Player Survival Guide v1.2
Player Survival Guide v1.2
Player Survival Guide v1.2
ARMOR
ARMOR COST AP O2 SPEED SPECIAL
Standard Crew Attire
100cr 1 None Normal
Basic clothing.
Vaccsuit Includes short-range comms, headlamp, and radiation
10kcr 3 12 hrs [-]
Designed for outer space operations. shielding. Decompression within 1d5 rounds if punctured.
Hazard Suit Includes air filter, extreme heat/cold protection,
Environmental protection while exploring 4kcr 5 1 hr Normal hydration reclamation (1L of water lasts 4 days),
unknown planets. short-range comms, headlamp, and radiation shielding.
Standard Battle Dress
2kcr 7 None Normal Includes short-range comms.
Lightly-plated armor worn by most marines.
Advanced Battle Dress Includes short-range comms, body cam, headlamp, HUD,
Heavy armor for marines deployed in high 12kcr 10 1 hr [-] exoskeletal weave (Strength Checks [+]), and radiation
combat offworld engagements. shielding. Damage Reduction: 3.
Lilith
Excavate dangerous derelict Pronouns 35 41 32 36
spacecraft, explore strange they/them STRENGTH SPEED INTELLECT COMBAT
unknown worlds, encounter Personal Notes
hostile alien life, and escape the 32 years old 2. ROLL 2D10+10 FOR EACH SAVE.
horrors encroaching upon your
every move. Let’s get started! wife on 25 29 34
ypsilon 14
SANITY FEAR BODY
The sheet at the back of this
book has all the instructions for 3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES.
how to create your character. MARINE ANDROID SCIENTIST TEAMSTER
All you need to do is follow the +10 COMBAT +20 INTELLECT +10 INTELLECT +5 TO ALL STATS
+10 BODY SAVE -10 TO 1 STAT +5 TO 1 STAT +10 TO ALL SAVES
numbered steps in each box +20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
until you’ve filled everything in. +1 MAX WOUNDS +1 MAX WOUNDS
RIMWISE HAND-TO-HAND
COMBAT STEP 8. ROLL LOADOUT,
ATHLETICS TRINKET, AND PATCH
SKILL TRAINING
Roll for a Loadout based on your
In Progress Time Remaining
character’s class.
CONDITIONS
See Loadouts on pg. 7.
Classes broadly define Characters can suffer a certain Finally, roll 2d10 and multiply it
character backgrounds (e.g., number of Wounds before they by 10 for starting Credits.
scientists know basic info about die. Each class has different
most scientific disciplines). We’ll starting Maximum Wounds. STEP 9. FINISHING
get into specialities in Step 7. Characters gain a Wound when
their Health reaches zero. Write the character’s name and
Mark your class, then pronouns. Mark a zero above
alter your Stats and Saves Roll 1 ten-sided die (1d10) High Score. You’re now ready
accordingly. then add 10. Record the result to play your first session of
for Maximum Health. Mothership!
Loadouts contain the weapons, armor, and other gear characters start with. Roll 1d10 on the
appropriate table to determine Starting Loadout, and then record that on your character sheet. Some
are better than others, but all of them are useful in the hands of a desperate person. Underlined items
are not described in the Equipment section—use common sense to determine their use.
