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Mothership RPG - SAND

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100% found this document useful (3 votes)
1K views2 pages

Mothership RPG - SAND

Uploaded by

김산
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
  • Game Features: Details various game features such as skills, inventory items, NPCs, and player attributes.
  • Classes and Loadouts: Explains different player classes, their attributes, and available loadouts for gameplay customization.

FANGKNIFE*:‌ 

‌the‌  ‌sacred‌  ‌knife‌  ‌of‌  ‌the‌‌   Instinct:‌‌75%‌  ‌


Desert‌  Denizens
‌Natives‌  ‌on‌  ‌Sikarra.‌  ‌Critical‌‌   Speed:‌‌25%‌ 
SKILLS‌  ‌ success‌  ‌ensures‌  ‌there‌‌   is‌‌
  no‌‌
  blood‌‌
  left‌‌
  Specials‌  ‌
THE‌‌   SPEECH‌‌  (+30%):‌‌
 target‌‌
 rolls‌‌
 sanity‌‌
  behind.‌‌Priceless.‌‌Legendarily‌‌rare.‌  ‌ ● Vibrations‌‌in‌‌the‌‌Sand:‌ ‌
save‌‌  or‌‌ does‌‌
 the‌‌
 bidding‌‌
 of‌‌
 the‌‌
 caster.‌  ASSASSIN‌
‌   ‌DRONE:‌  ‌remote-control‌‌   macroworm‌‌detects‌ ‌rhythmic‌‌  
Requires‌  ‌psychology‌  ‌or‌  ‌mysticism‌‌   dart-like‌  ‌drone;‌‌   common‌‌   assasination‌‌   vibration.‌  ‌
skills.‌  ‌ device.‌  ‌Speed:‌  ‌75%,‌  ‌Combat:‌  ‌75%‌‌   ● Worm‌‌DNA:‌‌‌if‌‌macroworm‌‌is‌‌  
TRUTHTALKER‌  ‌(+30%):‌  ‌advantage‌  ‌on‌‌   Instinct:‌  ‌25%.‌  ‌Single‌  ‌use‌  ‌only.‌‌   split,‌‌it‌‌will‌‌become‌‌two.‌  ‌
intelligence‌  ‌checks‌  ‌in‌  ‌relation‌  ‌to‌‌
  Insta-kills.‌‌Expensive.‌‌Common.‌  ‌ IMPERIAL‌‌SOLDIER*‌  ‌
discerning‌  ‌truth.‌  ‌Requires‌  ‌either‌‌   THUMPER:‌  ‌machine‌  ‌that‌  ‌creates‌  ‌a ‌‌ Hits:‌‌1‌‌(50)‌  ‌
psychology‌‌or‌‌mysticism‌‌skills.‌  ‌ rhythmic‌  ‌vibration‌  ‌in‌  ‌the‌  ‌sand.‌‌   Combat:‌‌40%‌‌(dmg:‌‌shortsword:‌‌2d10,‌‌  
Summons‌  ‌a ‌ ‌macroworm.‌  ‌Cheap.‌‌   concealed‌‌dagger:‌‌2d10,‌‌revolver:‌‌3d10,‌‌  
Common.‌  ‌ SMG:‌‌4d10)‌  ‌
EQUIPMENT‌  ‌ ALLAY-COFFEE-MAKER:‌  ‌uses‌  ‌body‌‌   Instinct:‌‌30%‌  ‌
ALLAY-SUIT:‌  ‌recycles‌  ‌water‌  ‌from‌  ‌the‌‌   moisture‌  ‌and‌  ‌coffee‌  ‌grounds‌  ‌or‌  ‌tea‌‌   Speed:‌‌35%‌ 
body‌‌   and‌‌   puts‌‌   it‌‌
  in‌‌  a ‌‌reservoir‌‌   for‌‌  the‌‌
  leaves‌  ‌to‌  ‌make‌  ‌either‌  ‌allay-coffee‌  ‌or‌‌   Specials‌  ‌
