent squares are in Close Range, markers two squares away are within Long Range, and markers three squares away are Out of Range.

This helps roughly map out relative distances in the scene. You narrate and play through the scene as usual, but there is more visual indication for the general shape of the encounter.

## Grid Maps

If you combine a flowchart on a grid with each room representing a zone of a certain size, you are able to provide a really solid overview of where everyone is located in a dungeon without getting bogged down in tactical measurements.

<figure><img src="/files/w3RvEHembzuSxqR67idS" alt=""><figcaption><p>Example of a Grid Map from <em>The Progeny</em> (2023) by Violet Ballard and published by RV Games</p></figcaption></figure>

<figure><img src="/files/Euq3Xg9jULkDZhSi2vMQ" alt=""><figcaption><p>Example of a Grid Map from <em>Return to STAR Station</em> (2024) by Violet Ballard and published by RV Games</p></figcaption></figure>


# Dynamic Tables

Dynamic Tables in *Advanced Rules* are a kind of overloaded encounter die[^1] combined with a turn counter[^2]. This automation allows a dungeon to run itself in a dynamic way, so that surprises can still crop up, even while playing Wardenless or solo.

## Table Entries

A Dynamic Table takes the form of a d30 table. Each time a character enters a new room, you roll on the dynamic table. This roll is d20 + the turn number, which can be tracked using a d10. When you start the counter is at 0 and your only choices on the table will be entries 1-20. When you max out the turn counter at 10, your only choices are for entries 11-30. This sets the pacing for a dungeon.

The entries in a Dynamic Table usually do one of the following things:

* Generate Stress
* Spawn encounters
* Force Panic Checks
* Increase the Turn Counter
* Indicate an item hidden in the room
* Provide a place to rest and recover Stress
* Give clues

When writing your own modules, where on the table you place certain results affects when they show up.

If you don't place any encounters early in the table, you ensure that the early turns of the game will be a quiet and tense escalation towards violence. By adjusting the frequency and order of the results in the table, you can change how the dungeon plays.

### Example

This is an example of a Dynamic Table from *The Progeny* (2023) by Violet Ballard and published by RV Games. *The Progeny* uses a simplified Panic Engine hack that uses [Wound Only](/house-rules/wound-characters) damage. In this module, RAGE is used instead of the turn counter to increment the table.

| d20 + RAGE | Encounter                                                                   |
| ---------- | --------------------------------------------------------------------------- |
| 1          | DOORS CLOSE & LOCK: +1 Stress, Fear Save.                                   |
| 2          | LIGHTS GO OUT: +1 Stress, Fear Save. Lights Off.                            |
| 3          | TRAUMA FLASHBACK: +1 Stress, Sanity Save, +1 RAGE.                          |
| 4          | SHRIEKING SOUNDS: +1 Stress, Fear Save.                                     |
| 5          | MAMA IN YOUR BRAIN: +1 Stress, Sanity Save, +2 RAGE.                        |
| 6-7        | MOMENT OF CALM: -d3 Stress.                                                 |
| 8          | MED PACK: 1 Use. Removes 1 Wound.                                           |
| 9          | STIM PACK: 1 Use. For d3 Turns Actions \[+], Saves \[-].                    |
| 10         | ANTI-ANXIETY MEDS: 1 Use. -d3 Stress.                                       |
| 11-12      | BREATHER: -1 Stress.                                                        |
| 13         | STUN BATON: Near, 1 Wound. Target cannot move next Turn.                    |
| 14         | NET GUN: Close. Any in target Area cannot move for d3 turns                 |
| 15         | FOAM GUN: Adjacent. Target cannot move for d3 Turns                         |
| 16-17      | SECOND WIND: -1 Stress.                                                     |
| 18         | PISTOL: Close, 1 Wound.                                                     |
| 19         | SHOTGUN: Near, 2 Wounds.                                                    |
| 20         | RIFLE: Long, 1 Wounds.                                                      |
| 21         | FLAMETHROWER: Close. 1 Wound to any in Area, followed by 1 Wound next Turn. |
| 22-23      | WILL TO LIVE: -d3 Stress                                                    |
| 24-25      | 1 BABY APPEARS, roll for LOCATION. PANIC!                                   |
| 26-27      | 2 BABIES APPEAR, roll for LOCATION. PANIC!                                  |
| 28-29      | d3+1 BABIES APPEAR, roll for LOCATION. PANIC!                               |
| 30         | FRAG GRENADE: Close, 2 Wounds to any Near.                                  |

## Designer Considerations

Designing a module that includes a Dynamic Table gives Wardens a really clear picture of how you envision the scenario playing out without being too prescriptive. Even if they don't use the procedure as written, they have a very clear picture of the pacing and the types of things that might happen during play. It can let them know where creatures spawn, if they should spawn in the same room as the PCs, or if they are spawned randomly as a wandering monster. You're able to make your intent clear without being heavy handed.

[^1]: Inspired by Emmy's Derelictcrawl Procedure at <https://spooky.blot.im/derelictcrawl>.

[^2]: The addition of the counter came from *The Great Crossing Heresies* (2022) by Chris Airiau.


# Cooperative Narrative Dice Pools

The dice pool procedure suggested here is a way to conduct group turns with a single dramatic roll. This suggestion works best at a physical table. People *can* make simultaneous rolls in a VTT, but it lacks the theatricality of rolling a fistful of dice, especially if done in a dice tower.

In order for these dice pools to work, you need to have different color dice for each player.

* Each player chooses their color.
* Each player gets an opaque red d20 for Panic, an opaque d100 set in their chosen color, 4d10 translucent, frosted, or pastel dice of their chosen color, and a d6 of their chosen color.
  * Roll 1d6 to replace 1d5. If a 6 is rolled, [roll again](#user-content-fn-1)[^1] until you roll a 1-5.
* The table/Warden gets a red d20 for rolling on the dynamic table. For creatures and NPCs, there are a black and a red set of dice that consist of a d100 set, 4d10 that are translucent/frosted/pastel shaded, and 1d6.
* For advantage and disadvantage, there is one final orange set of dice that include a d100 set, 4d10 that are translucent/frosted/pastel, and 1d6.

Having color-coded dice allows you to roll for advantage and disadvantage simultaneously, and it allows you to roll for multiple players at the same time and easily differentiate the results. This is why there are two colors for creatures and a spare set of orange dice.

## Building A Dice Pool

For this narrative dice pool system, everyone in a particular [action group](/solo-and-wardenless-play/procedure#dungeon-procedure) develops a plan for the next turn together. They decide together where each character is going to move and what they are going to attempt before any dice are rolled. As a group, you decide if each individual action even calls for a roll. You then gather together all of the color-coded dice for everyone’s rolls and drop them into the dice tower. This includes to-hit and damage rolls as well, just ignore the damage dice if there is not a hit.

## Encounters

You build a dice pool for encounters in the same way as you do for the players, using the [Dice AI](/solo-and-wardenless-play/dice-ai). Since the AI is driving the rolls, it’s up to the players to interpret the results and determine what they mean for the party.

## Advantage/Disadvantage

If a player takes an action with advantage or disadvantage, you can use the white/clear dice or the black/red creature dice if the white/clear dice are already being used in the pool. If one player is aiding another player to give them advantage instead of taking their own action, you just add their color-coded dice instead of the spare dice.

## Narrative Interpretation

Once you have rolled the pool for an entire action group, you look at all of the dice together. You decide what it means to have a specific combination of critical successes, successes, failures, and critical failures.

What does it mean when one player fails while another players action was dependent on them? What does a critical mean in this situation?

[^1]: When rolling for damage, you could treat this as an exploding die. A roll of six would deal five damage, and you would add the second roll to the damage dealt. You could chain these exploding rolls upon subsequent rolls of 6. Since characters in *Mothership 1e* are rather weak, this could easily lead to excessive deaths, but it would be a very cool way to handle frag grenades or other weapons and items that literally explode.


# Encounter Dice AI

Encounter Dice AI takes the form of two tables that allow for automated encounters sutiable for solo and Wardenless Play.

1. A d10 Behavior Table
2. A d5 Attack Table

The Behavior Table guides how a creature will behave outside of Combat. Does it approach players, run away from them, or follow a more complex pattern[^1]?

The Attack Table guides how a creature behaves once they are in Combat range. If a creature has multiple attacks with different ranges, they attack with whichever one can reach. If they could use multiple attacks, their Attack Table determines which one they use.

These behaviors and attacks are placed in the tables randomly, rather than in an escalating fashion, so that a single d10 and d5 die roll can provide random behaviors for an entire dungeon of encounters[^2].

### Example - Hopper

C: 40, I: 40, M: 3, 3(20)

The M is a movement distance for use with [Accessible Maps](/solo-and-wardenless-play/maps). This means that the creature can move up to 3 Range Bands (Out of Range to Adjacent) in a single turn. It's bad news if this Hopper gets alerted!

### Description

Hoppers are heavily mutated hosts that have lost the ability to see anything other than rough shapes. The rapid clicking of their echolocation should tell you if a pack of Hoppers is nearby. Though drawn to loud sounds, these intelligent creatures do their best to avoid humans unless desperate. If outnumbered, Hoppers will merge together into a centipede-like form. Merged hoppers combine their health and increase Combat by 10 for each additional Hopper; however, every Wound of damage causes a merged Hopper to lose 10 Combat.\
Their cloudy eyes are sensitive to light, and a bright flash can stun one for 1d5 turns.

### Attacks

Impale - 2 Wounds, Gore, Adjacent

* A leaping attack that seeks to knock over a target and impale them on keratinous forelegs.
* Requires a successful Body or Speed Save to avoid.

Spit - 2d10 for 1d5 turns unless neutralized with a base, Fire, Long Range

* Corrosive spit that melts flesh, highly flammable
* Eats through anything but heavy steel or titanium

Claw - 1d10x2, Bleeding, Adjacent

* Can use it’s rudimentary claws to slice flesh

### Behavior Table

| d10 | Behavior                                        |
| --- | ----------------------------------------------- |
| 1-3 | Attempt to surround the source of nearest sound |
| 4-6 | Move directly towards the nearest sound         |
| 7-8 | Regroup                                         |
| 9   | Attempt Escape                                  |
| 10  | Merge                                           |

### Attack Table

| d5 | Attack        |
| -- | ------------- |
| 1  | Claw          |
| 2  | Spit          |
| 3  | Impale        |
| 4  | Impale + Claw |
| 5  | Impale + Spit |

## Designer Considerations

If you are writing a module, including Behavior and attack tables is a way to indicate how a creature should be run without being too prescriptive. It works well if you create the Dice AI alongside a [Dynamic Table](/solo-and-wardenless-play/dynamic-tables) and an [Accessible Map](/solo-and-wardenless-play/maps). These pieces assembled together, along with [Generated Contractors](/solo-and-wardenless-play/generating-contractor-personalities), make a module ready-to-go for solo and Wardenless play out-of-the box while also providing clear guidance for Wardens running your modules.

[^1]: Inspired by the Alpha Gaunt behavior table in *Dead Planet* (2019).

[^2]: Escalating behaviors that work like a Dynamic Table can work really well for a single creature, but if you are trying to simulate a multiple encounter ecosystem, it helps to have different creatures doing different things.


# Contractor Personalities

For solo and Wardenless play, Contractors are controlled indirectly. A personality consisting of Traits and Behaviors is generated for each Contractor, creating some unpredictability in the way they act. Contractors are another piece of the game's puzzle; you need to react to their behavior the same way that you need to react to the behavior of encounters.

## Personality Design Procedure

The following procedure generates a d10 Personality Table for a Contractor[^1], and is done at the same time as character creation.

1. Roll a d10 to select a Trait and its related Behavior from the Trait Table below.
2. Next, roll a d5 and fill in that many rows of your Personality Table with the chosen Trait. This determines how likely it is that the Contractor expresses that Trait each turn.
3. Repeat the process until you’ve filled the entire Personality Table.

For example, you roll the d10 and get a 4 (Helpful), then roll the d5 and get a 5. You surround the box for sections 1-5 of the Contractor Personality Table with a heavy line and then fill in the Trait "Helpful," and its corresponding Behavior.

Next you roll a 7 (Charismatic) and 3. You surround the next three boxes on the Personality Table with a heavy line and fill in the Trait "Charismatic," and its corresponding Behavior.

Finally, you roll a 10 (Wildcard) and a 5. You surround the final two boxes on the Trait Table with a heavy line since there are only two boxes left (even though you rolled a 5). You then write the Trait "Wildcard" in this set of boxes along with its corresponding Behavior.

Ultimately, you have a Personality Table that shows that this Contractor is Helpful 50% of the time, Charismatic 30% of the time, and a Wildcard 20% of the time.

## Trait Table

| d10 | Trait         | Behavior                                                                                                                                                                   |
| --- | ------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1   | Aggressive    | Approaches the nearest encounter and attacks.                                                                                                                              |
| 2   | Stubborn      | Refuses to do anything.                                                                                                                                                    |
| 3   | Scared        | Runs away from encounters; attempts to get Out of Range.                                                                                                                   |
| 4   | Helpful       | Gives \[+] on all rolls to crewmembers within Close Range.                                                                                                                 |
| 5   | Jittery       | Panics!                                                                                                                                                                    |
| 6   | Talkative     | Chats with fellow crew members even in the worst situations, giving \[-] to all crew members within Close Range, and automatically revealing their location to encounters. |
| 7   | Charismatic   | All crew members who failed their Loyalty Saves can re-roll.                                                                                                               |
| 8   | Argumentative | Attacks the closest crew member with their bare hands.                                                                                                                     |
| 9   | Distrustful   | Takes \[-] on their next Loyalty Save.                                                                                                                                     |
| 10  | Wildcard      | Roll for a random Behavior from this Table whenever this Trait is triggered.                                                                                               |

## Designer Considerations

You can design NPCs using either these Traits and Behaviors or custom Traits and Behaviors. This is the final piece of making a solo and Wardenless compatible module alongside [Dynamic Tables](/solo-and-wardenless-play/dynamic-tables), [Accessible Maps](/solo-and-wardenless-play/maps), and [Dice AI](/solo-and-wardenless-play/dice-ai).

[^1]: This personality creation method is adapted from *Cloud Empress* (2023) by watt.


# Oracle

Although these solo and Wardenless guidelines handle most things through player or encounter rolls, you may still run into scenarios where you need a solo oracle to help you determine the outcome of an event. This is especially true for more narrative portions of gameplay that don't involve either violent or social encounters. This oracle is a lightweight yes/no oracle adapted to fit into *Mothershp 1e*. This type of oracle should be familiar if you already play solo tabletop rpgs since it is the most common approach to solo play.

* You need to track a new Stat that is attached to you as the player or to an entire Wardenless party, rather than being attached to a character. This stat is Intuition, and it starts with a value of 50 at the start of each session.
* When you are unsure about the result of a situation that isn’t resolved by a character or encounter roll, ask a yes/no question and make an Intuition Check.
* Intuition Checks do not add Stress on failure since it is a player check, not a character check.
* On Success, the answer to your question is yes, +1 Intuition
* On Failure, the answer to your question is no, -1 Intuition
* Critical - +2 Intuition on Success, -2 Intuition on Failure
  * Even-Numbered Criticals (including 00), add a wrinkle in the form of AND
  * Odd-Numbered Criticals, add a wrinkle in the form of BUT


# Gamebook Pocket Mod

The following is a fully formed Pocket Mod that can be used for gamebook[^1] style solo games. Designers can use it to make their own gamebooks, or you can use it as an example for creating your own self-contained Panic Engine Pocket Mods.

This Pocket Mod is written with the assumption that you will not be creating stories that involve Combat encounters that take more than a single, abstracted roll. You can use the [Solo and Wardenless Procedures](/solo-and-wardenless-play) if you'd like to design a solo adventure focused on exploration and Combat.

## How do you play?

Read the story and make decisions when prompted. Your decision will determine which passage to turn to.

## What do you need?

* Paper and something to write with
* 1d100
* 2d10
* 1d5 (Optional)
  * When asked to roll 1d5, you can roll 1d10 and subtract 5 from the result if it is greater than 5.
  * You can also roll 1d6 and re-roll on a result of 6.

## Creating a Character

1. Name your character, including their pronouns
2. Assign your Stats
   1. Roll 2d10+35 for each Check
      * Combat: How well you handle violence
      * Strength: How well you can use your muscles
      * Speed: How quickly you can move
      * Intellect: How well you can use your brain
   2. Roll 2d10+25 for Each Save
      * Fear: How well you hold up to surprises
      * Body: How well you physically react to things
      * Sanity: How well you hold up to strange happenings
   3. Distribute 50 extra Stat points amongst your Checks and Saves
   4. Max Health and Max Stress are both 10
3. Choose 2 Backgrounds or roll 2d10 to randomly choose
   1. Military
   2. Athletic
   3. Mechanical
   4. Computer
   5. Psychology
   6. Academic
   7. Criminal
   8. Corporate
   9. Rural
   10. Religious
4. Stock your inventory
   * Start with 1 Medkit (Heal 1d5 Health) and 1 dose of Anti-Anxiety drugs (Relieve 1d5 Stress)
   * Choose three other items that suit your character and could fit on their person

## Health and Stress

You start with 10 Health. You may be instructed by the text to take or heal Damage. If your Health is reduced to 0, you die and must restart the adventure. Track this using a d10.

You start with 0 Stress. You may be instructed by the text to gain or relieve Stress. Once you reach 10 Stress, any subsequent Stress deals Damage instead. Track this using a d10.

You may heal Damage or relieve Stress at anytime using a Medkit (Heal 1d5 Damage) or Anti-Anxiety Drugs (Relieve 1d5 Stress).

## Checks and Saves

If the results of a situation are uncertain, the text will ask you to make a Check if you are taking an action or a Save if you are reacting to something.

To successfully make a Check or Save, you must roll less than or equal to a specified Stat on 1d100. If you fail, you gain 1 Stress.

### Advantage

If a Check or Save lists an applicable Background, or one of your items could assist you with your task, you gain Advantage. When you have Advantage, roll twice and use the lower number to evaluate your success. Critical Successes and Critical Failures always override any other roll, with a Critical Success always taking precedent, followed by a Critical Failure.

### Critical Successes or Failures

When making a Check or Save if you roll a number consisting of doubles (00, 11, 22, etc), then you have a rolled a Critical Success or Failure.

Upon a Critical Success, you relieve 1 Stress. Upon a Critical Failure, you Panic in addition to gaining 1 Stress for failing the Check or Save.