D100 TRINKETS
Manual: Pendant: Shell Fragments Coffee Cup, Chipped, reads:
00 34 67 HAPPINESS
PANIC: Harbinger of Catastrophe Suspended in Plastic IS MANDATORY
Antique Company Scrip Pamphlet: Zen and the Art of Manual: Moonshining
01 35 68
(Asteroid Mine) Cargo Arrangement With Gun Oil & Fuel
Manual: Pair of Shot Glasses Miniature Chess Set,
02 36 69
SURVIVAL: Eat Soup With a Knife (Spent Shotgun Shells) Bone, Pieces Missing
03 Desiccated Husk Doll 37 Key (Childhood Home) 70 Gyroscope, Bent, Tin
04 Pressed Alien Flower (common) 38 Dog Tags (Heirloom) 71 Faded Green Poker Chip
05 Necklace of Shell Casings 39 Token: “Is Your Morale Improving?” 72 Ukulele
06 Corroded Android Logic Core 40 Pamphlet: The Relic of Flesh 73 Spray Paint
07 Pamphlet: Signs of Parasitical Infection 41 Pamphlet: The Indifferent Stars 74 Wanted Poster, Weathered
08 Manual: Treat Your Rifle Like A Lady 42 Calendar: Military Battles 75 Locket, Hair Braid
09 Bone Knife 43 Manual: Rich Captain, Poor Captain 76 Sculpture of a Rat (Gold)
10 Calendar: Alien Pin-Up Art 44 Campaign Poster (Home Planet) 77 Blanket, Fire Retardant
11 Rejected Application (Colony Ship) 45 Preserved Insectile Aberration 78 Hooded Parka, Fleece-Lined
12 Holographic Serpentine Dancer 46 Titanium Toothpick 79 BB Gun
13 Snake Whiskey 47 Gloves, Leather (Xenomorph Hide) 80 Flint Hatchet
14 Medical Container, Purple Powder 48 Smut (Seditious): The Captain, Ordered 81 Pendant: Two Astronauts form a Skull
15 Pills: Male Enhancement, Shoddy 49 Towel, Slightly Frayed 82 Rubik's Cube
16 Casino Playing Cards 50 Brass Knuckles 83 Stress Ball, reads: Zero Stress in Zero G
17 Lagomorph Foot 51 Fuzzy Handcuffs 84 Sputnik Pin
18 Moonstone Ring 52 Journal of Grudges 85 Ushanka
19 Manual: Mining Safety and You 53 Stylized Cigarette Case 86 Trucker Cap, Mesh, Grey Alien Logo
20 Pamphlet: Against Human Simulacra 54 Ball of Assorted Gauge Wire 87 Menthol Balm
21 Animal Skull, 3 Eyes, Curled Horns 55 Spanner 88 Pith Helmet
22 Bartender’s Certification (Expired) 56 Switchblade, Ornamental 89 10m x 10m Tarp
23 Bunraku Puppet 57 Powdered Xenomorph Horn 90 I Ching, Missing Sticks
24 Prospecting Mug, Dented 58 Bonsai Tree, Potted 91 Kukri
25 Eerie Mask 59 Golf Club (Putter) 92 Trench Shovel
26 Ultrablack Marble 60 Trilobite Fossil 93 Shiv, Sharpened Butter Knife
27 Ivory Dice 61 Pamphlet: A Lover In Every Port 94 Taxidermied Cat
28 Tarot Cards, Worn, Pyrite Gilded Edges 62 Patched Overalls, Personalized 95 Pamphlet: Interpreting Sheep Dreams
29 Bag of Assorted Teeth 63 Fleshy Thing Sealed in a Murky Jar 96 Faded Photograph, A Windswept Heath
30 Ashes (A Relative) 64 Spiked Bracelet 97 Opera Glasses
31 DNR Beacon Necklace 65 Harmonica 98 Pamphlet: Android Overlords
32 Cigarettes (Grinning Skull) Pictorial Pornography, Dog-eared, Interstellar Compass,
66 99
33 Pills: Areca Nut Well-thumbed Always Points to Homeworld
D100 PATCHES
00 “I’m Not A Rocket Scientist / 34 “I Like My Tools Clean / 67 “All Out of Fucks To Give”
But You’re An Idiot” And My Lovers Dirty” (Astronaut with Turned Out Pockets)
01 Medic Patch 35 “The Louder You Scream the Faster I 68 “Travel To Distant Places /
(Skull and Crossbones over Cross) Come” (Nurse Pin-Up) Meet Unusual Things / Get Eaten”
02 “Don’t Run You’ll Only Die Tired” 36 HMFIC 69 BOHICA
Backpatch (Head Mother Fucker In Charge) (Bend Over Here It Comes Again)
03 Red Shirt Logo 37 Dove in Crosshairs 70 “I Am My Brother’s Keeper”
04 Blood Type (Reference Patch) 38 Chibi Cthulhu 71 “Mama Tried”
05 “Do I LOOK Like An Expert?” 39 “Welcome to the DANGER ZONE” 72 Black Widow Spider
06 Biohazard Symbol 40 Skull and Crossed Wrenches 73 “My Other Ride Married You”
07 Mr. Yuck 41 Pin-Up Model (Succubus) 74 “One Size Fits All” (Grenade)
08 Nuclear Symbol 42 “DILLIGAF?” 75 Grim Reaper Backpatch
09 “Eat The Rich” 43 “DRINK / FIGHT / FUCK” 76 отъебись (“Fuck Off,” Russian)
10 “Be Sure: Doubletap” 44 “Work Hard / Party Harder” 77 “Smooth Operator”
