
Mothership Character Record Sheet Template
Name:
Pronouns:
Class:
High Score:
STATUS REPORT
Health:
Wounds:
Stress:
Trauma Response:
STATS
Strength:
Speed:
Intellect:
Combat:
SAVES
Sanity:
Fear:
Body:
SKILLS
WEAPONS
ARMOR
EQUIPMENT
Character Creation Process Step-by-Step
Step 1: Stats
A PC has four STATS used to determine how well they perform tasks. To determine each Stat, roll 2d10+25 and apply the results in the following order: STRENGTH, SPEED, INTELLECT, and COMBAT.
Step 2: Saves
A PC has three SAVES used to determine how resistant they are to different traumas. To determine each Save, roll 2d10+10 and apply the results in the following order: SANITY, FEAR, BODY
Step 3: Class
There are four CLASSES available, which a player can choose for their PCs based on their Stats. Select one of the following classes and make adjustments to the PC's Stats and Saves accordingly.
MARINE: +10 Combat, +10 Body, +20 Fear, +1 Wounds
ANDROID: +20 Intellect, -10 to 1 Stat, +60 Fear, +1 to Wounds
SCIENTIST: +10 Intellect, +5 to 1 Stat, +30 Sanity
TEAMSTER: +5 to all Stats, +10 to all Saves
Step 4: Health and Wounds
Characters have HEALTH and WOUNDS, which determine how much physical trauma they can sustain. To determine how many points of Health a PC has, roll 1d10+10. Unless the PC's Class states otherwise, all PCs start with 2 Wounds.
Step 5: Stress
A character's STRESS determines how well they can handle the mental taxation as a result of experiencing failure and fear. All PCs start with 2 Current Stress and 2 Minimum Stress.
Step 6: Trauma Response
Different Classes respond to Stress and Panic differently. Note the PC's TRAUMA RESPONSE and write it down in the "Status Report" section of the Character Profile Sheet.
MARINE: Whenever you panic, every friendly close Player must make a Fear Save.
ANDROID: Fear Saves made by close friendly Players are at Disadvantage (-).
SCIENTIST: Whenever you fail a Sanity Save, all Players gain +1 Stress
TEAMSTER: Once per session you may take Advantage (+) on a Panic Check.
Step 7: Skills
SKILLS are fields of expertise or knowledge a PC has gained thus far in their lives, based on their professions and backgrounds. They fall into four tiers:
No Skill (+0) - The PC has no knowledge of these Skills and receives no bonus when attempting to do them.
Trained (+10): The PC has received standard training in these skills and has the equivalent of a Bachelor's Degree or two years of job training. PC's get a bonus of +10 when attempting them.
Expert (+15): The PC has many years of experience or has the equivalent of a doctorate in this field. PC's get a bonus of +15 when attempting them.
Master (+20): The PC has a lifetime's worth of knowledge in this field, is aware of cutting edge technology and advancements, and is specialized in their abilities. PC's get a bonus of +20 when attempting them.
Trained Skills (+10) and their Descriptions
•Archaeology: Ancient cultures and artifacts.
• Art: The expression or application of a species’ creative ability and imagination.
• Athletics: Physical fitness, sports, and games.
• Botany: The study of plant life.
• Chemistry: The study of matter and its chemical elements and compounds.
• Computers: Fluent use of computers and their networks.
• Geology: The study of the solid features of any terrestrial planet or its satellites.
• Industrial Equipment: The safe and proper use of heavy machinery and tools (exosuits, forklifts, drills, breakers, laser cutters, etc.).
• Jury-Rigging: Makeshift repair, using only the tools and materials at hand.
• Linguistics: The study of languages (alive, dead, and undiscovered).
• Mathematics: The study of numbers, quantity, and space.
• Military Training: Basic training provided to all military personnel.
• Rimwise: Practical knowledge and know-how regarding outer Rim colonies, their customs, and the seedier parts of the galaxy.
• Theology: The study of the divine or devotion to a religion.
• Zero-G: Practice and know-how of working in a vacuum, orientation, vaccsuit operation, etc.
• Zoology: The study of animal life.
Expert Skills (+15) and their Descriptions
• Asteroid Mining: Training in the tools and procedures used for mining asteroids.
• Ecology: The study of organisms and how they relate to their environment.
• Explosives: Design and effective use of explosive devices (bombs, grenades, shells, land mines, etc.).
• Field Medicine: Emergency medical care and treatment.
• Firearms: Safe and effective use of guns.
• Hacking: Unauthorized access to computer systems and networks.
• Hand-to-Hand Combat: Melee fighting, brawling, martial arts, etc.
• Mechanical Repair: Fixing broken machines.
• Mysticism: Spiritual apprehension of hidden knowledge.
• Pathology: Study of the causes and effects of diseases.
• Pharmacology: Study of drugs and medication.
• Physics: Study of matter, motion, energy, and their effects in space and time.
• 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.
Master Skills (+20) and their Descriptions
• Artificial Intelligence: The study of intelligence as demonstrated by machines.
• Command: Leadership, management, and authority.
• Cybernetics: The physical and neural interfaces between organisms and machines.
• Engineering: The design, building, and use of engines, machines, and structures.
• Exobiology: The study of and search for intelligent alien life.
• Hyperspace: Faster-than-light travel.
• Planetology: Study of planets and other celestial bodies.
• Robotics: Design, maintenance, and operation of robots, drones, and androids.
• Sophontology: The study of the behavior and mind of inhuman entities.
• Surgery: Manually operating on living or dead biological subjects.
• Xenoesotericism: Obscure beliefs, mysticism, and religion regarding non-human entities.
Different Classes start with different Skills as follows:
MARINE: Military Training (+10), Athletics (+10), and 1 Expert Skill (+15) or 2 Trained Skills (+10)
ANDROID: Linguistics (+10), Computer (+10), Mathematics (+10), and 1 Expert Skill (+15) or 2 Trained Skills (+10)
SCIENTIST: 1 Master Skill (+20) and 1 prerequisite Expert Skill (+15) and 1 prerequisite Trained Skill (+10), 1 Trained Skill (+10)
TEAMSTER: Industrial Equipment (+10), Zero-G (+10), and 1 Trained Skill (+10) and 1 Expert Skill (+15)
When choosing Expert Skills and Master Skills, note that a player must already have an appropriate prerequisite skill from a lower tier. A "Skill Tree" has been provided below for better clarification.