user‌  ‌to‌  ‌drink‌  ‌from.‌  ‌Water‌‌   is‌‌
  no‌‌  longer‌‌   allay-tea.‌‌Cheap.‌‌Common.‌  ‌ ● +10%‌‌combat‌‌to‌‌melee‌‌weapon‌‌  
an‌  ‌issue.‌  ‌Protection‌  ‌from‌  ‌extreme‌‌   ALLAY-COFFEE:‌  ‌Your‌  ‌awareness‌  ‌is‌‌   attacks‌‌per‌‌adjacent‌‌Imperial‌‌  
heat.‌  ‌+5‌  ‌to‌  ‌armor‌  ‌save.‌  ‌Common.‌‌   heightened.‌‌  +15%‌‌  to‌‌
 speed‌‌  checks‌‌
 for‌‌ 1 ‌‌ Soldier‌‌wielding‌‌a‌‌melee‌‌  
Expensive.‌  ‌ hour.‌‌Dirt‌‌Cheap.‌‌Common.‌  ‌ weapon.‌‌(up‌‌to‌‌80%)‌  ‌
PERSONAL‌  ‌SHIELD:‌  ‌immunity‌  ‌to‌‌   ALLAY-TEA:‌  ‌Your‌  ‌mental‌  ‌clarity‌  ‌is‌‌   HOUSE‌‌SOLDIER*‌  ‌
firearms,‌  ‌advantage‌  ‌on‌  ‌armor‌  ‌rolls‌‌   heightened.‌  ‌+15%‌  ‌to‌  ‌intelligence‌‌   Hits:‌‌1‌‌(15)‌  ‌
with‌  ‌any‌  ‌other‌  ‌attack.‌  ‌If‌  ‌hit‌  ‌with‌  ‌a ‌‌ checks‌  ‌for‌  ‌1 ‌ ‌hour.‌  ‌Dirt‌  ‌Cheap.‌‌   Combat:‌‌25%‌‌(dmg:‌‌shortsword:‌‌2d10,‌‌  
laser‌‌   gun,‌‌   it‌‌
  explodes‌‌   with‌‌  the‌‌ force‌‌  of‌‌
  Common.‌  ‌ concealed‌‌dagger:‌‌2d10,‌‌revolver:‌‌3d10)‌  ‌
a‌‌grenade.‌‌Common.‌‌Medium‌‌price.‌  ‌  ‌ Instinct:‌‌25%‌  ‌
LASER‌‌  GUN:‌‌  like‌‌ a ‌‌smart‌‌  rifle,‌‌
 but‌‌  does‌  *‌All‌  ‌swords/daggers‌  ‌use‌‌  Speed:‌‌25%‌ 
not‌  ‌require‌‌   ammo.‌‌   Outlawed‌‌   and‌‌   very‌‌  vibechete‌‌stats.‌  ‌ DESERT‌‌N ATIVE‌  ‌
DENIZEN
expensive.‌  ‌ Hits:‌‌1‌‌(30)‌  ‌
META-CYANIDE‌  ‌NEEDLE:‌  ‌small‌‌   needle‌‌   NPC'S
ENEMIES‌  ‌ Combat:‌‌35%‌‌(dmg:‌‌fangknife:‌‌2d10)‌  ‌
coated‌‌   with‌‌  the‌‌  Meta-Cyanide‌‌  poison.‌‌   Instinct:‌‌30%‌  ‌
If‌‌
 hit‌‌
 successful,‌‌  instakill.‌‌  One‌‌  use‌‌  only.‌‌   MACROWORM‌  ‌ Speed:‌‌40%‌  ‌
Very‌‌expensive.‌‌Uncommon.‌  ‌ Hits:‌‌3‌‌(100)‌  ‌ Specials‌  ‌
Combat:‌‌50%‌‌(dmg:‌‌jaws:‌‌1d10‌‌x100)‌  ‌

This product is based on the Mothership® Sci - Fi Horror Role Playing Game, published by Tuesday Knight Games. This product is published
under license. MOTHERSHIP® is a registered trademark of Tuesday Knight Games. All rights reserved. For additional information, visit
www.tuesdayknightgames.com or contact [email protected].
● Hidden‌‌in‌‌Plain‌‌Sight:‌D‌ esert‌‌
  DESERT‌DENIZEN
‌NATIVE‌  ‌  ‌
Natives‌‌hide‌‌in‌‌the‌‌sand,‌‌
Denizens  
waiting‌‌for‌‌targets‌‌to‌‌come‌‌
 