11 Flame Emoji 45 Mudflap Girl 78 Atom Symbol
12 Smiley Face (Glow in the Dark) 46 Fun Meter (reads: Bad Time) 79 “For Science!”
13 “Smile: Big Brother is Watching” 47 “GAME OVER” (Bride & Groom) 80 “Actually, I AM A Rocket Scientist”
14 Jolly Roger 48 Heart 81 “Help Wanted”
15 Viking Skull 49 “IMPROVE / ADAPT / OVERCOME” 82 Princess
16 “APEX PREDATOR” (Sabertooth Skull) 50 “SUCK IT UP” 83 “NOMAD”
17 Pin-Up Model (Ace of Spades) 51 “Cowboy Up” (Crossed Revolvers) 84 “GOOD BOY”
18 Queen of Hearts 52 “Troubleshooter” 85 Dice (Snake Eyes)
19 Security Guard 53 NASA Logo 86 “#1 Worker”
20 “LONER” 54 Crossed Hammers with Wings 87 “Good” (Brain)
21 “Front Towards Enemy” (Claymore Mine) 55 “Keep Well Lubricated” 88 “Bad Bitch”
22 Pin-Up Model (Riding Missile) 56 Soviet Hammer & Sickle 89 “Too Pretty To Die”
23 FUBAR 57 “Plays Well With Others” 90 “Fuck Forever” (Roses)
24 “I’m A (Love) Machine” 58 “Live Free and Die” 91 Icarus
25 Pin-Up Model (Mechanic) 59 “IF I’M RUNNING KEEP UP” Backpatch 92 ”Girl’s Best Friend” (Diamond)
26 “HELLO MY NAME IS:” 60 “Meat Bag” 93 Risk of Electrocution Symbol
27 “Powered By Coffee” 61 “I Am Not A Robot” 94 Inverted Cross
28 “Take Me To Your Leader” (UFO) 62 Red Gear 95 “Do You Sign My Paychecks?” Backpatch
29 “DO YOUR JOB” 63 “I Can’t Fix Stupid” 96 “I ♥ Myself”
30 “Take My Life (Please)” 64 “Space IS My Home” (Sad Astronaut) 97 Double Cherry
31 “Upstanding Citizen” 65 All Seeing Eye 98 “Volunteer”
32 “Allergic To Bullshit” (Medical Style Patch) 66 “Solve Et Coagula” (Baphomet) Poker Hand: Dead Man’s Hand*
99
33 “Fix Me First” (Caduceus) *Aces Full Of Eights
Oftentimes the difference between life and death is having the right tools for the job at hand. Below is a
non-comprehensive list of the kinds of gear and tools available to characters at the start of the game.
11.1 PETS
11.2 CARRYING CAPACITY
Pets can be great companions, but failure to
protect them comes at a significant emotional cost. Use common sense to determine what you
can reasonably carry. For reference:
PETS
• The average person can carry about 1/4
ORGANIC SYNTHETIC
their body weight.
Wounds: 1(10) Wounds: 2(15) • The average marine is expected to carry
Instinct: 2d10+40 Instinct: 2d10+30 between 90-160lbs in combat.
1 Trained Skill. 2 Trained Skills or 1 Expert Skill. • Depending on the setting, androids may
[+] on Rest Saves. +5 to Rest Saves. be built to carry 1-5x that amount.
1 Stress whenever pet takes Sanity Save or 1 Stress whenever When in doubt, characters can carry one
Damage. pet takes Damage. light thing in each hand or one heavy thing
with both hands.
Panic Check if pet is killed.
1 Stress if pet is destroyed.
Minimum Stress +1.
ARMOR
BODY CAM
RADIATION
SHIELDING
OXYGEN SUPPLY
Stores up to 1 hour of O2.
HYDRO RECLAMATION
1 liter of water lasts for 4 days.
EXOSKELETAL WEAVE
Grants [+] to Strength Checks. AAVA TECH V-PATH 2 HAZARD SUIT
ARMOR POINTS 5 Designed for planetary
exploration and examination.
ENVIRONMENTAL PROTECTION
Protects against extreme heat and cold.
HEADLAMP X2
SHORT-RANGE COMMS
OXYGEN SUPPLY
Can be fitted with an Oxygen Tank for up
12 hours of oxygen under normal
circumstances, 4 hours under stressful
circumstances. Explosive.