### Push Your Luck

You may gain 1 Stress to re-roll, this includes Panic Checks.

## Panic

To make a Panic Check (either because you rolled a Critical Failure or the text instructs you to) you roll a d10, and if it is less than or equal to your current Stress Level, you Panic and suffer the corresponding consequence listed on the Panic Table.

### Panic Table

| d10 | Effect                                                                                      |
| --- | ------------------------------------------------------------------------------------------- |
| 1   | CHUCKLE: Relieve 1 Stress.                                                                  |
| 2   | SKIN PICKING: Take 1 Damage.                                                                |
| 3   | SEE DEAD PEOPLE: Gain 1 Stress.                                                             |
| 4   | BAD VIBES: Remove a random consumable item from your Inventory.                             |
| 5   | HALLUCINATION: On your next Check or Save reverse the results of the rolls (39 becomes 93). |
| 6   | FOCUS: Re-roll the Panic Check.                                                             |
| 7   | THE YIPS: Lose a random background.                                                         |
| 8   | TOUCHED THE VOID: Gain 1d5 Stress.                                                          |
| 9   | POSSESSED: Turn to a random passage.                                                        |
| 10  | HEART ATTACK: Die.                                                                          |

[^1]: This includes books like the *Fighting Fantasy* or *Lone Wolf* series. *Cassette X* (2024) by Violet Ballard an published by RV Games is also an example.


# Character Classes

This section contains a collection of alternate character classes, as well as rules to create your own custom classes. The Giallo Pack includes five classes that come from NPCs in the module *Orgy of the Blood Leeches* by RV Games. The Galactic Gong Farmer class is a fun joke class from MeatCastle Gameware (Christian Sorrell). Alternate Classes From the Hecate Sector is a collection of classes by Joshua Justice, from his **Hecate Sector** setting. Finally, there is a Psion class with a set of Psionics rules that leverage Mothership's Stress and Panic systems, adding complexity without overwhelming the players.


# Custom Classes

*Mothership 1e* only includes four default classes, which are wonderful for generic play. Wardens may have a player who want a specific type of character and designers may want to create custom classes to accompany a module. This section provides a heuristic for developing custom classes, but is not a procedure . The specific classes in the subsequent sections of this chapter are examples of the heuristic in action where you can see how all of these are just guidelines not procedural rules.

## Stats and Saves

When considering adjustments to Stats and Saves, think about the flavor of the character in the fiction and add bonuses of anywhere from -25 to +25[^1]

## Trauma Response

It is easiest to just use one of the stock Trauma Responses from one of the existing classes. However, if you are developing a custom Trauma Response, you really want to think of them as granting temporary conditions, you don't want them to act as essentially hidden skills, which is a tendency you can fall into when developing Trauma Responses.

## Health

Use the built-in classes as a guideline for how many Wounds to grant a custom class. The default is assumed to be 2 Wounds with stronger characters having 3 Wounds; however, you may want to give a special character anywhere from 1 Wound to 5 Wounds depending on the purpose of the class.

## Loadouts

It's better to have a single highly flavorful Loadout than it is to have a full ten generic loadouts. When developing loadouts, you want to think about items that lead to interesting problem-solving when playing as that class. Loadouts should be fiction driven like every other aspect of a class, don't worry about balance.

## Trinkets and Patches

If you want to have class specific Trinkets and Patches, I recommend developing a d10 table of each. There is no need to develop a full d100 table of each if you are not developing them to be generic.

## Skills

For custom classes, I advocate for giving a class specific skills rather than giving choices like with the stock classes. Custom classes are either something developed alongside a player or are good for defining human NPCs in modules. Players may choose custom classes from a module, but classes that are part of modules are generally just another way to provide flavor.

[^1]: Some of the built-in classes like the Scientist have more complex rules for adjusting Stats and Saves. You can do this if you'd like, but I prefer a simple flat Stat or Save bonus for specific Stats or Saves. You can ballpark custom classes and don't need them to be as heavyweight as the stock classes that are designed to work very broadly for all players.


# RV Games Pack

These are specific classes with a single loadout each. They can be used as skilled, pre-generated characters or as named NPCs.

## Epidemiologist

> "Let me see your rash."

| Detail                | Description                                                                                        |
| --------------------- | -------------------------------------------------------------------------------------------------- |
| ***Stats***           | -10 Strength, +20 Intellect, +10 Sanity Save, +10 Fear Save                                        |
| ***Trauma Response*** | Contagious: Whenever you Panic, your result on the Panic Table applies to all Adjacent Characters. |
| ***Skills***          | Field Medicine, Zoology, Pathology, Exobiology, Botany, Ecology, Chemistry, Pharmacology.          |
| ***Loadout***         | Trenchcoat (AP 1), Rebreather, Scalpel, Bioscanner, Slide Rule, Tranq Pistol, Stimpak (x3)         |

## Union Organizer

> "I don't mind getting dirty!"

| Detail                | Description                                                                                   |
| --------------------- | --------------------------------------------------------------------------------------------- |
| ***Stats***           | +10 Intellect, +10 Sanity Save, +10 Fear Save                                                 |
| ***Trauma Response*** | Bargaining: Once per session, you may succeed on a failed Check or Save.                      |
| ***Skills***          | Psychology, Jury Rigging, Explosives, Hacking.                                                |
| ***Loadout***         | Business Suit (AP 1), Printed Collective Bargaining Agreement, Explosives and Detonator, 5kcr |

## Corporate Administrator

> "I just want to stay out of trouble."

| Detail                | Description                                                                                 |
| --------------------- | ------------------------------------------------------------------------------------------- |
| ***Stats***           | -15 Strength, +15 Intellect, -15 Body Save, -15 Sanity Save, -15 Fear Save                  |
| ***Trauma Response*** | Coward: Whenever an adjacent character Panics, you run Out Of Range and make a Panic Check. |
| ***Skills***          | Computers, Artifical Intelligence.                                                          |
| ***Loadout***         | Business Suit (AP 1), Secure Corporate Keycard, ID Badge, Unlimited Credstick, Stun Baton   |

## Sex Worker

> "I'm doing just great, thank you very much!"

| Detail                | Description                                                                                                                                                     |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| ***Stats***           | +1 Max Wounds, +10 Combat, +15 Intellect, +15 Body Save, +15 Fear Save                                                                                          |
| ***Trauma Response*** | Soothe: Change the result of a Panic Check once per session.                                                                                                    |
| ***Skills***          | Biology, Linguistics, Psychology, Rimwise, Hand-to-hand Combat, Eroticism (Master).                                                                             |
| ***Loadout***         | Armored Lingerie (DR 5, AP 0), Little Black Dress (AP 1), Switchblade (as Scalpel), Tiny Pistol and Ankle Holster (1d5 DMG), Lipstick, Little Black Book, 20kcr |

## Sheriff

> "Where?!"

| Detail                | Description                                                                                                                  |
| --------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
| ***Stats***           | +1 Max Wounds, +15 Speed, +15 Strength, +15 Combat, -15 Intellect, -15 Sanity Save, +15 Body Save, +15 Fear Save             |
| ***Trauma Response*** | Marine Response + Qualified Immunity: Once per session, you may ignore the effects of another crew member's Trauma Response. |
| ***Skills***          | Military Training, Firearms, Command, Athletics, Hand-to-Hand Combat                                                         |
| ***Loadout***         | Flak Jacket (DR 5, AP 5), Sherriff's Uniform (AP 1), Revolver (12 Rounds), Vibechete, Badge, Hairspray, 2kcr                 |


# Galactic Gong Farmer

***Written by Christian Sorell (MeatCastle GameWare)***

Mankind has always needed someone to clean up its shit. In the old days, it was easy enough to dig a hole or piss downstream, but but now, all that waste is bottled up inside vaccsuits and septic systems. For years, you've made a living collecting that shit; emptying tanks, hauling it across systems, and selling it to fertilizer and biotech corps across the galaxy.

| Detail                | Description                                                                |
| --------------------- | -------------------------------------------------------------------------- |
| ***Stats***           | +10 Strength, +10 Speed, +30 Body Save                                     |
| ***Trauma Response*** | Deep Stink: Body Saves made by Nearby friendly character are made at \[-]. |
| ***Skills***          | Industrial Equipment, Jury-Rigging, Chemistry, Mechanical Repair.          |

| d10 | Loadout                                                                 |
| --- | ----------------------------------------------------------------------- |
| 1   | Pipe Wrench (1d5 DMG), Neck Gaiter, Standard Crew Attire (AP 1)         |
| 2   | Hand Welder, Bottle Opener, Chemlight (×5), Standard Crew Attire (AP 1) |
| 3   | Heavy Hose, Rebreather, Water Filtration Device, Jumpsuit (AP 0)        |
| 4   | Sewage Gun (Body Save or vomit), Waste Tank, Hazard Suit (AP 5)         |
| 5   | Flare Gun (3 flares), Geiger Counter, Hazard Suit (AP 5), Oxygen Tank   |
| 6   | Multi Tool, Rag, T-shirt: "It's shit work, but somebody's gotta do it!" |
| 7   | Rigging Gun, Waterproof Pipe Patches, Vaccsuit (AP 3), Mag-boots        |
| 8   | Power Plunger (Close, 1d5), Sample Kit, Hazard Suit (AP 5)              |
| 9   | Disinfectant Spray, Santizer Wipes, Deodorizer, Vaccsuit (AP 3)         |
| 10  | Rusty revolver (1d10 DMG), Stimpak (×3), Cigar (×2), Vaccsuit (AP 3)    |


# Alternate Classes From the Hecate Sector

***Written by Joshua Justice***

## Rim Farmer

> "I like to keep my feet on solid ground."

| Detail                | Description                                                        |
| --------------------- | ------------------------------------------------------------------ |
| ***Stats***           | +1 Max Wounds, +15 Strength, +5 Speed, -10 Fear Save, +10 Bod Save |
| ***Trauma Response*** | \[+] on Fear Saves when on solid land, \[-] when in space.         |
| ***Skills***          | Botany, Ecology, Planetology, +1 Trained Skill                     |

| d10 | Loadout                                                                                                                                                   |
| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1   | Overalls (AP 1), Carbon Pitchfork (Adjacent 1d10 DMG Bleeding), Packet of Seeds, Tractor Keys                                                             |
| 2   | Hazard Suit (AP 5), Pesticide Sprayer, Antitoxin (x 2)                                                                                                    |
| 3   | Overalls (AP 1), Shotgun, Jug of Moonshine, 2 Vacuum Bags of Homemade Jerky (as MRE)                                                                      |
| 4   | Lab Coat (AP 4), Industrial Grade Fertilizer, Industrial Grade Plant Growth Hormone, Sample Collector, Notebook                                           |
| 5   | Padded Vest (AP 1), Mini Chainsaw (Adjacent, 2d10 \[+] DMG Gore \[+], 3 uses before refuel), Fuel Canister                                                |
| 6   | Tank Top (AP 0), Farming Drone (Built in sprayer/spreader function, crude camera), Industrial Grade Fertilizer                                            |
| 7   | Shepherd’s Robe (AP 1), Robotic Herding Dog, Walking Stick (1d5 DMG)                                                                                      |
| 8   | Heated Coveralls (AP 1, \[+] on Body Saves against cold), Combat Shotgun, Camping Gear, Thermos                                                           |
| 9   | Powered Exoskelton (AP 3, \[+] on Strength Checks), 200m Spool of Poly Tubing x2, Trowel, Chemlights x6                                                   |
| 10  | Standard Crew Attire (AP 1), Vaccuum Gun (picks up and fires any object smaller than a standard reference cabbage, 1d10 DMG), Flashlight, Pomegranates x2 |

## Asteroid Miner

> "Geology rocks!"

| Detail                | Description                                                              |
| --------------------- | ------------------------------------------------------------------------ |
| ***Stats***           | + Max Wounds, +25 Strength, -5 Intellect, +10 Body Save, -10 Sanity Save |
| ***Trauma Response*** | \[+] on checks to break down doors or barriers.                          |
| ***Skills***          | Athletics, Geology, Asteroid Mining, +1 Trained Skill                    |

| d10 | Loadout                                                                                                                                                                      |
| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1   | Standard Crew Attire (AP 1), Shovel, Mining Charges (x5), Detonator, Six Pack of Beer, Carton of AstroLite Cigarettes                                                        |
| 2   | Bomber Jacket (AP 1), Exoloader, Hand Welder, Cassette Player, Tapes (x4)                                                                                                    |
| 3   | Leather Chestplate (AP 2), Obsidian Pickaxe (as Boarding Axe), Chemlights (x3), Iron Nugget (x9)                                                                             |
| 4   | Synth-Wool Coat (AP 1), Punch Card, Roster of Workers, Corporate Keycard, Extendable Baton (Adjacent 1d10 DMG Blunt Force \[+])                                              |
| 5   | Button-Down Shirt (AP 0), Sugar-Free Energy Drink, Remote CDL License (Certified for Regolith Scrapers, Dump Trucks and Sintering Machines), Union Card, Electronics Toolkit |
| 6   | Heavy-Duty Work Attire (AP 3), Collapsible Electric Rover (Seats 2, or 1 and cargo), Power Pack                                                                              |
| 7   | Hard Hat with Light (AP 1), Laser Cutter (2 Shots), Rebreather, Flares (x4)                                                                                                  |
| 8   | Hazard Suit (AP 5), Synthetic Pet (Robotic Mule, 400kg carrying capacity), Pickaxe (as Boarding Axe), Geiger Counter, Flare Gun (3 Flares)                                   |
| 9   | Welding Suit + Mask (AP 6), Backpack Welder (Adjacent 1d10 DMG Fire, Body Save or blinded 1 round), Wire Spool, Chalk                                                        |
| 10  | Vaccsuit (AP 3), Magboots, Claim Markers (x10), Metal Detector, Hand Drill, Lantern, Sack of Rare Ores                                                                       |

## Cryptozoologist

> "I swear it's real!"

| Detail                | Description                                                  |
| --------------------- | ------------------------------------------------------------ |
| ***Stats***           | +20 Intellect, +10 Body Save, +10 Sanity Save, -10 Fear Save |
| ***Trauma Response*** | Once per session you can re-roll a Sanity or Fear Save.      |
| ***Skills***          | Zoology, Field Medicine, Exobiology, +1 Trained Skill        |

| d10 | Loadout                                                                                                                          |
| --- | -------------------------------------------------------------------------------------------------------------------------------- |
| 1   | Hunting Vest (AP 1), Binoculars, Shotgun (1 Shot), Synthetic Hunting Dog                                                         |
| 2   | Thick Wool Coat (AP 2), Notebook, Pen, Handheld Recordere, Revolver (5 Bullets)                                                  |
| 3   | Fatigues (AP 1), Net Mine (x2) (When triggered, ensnares victim in a net, Body Save to avoid), Whistle, Aura Imaging Camera      |
| 4   | Camouflaged Battle Dress (AP 5, Speed Checks at \[+]), Recon Drone, Exotic Pheromone, Topographic Map, Net                       |
| 5   | Old Raincoat (AP 1), Bioscanner, First Aid Kit, MoHab Unit, Rucksack, Tranq Pistol (4 Shots)                                     |
| 6   | Khaki Shirt and Shorts (AP 1), Field Guide, Bug Spray, Lighter, Crushed Cigarette                                                |
| 7   | Padded Jumpsuit (AP 2), Snare Trap (x3), Hunting Rifle (as Pulse Rifle), Trail Cam                                               |
| 8   | Patched Hazard Suit (AP 3), Sample Collection Kit, Bait (x3) (as MRE), Stun Baton                                                |
| 9   | Tattered Robes (AP 1), Pain Pills, Cult of Hecate Ritual Book, Twine with Black Beads                                            |
| 10  | Advanced Battle Dress (AP 10), Night Vision Goggles, .950 DG Rifle (2 Shots Long 3d10 \[+] DMG Gunshot \[+], \[-] if not braced) |

## Void Musician

"Talking about music is like dancing to architecture."

| Detail                | Description                                                                                                        |
| --------------------- | ------------------------------------------------------------------------------------------------------------------ |
| ***Stats***           | +15 Intellect, +5 Speed Save, +15 Sanity Save, -5 Body Save                                                        |
| ***Trauma Response*** | You can play a haunting song. All listeners must make a Sanity Save. On failure, +1 stress. On success, -1 stress. |
| ***Skills***          | Art, Mysticism, Zenoesotericism, +1 Trained Skill                                                                  |
|                       |                                                                                                                    |

| d10 | Loadout                                                                                                           |
| --- | ----------------------------------------------------------------------------------------------------------------- |
| 1   | Flute, Flute-Mounted Light, Vaccsuit (AP 3), Cassette Recorder, Blank Cassette                                    |
| 2   | Microphone w/ 6m Cord, Clip-On Amplifier, Book of Lyrics, Mixtape (x5), Brass Knucles (\[+] on unarmed attacks)   |
| 3   | Night Violin (All nearby make Fear Save or gain 1d5 stress), Spiked Armor (AP 6), Death Mask, Bow Rosin           |
| 4   | Keytar, Sturdy Guitar Strap, Sunglasses, Neon Jacket (AP 2), Pack of Gum                                          |
| 5   | Void Guitar (Close 1d10 DMG Gore), Rebreather, Bloody Mag-Boots                                                   |
| 6   | Bongos, Heavy Machine Gun (3 Shots), Pipe, Pouch of Rim Grass, Tie-Dye Shirt w/ Leather Vest (AP: 1), Mag-Sandals |
| 7   | Ukulele, Extra Strings (Adjacent 2d10 \[+] DMG Gore)                                                              |
| 8   | Dronepipe, Tranq Pistol (5 Shots), Noise-Cancelling Headphones, Corpse Paint, Robe (AP 1)                         |
| 9   | Synthesizer, Synth-Powered Taser (as Stun Baton), Battery Pack, Cat-Shaped Helmet (AP: 3)                         |
| 10  | Theremin, Portable Loudspeaker, Hazard Suit (AP: 5), Deck of Tarot Cards                                          |

## Patches

| d10 | Patch                                 |
| --- | ------------------------------------- |
| 1   | Flaming Hay Bale                      |
| 2   | Red Crossed Pickaxe and Pitchfork     |
| 3   | Musical Notation                      |
| 4   | Rock Split in Half by Lightning       |
| 5   | Blackletter "Solaris Nocturne"        |
| 6   | Child Holding an Ear of Corn          |
| 7   | Saxophone-Shaped Spaceship            |
| 8   | "Farmers Only"                        |
| 9   | Cassette Tape on Fire                 |
| 10  | Intergalactic Agricultural Union Logo |

## Trinkets

| d10 | Trinket                               |
| --- | ------------------------------------- |
| 1   | Half-Smoked AstroLite Cigarette       |
| 2   | Miniature Piano                       |
| 3   | List of Known Corpo Agents            |
| 4   | Pamphlet: "Never Trust a Tinkerer"    |
| 5   | Worn Straw Hat                        |
| 6   | Pouch of Black Marbles                |
| 7   | Handheld Cassette Player              |
| 8   | Bottle of Hecate Swill                |
| 9   | Zine: Analog Survey                   |
| 10  | Intergalactic Agricultural Union Card |


# Psions and Psionics

***Written by Hakan Lundgren (Monovektor)***

Psions are humans with the ability to use Psionics.