Step 8: Loadout, Credits, Trinket, and Patch
Each PC starts with a predetermined LOADOUT of equipment they carry, as well as some currency in the form of CREDITS. In addition, a PC carries a personal item, called a TRINKET, as well as a PATCH they wear, which may be an actual patch, but could just as easily be a sticker, a decal, or even a painting on their armor. These two final items have no mechanical effect in the game but are presented as a starting off point to flesh out a PC and give them a bit of personality.
To determine a PC's equipment Loadout, roll 1d10 and refer to the chart appropriate below, based on the PC's Class.




Add any Armor, Weapons, and Equipment to the appropriate sections of the Character Profile Sheet. Note the Armor Points (AP) and the ammount of amunition a weapon has as well.
Then determine a PC's starting Credits by rolling 2d20+10 and mark it with the PC's Equipment.
To determine the PC's starting Trinket and Patch, roll 1d100 and refer to the appropriate Chart below. Make note of these in the PC's Equipment as well.


Step 9: Name, Pronoun, Notes, and High Score
Give the PC a NAME, note they PRONOUNS they use, and add any relevant or interesting NOTES about the PC. This may include a short backstory or current history if the Player would like. The PC's HIGH SCORE is a reflection of how much experience the PC has gained on their adventures thus far, but as this is a new PC, a character's High Score will start at 0.