Mothership® is a tabletop roleplaying game. You With these basics in mind, you’re ready to handle
and your friends get together, and one of you, the 90% of the situations that come up in a game. For
Warden, prepares a scenario for the rest of you to everything else, you, the Warden, and the other
explore and interact with. You ask questions, roll players will discuss the situation and come up with
some dice, make some jokes, and die a few times. a House Rule to suit the table’s specific needs.
The rules are simple, but the game is challenging:
With that being said, you can close this book and
• You can attempt to do anything you want, start playing right now! There’s even a handy
and are not limited by what is on your character cheat sheet on the back cover if you forget
sheet. Most things you want to do just happen. something. If you’d like a little more information
• You should ask a lot of questions. The more about how it all works, read on.
information you have, the less likely you’ll have
to make risky rolls like Stat Checks and Saves.
• Stat Checks are made when you want to do
something and the price for failure is high. 17.1 DICE NOTATION
• Saves are reactions, rolled to avoid different
mental, emotional, and physical dangers. There are three ways we notate dice:
Read more about Stat Checks & Saves on pg. 18. • 1d100 means to roll a pair of ten-sided
dice, where one die represents the tens
• When you fail a Stat Check or a Save your digit and the other represents the ones
character gains 1 or more Stress. Stress can digit. For example: if you roll a 90 and a
be bad, as it makes characters more likely to 9 that equals 99. If you roll a 00 and a 0,
Panic, but is also needed to improve Saves. that equals a zero.
• Panic Checks are rolled when the worst has • xd10 means to roll a number of ten-sided
happened and your character snaps. A bad dice (e.g., 1d10, 2d10) and add them
result can lead to a long-term Condition that together.
needs treatment, but a good result can provide • We use a twenty-sided die (1d20) called
focus when it is needed the most. the Panic Die. You use this only to make
Panic Checks.
Read more about Stress & Panic on pg. 20-21. • If you see [+] next to a roll it means the roll
has Advantage while [-] means the roll
• When characters get hurt they lose Health. If has Disadvantage.
they lose enough Health they suffer a Wound.
If they gain Wounds equal to their maximum Read more about Advantage &
SANITY
”Percentile Dice”
INDUSTRIAL MINING
EQUIPMENT
4. ROLL 1D10+10 MECHANICAL ROBOTICS
GUIDE
ART
WHENEVER
RESPONS
SURVIVAL
YOU PANIC,
ANDROID EVERY CLOSE E. HYPERSPACE
PLAYER’S
FEAR SAVES FRIENDLY MYSTICISM
MADE BY PLAYER MUST ARCHAEOLOGY
SCIENTIST CLOSE FRIENDLY MAKE A
WHENEVER PLAYERS FEAR SAVE. XENOESOTERIC
YOU FAIL ARE AT DISADVANTAG ISM
TEAMSTER A SANITY
ONCE PER SAVE, ALL E. THEOLOGY
SESSION, CLOSE FRIENDLY
YOU MAY PLAYERS
TAKE ADVANTAGE GAIN 1 STRESS.
WILDERNESS
8. ROLL FOR ON A PANIC
CHECK.
MILITARY SURVIVAL
YOUR EQUIPME TRAINING
NT LOADOUT FIREARMS
, TRINKET RIMWISE
pg. 7
pg. 8
& PATCH. COMMAND
pg. 9 HAND-TO-HAN
ATHLETICS COMBAT D
In Progress
Whenever you want to do something and the price In order to avoid certain dangers or trauma, you
for failure is high, roll 1d100 and attempt to roll sometimes need to roll 1d100 lower than your
lower than your most relevant Stat. This is called most relevant Save. This is called a Save. If
a Stat Check. If you roll less than your Stat you you roll less than your Save you succeed.
succeed. Otherwise, you fail and gain 1 Stress. Otherwise you fail, and gain 1 Stress. A roll of
A roll of 90-99 is always a failure. 90-99 is always a failure.
High Score is a record of the number of sessions your character has survived. It doesn’t affect
gameplay at all, it’s just a fun number to track. Your Warden may have other ideas on how to use it
in game (like as a Reputation stat, or as a spendable luck resource). Don’t stress about your High
Score too much—the average High Score of a character is about 4. Just focus on staying alive and
you’ll beat that in no time.