## Psion Class

Any pre-existing non-android character may become a Psion should the Warden allow it. Pick two Psionics and add the extra Psion Trauma Response.

| Detail          | Description                                                                          |
| --------------- | ------------------------------------------------------------------------------------ |
| Stats           | +10 Intellect, -10 Combat, +20 Fear Save, +10 Body Save or +10 Sanity Save           |
| Trauma Response | Whenever you fail a Psionic Check, all close friendly players must make a Fear Save. |

| d10 | Loadout                                                                       |
| --- | ----------------------------------------------------------------------------- |
| 1   | Hospital gown (AP 0), Scalpel, Stimpak, 4 Psionics, 1 Skill, 0 cr             |
| 2   | Switchblade (As Scalpel), 3 Psionics, 2 Skills, 50 cr                         |
| 3   | Trenchcoat (AP 1), Alcohol, 3 Psionics, 2 Skills, 100 cr                      |
| 4   | Rags (AP 0), Bottle of Water, 3 Psionics, 3 Skills, 150 cr                    |
| 5   | Jumpsuit (AP 2), Union Pamphlet, 3 Psionics, 2 Skills, 250 cr                 |
| 6   | Fake gold-watch, All Black Attire (AP 2), 3 Psionics, 3 Skills, 500 cr        |
| 7   | Fatigues (AP 2), Revolver (12 rnds), Binoculars, 3 Psionics, 3 Skills, 800 cr |
| 8   | Fatigues (AP 2), Pain Pills, Alcohol, Letter, 2 Psionics, 4 Skills, 750 cr    |
| 9   | Lab Coat (AP 1), 2 Psionics, 4 Skills, 1000 cr                                |
| 10  | Tattered Suit (AP 2), 1 Psionic, 4 Skills, 2500 cr                            |

### Psionic Use, Stress, and Panic

Psionics are powerful abilities requiring great physical or mental exertion. As such, Psions gain Stress equal to the Stress Cost on all attempts regardless of outcome. Using Psionics requires a Psionic Check, which is a Body or Sanity Save (depending on the discipline) modified by the Tier bonus. On a critical failure, Psions roll on the Psionic Panic Table.

Untrained Psionics may be attempted without the bonus, with disadvantage, double the Stress Cost, and all failures considered critical.

### Range and Duration

All Ranges are the same as in the Player Survival Guide with the addition of Self, an internal effect only affecting the psion.&#x20;

Psionic durations are categorized as:

* Focus: Lasts as long as the Psion remains focused entirely on the Psionic. Suffering damage or otherwise becoming distracted requires a new Psionic Check to maintain focus or the effects are lost.
* Instant: Immediate. No lasting effects.
* Minutes: 1d10 x10 minutes.
* Hours: 2d10 hours.
* Days: 1d5 days.

### Shore Leave and Training

Psions only gain half the amount (rounded down) when converting Stress into improved Stats and Saves.

Psionics may be trained just like ordinary Skills should there be a mentor available.

## Psionics

All Psionics belong to a Discipline, Body or Sanity, and are categorized into three tiers; Trained (+30), Expert (+20) and Master (+10). Each tier has a Stress Cost of 1, 2 and 3 respectively.

### Trained (Bonus +30, Stress: 1)

| Name                  | Discipline / Range / Duration | Description                                                                                                                       |
| --------------------- | ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------- |
| Adrenaline Flood      | Body / Self / Minutes         | Strength, Speed & Combat Checks are all at \[+] while Intellect Checks are at \[-].                                               |
| Cerebral Screen       | Sanity / Self / Hours         | The Psionocs Empathize, Emotional Induction, Telepathy, Neural Spike, and Sensory Interference are ineffective against you.       |
| Euphoric Sensation    | Sanity / Self / Hours         | Doesn't cost Stress is successful. \[+] on all Saves and \[-] on all Stat Checks. Other Psionics cannot be used for the duration. |
| Heart Rate Regulation | Body / Self / Focus           | Halt Bleeding & poison effects. No movement or actions possible for the duration.                                                 |
| Hunger Suppression    | Body / Self / Days            | You can go 1d5 extra days without food before suffering \[-].                                                                     |
| Hyper Olfaction       | Body / Long / Hours           | Increased sense of smell. Detection, strength & direction.                                                                        |
| Neural Acuity         | Sanity / Long / Focus         | You become aware of brain activity within range. Quantity, strength & direction.                                                  |
| Night Vision          | Sanity / Long / Hours         | Near-perfect dark vision. \[-] to all Checks made in bright light.                                                                |

### Expert (Bonus: +20, Stress: 2)

| Name                | Discipline/Range/Duration | Description                                                                                                            |
| ------------------- | ------------------------- | ---------------------------------------------------------------------------------------------------------------------- |
| Emotional Induction | Sanity / Close / Focus    | Alter the emotions of your target. Psionic Check is at \[-] if the target is aware and actively resisting.             |
| Empathize           | Sanity / Close / Minutes  | Read the mood and intentions of the target.                                                                            |
| Oxygen Retainment   | Body / Self / Focus       | Your body can survive with almost no oxygen for the duration.                                                          |
| Pain Suppression    | Body / Self / Minutes     | Ignore all pain.                                                                                                       |
| Pheromone Release   | Body / Close / Hours      | Actions taken against you are at \[-].                                                                                 |
| Stress Reduction    | Body / Self / Instant     | Reduce Stress by 1d5+2.                                                                                                |
| Telepathy           | Sanity / Close / Focus    | Establish a one-way telepathic link to target. Psionic Check is at \[-] if the target is aware and actively resisting. |
| Thermal Vision      | Sanity / Long / Hours     | You can detect heat signatures and temperature variations of ±1°K.                                                     |

### Master (Bonus: +10, Stress: 3)

| Name                 | Discipline/Range/Duration | Description                                                                                                                                                                                     |
| -------------------- | ------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| EMP Surge            | Sanity / Close / Instant  | Disables all electronics in range. Androids gain 1d10 Stress and must make a Body Save or become unresponsive for 1d10 minutes.                                                                 |
| Heal                 | Body / Self / Instant     | Reset Health to Maximum (Wounds remain). Body Saves are at \[-] until you rest for 6 hours.                                                                                                     |
| Hibernation          | Body / Self / Days        | Your body and brain fall into a low-energy state. You have no heartbeat or brain activity, and require no oxygen for the duration. All Stat Checks & Saves are at \[-] for a week after waking. |
| Metabolize Poison    | Body / Self / Focus       | Damage from poisons, venoms, toxins and drugs is reduced by 1d10                                                                                                                                |
| Microwave Field      | Sanity / Close / Focus    | Deal 1d10 DMG (Fire/Explosives) per round to organics & electronics.                                                                                                                            |
| Neural Spike         | Sanity / Close / Focus    | A single sentient target suffers a sensory overload. 1d5 DMG and stunned until they make a Body Save.                                                                                           |
| Radiation Resistance | Body / Self / Focus       | No damage from radiation up to Level 2. \[+] on Body Saves in Level 3 radiation.                                                                                                                |
| Sensory Interference | Sanity / Self / Focus     | Cloak your brain activity. Psionic Checks against you are at \[-] if the target is actively searching, otherwise you can't be detected.                                                         |
| X-ray Vision         | Sanity / Close / Focus    | You an see through walls and organic matter.                                                                                                                                                    |

## Psion Panic Table

| d20 | Effect                 | Description                                                                                                                   |
| --- | ---------------------- | ----------------------------------------------------------------------------------------------------------------------------- |
| 1   | Cold Sweats            | Just a minor inconvenience.                                                                                                   |
| 2   | Bloodshot Eyes         | Lasts one day. Friendly characters gain 1 Stress.                                                                             |
| 3   | Vomiting               | You and all friendly characters present gain 1 Stress.                                                                        |
| 4   | Excessive Nosebleed    | Gain 2 Stress and permanently raise Minimum Stress by 1. All Close friendly characters gain 2 Stress.                         |
| 5   | Slurred Speech         | Your speech becomes garbled for a week.                                                                                       |
| 6   | Blurred Vision         | \[-] on all sight-dependent actions, until you rest for 6 hours.                                                              |
| 7   | Deafness               | You lose the ability to hear for the rest of the day.                                                                         |
| 8   | Fatigue                | \[-] on all Stat Checks until you rest for 6 hours.                                                                           |
| 9   | Nausea                 | \[-] on all Body Saves for the rest of the day.                                                                               |
| 10  | Vertigo                | \[-] on all Stat Checks for the rest of the day.                                                                              |
| 11  | Massive Headache       | \[-] on all Stat Checks for the rest of the day. Permanently raise Minimum Stress by 1.                                       |
| 12  | Tremors                | Gain the Condition: Psionic Checks cause heavy trembling. Close friendly characters gain 1 Stress each time you use Psionics. |
| 13  | Blackouts              | Gain Condition: Psionic Checks cause blackouts. You lose all recollection of the last 20 minutes.                             |
| 14  | Neural Burnout         | Gain Condition: all Psionic Checks cost an extra 3 Stress.                                                                    |
| 15  | Paralysis              | Lose all motor functions for 1d5 hours. Gain 1 Stress per hour paralyzed.                                                     |
| 16  | Microwave Blast        | Everyone Close suffers 1d10 DMG (Fire/Explosive). Friendly characters make a Panic Check.                                     |
| 17  | Auto-immune Disorder   | Gain Condition: Psionic Checks are at \[-] and all failures permanently lower the relevant Save by 1 each time.               |
| 18  | Severe Neural Scarring | You lose one random Psionic.                                                                                                  |
| 19  | Massive Stroke         | Permanently lower all Stats and Saves by 1d10 each.                                                                           |
| 20  | Cereberal Aneurysm     | Death Save                                                                                                                    |

## Equipment

| Name               | Price  | Description                                                                                                                                                                                                                                         |
| ------------------ | ------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-150 Wave Jammer  | 10kcr  | Bulky, backpack-mounted jammer that emits a wave pattern that violently disrupts Psionic activity. All Nearby Psions attempting to use Psionics critically Fail and take 1d5 DMG for each Psionic they have.                                        |
| Psi-FI Hypo        | 1.5kcr | Single-use syringe of an addictive drug. All Stress gained from successful Psionic Checks is ignored for 2 hours.                                                                                                                                   |
| V/K Diagnostic Kit | 15kcr  | A briefcase with a set of tools used for determining whether or not a subject has Psionic abilities. The subject must be conscious during testing. The results are 60% accurate, with a 25% risk of a false positive/negative and 15% inconclusive. |

### Cyberware

| Name                           | Price               | Description                                                                                                                                                                                                                                                                      |
| ------------------------------ | ------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Master/Puppet Proxy Leash      | 150kcr + 50kcr/host | These illegal implants allow the Master to form a psychic link with their Puppet, adding their Sanity and Body Saves to the Master's for Psionic Checks. The Puppet's Saves are reduced by 1d5 each time they are used, and they are killed on a critical failure. 2 Slots each. |
| Discipline Amplifier \[Body]   | 50kcr               | \[+] on Psionic Checks from the Body Discipline. Untrained Psionics gain no benefit. 2 Slots.                                                                                                                                                                                    |
| Discipline Amplifier \[Sanity] | 40kcr               | \[+] on Psionic Checks from the Sanity Discipline. Untrained Psionics gain no benefit. 1 Slot.                                                                                                                                                                                   |
| Psionic Feedback Inhibitor     | 30kcr               | Psion gains no Stress from successful Psionic Checks. Minimum Stress is permanently raised by +2. Upon removal gain Condition: All Psionic Checks are made at \[-]. 1 Slot.                                                                                                      |


# Design Sequences

*Mothership* doesn't feature traditional character advancement[^1]. Since character advancement is not about "numbers go up" or getting all of the Skills, long-term characters are going to advance via equipment, drugs, conditions, and mutations.

This chapter contains design sequences to help Wardens, players, and designers develop their own custom AI, cybermods, robotics, slickware, and drugs, as well as examples of items created using this framework. Custom projects like these work especially well when used with the [Streamlined Downtime](/house-rules/downtime) and [Debt](/house-rules/debt) rules in this book.

These design sequences are heuristics, not procedures for generating items. They give you some guidelines and structure to help you think about designing items, but they are ultimately freeform.

## Projects

Projects are the mechanism used by players to develop custom items. Projects are split into Trained, Expert, and Master tiers, in the same way as Skills. Working on a Project works the same as training a Skill, and it takes the same amount of time to build a Project as it would to train a Skill of the same tier.

When using custom projects with *Mothership 1e* as written, the Warden is in charge of when a project is completed in the same way they determine skill training. If you use the provided Character Sheet that brings back the "progress dots" from *Mothership 0.5e*, this process can be entirely player managed[^2]. However, Wardens may also use these design sequences to create items to be discovered or purchased by players, it does not have to be entirely player driven.

[^1]: There are some ways to improve your Saves (and stats if you use the [Debt Rules](/house-rules/debt)), as well as gaining Skills. However, it's unlikely that a character will ever live long enough to train every available Skill, and it's more interesting to develop characters with their own specialities.

[^2]: This is why this Character Sheet and method is the one most recommended for if you want to use the [Streamlined Downtime](/house-rules/downtime) and [Debt](/house-rules/debt) rules or participate in [Solo or Wardenless play](/solo-and-wardenless-play).


# Drugs

Drugs are a tremendous way to offer players immediate, medium-term, and permanent changes to their character. This design sequence is specifically for creating new designer drugs. A player with the Pharmacology skill can refill their supply of any drug they have previously created, or synthesized from a sample, during downtime (See [Streamlined Downtime](/house-rules/downtime)).

## Synthesizing Discovered Drugs

If you keep at least one dose of a drug that you have found in the field, you may reverse engineer the drug by completing a Master tier project.

## Drug Tiers

| Tier    | Description                                        |
| ------- | -------------------------------------------------- |
| Trained | Immediate effect. Limited drawbacks.               |
| Expert  | Medium-term effect. Some limitations or drawbacks. |
| Master  | Permanent effect. Major limitations and drawbacks. |

## Drug Names

| d100 | Chemical Name | Street Name   | d100 | Chemical Name | Street Name    |
| ---- | ------------- | ------------- | ---- | ------------- | -------------- |
| 1    | Neuroflux     | Flux          | 26   | Neurofixol    | N-Fix          |
| 2    | Serenazone    | Serenity Shot | 27   | Flexidream    | Tokyo Drift    |
| 3    | Omegazide     | Omega Zaps    | 28   | Serenazen     | Stillers       |
| 4    | Neurazine     | Nodders       | 29   | Dynavita      | Daze           |
| 5    | Glycorinol    | Glyco Gold    | 30   | Dexanix       | Ixnay          |
| 6    | Neurotrix     | White Rabbit  | 31   | Flexarol      | Mary Lous      |
| 7    | Flexalix      | Lix           | 32   | Tranquiclear  | Hemingways     |
| 8    | Serenadex     | Serene Syrup  | 33   | Neurazol      | Zest           |
| 9    | Vitaflow      | Rapture       | 34   | Glycolix      | Sweeties       |
| 10   | Neurafine     | N-Fine        | 35   | Fluxazone     | Testers        |
| 11   | Glycogenix    | G-Surge       | 36   | Synthazen     | Spike          |
| 12   | Dynaflexol    | Droop         | 37   | Omegadone     | Aunties        |
| 13   | Cognoxone     | Captain Trip  | 38   | Serenavex     | Espookys       |
| 14   | Neurafix      | Therapy       | 39   | Dynashift     | Diesel         |
| 15   | Glycoshift    | Gish          | 40   | Dexapure      | White          |
| 16   | Neuroblast    | Bli$$         | 41   | Flexgen       | Glide          |
| 17   | Synthaflex    | Serum         | 42   | Oxytocinite   | Cuddles        |
| 18   | Vitafluxin    | Shift         | 43   | Flexidex      | Flexi Dust     |
| 19   | Omnivex       | O-Vibe        | 44   | Tranquilify   | Tranquil Tabs  |
| 20   | Tranquilidol  | Quaff         | 45   | Dynaflexin    | Dyna Dose      |
| 21   | Neurashift    | Getaway       | 46   | Omnigynarol   | Omni Relaxers  |
| 22   | Glycogenex    | Gush          | 47   | Serniflux     | Spark          |
| 23   | Neurovive     | Defib         | 48   | Endurix       | Essence        |
| 24   | Synthapure    | Promise Rings | 49   | Omniplexin    | All Seeing Eye |
| 25   | Omegazen      | Exclipse      | 50   | Dexaflexin    | Alpha          |

| d100 | Chemical Name | Street Name   | d100 | Chemical Name | Street Name      |
| ---- | ------------- | ------------- | ---- | ------------- | ---------------- |
| 51   | Serenarol     | Aguirre       | 76   | Flexazine     | Zingers          |
| 52   | Hypnocil      | Kruegers      | 77   | Omegadex      | Drip             |
| 53   | Dexavex       | Witches' Brew | 78   | Zamphetimine  | Zilly            |
| 54   | Flexanex      | Flex Nex      | 79   | Flexodone     | Dream            |
| 55   | Tranquilizine | Knock Out     | 80   | Synthaplex    | Splash           |
| 56   | Neurodox      | Rizz          | 81   | Omegarelax    | Ooze             |
| 57   | Glycorin      | Grin          | 82   | Serenasure    | Dazzle           |
| 58   | Neruozol      | Zolly         | 83   | Dynazone      | Loggins          |
| 59   | Synthadex     | Honor         | 84   | Dexazen       | Lama             |
| 60   | Syntharol     | Synth Roll    | 85   | Cognoxol      | Xol Caps         |
| 61   | Dexatone      | Dexy Drops    | 86   | Neurodose     | Dew              |
| 62   | Vitaflux      | Fixer         | 87   | Synthafine    | Hottie           |
| 63   | Cognoxol      | Cog Candy     | 88   | Omegapure     | Omega            |
| 64   | Flexaphine    | Fizz          | 89   | Serenadose    | Poppas           |
| 65   | Synthazone    | Sizzle        | 90   | Dynarex       | Spielbergs       |
| 66   | Tranquilixir  | Crowleys      | 91   | Dexalix       | Bad Brains       |
| 67   | Neurodyna     | Neuro         | 92   | Flexazen      | Show Off         |
| 68   | Tranquiline   | Tonic         | 93   | Tranquidose   | Quili            |
| 69   | Syntharix     | Synth Sip     | 94   | Neurazone     | Nectar           |
| 70   | Celsiazine    | Frost         | 95   | Glycoflex     | Flow             |
| 71   | Serenitol     | Sparkle       | 96   | Neuroflur     | Dust             |
| 72   | Vitaflur      | Flur-de-lis   | 97   | Amylizine     | Rush             |
| 73   | Dexavita      | Baja Blast    | 98   | Omegazine     | Arnolds          |
| 74   | Flexapure     | Fumes         | 99   | Seregen       | Two-Hour Meeting |
| 75   | Tranquilify   | Brawndo       | 100  | Derbisol      | Dirt             |

## Derbisol

Derbisol gives the user the ability to photosynthesize, hence the street name “Dirt.” Sunlight can be approximated using any full-wavelength light source.

| Tier    | Description                                                                                                                                                                                                                                                                                                                |
| ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Trained | Heal 1d5 Health and relieve 1d5 Stress when used in sunlight.                                                                                                                                                                                                                                                              |
| Expert  | Fully heal all HP and relieve all Stress when taken during downtime, if you have access to sunlight.                                                                                                                                                                                                                       |
| Master  | Always fully heal all HP and relieve all Stress during downtime if you have access to sunlight outdoors. Take 1d5 damage and gain 1d5 Stress every hour after 8 hours in the dark or 12 hours indoors. Give \[+] to all Checks and Saves when outdoors in sunlight and give \[-] to all Checks and Saves when in the dark. |


# Artificial Intelligence

Artificial intelligence is the power behind creative capabilities for custom cybermods and robotics. It takes multiple steps to create AI powered cybermods and robotics, because a player first has to purchase or create the base cybermod or robot, and then subsequently install the artificial intelligence. AI of varying complexities can be found, purchased, or developed by a party member.

