We're about to play Mothership as a gaming group, with me as our first Warden (read: Dungeon Master or Game Master, if you're more used to those terms). After having played (and recently finished our campaign of) Dungeons and Dragons 5th edition, and a few other smaller TTRPGs, I know my memory in a moment of panic can fail me (pun intended). So, I've gotten into the habit of creating small cheatsheets for myself. Here is my own quick reference for Mothership, if it might help you.
Notice that I try to lead with the why of a thing before the what. This is intentional because I am usually scanning quickly for the trigger as a GM rather than whatever the branded term or outcome is. I have also gotten in the habit of using emojis and other iconography at the start of my headings to help me quickly scan. I had a lot of trouble with Reactions/Saves here, though, as I didn't think there was an emoji that matched my concept of a reaction. Oh well, we'll keep it as a chemical science reaction for now.
Mothership Checks, Saves, and Combat
β
Voluntary risky actions (STAT CHECKS)
E.g. hack security, investigate alien domain, transport volatile material
- Roll 1d100 under the relevant stat (Strength, Speed, Intellect, Combat).
- Add skill bonuses if trained:
- Trained: +10
- Expert: +15
- Master: +20
- 90β99 is always a failure.
- Doubles = critical success (if under) or critical failure (if over).
- Failure = gain 1 Stress, and the risky thing happens.
π§ͺ Involuntary reactions to tension builders (SAVES)
E.g. resisting fear, disease, psychic intrusion
- Roll 1d100 under your Save stat (Sanity, Fear, Body).
- 90β99 = always fail. On fail, gain 1 Stress.
π± Extreme moment or optionally on crit fear fail (PANIC CHECK)
E.g. the monster surprises, witness death
- Roll 1d20 vs. current Stress.
- If roll is equal to or lower than Stress, Panic.
- Roll result on the Panic Table (pg. 21 of PSG).
π‘ COMBAT
When no negotiation or escape. Fast and brutal.
- Start: If itβs an ambush or horror appears, call for a Fear Save.
- Optional Initiative (Speed check):
- Success = act before enemies.
- Failure = act after enemies.
- Otherwise, everyone acts at once.
- Declare Actions
- Players say what they do.
- Warden describes outcomes or asks for Stat Checks/Saves if uncertain or risky.
- Resolve everything at once per round.
- Damage & Wounds
- Damage < Armor = Absorbed.
- Damage > Armor = Armor destroyed, rest gets through.
- Subtract damage from Health.
- If Health hits 0, gain 1 Wound and reset Health to max (minus carryover).
- Each Wound = major trauma. Max Wounds = death.