== STATS ==

Your character has four core Stats that define your capabilities under pressure. Each stat has a number between 25 and 99.

The Four Stats:

  • Strength: Physical power, melee combat, feats of endurance.
  • Speed: Agility, reflexes, dodging, and running.
  • Intellect: Problem-solving, hacking, science, and technical knowledge.
  • Combat: Ranged weapons, tactics, and fighting ability.

Stat Checks

When you want to do something risky, the Warden asks for a Stat Check. Roll a d100 and compare it to your stat.

  • Roll under your stat = Success
  • Roll over your stat = Failure
Example: Your Intellect is 45. The Warden asks you to jury-rig a door lock. You roll the d100 and get a 32. Since 32 is under 45, you succeed and the door slides open.

== SKILLS ==

Skills add bonuses to your Stat Checks. You choose skills that reflect your character's training and experience.

Skill Levels

  • Trained Skill: +10 bonus
  • Expert Skill: +15 bonus
  • Master Skill: +20 bonus

Using Skills

When making a Stat Check, if you have a relevant skill, add its bonus to your stat before rolling.

Example: Your Intellect is 45, but you have an Expert Skill in "Electrical Systems" (+15). You're trying to bypass a security panel. Your effective stat becomes 45 + 15 = 60. You roll a d100 and get a 52. Success!

Types of Skills

  • Combat Skills: Firearms, Melee Weapons, Tactics
  • Technical Skills: Hacking, Engineering, Robotics, Electrical Systems
  • Scientific Skills: Biology, Chemistry, Medicine, Xenology
  • Survival Skills: Piloting, Navigation, Survival, Demolitions
  • Social Skills: Persuasion, Deception, Intimidation

== GEAR & INVENTORY ==

Your gear is what keeps you alive in the void. You carry what you can reasonably hold and use.

Carrying Capacity

You have an inventory limit—typically defined by your class or common sense. You cannot carry more items than you have slots for.

Types of Gear

  • Weapons: Pistols, Rifles, Melee weapons (see damage section)
  • Armor: Body armor, helmets (reduces damage taken)
  • Tools: Repair kits, hacking tools, medical supplies
  • Survival Gear: Oxygen tanks, EVA suits, rations, rope
  • Special Equipment: Motion trackers, alien artifacts, etc.

Armor

Armor reduces incoming damage. When you take damage, subtract your armor rating from the damage dealt.

Example: You're wearing a plastic pressure suit (+3 armor). An alien hits you for 6 damage. You take 6 - 3 = 3 damage instead.

== SAVES ==

Saves are defensive rolls. They're made when you resist something bad happening to you: poison, falling damage, mind control, or horror.

The Three Saves:

  • Body Save: Resist physical effects (toxins, radiation, disease, gravity)
  • Fear Save: Resist being frightened or intimidated
  • Sanity Save: Resist shocking, horrifying, or alien stimuli

Making a Save

The Warden calls for a save of a specific type. Roll a d100 and compare it to the save value.

  • Roll under your save = Successful resistance
  • Roll over your save = You are affected
Example: You encounter a horrific alien creature and the Warden calls for a Sanity Save. Your Sanity Save is 55. You roll a d100 and get 48. You succeed and keep your composure (mostly).

Save Modifiers

Saves can be modified by advantage or disadvantage:

  • [+] Advantage: Roll twice, take the lower result
  • [-] Disadvantage: Roll twice, take the higher result

== DAMAGE ==

Damage is dealt in combat and from hazards. Your character has Health Points (HP) and Wounds.

Health & Wounds

  • Health Points: 1d10 + 10 (roll when creating your character)
  • Maximum Wounds: 2 (some classes have 3)
  • When Health reaches 0: You gain a Wound and reset Health to maximum

Taking Damage

When you take damage, reduce your Health by the amount. When your Health reaches 0, mark a Wound and roll on the Wounds Table (consult your Warden for effects). Your Health resets to maximum.

Example: You have 14 Health and 1 Current Wound (max 2). An alien hits you for 20 damage. You take 14 damage, dropping to 0 Health. You gain a second Wound. Since you've reached your maximum of 2 wounds, you die.

Healing

  • Rest: Spending 1 full day resting restores all Health
  • Medical Supplies: Using med kits can restore 1d10 Health immediately
  • Surgery: A trained doctor can help you recover faster

== PANIC & STRESS ==

Stress represents psychological trauma and fear. The higher your stress, the more likely you'll panic.

Stress & Minimum Stress

Each character has a current Stress level (starts at 0) and a Minimum Stress (usually 0, but can increase from certain effects).

  • Gain Stress: From witnessing horror, witnessing crew death, taking damage, failing important rolls
  • Lose Stress: During shore leave or recovery (reduce by 1d10 per week of rest)

Panic Checks

When the Warden decides it's appropriate (usually during horror or stress-inducing moments), everyone makes a Panic Check.

Panic Check: Roll 1d20. If your roll is greater than your current Stress, you pass and remain calm. If your roll is less than or equal to your Stress, you panic and roll on the Panic Effects Table.