## Insertion

To install AI into a cybermod or robot requires a skilled PC or NPC. If the installation is being done under duress or time pressure, then a relevant roll should be made. The standard loading time for each type of AI is included in the description of each AI level.

## Tiers

AI is broken down into the same tiers as Skills. Building an AI at each tier takes the same amount of time as training a skill of that level. Not every tier requires someone to have the AI Skill.

| Tier    | Type            | Description                                                                                      | Skill                                                                                               | Loading Time | Cost   |
| ------- | --------------- | ------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------- | ------------ | ------ |
| Trained | User Assistance | Improves the abilities of a human operator.                                                      | Jury Rigging, Mechanical Repair, Industrial Equipment, Engineering, Computers, Hacking, AI, Rimwise | 1 Hour       | 10kcr  |
| Expert  | Autonomous      | Gives the base device the ability to conduct some tasks without human intervention.              | Engineering, Hacking, AI                                                                            | 8 Hours      | 100kcr |
| Master  | Sentient        | Gives the base device a full personality and ability to act independently of human intervention. | AI                                                                                                  | 24 Hours     | 1mcr   |

## Sentient AI

Sentient AI have a mind of their own. This means that Sentient Devices are given their own turns during play and are played like Contractors for [Solo and Wardenless Play](/solo-and-wardenless-play).

You generate a sentient AI using the following process.

1. Assign the AI stats[^1].
   * Combat is determined by the base device
   * Roll 3d10 + 35 for Instinct
   * Roll 5d10 + 50 for Loyalty
2. Generate a personality for the AI using the rules for [Generating Contractor Personalities](/solo-and-wardenless-play/generating-contractor-personalities). There is an AI specific Trait table provided below[^2].

### AI Trait Table

| **d10** | **Trait**   | **Behavior**                                                                                                                                                          |
| ------- | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1       | Chipper     | Gives all Contractors and AI \[+] on Loyalty Saves.                                                                                                                   |
| 2       | Cheeky      | Makes inappropriate jokes, giving \[-] on the party's Fear Saves.                                                                                                     |
| 3       | Unnverving  | Odd and strange, giving \[-] on the party's Sanity Saves.                                                                                                             |
| 4       | Malevolent  | Wants to cause harm. Loyalty -15 if this trait is chosen, and tries to sabotage actions of other party members.                                                       |
| 5       | Wise        | Has seen a lot. \[+] for party members on Intellect Checks and Fear Saves.                                                                                            |
| 6       | Soothing    | Calms encounters with sentient NPCs, ends Combat immediately, and gives \[+] on [Social Rolls](/house-rules/social-rolls).                                            |
| 7       | Belligerent | Makes aggressive comments to provoke fights, automatically starts Combat if not already in Combat, PCs all go after the encounters.                                   |
| 8       | Curious     | Only follows instructions if you can provide a reason why. Loyalty Saves are at \[-].                                                                                 |
| 9       | Rampant     | Refuses to follow instructions, and attacks the weakest biological life form within range for 1d5 Turns. Loyalty Stat permanently lowered by 1 for each Rampant turn. |
| 10      | Wild Card   | Roll for a random behavior off this table whenever this trait is triggered.                                                                                           |

[^1]: Stats for AI are much higher than for human contractors. Their base Instinct Stat is 38 with a upper limit of 65, and their base Loyalty Stat is 55 with an upper limit of 100. Generally, AI is created to be loyal to humans, so they always tilt towards doing what they are asked; however, there is always the chance of failure since rolls of 90-99 are always a failure.

[^2]: You can create more bespoke personalities by choosing traits from this table, the [Contractor Trait Table](/solo-and-wardenless-play/generating-contractor-personalities), or by creating your own traits and behaviors. You can create single-minded or complex personalities this way, but you can always lean into dealing with generated personalities.


# Cybermods

The behavior of a custom Cybermod[^1] is primarily decided by the level of AI that it can hold (See [AI](/custom-items/ai)). Cybermods without AI can be made by a player with the Cybernetics skill during a single downtime, using both downtime actions.

Cybermods with onbord AI must be found, bought, created, or upgraded to the level of AI they want to hold. Upgrading the AI capabilities takes just as long and costs just as much as creating the Cybermod from scratch. The AI must be created, found, or purchased separately (See [AI](/custom-items/ai)). This means that creating an AI powered Cybermod is a multi-step process that can create opportunities for adventure hooks and cooperation between players.

## Cybermod Tiers

| Tier    | AI Tier | Description                                                               | Cost   | Slots |
| ------- | ------- | ------------------------------------------------------------------------- | ------ | ----- |
| Basic   | None    | A basic replacement for a body part.                                      | 5kcr   | 0     |
| Trained | Trained | Gives the host the host a small advantage.                                | 10kcr  | 1     |
| Expert  | Expert  | Gives the host major advantages and operates semi-autonomously.           | 100kcr | 2     |
| Master  | Master  | Fully sentient[^2], treated as a Contractor (See [AI](/custom-items/ai)). | 1mcr   | 3     |

## Conversion to a PC

If a player wishes, they can play as a Master tier Cybermod. Their PC is treated as an Android, and the character they are attached to can be treated like a Contractor. If two players agree to it, one may play as the AI inside the other's Cybermod.

## Robot Hand

> Groovy!

| Tier    | Description                                                                                                                                                                                                       | Wounds |
| ------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ |
| Basic   | Just a hand, a replacement for unpleasant situations.                                                                                                                                                             | N/A    |
| Trained | ***Removable.*** Has a basic video link and can be operated remotely.                                                                                                                                             | 1      |
| Expert  | Gives \[+] on Combat and Strength Checks when attached. ***Removable.*** Able to follow simple commands like patrol, scout, and attack (uses PC Combat Stat at \[-] when detached) in addition to remote control. | 1      |
| Master  | ***Removable***. Treated as a contractor (C: 65, I: 30, L: 90), Has \[+] for Combat when attached to a PC.                                                                                                        | 2      |

[^1]: See *A Pound of Flesh* by Tuesday Knight Games.

[^2]: Master tier Cybermods are highly influenced by talking swords in OD\&D


# Robotics

The behavior of custom Robotics is primarily decided by the level of AI that can be installed (See [AI](/custom-items/ai)).

Robotics with AI must be found, bought, created, or upgraded to the level of AI they want to hold. Upgrading the AI capabilities takes just as long and costs just as much as creating the Robot from scratch. Robots only have the ability to hold an AI. The AI must be created, found, or purchased separately (See [AI](/custom-items/ai)). This means that creating an AI powered Robot is a multi-step process that can create opportunities for adventure hooks and cooperation between players.

## Conversion to a PC

A Master tier Robot with a Master tier AI can be converted to a PC, treat them as an Android.

## Robot Dog

> A boy and his dog

| Tier    | AI Tier | Description                                                                                                          | Cost   | Wounds |
| ------- | ------- | -------------------------------------------------------------------------------------------------------------------- | ------ | ------ |
| Trained | Trained | ***Remote Control.*** Uses PC Stats and Skills.                                                                      | 10kcr  | 1      |
| Expert  | Expert  | Able to follow simple commands like patrol, scout, and attack. Uses PC Stats, Saves, and Skills. Treat as a Pet[^1]. | 100kcr | 2      |
| Master  | Master  | Fully sentient, treat them as a Contractor (C: 65, I: 65, L: 90).                                                    | 1mcr   | 3      |

### Inventory

Built-in Shotgun, Computer Probe, Camera With Remote Link

[^1]: See the *Mothership 1e Player's Survival Gudie.*


# Slickware

The behavior of a custom Slickware[^1] is primarily decided by the level of AI that it can hold (See [AI](/custom-items/ai)).

Slickware that uses AI must be found, bought, created, or upgraded to the level of AI they want to hold. Upgrading the AI capabilities takes just as long and costs just as much as creating the Slickware from scratch. The AI must be created, found, or purchased separately (See [AI](/custom-items/ai)). This means that creating AI powered Slickware is a multi-step process that can create opportunities for adventure hooks and cooperation between players.

## Slickware Tiers

| Tier    | AI Tier | Description                                                | Cost   | Slots |
| ------- | ------- | ---------------------------------------------------------- | ------ | ----- |
| Basic   | None    | User gains a basic ability                                 | 5kcr   | 1     |
| Trained | Trained | Gives the user an asynchronous ability                     | 10kcr  | 2     |
| Expert  | Expert  | Gives the user a real-time ability                         | 100kcr | 3     |
| Master  | Master  | Gives the user a sentient AI that co-exists in their brain | 1mcr   | 4     |

## Conversion to a PC

If a player wants to play a PC that is a sentient AI that has inhabited a hosts brain, it takes the same amount of time, effort, or money to remove the AI as it does to install it. This also requires physical removal, not just the removal of software. AI embodied in a host becomes dependent on the physical body of the user. This requires [Surgery](/house-rules/surgery). All of the health benefits and risks included with surgery occur for the host, and if the surgeon fails their surgery roll, the AI is destroyed, so attempting to remove a sentient Slickware from a host can lead to the death of the user and the AI. The successfully removed AI then needs to be installed into a Sleeve , a [robot](/custom-items/robotics), or a [Cybermod](/custom-items/cybermods).

## Translator

| Tier    | Description                                                                                                                                    |
| ------- | ---------------------------------------------------------------------------------------------------------------------------------------------- |
| Basic   | User gains the ability to recognize the origin of a language, but they are unable to read, write, or speak the language.                       |
| Trained | User can translate any document between any two known human languages in 1d10 hours.                                                           |
| Expert  | User can understand, speak, and write in any known language and can learn an unknown language in 1d10 days. User gains the Sophontology skill. |
| Master  | The sentient AI takes over the host and is able to speak, negotiate, and translate on behalf of the host.                                      |

[^1]: See *A Pound of Flesh* by Tuesday Knight Games.


# G.O.B.L.I.N. (Gremlin's OGRE Basics: Living in Neuralware)

***Written by edbury***

Gremlin here. So, you've got your hands on an OGRE? Impressive. OGREs are a force to be reckoned with—teeming with unparalleled potential yet fraught with risks if mishandled. These beasts aren't just pieces of tech; they represent a way of life. Let's embark on this journey of customization together, shaping your OGRE to mirror the vision YOU have for the world. I've witnessed many plummet into the abyss due to ignorance, but you've got a sharper edge! Gear up, dive deep, and let's revolutionize your experience.

## Reconfiguring Your OGRE

Fresh from the box, an OGRE is like those generic cell phones the corps push on us—bloated, predictable, and nothing to write home about. But don't fret, reconfiguring them to better suit your needs is easy-peasy. Below is a step-by-step process to make it your own, and give a sweet middle finger to those corporate leeches.

### Factory Reset

First you have to wipe the slate clean and get your OGRE back to its original, factory-delivered state:

1. **Power Off:** Make sure your OGRE is completely shut down.
2. **Press & Hold:** Locate the secondary configuration button (usually found on the underside). Give it a firm press for 13 seconds.
3. **Power On:** As you fire up your OGRE, keep that button pressed. Wait for the indicator LEDs to cycle through red, orange and green 3 times before letting go.

At this point your OGRE should be wiped fresh and in Configuration Mode. With the past behind you and a clean HUD in front, it's time to shape how you engage with the OGRE. Think of your Heads-Up Display as the control panel of a ship, or the slick interface of a top-tier smartphone. It's your go-to spot for crucial info and tools, so make sure it is set up for your needs!

### Layout and Color Selection

If you're following this guide in order, there should be a hideously dated dialog box blocking a large portion of your vision. That's normal! You haven't broken anything yet.

#### Layout Options

First, you'll need to select one of OGRE's layout presets. Depending on your firmware version, the names may be slightly different than those detailed here. (This guide assumes you are using firmware 11.17.0-50E, which is the easiest to modify. If you're using a newer firmware, check out my other guide on rolling back your version.)

1. **Combat-Centric**: For those diving into danger zones. Pinpoints foes, tracks your gear, and gives you the lay of the land.
2. **Social Networking Focus**: For the connected individual. Highlights recent messages, friend alerts, and trending topics in your vicinity.
3. **Science and Analysis Priority**: For the brains and boffins. Zoom in on the details, crunch the numbers, and note the noteworthy.
4. **Exploration and Navigation Setup**: For the wanderers. Displays a detailed map, GPS, points of interest, and atmospheric conditions.
5. **Stealth and Infiltration Mode**: For the discreet operative. Minimizes light emission, highlights silent routes, and pinpoits sound sources.
6. **Multi-Task Madness**: For those who juggle tasks. Displays multiple smaller windows, each tracking a different activity.
7. **Media & Entertainment Overlay**: For relaxation. Streams media, updates on favorite shows, and suggests entertainment based on mood.
8. **Economic & Trade Prioritization**: For traders and entrepreneurs. Monitors market rates, updates on trades, and provides economic news.
9. **Engineering & Repair Focus**: For the hands-on. Highlights damaged areas, suggests repair techniques, and monitors equipment status.
10. **Health & Biometric Monitor**: For health-conscious individuals. Tracks heartbeat, hydration, fatigue, and other vital stats.

Once your HUD reinitializes, the layout should reflect your choice. **Note:** You can dive deeper into customization later, but trust me, go through the entire setup first before you start messing with the fine-tuning.

#### Color Schemes

In addition to your selected widgets, there should be another dialog front and center presenting you with some color options.

| Roll | Color Scheme                                                                                                                                                                                                                                 |
| ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1    | <p><em><strong>Noir Nights (Black & White)</strong></em><br>Classic and timeless, this black and white scheme brings a touch of cinematic elegance. \[If you've just done a factory reset, this is the default you're currently seeing.]</p> |
| 2    | <p><em><strong>Neon Dreams (Bright, neon colors)</strong></em><br>Bright and electric, these neon shades pop and energize your display.</p>                                                                                                  |
| 3    | <p><em><strong>Nature's Palette (Greens and browns)</strong></em><br>Calming and grounded, inspired by forests and earthy landscapes.</p>                                                                                                    |
| 4    | <p><em><strong>Sunset Horizon (Oranges and purples)</strong></em><br>Warm and comforting, reminiscent of twilight skies.</p>                                                                                                                 |
| 5    | <p><em><strong>Ice Fortress (Blues and whites)</strong></em><br>Cool and serene, embodying the feel of icy terrains.</p>                                                                                                                     |
| 6    | <p><em><strong>Heat Vision (Reds and yellows)</strong></em><br>Fiery and intense, capturing the spirit of blazing flames.</p>                                                                                                                |
| 7    | <p><em><strong>Pastel Paradise (Soft, muted tones)</strong></em><br>Soft and relaxing, with gentle tones to ease visual strain.</p>                                                                                                          |
| 8    | <p><em><strong>Cyberpunk Hues (Pinks and cyans)</strong></em><br>Edgy and futuristic, resonating with urban nighttime aesthetics.</p>                                                                                                        |
| 9    | <p><em><strong>Desert Mirage (Browns and golds)</strong></em><br>Earthy and warm, reflecting vast sandscapes and shimmering oases.</p>                                                                                                       |
| 10   | <p><em><strong>Midnight Ocean (Dark blues and blacks)</strong></em><br>Deep and mysterious, evoking the depths of nighttime seas.</p>                                                                                                        |

Again, you can always return to customize further. These defaults aren't spectacular, but at least you aren't staring into corporate livery all day.

### Integrations

We're almost done. Living in your OGRE should feel a lot better now (or at least look cooler), but your OGRE isn't an island. To get the most out of this thing, you gotta get it talking to your other tech. If the config wizard doesn't immediately detect local devices, you can add them from the Integrations screen manually.

To get you started, here are some of the integrations your OGRE supports out of the box. Remember: the tech's the limit, mate.

#### Connecting Your OGRE to Other Cyberware

Cyberware are physical enhancements that have been embedded into the human body. This section focuses on the linkages between the OGRE and other cybernetic implants or accessories you might have. Enhance your human capabilities with these synergized interactions.

**Black Box**

Ever want to replay those key memories? With the integration of the Black Box, OGRE allows instant replay of saved memories directly to your HUD. Perfect for nostalgia, or identifying that fleeting detail you missed.

**Holoprojector**

The Holoprojector paired with OGRE takes shared experiences to a new level. Witness memories, holographic pets, or key data with your crew. Like a shared dream.. but real.