Just because you don’t have a Skill doesn’t mean You’ve received standard training in this area
you don’t know anything about the subject, and equivalent to a bachelor’s degree or on the job
it usually doesn’t mean you can’t at least make training for a couple years.
an attempt. What it means is that you don’t have
significant enough experience or expertise in the • Archaeology: Ancient cultures and artifacts.
matter to act decisively in high pressure situations. • Art: The expression or application of a species’
Therefore, you get no bonus, and depending creative ability and imagination.
on how complex the task is, you might roll with • Athletics: Physical fitness, sports, and games.
Disadvantage (or not be able to attempt it at all). • Botany: The study of plant life.
• Chemistry: The study of matter and its
Read more about Disadvantage on pg. 19.1. chemical elements and compounds.
• Computers: Fluent use of computers and their
networks.
Example: Outrunning the Meteorite • Geology: The study of the solid features of any
WARDEN: So you’re walking across the terrestrial planet or its satellites.
underbelly of the ship in your vaccsuit. You’ve • Industrial Equipment: The safe and proper
got magboots? use of heavy machinery and tools (exosuits,
PHIL: Yessir. forklifts, drills, breakers, laser cutters, etc.).
WARDEN: Okay, you hear this static in your • Jury-Rigging: Makeshift repair, using only the
comms and see a flare out of the corner of tools and materials at hand.
your eye. • Linguistics: The study of languages (alive,
PHIL: Uh, we’ve got a problem out here. Are dead, and undiscovered).
you guys seeing anything? • Mathematics: The study of numbers, quantity,
CLEO: Are we seeing anything? and space.
WARDEN: Your scanners start blaring and you • Military Training: Basic training provided to all
get a warning of a meteor shower impacting military personnel.
in ten seconds. • Rimwise: Practical knowledge and know-how
PHIL: Shit, I’m running. regarding outer Rim colonies, their customs,
WARDEN: You’re in magboots so it’s slow and the seedier parts of the galaxy.
going, especially in the vaccsuit. You can • Theology: The study of the divine or devotion
make a Speed Check at Disadvantage. to a religion.
PHIL: I’ve got Zero-G, would that help? • Zero-G: Practice and know-how of working in a
WARDEN: Absolutely, you can add ten to your vacuum, orientation, vaccsuit operation, etc.
stat. • Zoology: The study of animal life.
PHIL: My Speed is 36. Plus ten is 46. I roll a...
54 and 77. Fuck. Critical fail.
You’ve received the equivalent of a doctorate or You are advanced in your field and are aware of
have many years of experience in this field. cutting edge techniques or highly specialized and
Expert Skills should generally be a subset or niche information. Due to their focus, Master Skills
specific focus of a Trained Skill. apply very narrowly compared to the broader
Trained Skills.
• Asteroid Mining: Training in the tools and
procedures used for mining asteroids. • Artificial Intelligence: The study of intelligence
• Ecology: The study of organisms and how they as demonstrated by machines.
relate to their environment. • Command: Leadership, management, and
• Explosives: Design and effective use of authority.
explosive devices (bombs, grenades, shells, • Cybernetics: The physical and neural
land mines, etc.). interfaces between organisms and machines.
• Field Medicine: Emergency medical care and • Engineering: The design, building, and use of
treatment. engines, machines, and structures.
• Firearms: Safe and effective use of guns. • Exobiology: The study of and search for
• Hacking: Unauthorized access to computer intelligent alien life.
systems and networks. • Hyperspace: Faster-than-light travel.
• Hand-to-Hand Combat: Melee fighting, • Planetology: Study of planets and other
brawling, martial arts, etc. celestial bodies.
• Mechanical Repair: Fixing broken machines. • Robotics: Design, maintenance, and operation
• Mysticism: Spiritual apprehension of hidden of robots, drones, and androids.
knowledge. • Sophontology: The study of the behavior and
• Pathology: Study of the causes and effects of mind of inhuman entities.
diseases. • Surgery: Manually operating on living or dead
• Pharmacology: Study of drugs and medication. biological subjects.
• Physics: Study of matter, motion, energy, and • Xenoesotericism: Obscure beliefs, mysticism,
their effects in space and time. and religion regarding non-human entities.
• Piloting: Operation and control of aircraft,
spacecraft, and other vehicles.
• Psychology: The study of behavior and the
human mind.
• Wilderness Survival: Applicable know-how
regarding the basic necessities of life (food,
water, shelter) in a natural environment.
26.2 SURPRISE
28.2 DAMAGE
28.3 ARMOR
28.4 COVER
COVER
TYPE AP
INSIGNIFICANT COVER AP: 5
Wood furniture/doors, body shields, etc.
