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Mothership Zala

The document outlines the character creation process for the MOTHERSHIP® role-playing game, detailing skills, classes, and character statistics. Players must roll for various attributes and select skills based on their chosen class, which influences their abilities and bonuses. Additionally, it provides information on health, trauma responses, and equipment loadouts for characters.
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0% found this document useful (0 votes)
25 views1 page

Mothership Zala

The document outlines the character creation process for the MOTHERSHIP® role-playing game, detailing skills, classes, and character statistics. Players must roll for various attributes and select skills based on their chosen class, which influences their abilities and bonuses. Additionally, it provides information on health, trauma responses, and equipment loadouts for characters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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7. NOTE CLASS SKILLS AND CHOOSE BONUS SKILLS.

MOTHERSHIP® Zalathihel 0
CHARACTER PROFILE Player Name High Score
To take a Master or Expert Skill you must first take at least one of its prerequisite Skills.

MARINE ANDROID SCIENTIST TEAMSTER

Character Name
PERSONAL DETAILS
1. ROLL 2D10+25 FOR EACH STAT. Military Training, Athletics
Bonus: 1 Expert Skill
Linguistics, Computers,
Mathematics
1 Master Skill, and an
Expert and Trained Skill
Industrial Equipment,
Zero-G
OR: 2 Trained Skills Bonus: 1 Expert Skill prerequisite. Bonus: 1 Trained Skill
OR: 2 Trained Skills Bonus: 1 Trained Skill and 1 Expert Skill.
Johnny Weaver
Pronouns 39 36 32 53
He/him STRENGTH SPEED INTELLECT COMBAT
Personal Notes
TRAINED SKILLS EXPERT SKILLS MASTER SKILLS
(+10 BONUS) (+15 BONUS) (+20 BONUS)
Former marine combat engineer,
spent his time after service in a 2. ROLL 2D10+10 FOR EACH SAVE.
civilian salvage yard. LINGUISTICS PSYCHOLOGY SOPHONTOLOGY

24 36 31 ZOOLOGY PATHOLOGY EXOBIOLOGY

SANITY FEAR BODY FIELD SURGERY


MEDICINE

3. SELECT YOUR CLASS. Adjust your starting STATS & SAVES. BOTANY ECOLOGY PLANETOLOGY

MARINE ANDROID SCIENTIST TEAMSTER


GEOLOGY ASTEROID MINING ROBOTICS
+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 ●
INDUSTRIAL MECHANICAL ENGINEERING
EQUIPMENT REPAIR
+20 FEAR SAVE +60 FEAR SAVE +30 SANITY SAVE
+1 MAX WOUNDS +1 MAX WOUNDS
● JURY-RIGGING EXPLOSIVES CYBERNETICS

CHEMISTRY PHARMACOLOGY
5. GAIN
4. ROLL 1D10+10 FOR YOUR HEALTH. ARTIFICIAL
You start at your STRESS. COMPUTERS HACKING
INTELLIGENCE
Maximum Health with zero
HEALTH WOUNDS Wounds. Whenever your STRESS ZERO-G PILOTING
Health falls below zero,
18 18 0 3 you suffer a Wound. Reset
your Health to its
2 2 MATHEMATICS PHYSICS HYPERSPACE
Maximum, minus any Current Minimum
Current Maximum Current Maximum
Starts at 2. carryover damage. Starts at 2.
ART MYSTICISM XENOESOTERICISM

ARCHAEOLOGY
6. TAKE NOTE OF YOUR CLASS’S TRAUMA RESPONSE.
MARINE WHENEVER YOU PANIC, EVERY CLOSE FRIENDLY PLAYER MUST MAKE A FEAR SAVE. THEOLOGY WILDERNESS
SURVIVAL
ANDROID FEAR SAVES MADE BY CLOSE FRIENDLY PLAYERS ARE AT DISADVANTAGE.
MILITARY FIREARMS COMMAND
SCIENTIST

WHENEVER YOU FAIL A SANITY SAVE, ALL CLOSE FRIENDLY PLAYERS GAIN 1 STRESS. TRAINING
TEAMSTER ONCE PER SESSION, YOU MAY TAKE ADVANTAGE ON A PANIC CHECK.
RIMWISE HAND-TO-HAND
COMBAT

8. ROLL FOR YOUR EQUIPMENT LOADOUT, TRINKET & PATCH. ATHLETICS


pg. 7 pg. 8 pg. 9
Combat Shotgun, Vibechette, Laser Cutter, Advanced Battle Dress, Crowbar, Chemlights SKILL TRAINING
(x20), First Aid Kit, Mag-Boots, Paracord (x2 50m), Personal Locator, Rucksack,
Explosives&Detonator, Waterproof High-Power Battery, Ammo (x80), MRE (x14) In Progress Time Remaining

ARMOR POINTS
570
10 CREDITS 2D10X10
CONDITIONS

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