**Huntershot**

Upgrade your combat readiness! Link your OGRE to a Huntershot. Monitor dart count, target acquisition, and even see a predictive trajectory. Make every shot count.

**Loudmouth**

Live transcriptions anyone? Linking Loudmouth with OGRE provides real-time subtitles for those hard-to-hear moments. Noisy bar? Whispered secrets? We got you covered.

**Remote Uplink**

Ensure your data is always backed up. By connecting the Remote Uplink to OGRE, you get visual confirmations of successful transmissions and backup statuses, ensuring you never lose crucial intel.

**Terminal Jack**

Become a true tech maestro. By connecting your OGRE to a Terminal Jack, enjoy real-time download/upload status, system vulnerabilities, and quick shortcuts, all displayed on your HUD.

#### Slickware & OGRE Interactions

Slickwares are software or digital entities designed for specific tasks or entertainment. See how your OGRE can interact with these virtual companions or tools to make your digital journey smoother and more immersive.

**Holopet**

Feeling lonely in deep space? With OGRE's display enhancements for Holopet, not only see your pet, but get mood indicators, AI-driven suggestions for interaction, and even feed them digital treats!

**Looky-loo**

Get an ear in the digital alleyways. When integrated with OGRE, Looky-loo provides visual indications of signal strength, source direction, and even tags known or important frequencies.

#### OGRE & Equipment Synergies

Equipments are physical devices and tools used for various tasks. Discover how your OGRE can communicate and synergize with various pieces of tech equipment to elevate your operational efficiency.

**Body Cam**

Share your perspective. When connected, OGRE offers real-time data such as battery status, recording time, and can auto-highlight moments of interest based on adrenaline spikes and other biometrics.

**Portable Computer Terminal**

Hacking on-the-go? By interfacing the OGRE with a Portable Computer Terminal, gain a streamlined user interface, quick command prompts, and visualize potential system breaches directly on your HUD.

**Smart-link Add-on**

Take marksmanship to the next level. With the Smart-link add-on, your OGRE displays bullet count, target health stats, predictive recoil patterns, and more.

### Taking the Next Step

At this point, you should be feeling a lot more at home in your HUD. Now, if you're feeling overwhelmed, might be a good time to pause, kick back, and grab a brew. But if you're itching for more, keep reading. Your old pal Gremlin has included some additional options for the more technically inclined.

For those with basic Computers training, the next section inventories a handful of open source plugins that are Gremlin-approved.

If you *really* want to break your warranty, Section 3 includes directions for gaining root access and installing packages that require kernel access.

## Informational Display Add-Ons

Informational Display Add-Ons (IDAs) are plugins that utilize the OGRE API. And plugins are like the apps of the OGRE world. There's an ocean of them, some deep and dark, and others clear and shiny.

### Sourcing IDAs

Think of IDAs as your personal cyber toolkit, the gear that gets you through the AR wilderness. Where you source them from? Well, that depends on how safe you want to play. I obviously can't endorise *sailing the seven seas,* but there are some legit vendors on the forums.

Now, before we delve into the nitty-gritty, remember one thing: the source of your tools defines your experience in the virtual landscape. It's like choosing between a hand-forged blade or a mass-produced plastic toy. Let's get into why.

#### Why Open-Source?

You get to ride with the good guys! The open-source community's got your back with fantastic support, full freedom to tweak and customize, and no sneaky cybervamps siphoning off your data when you're not looking. Also, nothing beats the satisfaction of sticking it to the corporate overlords. That said, please do your research before commenting on the forums looking for help, chances are your issue has already been solved!

#### The Gritty Side of Corporate

Yeah, they might have those shiny ads and slick marketing, but remember, there's always a catch. Watch out for those sneaky paywalls, data-hoarding habits, and that maddening "our way or the space highway" attitude. (Please don't post looking for cracks of corporte plugins, that's how guides like this get taken down.)

### Recommended Open-Source Add-Ons

These OS plugins are not going to look as slick as a high-end corporate IDA, but if you want total control over how your OGRE works, stick to Open Source. Here's a list curated by yours truly. Trust me, you won't regret these. I *do not* recommend installing any plugins unless you're thoroughly trained in Computers. At the very least know Python, because some of these are no longer actively maintained.

| Roll | Plugin                                  | Description                                                                                                                                                              | Author        | Requirements  |
| ---- | --------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------- | ------------- |
| 1    | InfoBurst                               | Instantly aggregates top news in your HUD.                                                                                                                               | ByteBlitz     | None          |
| 2    | AdAway                                  | Ensures an ad-free AR experience.                                                                                                                                        | NullNix       | None          |
| 3    | BioTrend                                | Displays real-time biometrics of nearby entities.                                                                                                                        | Lifeline      | None          |
| 4    | CodeSpeak Translator                    | Translates tech jargon on-the-fly.                                                                                                                                       | LexiLogic     | None          |
| 5    | MemoryMeld                              | Bookmark and save HUD memories for later recall.                                                                                                                         | SynthScribe   | Black Box     |
| 6    | AugReal (firmware 9.3.0-21E or earlier) | Real-time trivia about objects and places in your view.                                                                                                                  | DataDynamo    | None          |
| 7    | HoloShop Interface                      | Universal online shopping interface with real-time price comparisons. (Caution; if you use this without masking your serial number, you can get banned from some sites.) | MarketMancer  | Holoprojector |
| 8    | Skyward Stellar Atlas                   | Maps stars, constellations, and celestial events.                                                                                                                        | AstroAce      | None          |
| 9    | MoodScape                               | Overlays ambiance-enhancing visual and audio effects.                                                                                                                    | VibraVibraViz | Looky-loo     |
| 10   | Digital Graffiti Tagging Tool           | Leave digital tags or messages in AR for other OGRE users. (Legally these tags fall under malware, so don't be stupid with where you leave them.)                        | ShadowStreak  | None          |

## Hacking the OGRE

*Involves root access to the OGRE and requires expertise in Hacking. If you've got the guts to go down the rabbit hole, get ready for the thrill.*

Alright, techno-wizards. Time to level up from mundane to magnificent. Whip out your hacking gloves, pop open those terminals, and let's tinker. Remember, warranties are like suggestions—feel free to ignore! I take no responsinility if you brick your unit.

### Root Access

Grabbing root access is like nabbing the master key to the OGRE mansion. Doors? What doors? They're all open now. But with great power... well, you know the drill.

* **Advantages**:
  * *Full control*: Your OGRE, your rules.
  * *Custom scripts*: Create, modify, and deploy as you wish.
  * *Deeper personalization*: Tattoo your OGRE's soul, make it uniquely you.
* **Risks**:
  * *Security vulnerabilities*: Leaving the backdoor open? Expect some uninvited guests.
  * *Potential hardware damages*: Play it smart or pay the price.

#### How to Get Root Access

1. Terminal jack to your personal deck.
2. Backup your OGRE. Seriously. Don't skip this.
3. Find a trusted rooting tool or script suited for your OGRE model. I use LexiLogic's fRoot9Ninja because it also dumps your sysnand ID.
4. Follow on-screen instructions carefully.
5. Once complete, verify root access using a root checker.
6. Celebrate responsibly. Or irresponsibly. I'm not your boss.

### Side-loaders and Custom Scripts

Step off the beaten path and customize your OGRE with settings and programs that take you beyond the factory APIs. All of these will require root access to install, and they would break your support agreement even if they didn't.

#### OGRE Script Hub

The OSH is a community-driven platform for scripts that go beyond the limits of the official OGRE API. Nearly everything in the OSH repository will require modifying key files if not your OGRE's kernel. As always, if you don't understand what you're doing, it's probably dangerous.

Here are a selection of scripts available on the OSH that your friend Gremlin can vouch for:

| Roll | Modification                                   | Brief Scoop                                              |
| ---- | ---------------------------------------------- | -------------------------------------------------------- |
| 1    | Data Encryption Layer                          | For those who cherish their secrets.                     |
| 2    | Remote Viewing of other OGRE HUDs              | Peer into other realities. Slightly nosy, but who cares? |
| 3    | Ad-blockers (to avoid unwanted AR advertising) | Peace of mind in AR. No more pesky ads.                  |
| 4    | AR Chatroom Interfaces                         | Dive into augmented chatrooms; cyber mingle in style.    |
| 5    | Instant Tech Jargon Translator                 | For those "What did they just say?" moments.             |
| 6    | Advanced Haptic Feedback Customization         | Feel the virtual world like never before.                |
| 7    | Live Mood Analysis Overlays                    | Understand moods. Play human psychic.                    |
| 8    | Quantum Computing Interfaces                   | Unlock next-gen computational power.                     |
| 9    | Multi-Dimensional Data Visualization           | View data like an interdimensional traveler.             |
| 10   | AI-Powered AR Gaming Integration               | Because who doesn't want a dragon sidekick in AR?        |

### Unsanctioned Hacks

The deeper, darker, and, dare I say, more thrilling side of OGRE tinkering. If you've made it this far and you still aren't satisfied, I suggest you look into the following projects:

* **DeepDive**: Allows access to so-called "dark" networks.
* **Neural Shield**: Protect your brainwaves from intrusion.
* **Ghost Protocol**: For those who wish to be digital phantoms.

**Tread with caution: these alterations make unintended (sometimes dangerous) use of OGRE's hardware and are illegal on nearly all corporate and military stations.**

## Parting Wisdom and Cautionary Tales

I've been around the block a few times (and hacked my way into a few of those blocks, if you get my drift). Before you set off on your OGRE journey, let me drop some of my gremlin-esque pearls of wisdom.

### Keeping Your OGRE's HUD Clean & Mean

A cluttered HUD is like a messy desk -- it gets in the way of mischief. Here's how to keep things streamlined and functional:

* **Prioritize, Prioritize, Prioritize**: What are you up to? Combat? Hacking? Choose the essentials. For instance, in a brawl, you'd want ammo count and target vitals front and center.
* **Play with Transparencies**: Keep non-essentials ghosted in the background with lowered opacity. It's there but not in your face.
* **Dynamic Drama**: OGRE's dynamic scaling is killer. As things heat up, let more combat intel flood in.
* **Shout Out**: Talk to your OGRE. Voice commands can be a game-changer. "OGRE, go full cyberpunk!"
* **Quick Mute Magic**: Got a noisy feed? Set up blink-patterns or hand jives to mute or fade specific channels.

### Overclocking: The Turbo Boost & Potential Toast

Overclocking is tempting. More mods, more power, right? But remember, every mod beyond your natural limit strains your system. If you're overclocked, your OGRE might lag, glitch, or even shut down temporarily. Always keep an eye on your overclock levels!

## The Last Byte

Tech's a tool, pal, not a leash. OGRE's a canvas for the tech-savvy to paint their dreams (or nightmares). Play it smart, stay curious, and make the matrix dance to your tune. And, as always, never let Big Tech call the shots.

So, console cowboys, whether you're modding, meddling, or maxing out, remember: Be the artist, not the paintbrush. Stay wild. Stay free. Gremlin, signing off.


# House Rules

This section contains custom house rules written by me and others. However, the RV Games house style also includes recommendations for using the following suggested house rules from the *Mothership 1e Warden's Operation's Manual*.

* Critical Stress Relief
* Exhaustible Skills
* One Time Advancement
* Resolve
* Simple Skills


# Debt

***Written by Jack Shirai and Edited by Violet Ballard***

As a baseline, a crew can take on a maximum of 20 Debt.

Different ships can be purchased for different amounts of debt.

| Debt | Ship Class | Recommended Ship                     |
| ---- | ---------- | ------------------------------------ |
| 5    | 0          | [Mini-Ship](/house-rules/mini-ships) |
| 10   | 1          | Raider                               |
| 15   | 2          | Freighter                            |
| 20   | 3          | Salvage Cutter                       |

You can trade in a ship to receive half of its value back. Starting off with 20 Debt and a Class 3 ship is a bad idea, and you're better off starting small and working your way up. Class 4 and 5 ships are generally not operated by independent contractors and so aren't covered here.

For crews without ships, Debt might represent what they owe a loan shark, or be used for buying themselves out of a Company contract, or anything else financially devastating.

## What's in it for the Crew?

Taking on Debt isn't all bad! When a crew has Debt, their creditors pay for the following costs:

* Fuel and warp cores.
* Minor repairs and maintenance.
* Contractor salaries (but not signing bonuses, which are paid out-of-pocket).

### Benefits

Debt can be taken on by the crew for various other benefits.

* Ship Upgrades: Gain 1 Debt for one upgrade worth up to 5mcr.
  * You can stack debt for larger purchases, but you can only get 1 upgrade for 1 Debt.
* Major Ship Repairs: Gain 1 Debt to conduct 1 Major Repair
* Cybermods: Gain 1 Debt to pay for 1 Master Tier Cybermod, or several lower ones.
* Hard Currency: Gain 1 Debt and obtain 2d10 \* 1kcr to be split amongst the entire crew.

### Shore Leave

Crews looking to relax can also gain 1 Debt in order to go on Shore Leave. When they do, each crew member can take one of the below Shore Leave actions. Use the included character sheet that includes the space for skill and condition ticks. You can still pay for Shore Leave, train skills, and convert Stress to Saves using the stock *Mothership 1e* rules, but they're paid for out-of-pocket, and there is more complex accounting involved. Debt can streamline things or make them more complicated depending on how much you balance taking on Debt and paying for things out of pocket.

#### Shore Leave Actions

* Relax: Convert All Stress to Stats or Saves[^1], no roll required.
  * All of your Stress above your minimum is divided as you like between your Stats and Saves.
* Seek Psychiatric Treatment: Choose one of the below options.
  * Cure a condition.
  * Reduce minimum Stress to 2.
* Train a Skill: Take 3 ticks toward learning a new skill.
* Work on a project: Take 3 ticks towards a skill-based project.
* Get Medical Care: Choose One of the below options.
  * Heal all Wounds
  * Restore a diminished Stat or Save
* Moonlight: Gain 1d10 \* 500c.

In addition, each crew member heals up to their Maximum Health (but don't clear Wounds unless they get Medical Care) and reduces their Stress to their minimum.

Of course, a crew can always pay for everything out-of-pocket by following the *Mothership 1e* rules as written. It's more complicated and expensive, but you don't have to take on more Debt.

## Debt Checks

A Debt Check determines whether a crew can handle the pressure of the interest piling up on their obligations.

To make a Debt Check, roll the Panic Die (1d20) and attempt to roll greater than your current Debt. If you fail, look up the relevant result on the Debt Table.

The crew makes a Debt Check when:

* They finish Shore Leave.
* They gain Debt for any other reason.
* They otherwise go a significant period without bringing in any real work.
* They upset their creditors somehow.

### Debt Table

| d20 | Debt Result                                                                                                                                                  |
| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 1   | DIVIDEND. Spending reward programs accrue, giving each crew member a free interstellar travel voucher.                                                       |
| 2   | OPPORTUNITY. The crew’s creditors demand they do a sensitive and/or dangerous job for them, at enhanced pay.                                                 |
| 3   | ANXIETY. Each crew member gains 1 Stress.                                                                                                                    |
| 4   | CREDIT LIMIT. The crew cannot take on additional Debt or go on Shore Leave until the next time Debt is reduced.                                              |
| 5   | WEAR AND TEAR. The piece of armor with the most AP breaks.                                                                                                   |
| 6   | NEPOTISM. The crew’s creditors foist a contractor of dubious merit on them.                                                                                  |
| 7   | LOCKDOWN. The crew cannot travel out of their current system until Debt is reduced. Each crew member permanently raises their Minimum Stress by 1.           |
| 8   | BEHEST. The crew’s creditors demand they do a job for them, at regular pay.                                                                                  |
| 9   | OUT OF WARRANTY. Each crew member determines the piece of equipment they use most often. It breaks.                                                          |
| 10  | PAYROLL ISSUE. Contractor paychecks bounce. Pay each contractor one month’s salary out of pocket, or make a Loyalty save to prevent them from quitting.      |
| 11  | ASSURANCE. The crew’s creditors must approve all of their major movements and employment decisions until the next time Debt is reduced.                      |
| 12  | FROZEN. The crew cannot spend credits until the next time Debt is reduced.                                                                                   |
| 13  | BEST BEFORE. All of the crew’s consumable items (meds, food, ammo) expire.                                                                                   |
| 14  | CHAPERONE. A representative of the crew’s creditors joins them on their next job. It would be extremely bad for the crew if the rep were harmed.             |
| 15  | HEADHUNTER. A faction attempts to poach the crew’s contractors with an offer their creditors won’t match. Make a Loyalty save to prevent them from quitting. |
| 16  | FINAL NOTICE. The crew loses all of its credits to a critically overdue bill.                                                                                |
| 17  | LOCKOUT. The crew is barred from a particular port until their Debt is cleared. Each crew member permanently raises their Minimum Stress by 1.               |
| 18  | CONSOLIDATION. A new organization acquires the crew’s Debt, and things are going to change around here. Roll again on this table for the immediate effect.   |
| 19  | EXTORTION. The crew’s creditors demand they do a job for them, without pay.                                                                                  |
| 20  | FORECLOSURE. A squad of repos arrives to reclaim the crew’s belongings, by deadly force if necessary.                                                        |

## Digging Yourself Out

Debt tracks “big” income and costs. Most jobs that a crew will take on pay in the form of reducing their Debt:

* 1 Debt: Any standard job. A particularly good load of salvage or precious materials.
* 2 or 3 Debt: A longer or complex job, or one that might warrant Hazard Pay. A singularly valuable piece of salvage (e.g. a prototype, a minor artifact).
* 4+ Debt: Meticulous heists, or genuine acts of heroism that save infrastructure (and maybe also lives). Artifacts that could change the balance of power in a sector.

You can build a job board where you assign jobs Debt values. If you use pre-written modules, you can have a job that corresponds to each module with the amount of debt corresponding to the number of sessions that you think it will take to play through the module.

A crew still tracks “small” income and expenditures, and a few credits always trickle over into their account after their creditors take their share of any reward. When a crew gets paid for a job or sells a haul, they reduce their Debt and then roll 2d10 \* 1kcr to be split amongst the entire crew.

Crews having trouble scraping together pocket money might be able to find “off the books” work that pays Moonlighting rates without reducing Debt. This is universally frowned upon by creditors.

[^1]: It can be easy to create super high Stats and Saves this way, but that should be discouraged. It is more interesting to spend time on skills and even more interesting to spend time on [projects](/custom-items). This should only be recommended for really low Stats or Saves or if someone is trying to improve their stats to allow for better cybernetics and slickware.


