Character Creation Thread

Feb 21, 2024 8:21 pm
The official Mothership Character Profile Sheet, including the flow process can be viewed below. For a Gamers Plane template, as well as some further clarification, step-by-step instructions for each task can be found below.

https://i.imgur.com/cIqkNpG.png

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.
https://i.imgur.com/61etYXf.png

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.
https://i.imgur.com/Te63DHv.png https://i.imgur.com/l0Ss6el.png
https://i.imgur.com/FFSbIr3.png https://i.imgur.com/0uGf4Oa.png

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.
https://i.imgur.com/SimGeyi.jpg https://i.imgur.com/gQfsRVO.jpg

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.
Feb 21, 2024 9:35 pm
There is an automated sheet for this game here:
[ +- ] Mothership 1e
[ +- ] Mothership 1e
If anyone is interested. The skill level rolls are built in also. You won't see the automation tabs until you actually create the sheet and get ready to roll the dice.
Feb 21, 2024 9:45 pm
I was thinking of playing an android if there are no objections.
Feb 21, 2024 10:49 pm
No objection from me! I think I would like to play a teamster.

Are we going to be rolling characters here?
Feb 22, 2024 12:01 am
I'd lean towards playing a Marine, personally.
Feb 22, 2024 3:35 am
I’ll be a scientist
Feb 22, 2024 3:46 am
ANDROID: +20 Intellect, -10 to 1 Stat, +60 Fear, +1 to Wounds (starting 2+1)
ANDROID: Fear Saves made by close friendly Players are at Disadvantage (-).
ANDROID: Linguistics (+10), Computer (+10), Mathematics (+10), and 1 Expert Skill (+15) or 2 Trained Skills (+10)
Trinket: Bartenders Certification (expired), Patch: Icarus
Last edited February 22, 2024 3:49 am

Rolls

STRENGTH, SPEED, INTELLECT, and COMBAT. - (2d10+25, 2d10+25, 2d10+25, 2d10+25)

2d10+25 : (104) + 25 = 39

2d10+25 : (77) + 25 = 39

2d10+25 : (38) + 25 = 36

2d10+25 : (1010) + 25 = 45

SANITY, FEAR, BODY - (2d10+10, 2d10+10, 2d10+10)

2d10+10 : (510) + 10 = 25

2d10+10 : (77) + 10 = 24

2d10+10 : (75) + 10 = 22

HP - (1d10+10)

(1) + 10 = 11

Trinket, Patch - (1d100, 1d100)

1d100 : (22) = 22

1d100 : (91) = 91

Credits - (2d10+10)

(72) + 10 = 19

Android Loadout - (1d10)

(9) = 9

Feb 22, 2024 12:40 pm
Alright... let's go for it.

Oh look... dice roller is at it again. 🙄 Every single roll except HP is below average. Ehh... Whatever.
MARINE: +10 Combat, +10 Body, +20 Fear, +1 Wounds
MARINE: Whenever you panic, every friendly close Player must make a Fear Save.
MARINE: Military Training (+10), Athletics (+10), and 1 Expert Skill (+15) or 2 Trained Skills (+10)
Last edited February 22, 2024 1:11 pm

Rolls

Strength - (2d10+25)

(82) + 25 = 35

Speed - (2d10+25)

(73) + 25 = 35

Intellect - (2d10+25)

(12) + 25 = 28

Combat - (2d10+25)

(42) + 25 = 31

Sanity - (2d10+10)

(44) + 10 = 18

Fear - (2d10+10)

(45) + 10 = 19

Body - (2d10+10)

(64) + 10 = 20

Hit Points - (1d10+10)

(7) + 10 = 17

Trinket - (1d100)

(90) = 90

Patch - (1d100)

(60) = 60

Marine Loadout - (1d10)

(1) = 1

Credits - (2d10+10)

(27) + 10 = 19

Feb 22, 2024 1:05 pm
TEAMSTER: +5 to all Stats, +10 to all Saves

TEAMSTER: Once per session you may take Advantage (+) on a Panic Check.