Sanity:‌‌25%‌  ‌
Fear:‌‌40%‌  ‌  ‌
close,‌‌Advantage‌‌on‌‌surprise‌‌   Body:‌‌20%‌  ‌

 ‌
attack.‌  ‌ Armor:‌‌85%‌  ‌
Special‌  ‌
S‌ ‌A‌ ‌N‌ ‌D ‌ ‌
*‌has‌‌a‌‌personal‌‌shield.‌‌
   ‌ ● Combat:‌‌‌+5/+5‌‌whenever‌‌a ‌‌
friendly‌‌Desert‌Denizen‌‌or‌‌Marine‌‌
 
is‌‌nearby.‌  ‌
CLASSES‌  ‌ ● Desert‌‌Training:‌‌‌+4‌‌skill‌‌pts.‌  ‌
NUN‌  ‌
Sanity:‌‌10%‌  ‌
Fear:‌‌95%‌  ‌
LOADOUTS‌  ‌
Body:‌‌50%‌  ‌ HYDRATION:‌‌  camping‌‌  gear‌‌  + ‌‌allay-suit‌‌  
Armor:‌‌10%‌  ‌ +‌  ‌thumper‌  ‌+ ‌ ‌fangknife‌  ‌+ ‌‌
Specials‌  ‌ allay-coffee-maker‌  ‌+ ‌ ‌binoculars‌  ‌+ ‌‌
● Intellect:‌‌‌+5/+5‌‌when‌‌in‌‌proximity‌‌   MRE’s‌‌x7‌‌+‌‌short‌‌range‌‌comms‌  ‌
to‌‌another‌‌friendly‌‌Nun.‌  ‌ EXTERMINATION‌  ‌V.2:‌  ‌standard‌  ‌issue‌‌  
● Way‌‌of‌‌the‌‌Messiah:‌ ‌ battle‌  ‌dress‌  ‌+ ‌ ‌shortsword‌  ‌+ ‌ ‌knife‌  ‌+ ‌‌
automatically‌‌has‌‌truthsayer‌‌+ ‌‌ concealable‌  ‌knife‌  ‌+ ‌ ‌personal‌  ‌shield‌  ‌+ ‌‌
the‌‌voice‌‌skills.‌‌+3‌‌pts‌‌for‌‌any‌‌
  body‌  ‌cam‌  ‌+ ‌ ‌short‌  ‌range‌  ‌comms‌  ‌+ ‌‌
additional‌‌skills.‌  ‌ stimpak‌‌x6.‌  ‌
SAVANT‌  ‌ ASSASINATION:‌  ‌personal‌  ‌shield‌  ‌+ ‌‌
Sanity:‌‌85%‌  ‌ dagger‌  ‌+ ‌ ‌assassin‌  ‌drone‌  ‌x6‌  ‌+ ‌‌
Fear:‌‌40%‌  ‌ meta-cyanide‌  ‌needle‌  ‌x3‌‌   + ‌‌short‌‌   range‌‌  
Body:‌‌25%‌  ‌ comms‌  ‌+ ‌ ‌standard‌  ‌crew‌  ‌attire‌  ‌+ ‌‌
Armor:‌‌20%‌  ‌ bioscanner‌  ‌
Specials:‌  ‌ MEDICATION:‌  ‌automed‌  ‌x6‌  ‌+ ‌ ‌first‌  ‌aid‌‌  
● Speed‌‌and‌‌Intellect:‌‌‌+5‌  kit‌  ‌+ ‌ ‌pain‌  ‌pills‌‌
  x6‌‌  + ‌‌scalpel‌‌   + ‌‌dagger‌‌   + ‌‌  ‌
● Human‌‌Computer:‌‌‌+5‌‌skill‌‌   short‌  ‌range‌  ‌comms‌  ‌+ ‌ ‌standard‌  ‌crew‌‌  
points‌  ‌ attire‌  ‌+ ‌‌stimpak‌‌   x6‌‌  + ‌‌personal‌‌   shield‌‌
  + ‌‌
 ‌ medscanner‌  ‌

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