# Mini-Ships

***Written by Greenspore*** ***Combat Rules Adapted From Some Ship Combat Rules by Joshua Justice*** ***Edited by Violet Ballard***

To Dr. Violet for seeing the value and helping to publish me\
To Ian for getting me into this whole gig\
To Terry Herc for checking my eyes\
To Maher for art assistance\
To Mustard for muse

Inspired by the wildest parts of aviation history and the “raygun” design era, these tin-cans might fill the ranks at a outer-rim space station ripe for disaster, or they might be bought by poor PCs without the credits needed to acquire a safer, sturdier ship of their own. Good luck out there.

## Guidelines

Hulking industrial haulers, massive military carriers and plot-armored hero ships are not the only vessels fit for science fiction. What about the swarming fighters that explode in foreworks at the first blow, science vessels at the edge of space with only a sheet of metal between their crew and the cosmos, or rickety shuttlecraft which could become depressurized by a stray bullet from a smuggled pistol?

***These are the ships you'll find here. These are all Class 0*** [***ships***](#user-content-fn-1)[^1]***.***

### Class 0 Ship Stats

Assign ships a number of Hits just like you would assign wounds to Contractors. Class 0 ships have 3 Hits by default. If a ship is particularly weak, they have have 2 Hits, and if they have extra shielding or equipment a ship can have 4 Hits. Any time a ship is hit with a weapon, it takes a Hit. This includes damage from handheld weapons. The location of the hit is determined by the Ship Hit Location Table and something narrative happens to that portion of the ship. Someone may need to make repairs or redirect power to avoid further damage and/or damage to players. If a ship is hit up to its maximum number of Hits, it's not necessarily destroyed, but it is definitely debilitated in some way until it can be repaired or towed somewhere.

### Jump Drives and Travel

Some miniships are Jump capable, but it is exceedingly dangerous in such small craft as any collision is deadly. Usually lacking in the cryopods needed to keep travelers sane, PCs gain +1 stress per Jump distance instead of suffering cryosickness. PCs cannot reduce their Stress while flying in a miniship.

### Weapons

Miniships are incapable of mounting weapons designed for ships. Small, handheld weapons like Laser Cutters and Grenade Launchers are the best chance a miniship has at taking out another ship.

### Combat Procedure

1. Players choose a station: Piloting, Navigation, Weapons, Engine Room
2. Start each round with the Pilot making a Speed Check to see if the crew will go before or after the ship they are engaging. If no crew member is a pilot, the ship's AI will make the Speed Check for a value of 50. If there is no ship AI, make a Speed check at \[-] using the highest Speed stat assigned to a crew member.
3. Each character may do something with their station. Roll all of these actions at once to determine the outcome of the Combat engagement, very similar to the [Cooperative Narrative Dice Pools](/solo-and-wardenless-play/coop-narrative-dice) that can be used by PCs.

#### Actions

* Attack (weapon operator rolls combat)
* Evade (attacks against ship at disadvantage, no roll)
* Retreat (leave the engagement, pilot rolls speed)
* Aiming (gives \[+] on attacks, no roll)
* Scan (can be done with a handheld scanner if not equipped on the ship, gives \[+] on initiative check at top of next round, gives info on ship, no roll)
* Boarding (attempt to dock and board another ship, pilot rolls speed to avoid damage upon docking)

#### Ship Hit Location Table

| d10 | Location        |
| --- | --------------- |
| 1   | Navigation      |
| 2   | Cryochamber[^2] |
| 3   | Engines         |
| 4   | Bridge          |
| 5   | Living Quarters |
| 6   | Weapon Station  |
| 7   | Jump Drive      |
| 8   | Galley          |
| 9   | Workshop        |
| 10  | Life Support    |

#### Range Bands

Class 0 ships use a different set of range bands from the larger ships in the Shipbreakers' Toolkit because they operate at a different scale.

| Range        | Description                                                                                                                                  |
| ------------ | -------------------------------------------------------------------------------------------------------------------------------------------- |
| Out of Reach | The possibility of an unhindered exit from the battle.                                                                                       |
| Long Range   | Can scan objects/establish comms . Attack @ \[-].                                                                                            |
| Medium Range | Can scan objects or establish a communication link. Attack without advantage or disadvantage.                                                |
| Short Range  | Visual contact. Attack without advantage or disadvantage.                                                                                    |
| Close Range  | Close visual contact. The distance at which boarding is possible. You can view/scan objects in detail with advantage. Attack with advantage. |

### Using the Ships In-Game

PCs might encounter damaged or derelict miniships, ripe for plunder or salvage. Roll a d10 for the Ship Type against the ship table or simply choose the vessel they find. Due to their thin hulls, such vessels are unlikely to have any human survivors on board. See “Space Salvaging System” later in this section.

## Available Ships

All ships have a transponder.

<table><thead><tr><th width="77">d10</th><th>Name</th><th width="158">Description</th><th width="115">Mortgage</th><th width="104">Thrusters</th><th width="157">Battle</th><th width="138">Systems</th><th width="169">Payload</th><th width="259">Upgrades</th><th></th></tr></thead><tbody><tr><td>1</td><td>AE02 Skycar</td><td>Got two people to move with 20th century sensibilities?</td><td>250kcr</td><td>SAVE: 12<br>FUEL: 4</td><td>SAVE: 8<br>MDMG: 0<br>HITS: 1<br>HARDPOINTS: 0</td><td>SAVE: 10<br>Cryopods: 0</td><td>CREW:2<br>CARGO: 0<br>GALLEY: None</td><td><em><strong>Cozy Cabin.</strong></em> Only room to store a backpack of items per crew. Incapable of sustained operations of more than three days.</td><td></td></tr><tr><td>2</td><td>C450 Fighter</td><td>A three ton dog that’s mostly thruster and little else.</td><td>500kcr</td><td>SAVE: 50<br>FUEL: 2</td><td>SAVE: 30<br>MDMG: 1d2<br>HITS: 1<br>HARDPOINTS: 1<br>Manual Laser Cutter</td><td>SAVE: 10<br>Cryopods: 0</td><td>CREW: 1<br>CARGO: 0<br>GALLEY: None</td><td><em><strong>Cramped Cabin.</strong></em> No room to store items nor retrieve them once in this craft. Incapable of constant operations of more than a day.</td><td></td></tr><tr><td>3</td><td>XFY Pogo Fighter</td><td>A seven ton ship with more wing than armor.</td><td>1mcr</td><td>SAVE: 47<br>FUEL: 2</td><td>SAVE: 30<br>MDMG: 1d2<br>HITS: 1<br>HARDPOINTS: 2<br>Manual Laser Cutter, RPG Launcher</td><td>SAVE: 13<br>Cryopods: 0</td><td>CREW: 1<br>Cargo: 0<br>GALLEY: None</td><td><em><strong>Close Cabin.</strong></em> Little room to store items on ship or retrieve them once in this craft. Incapable of constant operations of more than 2 days.</td><td></td></tr><tr><td>4</td><td>AE1 Shuttle</td><td>A shuttlecraft for shorter and less traveled spacelanes.</td><td>2mcr</td><td>SAVE: 12<br>FUEL: 6</td><td>SAVE: 8<br>MDMG: 0<br>HITS: 1<br>HARDPOINTS: 0</td><td>SAVE: 10<br>Cryopods: 0</td><td>CREW: 25<br>CARGO: 0<br>GALLEY: Snacks</td><td><em><strong>Economy Bunking.</strong></em> Holds up to 22 passengers and 3 crew for a week. 80% chance you will be unable to reduce stress while a passenger.</td><td></td></tr><tr><td>5</td><td>AE180 Shuttle</td><td>AE1’s big brother, every aspiring spaceline needs one.</td><td>3mcr</td><td>SAVE: 16<br>Fuel: 6</td><td>SAVE: 4<br>MDMG: 0<br>HITS: 2<br>HARDPOINTS: 0</td><td>SAVE: 10<br>Cryopods: 10</td><td>CREW: 50<br>CARGO: 0<br>GALLEY: Snacks</td><td><em><strong>Economy+ Perks.</strong></em> Bunks up to 44 passengers and 6 crew for a month. 75% chance you will be unable to reduce stress while a passenger.</td><td></td></tr><tr><td>6</td><td>Fairy Dropship</td><td>For free merchants looking to avoid rather than outrun.</td><td>15mcr</td><td>SAVE: 19<br>FUEL: 8</td><td><p>SAVE: 30<br>MDMG: 0</p><p>HITS: 2<br>HARDPOINTS: 0</p></td><td>SAVE: 41<br>Cryopods 5</td><td>CREW: 5<br>CARGO: 0<br>GALLEY: MREs</td><td><em><strong>Stealthy in Space.</strong></em> Sensors don’t identify normal detection range info about a Fairy unless the Fairy enters firing range or tries evasion</td><td></td></tr><tr><td>7</td><td>Do31 Dropship</td><td>Fast as a fighter, this ol gal can move troops or goods.</td><td>25mcr</td><td>SAVE: 45<br>FUEL: 8</td><td>SAVE: 30<br>MDMG: 0<br>HITS: 2<br>HARDPOINTS: 0</td><td>SAVE: 15<br>Cryopods: 6</td><td>CREW: 6<br>CARGO: 1<br>GALLEY: MREs</td><td><em><strong>Configurable Cargo.</strong></em> Half the cargo bay has flip-down troop transport. 12 Crew capacity if an APC, cargo crate, or other vehicle is not stored.</td><td></td></tr><tr><td>8</td><td>VVA14 Mini</td><td>Used to hunt smugglers and seditionists alike.</td><td>50mcr</td><td>SAVE: 47<br>FUEL: 10</td><td>SAVE: 30<br>MDMG: 1d2<br>HITS: 3<br>HARDPOINTS: 3<br>RPG Launcher, RPG Launcher, RPG Launcher</td><td>SAVE: 13<br>Cryopods: 0</td><td>CREW: 3<br>CARGO: 1<br>GALLEY: MREs</td><td><em><strong>Hedgehog Hold.</strong></em> For mines, either the cargo or ammo can be dumped as an attack on a pursuer in Contact Range, no Weapons Check</td><td></td></tr><tr><td>9</td><td>LIMRV Yacht</td><td>Just nine tons of white paneling will get you places.</td><td>7.5mcr</td><td>SAVE: 50<br>FUEL: 4</td><td>SAVE: 5<br>MDMG: 1d2<br>HITS: 1<br>HARDPOINTS: 0</td><td>SAVE: 5<br>Staterooms: 6</td><td>CREW: 6<br>CARGO: 0<br>GALLEY: Deluxe</td><td><em><strong>Luxury Accommodations.</strong></em> Can satisfy up to 6 passengers. Crew do not gain stress from regular miniship travel.</td><td></td></tr><tr><td>10</td><td>Re-roll</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr></tbody></table>

## Space Salvaging System

> A damaged VVA14 is one ripe for reclamation.

Feel free to salvage existing ships, or design your own ships using the following as a guide. If you find yourself exceeding the guidelines consider designing/using a full ship instead.

Miniships generally have...

* Hits <= 4
* Hull = 0
* Hardpoints < 3
* Fuel < 10
* Thrusters > Systems
* Crew < 50
* 0-1 Cargo
* Range and O2 < Full Ships

### Stocking the Ships

**Fuel and Cargo.** Roll 1d10 to determine the amount of Fuel the crew can reclaim. The 1d10 roll must be lower than or equal to the Max Fuel. An odd roll on a ship with cargo means that one crate from the random cargo table is found.

**Scrapping a Ship.** Roll a d100. If d100 roll is below the Max Hits of the ship the crew recovers the rolled #/10 crates of scrap.

**Rolling for Loot.** Roll a d100. If the 1d100 roll is below the Max Crew one special Loot item is found.

#### Random Loot

| d5 | Item       | Description                                                   |
| -- | ---------- | ------------------------------------------------------------- |
| 1  | VIP Ticket | Dinoplex Cataclysm, Eastworld, Chunky Cheese's Eateria, etc.  |
| 2  | Mind Orb   | Psychic, asleep. See “Scrap Rats”/“Orbital Debris” for awake. |
| 3  | Battery    | Lasts 12 hours and self-recharges while unplugged > 12 hours. |
| 4  | Antimatter | Very Explosive! Will be pursued if not kept on the down-low.  |
| 5  | Credstick  | Tons of credits and an ID for “Denter” on Prospero Station.   |

#### Random Cargo

| d10 | Type     | d5 Details                                                                       |
| --- | -------- | -------------------------------------------------------------------------------- |
| 1   | Mining   | <p>1. Equipment<br>2. Ore<br>3. Licenses<br>4. Drones<br>5. Explosives</p>       |
| 2   | Survey   | <p>1. Vac Suits<br>2. Hazard Suits<br>3. Stimpacks<br>4. Androids<br>5. Food</p> |
| 3   | Cleaner  | 1-4. Vac Sealed Toilet Paper 5. Non-fungible Cargo in $ Crate                    |
| 4   | Military | <p>1. Torpedos<br>2. Blackbox<br>3. Fighter Parts<br>4. Dogtags<br>5. Armor</p>  |
| 5   | Hunting  | <p>1-2. Trophies<br>3. Figurines<br>4. Big Fishtank<br>5. Holopaintings</p>      |
| 6   | Xeno     | <p>1. Plants?<br>2. Fungi<br>3. Animals<br>4. Slime?<br>5. Bones?</p>            |
| 7   | Station  | <p>1-2. Docking Clamps<br>2-3. Empty Lockers<br>5. Intercom System</p>           |
| 8   | Antique  | <p>1. Clothing<br>2. Woodcraft<br>3. Dinosaur<br>4. Horse<br>5. Metalwork</p>    |
| 9   | Drugs    | <p>1. Thalasin B<br>2. Cocaine+<br>3. Wine<br>4. Mummy Dust<br>5. Poison</p>     |
| 10  | Misc     | <p>1-4. Reroll a d10<br>5. Hidden Loot Item Within</p>                           |

### Selling Your Salvage

* Scrap sells for 1kcr per Unit,
* Cargo and Fuel for 1d10kcr per Unit,
* Loot for 1d10x10kcr per item, which may not take a full unit of cargo space. Units are standard shipping crates.

#### Harvesting Parts as Plot Hooks

Abandoned ships serve as a great instigator of adventure. The type of adventure can easily be determined by where it is that the attempted reclamation occurs. See the following page for guidelines on how to make that happen in Company, Core, and Rim Space.

**In Company Space**

If players choose to loot in a sector owned by a corp, have them send goons after the players the next time they stop at a station or inhabited planet with an ultimatum “Pay us 75% of the stolen salvage value, or work off your dues by completing a job for our boss.” Escalate the situation each time they stop to rest if they do not heed the warning, and make a show of the company's superior resources.

**In Core Space**

Salvaging in civilized space is a simple and calculated risk. Getting near legitimate salvage will trigger the players to receive a message from the local authorities telling them that they are invited to reclaim its materials if they “Pay a fee of 25% of salvageable value.” Roll for Cargo, Fuel and Scrap prior so you can give them the value and fee. Untouched ships are likely that way due to being hazards or hard to get value out of. Roll on salvaging skill challenges table to generate tasks until you have a total equal to the ship's catalog number. See “From Challenges to Crisis” for what happens if players fail or crit fail their checks.

**In Rim Space**

Salvaging in unclaimed territory comes with its own risks. Players might even be forced into salvage if a system they travel to does not have a functioning fuel station within or warp cores. It is recommended that bringing aboard anything from a salvaged ship carries with it some sort of danger. An alien entity, ghostly crew, or an artifact which changes the destination of their next jump to someplace hostile are all good options.

**Adventures and Recommended Reading**

See the Mothership Homepage or Ian Yusem’s “Third Sector” Collection for potential adventures that can be triggered in the process of trying to reclaim salvage. For a great salvaging base, see "The Mole on Pirad One". If your players are more interested in dogfighting or want to scavenge from an active warzone, consider using these ships within Ian Yusem’s "The Wrath of God".

### From Challenges to Crisis

If your salvage operation is intended to be a skill challenge (for example neglected wrecks in Core Space described previously) simply have players make a number of skill checks equal to the ship’s catalog number, or roll a d10 for any non Miniship to determine the # of checks needed. If you fail a check, subtract one cargo, fuel or scrap. If you critically fail a check then roll a ship megadamage. In cases where multiple checks need to be overcome, rolling a repeat skill from the tables after that check has been passed is replaced with the closest check of the Warden’s discretion.

#### Cause of the Last Crew's Demise

| d10 | Cause           | Description                                                                                           |
| --- | --------------- | ----------------------------------------------------------------------------------------------------- |
| 1   | User Error      | The crew catastrophically misunderstood something in the user manual.                                 |
| 2   | Poisoning       | The crew tried to eat something very inedible.                                                        |
| 3   | Accident        | Classic but unfortunate signs of heavy machinery operated while intoxicated.                          |
| 4   | Sabotage        | Sabotage - Something was intentionally sabotaged using improvised traps. The damage seems recent.     |
| 5   | Cheap Fueling   | Two incompatible fuels were mixed.                                                                    |
| 6   | Bad Timing      | System reboot and EULA confirmation occured at a critically dangerous time.                           |
| 7   | High-G Turns    | Crew perished and the ship was torn apart.                                                            |
| 8   | Input Error     | A key metric (cryostatis length, coordinates, power consumption, etc) was entered with an extra 0.    |
| 9   | Faustian Ideals | Profane and hellish symbols are inscribed somewhere within the ship.                                  |
| 10  | Conflict        | An armed attack was coordinated. Holes in all of the walls are at the right height to aim for torsos. |

#### Salvaging Skill Challenges

| d20 | Challenge    | Description                                                                                                        |
| --- | ------------ | ------------------------------------------------------------------------------------------------------------------ |
| 1   | Art          | Graffiti by a legendary artist is worth much more intact. Grants one extra Loot item if Art skill check is passed. |
| 2   | Botany       | Silicone space plant needs to be separated from the green wires and chips in the electrical system.                |
| 3   | Jury Rigging | The usual tethering points on this vessel have been damaged and need to be MacGuivered.                            |
| 4   | Linguistics  | Manual for and labels aboard this ship are in an obscure language.                                                 |
| 5   | Zero G       | Spacewalk! Every salvaging operation has one of these but only the hardest require such skill.                     |
| 6   | Industrial   | A crush hazard is assured due to internal stress on its hull, unless it can be cut just right.                     |
| 7   | Computers    | High voltage systems are dangerously haywire and need to be discharged safely.                                     |
| 8   | Math         | Reactor calibration is far outside of normal parameters and needs to be adjusted.                                  |
| 9   | Rimwise      | Notes for how to operate this modified machine are left in Rim Cant, a code from the edge of the galaxy.           |
| 10  | Chemistry    | A perpetually ignored slow leak of coolant.                                                                        |
| 11  | Zoology      | You discover a Venusian Opossum \[I:45 W:3(5)] interfering until it starts to follow you around.                   |
| 12  | Athletics    | Removing a critical piece requires considerably more strength than usual, as if on purpose.                        |
| 13  | Mechanical   | Broken parts need to be fixed before they can be removed to avoid risking crew safety.                             |
| 14  | Piloting     | Salvage has acquired a spin pattern from venting gasses and your ship needs to match its velocity.                 |
| 15  | Psychology   | Salvage has acquired a spin pattern from venting gasses and your ship needs to match its velocity.                 |
| 16  | Hacking      | Aftermarket code patch locks airlocks and spams your ship with signals and messages until disabled.                |
| 17  | Physics      | Radiation warning is triggered, and the ship reactor may go critical if not dealt with.                            |
| 18  | Explosives   | Removing further fuel covered components comes with an ignition risk.                                              |
| 19  | Engineering  | Engineering problem is a textbook example, but how good were you at engineering to begin with?                     |
| 20  | No Check     | Wreckage is a tangled mess and it takes d100/2 minutes to sort out your next move.                                 |

[^1]: The *Mothership Shipbreakers Toolkit* provides options for creating large ships and engaging in combat with those ships. However, it does not specificy much about "Class 0" ships; smaller, less expensive ships that starting crew might be more likely to own. These ship rules, alongside the [Debt Rules](/house-rules/debt), give players a more achievable option if they actually want to own a vessel.