LIGHT COVER AP: 10
Trees, bulkhead walls, metal furniture, etc.
HEAVY COVER
DR: 5 AP: 20
Airlock doors, cement beams, ships, etc.
When gaining a Wound, roll 1d10 on the Wounds If your death seems imminent, make your last
Table according to the type of Damage: moments count: save someone’s life, solve an
important mystery, give the others time to escape.
• Blunt Force: Getting punched, hit with a
crowbar or a thrown object, falling, etc. When you die, the Warden makes a Death Save
• Bleeding: Getting stabbed or cut. by placing 1d10 in a cup, shaking the cup, and
• Gunshot: Getting shot by a firearm. placing it face down on the table (covering the die).
• Fire & Explosives: Grenades, flamethrowers, As soon as someone spends a turn checking your
doused in fuel and lit on fire, etc. vitals, the die is revealed and the roll is looked up
• Gore & Massive: Giant or gruesome attacks. on the Death Table below. Use common sense.
WOUNDS
FIRE & GORE &
D10 SEVERITY BLUNT FORCE BLEEDING GUNSHOT
EXPLOSIVES MASSIVE
Grazed. Hair burnt. Vomit.
00 Flesh Wound Knocked down. Drop held item. Knocked down. Gain 1d5 Stress. [-] on next action.
Winded. [-] until you Lots of blood. Those Awesome scar. Awesome scar.
01 Bleeding +1.
catch your breath. Close gain 1 Stress. +1 Minimum Stress. +1 Minimum Stress.
Sprained Ankle. [-] Blood in eyes. [-] Singed. [-] on next
02 Broken rib. Digit mangled.
on Speed Checks. until wiped clean. action.
Minor Injury
Concussion. [-] on Laceration.
03 Fractured extremity. Shrapnel/large burn. Eyes gouged out.
mental tasks. Bleeding +1.
Leg or foot broken. Major cut. Internal bleeding. Extensive burns. Ripped off flesh.
04 [-] on Speed Checks. Bleeding +2. Bleeding +2. -1d10 Strength. -1d10 Strength.
Arm or hand broken. Fingers/toes severed. Lodged bullet. Major Burn.
05 Paralyzed waist down.
[-] manual tasks. Bleeding +3. Surgery required. -2d10 Body Save.
Major Injury
Snapped collarbone. Hand/foot severed. Gunshot wound to Skin grafts required. Limb severed.
06 [-] on Strength Checks. Bleeding +4. the neck. -2d10 Body Save. Bleeding +5.
Lethal Injury Back broken. [-] on Limb severed. Major blood loss. Limb on fire. 2d10 Impaled.
07 all rolls.
(Death Bleeding +5. Bleeding +4. Damage per round. Bleeding +6.
Save in Skull fracture. [-] on Major artery cut. Sucking chest wound. Body on fire. 3d10 Guts spooled on floor.
08 1d10 rounds) all rolls. Bleeding +6. Bleeding +5. Damage per round. Bleeding +7.
Fatal Injury Throat slit or heart Engulfed in fiery Head explodes.
Spine or neck broken. Headshot.
09 (Death pierced. explosion. No Death Save.
Save) Death Save. Death Save.
Death Save. Death Save. You have died.
IT CAN GET TO YOU YOU CAN SHOOT IT YOU CAN HEAR THEM SCREAM
Someone Close can be reached Things in this band are far Only the longest range
by running over to them in a enough away that they take an weapons, like smart rifles, can
few seconds. They’re near entire round or longer to get to. hit something accurately in this
enough that you could likely Rifles are effective at this range, band. It takes more than one
throw something at them and but handguns and shotguns turn to get to something here,
hit them. You’d have to speak less so. You’d have to yell at and even if you hear a scream
loud enough that someone on someone to get their attention, you might not know which
the other side of the room could and you probably won’t smell direction it’s coming from.
hear you. Powerful stenches anyone at Long Range, no
can be smelled if they’re Close. matter how bad they stink.
Firearms like shotguns are
most effective at this range or
Adjacent.
ROUGHLY 510 M / 1530 FT ROUGHLY 20100 M / 50300 FT MORE THAN 100 M / 300 FT
32.3 CRYOSICKNESS
In space you can last 15 seconds without oxygen Whether it’s cosmic rays, an engine leak, or some
before falling unconscious. After passing out, you previously undiscovered asteroid ore, radiation
can survive for 1d5 minutes before dying. can kill you if you’re not careful.
general clumsiness.