Example: Your Stress is 5. Warden calls a Panic Check. You roll a d20 and get a 6. Since 6 is greater than 5, you pass. Your crewmate rolls a 3, fails, and panics.

Panic Effects Table

RollEffect
1Laser Focus: [+] Advantage on all rolls for 2d10 minutes
2Anxious: Gain 1 Stress
3Jumpy: Gain 1 Stress. All nearby crew gain 2 Stress
4Overwhelmed: Disadvantage [-] on all actions for 1d10 minutes. Minimum Stress +1 (permanent)
5Coward: Must make a Fear Save to fight. You can flee instead.
6Frightened: Develop a Phobia. Fear Save or gain 1d5 Stress when encountering it.
7Nightmares: Sleep becomes difficult. Disadvantage on Comfort Saves.
8Loss of Confidence: Lose the bonus from one of your Skills (temporary)
9Deflated: Whenever a nearby crew member fails a Save, you gain 1 Stress
10Doomed: Feel cursed. Your Critical Successes become Critical Failures.
11-15Various Conditions: Paranoia, Haunting, Death Wish, Prophetic Vision, Catatonia
16-19Severe Reactions: Rage, Spiraling, Compounding Problems
20Collapse: You no longer control this character. Hand sheet to Warden.

== ACTIONS ==

On your turn, you get to do things. Actions describe what your character does.

Action Economy

In a round of activity, each character typically gets one main action and one free action.

  • Main Action: Attack, use complex ability, perform risky task
  • Free Action: Move, draw weapon, shout warning, interact with simple object

Attacking

When you attack with a weapon:

  1. Roll your attack: Combat stat + relevant skill bonus
  2. Compare to d100: Roll under to hit
  3. Roll damage: Use the weapon's damage dice
  4. Apply armor: Subtract target's armor from total damage
Example: You shoot at an alien with your Plasma Rifle (3d10 damage). Your Combat is 48, Firearms skill +15 = 63. You roll d100 and get 52. Hit! You roll 3d10 and get 8, 7, 6 = 21 damage.

== INITIATIVE ==

When combat begins, order is determined by Initiative.

Initiative Check

Roll 1d100 and add your Speed stat.

  • Higher result acts first
  • Everyone rolls together
  • Go around the table in order, then repeat
Example Initiative Order:
• Character A: Speed 60 + rolls 35 = 95
• Character C (NPC): Speed 35 + rolls 41 = 76
• Character B: Speed 45 + rolls 28 = 73
Order: A (95), C (76), B (73)

== QUICK REFERENCE ==

ActionHow It Works
Stat CheckRoll d100 ≤ Stat + Skill bonus = Success
SaveRoll d100 ≤ Save value = Resist effect
AttackRoll d100 ≤ Combat + Weapon skill. Hit = roll damage.
DamageReduce Health. At 0 HP, gain a Wound.
Panic CheckRoll 1d20 > Stress = Pass. Roll ≤ Stress = Panic & roll on table.
InitiativeRoll 1d100 + Speed. Higher acts first.

== EXAMPLE: A TENSE MOMENT ==

Scenario: Your crew encounters a locked security door. Behind it, you hear alien hissing.

Warden: "The door is sealed. You can hear movement behind it. What do you do?"

Player 1 (Hacker): "I try to hack the panel to the left of the door."

  • Intellect 52 + Hacking Skill (+15) = 67
  • Roll d100: 41. Success!
  • The door slides open.

Player 2 (Soldier): "I ready my rifle and prepare for combat."

Warden: "The door opens. Two aliens pour through!"

Initiative:

  • Alien 1: 88
  • Player 2: 71
  • Alien 2: 70
  • Player 1: 68

Round 1:

  1. Alien 1 attacks Player 2. Hits for 11 HP damage.
  2. Player 2 fires back. Hits! Alien 1 takes 18 damage and goes down.
  3. Alien 2 attacks. Player 1 makes Sanity Save and resists.
  4. Player 1 throws a grenade. Hits! Alien 2 takes 14 damage.

Warden: "Alien 2 stumbles, wounded. What do you do?"

== TIPS FOR PLAYING MOTHERSHIP ==

  1. Talk to your Warden: If you're unsure what your character can do, ask.
  2. Describe your actions: Don't just say "I attack." Say "I aim carefully and fire a burst from my rifle at the creature's head."
  3. Manage your Stress: Remember that Stress builds up. Try to find moments of safety and recovery.
  4. Work together: Mothership is a crew game. Your crewmates are your best resource.
  5. Expect the unexpected: The void is dangerous. Think creatively and prepare for anything.

Summary

  • Stats define your capabilities. Use them for Checks.
  • Skills add bonuses to your Checks.
  • Gear keeps you alive and lets you do cool things.
  • Saves help you resist bad effects.
  • Damage reduces your Health. When Health = 0, you take a Wound.
  • Panic & Stress represent psychological trauma.
  • Actions let you do things. One main action, one free action per turn.
  • Initiative determines who acts first.

Good luck, and may the void spare you.