[^2]: Not all Class 0 ships will have a cryochamber or a jump drive, choose the next highest number if this is the case.


# Streamlined Downtime

These rules provide a structure for taking rest actions when a crew is in a safe space, but not somewhere they can go on Shore Leave (See [Debt](/house-rules/debt)). Players can choose two of these downtime options (the same option can be chosen twice). If a skill is necessary for using the option, it is included in brackets. You can always add more options to this list to accommodate for a skill that is not included here.\
If the place where the crew is resting is uncomfortable or precarious, they may only be able to take one of the below actions.&#x20;

* Recover 1d5 Health \[Field Medicine].
* Recover 1d5 Stress.
  * Gain \[+] by talking to someone with \[Psychology] or \[Theology], using drugs, or having sex.
* Repair Armor 1d5 AP \[Jury Rigging, Industrial Equipment, Rimwise, or Military Training].
  * Repair Armor 2d5 AP \[Mechanical Repair].
  * Repair Armor to full AP \[Engineering].
* Recover a Wound \[[Surgery](/house-rules/surgery)].
* Refill Drugs \[Pharmacology].&#x20;
  * Gain up to 5 doses. This includes [Custom Drugs](/custom-items/drugs).
* Gain 1 tick of progress towards a skill or project.
  * Assumes the use of the included character sheet that uses the *Mothership 0.5e* method for skill and project tracking.
* Assist another PC with one of the above actions.&#x20;


# Social Rolls

This procedure for Social Rolls is a way to generate the general direction of a social encounter, which can then interpreted qualitatively by the players. It isn't about developing or gamifying a full social combat system; it's really a variant on a reaction table. It is equally useful for role-playing heavy groups who like to act out scenes, gameplay heavy groups who like to talk through situations, or solo and Wardenless groups who need a way to generate NPC reactions. This social roll system is built around opposed rolls interpreted on a matrix just like the method used for [Surgery](/house-rules/surgery).

## Declaring Intent

When a player wants to interact with an NPC, they must first declare their intent. Below are some examples of intent.

* Intimidate somebody into backing down from a fight.
* Negotiate for information about a mutual friend.
* Talk their way out of a confrontation with police.

## Making a Roll

The player initiating the social encounter with an NPC makes an appropriate Stat Check, and the NPC makes an Instinct Check.

### Stats

This procedure does not add any special stats to *Mothership*. When rolling for a social situation, use an appropriate stat. Below are some examples of which Stats you might use for the situations above. Use your common sense when deciding on the Stat to use.

* Intimidation = Strength
* Negotiation = Intellect
* Fast-Talking = Speed

### Skills

Skill bonuses can be applied to Social Rolls if they make sense in the context of the social encounter. Psychology, Rim Wise, and Command, for example, might directly apply to a social encounter. Other Skills could be used if they apply to the subject of the conversation. I even suggest allowing highly social characters to be able to train a Master level Persuasion skill that is not included in *Mothership 1e* by default. Once again, common sense rules when deciding if any skills apply to a specific situation.

### Advantage and Disadvantage

Context and common sense will help you decide if the player or the NPC gain advantage or disadvantage on their Checks. Faction membership, or prior positive or negative encounters, are some things that might give someone advantage or disadvantage. If interacting with an NPC with a Loyalty Stat, as is the case with possible Contractors, you could make a Loyalty Save before the encounter. If the Loyalty Save passes the player gains advantage, and if the Loyalty Save fails, the NPC gains advantage or the player gains disadvantage.

### Interpreting the Roll

The results of the opposed check are interpreted as a matrix also like [Surgery](/house-rules/surgery). The results give you a general idea of the direction of the interaction for the player and the NPC, and it's up to the table to decide exactly what the roll means[^1].

| Player           | NPC              |
| ---------------- | ---------------- |
| Critical Success | Critical Success |
| Success          | Success          |
| Failure          | Failure          |
| Critical Failure | Critical Failure |

This table needs to be interpreted qualitatively. There is not winner or loser in this situation. You have to use the current context of the fiction to decide how to play things out. What does it mean if both the player and the NPC have a critical success? What are the implications if something ends negatively for the player and positively for the NPC?

### Example

A Marine in your crew decides to Intimidate a shopkeeper whose [contractor personality](/solo-and-wardenless-play/generating-contractor-personalities) is 100% "Scared." The Marine is hoping to get a discount on a set of Standard Battle Dress. This gives the Marine \[+] on their roll, using their Strength stat. The following example is how you might consider each of the outcomes for this roll.

| Player                                                 | NPC                                                                |
| ------------------------------------------------------ | ------------------------------------------------------------------ |
| <p>Critical Success<br>Receives the item for free.</p> | <p>Critical Success<br>Marine agrees to offer them protection.</p> |
| <p>Success<br>Receives a small discount.</p>           | <p>Success<br>Marine agrees to leave them alone.</p>               |
| <p>Failure<br>Receives no discount.</p>                | <p>Failure<br>Cries in front of the Marine.</p>                    |
| <p>Critical Failure<br>Purchase price doubles.</p>     | <p>Critical Failure<br>Marine breaks their nose.</p>               |

[^1]: Inspired by the scene ending dice mechnaic in *Fiasco!* (2009) by Jason Morningstar


# Surgery

Surgery is something that is risky for both the surgeon and the patient. In *Mothership 1e*, Surgery is a Master level skill, and is treated the same as any other skill. This binary pass/fail method does not account for how the condition and mindset of a patient are also major influences on surgical outcomes. These rules present surgery as a more involved and complicated procedure.

## Skills

Only players with the Surgery skill are able to attempt surgical rolls. Other players can attempt emergency medical care, but it takes training or assistance from someone with the Surgery skill to be able to attempt surgery.

## Making a Roll

Surgery is simulated using an Opposed Roll. The surgeon makes either an Intellect or Speed Check depending on the situation. The patient makes a Body Save.

### Advantage and Disadvantage

Surgery is dangerous, so it is better for everyone involved to work in the best possible setting, with available drugs and assistance.

| Location                                               | Patient | Surgeon |
| ------------------------------------------------------ | ------- | ------- |
| In the field, under duress                             | \[-]    | \[-]    |
| In the field, calm                                     | \[-]    |         |
| While resting but without access to medical facilities |         |         |
| Resting with access to medical facilities              | \[+]    | \[+]    |

A patient may gain Advantage by using an automed or stimpak before surgery. The surgeon may use a stimpak before surgery to gain Advantage. Other drugs may serve these purposes as well.

It is also possible for a player with the Surgery skill to remotely guide unskilled characters through simple procedures, but the character performing the operation makes all Checks at Disadvantage and receives no skill bonus. Unskilled character may act as an assistant to the surgeon, giving the surgeon Advantage.

### Interpreting the Roll

The outcome of the surgery roll is determined using the table below. All results refer to consequences for the patient. The surgeon receives normal consequences for Failure (+1 Stress) and Critical Failure (+1 Stress, Panic Check). Critical results occur in addition to the Success or Failure except in the case of a patient Critical Success and a surgeon Failure and a patient Failure and a surgeon Critical Failure.

<table><thead><tr><th width="374">Patient</th><th>Surgeon</th></tr></thead><tbody><tr><td><strong>Success</strong></td><td><strong>Success</strong></td></tr><tr><td>+1d5 Health<br><em>Crit: +1d5 Health</em></td><td>-1 Wound<br><em>Crit: +1d10 Health</em></td></tr><tr><td><strong>Failure</strong></td><td><strong>Success</strong></td></tr><tr><td>-1d5 Health<br>*Crit: <em>-1d5 Health</em></td><td>-1 Wound<br><em>Crit: +1d5 Health</em></td></tr><tr><td><strong>Success</strong></td><td><strong>Failure</strong></td></tr><tr><td>-1d5 Health<br><em>Crit: No Health Lost</em></td><td>No Wounds Healed<br><em>Crit: -1d5 Health</em></td></tr><tr><td><strong>Failure</strong></td><td><strong>Failure</strong></td></tr><tr><td>Roll on Surgical Wound table<br><em>Crit: -1d10 Health</em></td><td>+1 Wound<br><em>Crit: Death Save</em></td></tr></tbody></table>

#### Surgical Wounds

| d10 | Wound                                                |
| --- | ---------------------------------------------------- |
| 1   | Bruised                                              |
| 2   | <p>Drug Reaction<br><em>Panic Check</em></p>         |
| 3   | Large Visible Scar                                   |
| 4   | <p>Lose Blood<br><em>-1d5 Health</em></p>            |
| 5   | <p>Bandages Left Inside<br><em>-1d10 Health</em></p> |
| 6   | <p>Infection<br><em>-2d5 Health</em></p>             |
| 7   | Lose a limb                                          |
| 8   | Blinded                                              |
| 9   | Paralyzed                                            |
| 10  | Death Save                                           |


# Stacking

Stacking rules can support solo play, where one player controls a PC and three Contractors, by reducing the number of rolls needed for combat. It is also useful for encounters made up of a coordinated group of identical creates.

## Prerequisites

Stacking can be used in situations where the contractors or encounters are all clustered within Adjacent or Close Range of each other. When the group wants to attack in a coordinated fashion using the same weapon or attack, they can attack as a Stack. For example, if the PC and the contractors all have Pulse Rifles equipped, they can choose to make a coordinated attack.

## Making an Attack

In the case of contractors, you first need to make a Loyalty Check to see if they will put themselves in danger. You stack the Loyalty stat of the contractors by adding up all of their individual Loyalty stats, this total is the target to roll under for the entire group. If the group of Contractors fail, the entire team refuses to act, and you lose the ability to use all of their actions for the current turn .

Next, Contractors are able to make a Combat Check after passing their Loyalty Save. For creatures, the procedure starts here. Just like with the Loyalty Check, you add up the Combat Stat of every entity that is attacking. In the case of a solo party of a PC and Contractors, this also includes the PC's Stat. You then make a Combat Check to see if you hit the target after applying any situational advantage or disadvantage.

If the Combat Check is successful, a single damage roll is made and the result is multiplied by the number of entities in the Stack. The damage is then evenly distributed between the target and all entities adjacent to them. This can mean a large amount of coordinated damage against a single target or it can be a way to simulate squad combat.

If the attack is made against a PC and an adjacent group of contractors, this becomes even simpler. On a successful attack, each Contractor takes a wound and you subtract the damage rolled from the health of the PC.

## Making a Save

If creatures are attacking a stack consisting of Contractors and possibly a PC, and you want to use a player-facing roll instead having the encounter make a Combat roll, you follow the same stacking guidelines, but you add up all of Instinct Stats for the stack, and in the case of a PC, you add the applicable Save instead. You are then able to make a single roll.

On a failure, each member of the stack takes the amount of damage rolled by the encounter. This is easy because on a failed Save, each Contractor will just take a Wound, and then the PC will take the damage against their health as usual.


# Degrading Armor

This is an alternate rule for degrading armor, as compared to the Ablative Armor proposed in the *Mothership Warden's Operations Manual* (WOM). A fresh set of Armor works as normal, it offers protection up to the Armor Points (AP) of the armor, after accounting for Damage Reduction (DR). However, with Degrading Armor, the armor loses AP equal to the damage that would be taken. For example, if you're wearing armor with an AP of 7 and take 5 Damage, the armor now has an AP of 2. These rules do not effect the Damage Reduction (DR) of applicable armor. Repairing armor is detailed further as a possible downtime action in [Streamlined Downtime](/house-rules/downtime).


# Wound Only Play

Another suggestion in the *Mothershup 1e Warden's Operations Manual* is to eliminate all Health and to only track Wounds for characters. This eliminates rolling for damage, so Combat moves even faster, and the [number of dice required to play](/solo-and-wardenless-play/coop-narrative-dice) is reduced.

## Character Creation

Since all damage is dealt in Wounds, it is suggested that you modify the how you generate Stats and Saves during character creation to give players a better chance.

* Roll 3d10 + 35 for Stats
* Roll 3d10 + 20 for Saves

All characters should also received an extra Ablative Wound as suggested by the *Warden's Operations Manual*. An Ablative Wound is a Wound that automatically heals whenever you have [Downtime](/house-rules/downtime).

## Damage

A successful attack automatically deals at least 1 Wound of damage. In order to convert between damage dice and Wound damage use the following conversion.

```
1d5, 1d10, 2d10, or fixed damage <=20 = 1 Wound
3d10, 4d10, or fixed damage >20 = 2 Wounds
```

## Armor

Armor works differently when using only Wounds. If a piece of armor provides any Damage Reduction, it reduces damage by 1 Wound. If a piece of clothing provides any Armor Points, it protects from 1 Wound of damage before breaking.

## Restoring Health

Since there is no health, players are not able to recover health without seeking treatment for Wounds. This means that PCs can only restore health through the following four methods:

1. Ablative Wound recovery
2. [Surgery](/house-rules/surgery)
3. Paid Medical Treatment
4. [Shore Leave](/house-rules/downtime)

## Designer Notes

These guidlines are for game designers who seek to create Panic Engine games with simplified Combat[^1]. *Mothership 1e* generally calls for a "full fat" experience with Health and damage rolls, but set damage with only to-hit rolls is a powerful tool for Panic Engine developers.

[^1]: See *Backrooms* (2022), *Slasher* (2022), and *The Progeny* (2023) by Violet Ballard.


# Alternate Skill System

This provides an alternate skill system that eliminates the skill tree and skill progression and replaces it with a character background system.

## Backgrounds

Skills are replaced with ten categories that represent the general backgrounds of characters. You can choose two of these backgrounds when creating a character, or you can roll 2d10 to choose your two backgrounds randomly.

| d10 | Background | Description                                                                                       |
| --- | ---------- | ------------------------------------------------------------------------------------------------- |
| 1   | Military   | You have extensive military training and a dishonorable discharge.                                |
| 2   | Athletic   | You trained your entire childhood only to wash out of the pros.                                   |
| 3   | Mechanical | You can fix anything!                                                                             |
| 4   | Computer   | You speak assembly language better than English.                                                  |
| 5   | Psychology | You can convince anyone of anything.                                                              |
| 6   | Academic   | Your heterodox views got you shunned from the academy.                                            |
| 7   | Criminal   | You had a rough adolescence but took some street smarts away with you.                            |
| 8   | Corporate  | Your corporate loyalty was rewarded with a layoff the day before your stocks would become vested. |
| 9   | Rural      | You understand the ways of plants and animals.                                                    |
| 10  | Religious  | You attended seminary until you met the love of your life.                                        |

## Making Rolls

When a player suggests that their character take an action in alignment with one of their backgrounds, they gain \[+] on their roll.

## Progression

Character progression only occurs via [projects](/custom-items) and by increasing Stats or Saves during [Shore Leave](/house-rules/debt).


# Alternate Tables

This chapter includes a set of alternate Panic, Wounds, and Death tables that attempt to inject a little more drama while being a little less lethal while accomodating for the round based crawl structure of the [Solo and Wardenless Play Procedure](/solo-and-wardenless-play/procedure). For an even more dramatic and action packed Panic table, you can also check out the [Ultimate Badass](/house-rules/ultimate-badass) rules.