33.3 STIMPAK OVERDOSE
Whenever the oxygen supply
is less than the total amount Excessive use of stimpaks (and other dangerous
of breathing passengers, every drugs) carries a risk of overdose. Whenever a
breathing passenger must character takes more than one stimpak in a day,
make a Body Save or roll 1d10. If you roll under the amount of doses
else make a Death Save taken in the past 24 hours, make a Death Save.
(pg. 29.2) as they suffer
panting, dizziness, severe Read more about Death Saves on pg. 29.2
Once the oxygen supply In most cases, a hot climate or a cold climate has
runs out, you can survive no notable effects. However, in places of extreme
for 15 seconds before you cold or heat, you should make Body Saves every
fall unconscious. After hour or succumb to the Extreme Cold/Heat.
falling unconscious,
you can survive for Extreme Cold
1d5 minutes without In sub-zero temperatures hypothermia and
oxygen before dying. frostbite can set in within 10-30 min for those
not dressed appropriately. To survive you must
Androids do not bring your body up to its normal temperature.
consume oxygen from Hypothermia can kill within 30 min to 6 hours.
the oxygen supply
Extreme Heat
Those in cryosleep do not Extreme heat over 100ºF/40ºC can cause heat
reduce the Oxygen supply. stroke and kill within hours. Victims must move
to a cooler location immediately to get their
temperature down.
MEDICAL TREATMENTS
TREATMENT COST DESCRIPTION
Artificial Wellness Counselor 150cr 1 hour session (max 1 per week) restores 1 Sanity Save. 1% chance you gain a random Condition.
24 hour surgical treatment removes 1 Condition. 1% chance of total amnesia. [-] on Intellect Checks,
Cognitive Defragmentation 100kcr
Sanity Saves, and Fear Saves for 4 weeks.
Deep Tissue Nanogel Massage 24kcr 1 hour session (max 1 per week) reduces Minimum Stress by 1. [-] on all actions for 24 hours.
4 hour virtual treatment restores either 1d10 Combat or 1d10 Fear Save. 1% chance the character is
Immersive Slicksim Therapy 1kcr
stuck in the immersion for 1d10 days and loses 1d5 Sanity Save.
Medpod 6kcr Week long treatment (spent in the pod) restores 1 Wound. Does not restore lost limbs/digits.
8 hour surgical treatment. Restores either 2d10 Speed, 2d10 Strength, 2d10 Body Save, or all Wounds.
Pseudoflesh Injection 18kcr
At [-] on all rolls for 2 weeks, plus an additional 4 weeks of convalescent recovery required.
8 hour surgical treatment restores either Intellect, Sanity Save, or Fear Save to their maximum, or
Psychosurgery 28kcr
reduces Minimum Stress to 2. At [-] on all rolls for 4 weeks.
When characters are in need of a place to repair, refuel, and catch a little R&R, they need to dock
at the nearest port. While in port you can buy and sell equipment, look for work, buy a ticket or
charter a vehicle, or take some much needed Shore Leave.
There are five basic classes of Port based on their safety, importance, and affluence.
• X-Class Ports: Notorious criminal settlements and pirate bases. X-Class Ports are beyond the
reach of the Company, making them much more free and much more dangerous.
• C-Class Ports: Rundown, out-of-the-way outposts, refueling stations, and forward military posts.
You can find C-Class Ports on any frontier settlement or Rimspace backworld, minimally staffed
and minimally supplied.
• B-Class Ports: Blue-collar industrial stations and large-scale military installations. B-Class
Ports build ships, garrison troops, mine ore, and take care of all the heavy industry required to
keep the galaxy spinning.
• A-Class Ports: Overpopulated metropolises, trading centers, and power brokers. A-Class Ports
house millions and contain everything you’d expect to find in a planetside city, and more if you
know where to look.
• S-Class Ports: Luxurious pleasure spas and restricted-access palatial estates of the
uber‑wealthy. S-Class Ports are the rare gems of the void. Heavily guarded, invite only.
While Ports are generally locations capable of docking a ship, these classes can be used to
designate planetside cities (or even districts or neighborhoods) for the purposes of Shore Leave.
Surviving on the Rim is tough, but those who do come out even tougher. Between contracts, if they have
some extra credits, characters can take Shore Leave and attempt to convert accumulated Stress into
improved Saves.
At most Ports throughout the Rim you can find broke and hungry freelancers,
hitchhikers, pioneers, and mercenaries all looking for work or a ride to the
next system. If you find your crew light and in need of extra hands to fulfill
a mission or staff a ship, you may want to hire a Contractor. Be careful,
though, since many contractors can be cutthroat and disloyal, leaving
characters to die when you need them the most.
Read more about Hazard Pay in the Warden’s Operations Manual pg. 48.2.
CONTRACTORS
D100 OCCUPATION SALARY COMBAT INSTINCT MAX WOUNDS RANDOM MOTIVATION
00 Archaeologist 6kcr 20 15 1 Secretly investigating a Corporate cover-up.
01-09 Asteroid Miner 2kcr 25 25 2 Sending money back home to family.
10-19 Android 6kcr 20 35 2 Badly needs to pay off a loan shark.
20-24 Bodyguard 2kcr 30 25 2 Can’t stop in one place for too long, gets restless.
25-29 Captain 10kcr 30 40 3 Hears a call from an entity they can’t explain.
30-34 Chaplain 750cr 10 20 2 Using you/your ship to smuggle contraband.
35-39 Corporate Fixer 24kcr 15 30 1 Revenge.
40-44 Doctor 8kcr 15 25 1 Secretly a con artist with no other expertise.
45-49 Engineer 7kcr 20 25 2 Paying a loved one’s medical bills.
50-54 Hacker 8kcr 15 30 1 Secretly a spy for a rival corporation.
55-59 Marine (Grunt) 1.5kcr 30 25 2 Need to pay off jumped bail or a court fine.
60-64 Marine (Officer) 3.5kcr 35 35 3 Undercover secret police investigating your crew.
65-69 Pilot 3kcr 15 25 1 In huge debt to a powerful crime syndicate.
70-74 Pioneer 1.5kcr 25 25 1 Took the money and ran out on their last job.
75-79 Scientist 4kcr 15 10 1 Family member held hostage, needs ransom.
80-84 Survival Guide 3kcr 30 35 2 Secretly a bounty hunter looking for your crew.
85-89 Surgeon 12kcr 15 20 1 Seeking an honorable and glorious death.
90-94 Teamster 2kcr 25 25 1 Unknowingly contagious with a deadly disease.
95-98 Therapist 3kcr 10 20 1 Escaped from a corporate research facility.
99 Void Urchin 100cr 30 40 2 Secretly a wanted serial killer in hiding.
Motivation
Not all Contractors need a motivation, but
those who do always fail Loyalty Saves Replacement Characters
when the two come in conflict. Contractors make great replacement
characters, if and when your character
41.2 EQUIPPING CONTRACTORS dies or becomes otherwise incapacitated
or unusable. Simply roll up their Stats as
Contractors generally have the basics tools, normal, dropping Instinct and re-rolling
weapons, and armor required to do their Combat. They may have lower Stats than
job. If necessary, you can roll a Loadout for the Contractor originally had, but this is okay,
them to see what they have on them. because they’ll also have Skills now to help
make up the difference.
Read more about Loadouts on pg. 7.
Character Name
PERSONAL DETAILS
1. ROLL 2D10+25 FOR EACH STAT.
Pronouns
5. GAIN
4. ROLL 1D10+10 FOR YOUR HEALTH.
You start at your STRESS.
Maximum Health with zero
HEALTH WOUNDS Wounds. Whenever your STRESS
Health falls below zero,
you suffer a Wound. Reset
your Health to its
Maximum, minus any Current Minimum
Current Maximum Current Maximum
Starts at 2. carryover damage. Starts at 2.
SCIENTIST WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS.
TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
ARMOR POINTS
CREDITS 2D10X10
Amicia LeBlanc (Order #44788760)
7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.
To take a Master or Expert Skill you must first take at least one of its prerequisite Skills.
FIELD SURGERY
MEDICINE
CHEMISTRY PHARMACOLOGY
ZERO-G PILOTING
ARCHAEOLOGY
THEOLOGY WILDERNESS
SURVIVAL
MILITARY FIREARMS COMMAND
TRAINING
RIMWISE HAND-TO-HAND
COMBAT
ATHLETICS
SKILL TRAINING
CONDITIONS
VIOLENCE
Range
Adjacent Close Range Long Range Extreme Range
It can touch you. It can get to you. It can shoot you. You can hear them
Less than 1m / 3 ft. Roughly 5-10m / Roughly 20-100m / scream. More than
15-30 ft. 50-300 ft. 100m / 300 ft.