## Panic Table

| d20 | Effect         | Description                                                                                   |
| --- | -------------- | --------------------------------------------------------------------------------------------- |
| 1   | Determined     | All rolls @ \[+] for 1d5 Rounds                                                               |
| 2   | Nervous        | +1 Stress                                                                                     |
| 3   | Twitchy        | +1d5 Stress, Adjacent crew gain 2 Stress                                                      |
| 4   | Devastated     | All rolls @ \[-] for 1d5 Rounds                                                               |
| 5   | Conscience     | For 1d5 Rounds, make a Fear Save if you deal a Wound                                          |
| 6   | Scared         | If an encounter moves into Adjacent range, make a Fear Save and gain +1d5 upon failure Stress |
| 7   | Hallucinations | +1 Minimum Stress                                                                             |
| 8   | The Yips       | Gain permanent \[-] for a random Skill                                                        |
| 9   | Contagious     | If any crew fail a roll, +1 Stress                                                            |
| 10  | Cursed         | All Critical Successes become Critical Failures                                               |
| 11  | On Edge        | All Fear Saves @ \[-]                                                                         |
| 12  | Shaken         | All Sanity Saves @ \[-]                                                                       |
| 13  | Frenzy         | For 1d5 Rounds make a Sanity Save if you do not engage in Combat                              |
| 14  | Flashback      | +5 Stress                                                                                     |
| 15  | Dude           | -5 Stress, cannot move for 1d5 Rounds                                                         |
| 16  | Delusion       | Attack an Adjacent crew member or yourself if no one is in range                              |
| 17  | Double Vision  | Panic @ \[-]                                                                                  |
| 18  | 99 Problems    | +2 Stress, make another Panic Check                                                           |
| 19  | Aneurysm       | All rolls @ \[-] for 1d5 Rounds, +1 Wound, +1 Minimum Stress                                  |
| 20  | Destroyed      | Death Save                                                                                    |

## Wounds Table

| d10  | Severity[^1]                                                                                                                                                             | Blunt                                                                                                                                                         | Bleed                                                                                                                         | Gun                                                                                  | Fire                                                                                                    | Gore                                                                                                 |
| ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------- |
| 1-2  | <p><em><strong>Light</strong></em><br>Requires Field Medicine</p>                                                                                                        | <p><em><strong>Broken Hand</strong></em><br>COM and STR @ \[-]<br><br><em><strong>Broken Foot</strong></em><br>SPD @ \[-]</p>                                 | <p><em><strong>Abrasion</strong></em><br>SPD @ \[-] for 1d5 rounds</p>                                                        | <p><em><strong>Deafened and Blinded</strong></em><br>1d5 Rounds</p>                  | <p><em><strong>1st Degree Burn</strong></em><br>SPD @ \[-] for 1d5 Rounds</p>                           | <p><em><strong>Crushed Pelvis</strong></em><br>SPD and STR @ \[-]</p>                                |
| 3-5  | <p><em><strong>Moderate</strong></em><br>Requires Field Medicine</p>                                                                                                     | <p><em><strong>Snapped Arm</strong></em><br>Unable to use items or weapons<br><br><em><strong>Snapped Leg</strong></em><br>Unable to walk without support</p> | <p><em><strong>Gash</strong></em><br>Lose 1d5 Health/Round</p>                                                                | <p><em><strong>Bullet Embedded in Muscle</strong></em><br>Lose 1d10 Health/Round</p> | <p><em><strong>2nd Degree Burn</strong></em><br>1d5 Blisters burst in 1d5 rounds causing 1 DMG each</p> | <p><em><strong>Impaled</strong></em><br>Lose 2d10 Health/Round</p>                                   |
| 6-8  | <p><em><strong>Severe</strong></em><br>Death Save in 1d5 Rounds<br><br>All rolls @ \[-]<br><br>Requires <a href="/pages/sZh4BM3iItX5E3CS8JPu">Surgical Attention</a></p> | ***Broken Ribs***                                                                                                                                             | <p><em><strong>Stabbed in gut</strong></em><br>Suffer another Wound if item is removed, do not roll again on Wounds table</p> | ***Bullet in Heart***                                                                | <p><em><strong>3rd Degree Burn</strong></em><br>Skin flakes off, Panic Check</p>                        | <p><em><strong>Spinal Cord Severed</strong></em><br>Unable to move</p>                               |
| 9-10 | <p><em><strong>Fatal</strong></em><br>Death Save</p>                                                                                                                     | ***Skull Fracture***                                                                                                                                          | ***Slit Throat***                                                                                                             | ***Bullet Through Eye Socket***                                                      | ***Face Melted***                                                                                       | <p><em><strong>Decapitated</strong></em><br>Automatically dead, can keep head for data retrieval</p> |

## Death Table

Do not roll these as a secret Death Check. Instead, players roll a Death Save[^2] on this table themselves immediately when a Death Check is called for.

| d10  | Effect             | Description                                                                                                                                                                                                                                                                                 |
| ---- | ------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-3  | Passed Out         | Wakeup with 1(1) Health in 1d5 Rounds                                                                                                                                                                                                                                                       |
| 4-6  | In Shock           | <p>Need Field Medicine to stabilize and restore 1(1d5) Health<br><br>Become Grievously <a data-footnote-ref href="#user-content-fn-3">Wounded</a> in 1d5 Rounds</p>                                                                                                                         |
| 7-8  | Grievously Wounded | <p>Need Field Medicine to stablize within 1d5 turns or character dies.<br><br><a href="/pages/sZh4BM3iItX5E3CS8JPu">Surgical Assistance</a> is necessary for a character to become playable again.The character's body must be transported and kept in one piece until getting Surgery.</p> |
| 9-10 | Dead               | "They dead!"                                                                                                                                                                                                                                                                                |

[^1]: The severity of wounds has been narrowed down to four simpler categories to make it easier to develop your own custom Wounds. Each severity level also has generic mechanical effects, so you developing your own Wounds takes less work.

[^2]: This brings back a version of the Final Wound column of the Wounds Table from *Mothership 0.5e* in a form that is compatible with the final *Mothership 1e* rules.

[^3]: This Death Table has a lower immediate chance of Death than the Death Table in the *Mothership 1e* PSG. However, it is more progressive, not providing assistance leads to worse consequences.


# Ultimate Badass

***Written by Christian Sorrell***

*Ultimate Badass*\* injects over-the-top action straight into the usually frightening and tense *Mothership Sci-fi Horror RPG* experience.

* Create stronger (but far from invincible) characters.
* Choose over-the-top, action movie-inspired Perks.
* Panic in new and heightened ways with the new Panic Table.

## Character Creation

1. Roll 4d10+20 for each Stat
2. Roll 4d10+10 for each Save
3. Choose a Class and apply Class Wounds and bonuses
4. Roll 2d10+10 for Health (Max 20)
5. Select Trauma Response and Skills normally
6. Note Universal and Class Perks and choose 1 Optional Perk

| Class     | Stats                                        |
| --------- | -------------------------------------------- |
| Marine    | 3 Wounds, +20 COM, +20 BOD, +30 FEA          |
| Scientist | 2 Wounds, +20 INT, +15 to 1 Stat, +40 SAN    |
| Android   | 3 Wounds, +40 INT, +20 to 1 Stat, +60 FEA    |
| Teamster  | 2 Wounds, +15 to all Stats, +15 to all Saves |

## Perks

Ultimate Badasses are larger-than-life and have abilities a typical Mothership crew member does not. All characters take Blaze of Glory as well as their relevant Class Perk. Additionally, players choose 1 Optional Perk.

### Universal

| Name           | Description                                                                                            |
| -------------- | ------------------------------------------------------------------------------------------------------ |
| Blaze of Glory | When on your last Wound, you may choose to critically succeed on any one action, dying in the process. |

### Class

| Class     | Name               | Description                                                                                                                                                                                                                                                                                                                                                                                           |
| --------- | ------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Marine    | Thick-skinned      | This isn’t your first rodeo. Nothing hurts you as bad as it would a civvie. You have a permanent 2 AP (stacks with worn armor).                                                                                                                                                                                                                                                                       |
| Scientist | Well Read          | Staying up-to-date on your peer reviews means you are always very well read. Three times a session, you may ask the Warden what you know about an item, person, place or threat that no one else here knows. The Warden may tell you an added feature of the item, a detail you missed about a person, useful past info about a location, an enemy’s weakness, etc. as long as it fits the situation. |
| Android   | Metal Endoskeleton | You are much heartier than your organic crewmates. After taking enough damage to receive your first Wound, ignore it and heal up to your max Health.                                                                                                                                                                                                                                                  |
| Teamster  | Always Prepared    | You are always able to find what you need to finish the job. Three times per session, you may produce one item (<1kcr value) not listed in your equipment.                                                                                                                                                                                                                                            |

### Optional Perks

| Name                 | Description                                                                                                                                                                                                      |
| -------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Funny Guy            | Three times per session, you may make a one-liner when confronting an enemy. If it’s a good one (table decides), everyone who heard it relieves 2 Stress.                                                        |
| Crafty               | Three times per session, you may roll Combat with \[+] when using an improvised weapon you just picked up (a bent pipe, an alien claw, etc.).                                                                    |
| Prankster            | Three times per session, you may sneak up on an ally and attempt to scare them. Ally makes a Fear Save \[+]. On failure, they take 3 Stress—angry and shaken. On success, they clear 3 Stress—you got them good! |
| Ka-boom              | Three times per session, you may have the Warden identify an explosive item (red barrel, steam pipe, etc.) in the area. Damage it for a big boom (3d10 dmg)!                                                     |
| Endless Magazine     | Three times per session, you may fire a weapon without expending any ammunition. Additionally, shots fired this way do not require (or contribute to) reloading.                                                 |
| Mano a Mano          | With your powerful presence, you can only be attacked by one melee opponent at a time. Other enemies fight other targets first or simply stand back and watch in awe.                                            |
| Close to Your Chest  | Once per session, you may negate a single instance of damage (and any resulting Wounds). Reveal hidden armor (or a trinket) that miraculously blocked the blow.                                                  |
| Bull in a China Shop | Three times per session, you may run through a window or similar barrier or jump from a typically unsafe height without being slowed or taking any damage.                                                       |

## Panic Table

| d20 | Effect                       | Description                                                                                                                                                                                                             |
| --- | ---------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1   | Creative                     | The stress makes you stronger, inspires you to do new things to survive. Take 1 additional Optional Perk.                                                                                                               |
| 2   | Not Today                    | You push back the stress, feeling stronger than before. You will not die here. Heal up to 1 full Wound.                                                                                                                 |
| 3   | Focused                      | \[+] on all rolls for next 4d10 minutes.                                                                                                                                                                                |
| 4   | Inspirational                | You push back the panic and say or do something to inspire your crew. Everyone Nearby clears 1 Stress.                                                                                                                  |
| 5   | Enraged                      | For 1d10 minutes, you can’t do anything but attack the closest enemy, but when you do, you inflict an extra 1d10 dmg.                                                                                                   |
| 6   | Adapting                     | Gain a new Condition: When you encounter this threat in the future, roll all Saves at \[+].                                                                                                                             |
| 7   | Worried                      | Gain 1 Stress.                                                                                                                                                                                                          |
| 8   | Doomsayer                    | You spew worried chatter about your crew’s impending death/failure. Gain 2 Stress. Nearby crew members gain 1 Stress.                                                                                                   |
| 9   | Forgetful                    | How was this supposed to work again? Choose a Trained Skill. For the next 2d10 minutes, you do not benefit from its bonus or any of its subsequent Expert or Master Skills.                                             |
| 10  | That’s Good... Too Good      | Gain a new Condition: Whenever you or an ally roll a Critical Success, gain 1 Stress. You just can’t shake the feeling the other shoe is about to drop...                                                               |
| 11  | Comedy of Errors             | Nothing seems to be going the way it should. Gain a new Condition: All Critical Successes are now Critical Failures and all Critical Failures are now Critical Successes.                                               |
| 12  | It Tolls For Thee            | Gain a new Condition: Anytime a Nearby crew member gains any Stress, gain 1 Stress.                                                                                                                                     |
| 13  | Too Much, It’s Too Damn Much | You are overwhelmed by everything around you. Take all actions at \[-] for 1d5 minutes.                                                                                                                                 |
| 14  | Deja Vu                      | You envision a strangely familiar scene, a dark portent of the immediate future. The Warden tells you what is about to happen truthfully. You have a moment before it happens. Take 1d5 Stress.                         |
| 15  | Defeated                     | For the next 4d10 minutes whenever you encounter a source of danger or harm, you must make a Sanity Save to avoid it, defend yourself, etc.                                                                             |
| 16  | Game Over, Man               | Gain a new Condition: You make Panic Checks at Disadvantage. When you do, everyone Nearby you gains 1 Stress.                                                                                                           |
| 17  | Gotta Get Outta Here         | You immediately flee the most pressing source of danger by any means necessary. This may mean harming an ally, opening an airlock too early, or other desperate measures.                                               |
| 18  | Not Like This                | You see your end coming and feel powerless to stop it. You fall to your knees. You may speak, but are unable to otherwise act for 1d5 minutes.                                                                          |
| 19  | Something’s Wrong, So Wrong  | Roll 3 times on this table and take the 2 highest results. If you land on this again, it stacks.                                                                                                                        |
| 20  | Tragic End                   | You give a poignant monologue just before being overcome by the situation and collapsing. You no longer control this character. Everyone Nearby makes their next check at \[+], determined to not suffer the same fate. |

## Adapting Scenarios

Badasses are generally far more equipped for action and danger than the standard Mothership crew member. When adapting existing scenarios for use with Ultimate Badass (or creating your own), consider the following changes to play.

### Shift the Thematic Concept of What's Possible

For Ultimate Badasses, much of what was impossible before is now difficult and what was difficult is now easy.

### Amp up Everything

Everything is high octane here—including Stress and Panic. Hand out Stress and call for Panic checks liberally!

### Multiply the Number of Enemies, Rather Than Increasing the Health or Stats of a Single Enemy

Generally, double the number of original threats OR keep one powerful threat and add loads of weaker ones.

### Keep Dangerous Environment/Obstacles the Same, but Throw More of Them at Your Badasses

Added complications will come from increased enemy counts, but they should also come from UB’s explosive universe.


# LICENSE

## Creative Commons Attribution 4.0 International

Creative Commons Corporation (“Creative Commons”) is not a law firm and does not provide legal services or legal advice. Distribution of Creative Commons public licenses does not create a lawyer-client or other relationship. Creative Commons makes its licenses and related information available on an “as-is” basis. Creative Commons gives no warranties regarding its licenses, any material licensed under their terms and conditions, or any related information. Creative Commons disclaims all liability for damages resulting from their use to the fullest extent possible.

## Using Creative Commons Public Licenses

Creative Commons public licenses provide a standard set of terms and conditions that creators and other rights holders may use to share original works of authorship and other material subject to copyright and certain other rights specified in the public license below. The following considerations are for informational purposes only, are not exhaustive, and do not form part of our licenses.

* **Considerations for licensors:** Our public licenses are intended for use by those authorized to give the public permission to use material in ways otherwise restricted by copyright and certain other rights. Our licenses are irrevocable. Licensors should read and understand the terms and conditions of the license they choose before applying it. Licensors should also secure all rights necessary before applying our licenses so that the public can reuse the material as expected. Licensors should clearly mark any material not subject to the license. This includes other CC-licensed material, or material used under an exception or limitation to copyright. [More considerations for licensors](http://wiki.creativecommons.org/Considerations_for_licensors_and_licensees#Considerations_for_licensors).
* **Considerations for the public:** By using one of our public licenses, a licensor grants the public permission to use the licensed material under specified terms and conditions. If the licensor’s permission is not necessary for any reason–for example, because of any applicable exception or limitation to copyright–then that use is not regulated by the license. Our licenses grant only permissions under copyright and certain other rights that a licensor has authority to grant. Use of the licensed material may still be restricted for other reasons, including because others have copyright or other rights in the material. A licensor may make special requests, such as asking that all changes be marked or described. Although not required by our licenses, you are encouraged to respect those requests where reasonable. [More considerations for the public](http://wiki.creativecommons.org/Considerations_for_licensors_and_licensees#Considerations_for_licensees).

## Creative Commons Attribution 4.0 International Public License

By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License ("Public License"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.

### Section 1 – Definitions.

a. **Adapted Material** means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.

b. **Adapter's License** means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.

c. **Copyright and Similar Rights** means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.

d. **Effective Technological Measures** means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.

e. **Exceptions and Limitations** means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.

f. **Licensed Material** means the artistic or literary work, database, or other material to which the Licensor applied this Public License.

g. **Licensed Rights** means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.

h. **Licensor** means the individual(s) or entity(ies) granting rights under this Public License.

i. **Share** means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.

j. **Sui Generis Database Rights** means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.

k. **You** means the individual or entity exercising the Licensed Rights under this Public License. **Your** has a corresponding meaning.

### Section 2 – Scope.

a. ***License grant.***

1. Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:

   A. reproduce and Share the Licensed Material, in whole or in part; and

   B. produce, reproduce, and Share Adapted Material.
2. **Exceptions and Limitations.** For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.
3. **Term.** The term of this Public License is specified in Section 6(a).
4. **Media and formats; technical modifications allowed.** The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.
5. **Downstream recipients.**

   A. **Offer from the Licensor – Licensed Material.** Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.

   B. **No downstream restrictions.** You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.
6. **No endorsement.** Nothing in this Public License constitutes or may be construed as permission to assert or imply that You are, or that Your use of the Licensed Material is, connected with, or sponsored, endorsed, or granted official status by, the Licensor or others designated to receive attribution as provided in Section 3(a)(1)(A)(i).

b. ***Other rights.***

1. Moral rights, such as the right of integrity, are not licensed under this Public License, nor are publicity, privacy, and/or other similar personality rights; however, to the extent possible, the Licensor waives and/or agrees not to assert any such rights held by the Licensor to the limited extent necessary to allow You to exercise the Licensed Rights, but not otherwise.
2. Patent and trademark rights are not licensed under this Public License.
3. To the extent possible, the Licensor waives any right to collect royalties from You for the exercise of the Licensed Rights, whether directly or through a collecting society under any voluntary or waivable statutory or compulsory licensing scheme. In all other cases the Licensor expressly reserves any right to collect such royalties.

### Section 3 – License Conditions.

Your exercise of the Licensed Rights is expressly made subject to the following conditions.

a. ***Attribution.***

1. If You Share the Licensed Material (including in modified form), You must:

   A. retain the following if it is supplied by the Licensor with the Licensed Material:

   i. identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);

   ii. a copyright notice;

   iii. a notice that refers to this Public License;

   iv. a notice that refers to the disclaimer of warranties;

   v. a URI or hyperlink to the Licensed Material to the extent reasonably practicable;

   B. indicate if You modified the Licensed Material and retain an indication of any previous modifications; and

   C. indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.
2. You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.
3. If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.
4. If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.

### Section 4 – Sui Generis Database Rights.

Where the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:

a. for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;

b. if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and

c. You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.

For the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.

### Section 5 – Disclaimer of Warranties and Limitation of Liability.

a. **Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.**

b. **To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.**

c. The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.

### Section 6 – Term and Termination.

a. This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.

b. Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:

1. automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or
2. upon express reinstatement by the Licensor.

For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.

c. For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.

d. Sections 1, 5, 6, 7, and 8 survive termination of this Public License.

### Section 7 – Other Terms and Conditions.

a. The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.

b. Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.

### Section 8 – Interpretation.

a. For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.

b. To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.

c. No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.

d. Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.

> Creative Commons is not a party to its public licenses. Notwithstanding, Creative Commons may elect to apply one of its public licenses to material it publishes and in those instances will be considered the “Licensor.” Except for the limited purpose of indicating that material is shared under a Creative Commons public license or as otherwise permitted by the Creative Commons policies published at [creativecommons.org/policies](http://creativecommons.org/policies), Creative Commons does not authorize the use of the trademark “Creative Commons” or any other trademark or logo of Creative Commons without its prior written consent including, without limitation, in connection with any unauthorized modifications to any of its public licenses or any other arrangements, understandings, or agreements concerning use of licensed material. For the avoidance of doubt, this paragraph does not form part of the public licenses.
>
> Creative Commons may be contacted at creativecommons.org