TEAMSTER: Industrial Equipment (+10), Zero-G (+10), and 1 Trained Skill (+10) and 1 Expert Skill (+15)

Loadout: Standard crew attire, Combat shotgun, extension cord, and cat
Patch: "I Can't Fix Stupid"

Trinket: Pamphlet: Zen and the Art of Cargo Arrangment

Trained Skill: Zoology (seen some things)
Expert Skill: Field Medicine. (It gets lonely out there in space)

Who I think the character is:

Bud Paddington, he/him age 46, is an independent long haul space trucker. His Cat, Mr. Man has been his only companion for as long as he can remember. It's not that he dislikes people. He likes them very much, but he just likes his cat better.

He can be a little gruff, a space trucker's life can make you that way, but he is generally kind. Generally, he will keep to himself unless you ask him about the fine art of Cargo packing.

Edit: Sketch of Bud:
https://doodlingbanjos.files.wordpress.com/2024/02/20240222_135943.jpg

If this looks good to you @BenShotFirst and I don't need to sdjust anything, I'll set up my sheet!
Last edited February 22, 2024 7:12 pm

Rolls

Strength. Speed, Int, Combat - (2D10+25, 2d10+25, 2d10+25, 2d10+25)

2D10+25 : (91) + 25 = 35

2d10+25 : (25) + 25 = 32

2d10+25 : (83) + 25 = 36

2d10+25 : (110) + 25 = 36

Sanity, fear, body - (2d10+10, 2d10+10, 2d10+10)

2d10+10 : (57) + 10 = 22

2d10+10 : (24) + 10 = 16

2d10+10 : (81) + 10 = 19

Hp - (1d10+10)

(9) + 10 = 19

Trinkets - (1d100)

(35) = 35

Patch - (1d100)

(63) = 63

Loadout - (1d10)

(6) = 6

Credits - (2d10+10)

(102) + 10 = 22

Feb 22, 2024 4:53 pm
Meet Elos-11, your corporate cleaning crew android.

https://i.imgur.com/GJvMWSl.png
Feb 22, 2024 4:55 pm
FYI, @BenShotFirst you'll want to change your number of characters per player from 0 to 1 in the game details so characters can be submitted.
Last edited February 22, 2024 4:55 pm
Feb 22, 2024 6:01 pm
Dr. Annalise Wolf

Annalise keeps everyone healthy. She has a cheerful demeanor and a great bedside manner.

SCIENTIST: +120 Intellect, +5 to 1 Stat, +30 Sanity

SCIENTIST: 1 Master Skill (+20) and 1 prerequisite Expert Skill (+15) and 1 prerequisite Trained Skill (+10), 1 Trained Skill (+10)

SCIENTIST: Whenever you fail a Sanity Save, all Players gain +1 Stress
Last edited February 23, 2024 3:29 am

Rolls

Strength, Speed, Int, Combat - (2D10+25, 2d10+25, 2d10+25, 2d10+25)

2D10+25 : (46) + 25 = 35

2d10+25 : (31) + 25 = 29

2d10+25 : (82) + 25 = 35

2d10+25 : (55) + 25 = 35

Sanity, fear, body - (2D10+10, 2D10+10, 2D10+10)

2D10+10 : (66) + 10 = 22

2D10+10 : (99) + 10 = 28

2D10+10 : (28) + 10 = 20

HP - (1d10+10)

(9) + 10 = 19

Trinkets - (1d100)

(59) = 59

Patch - (1d100)

(34) = 34

Loadout - (1d10)

(3) = 3

Credits - (2d10+10)

(26) + 10 = 18

Feb 22, 2024 7:05 pm
Windyridge says:
FYI, @BenShotFirst you'll want to change your number of characters per player from 0 to 1 in the game details so characters can be submitted.
Ah, gotcha, thanks! It seems like the number of characters per player only works if the number is in the single digits. I had it at "10" and the system only seemed to want to read the "0" digit. Should be fixed.
Feb 22, 2024 7:10 pm
Yep, that's correct. Awesome, thanks!
Feb 22, 2024 7:42 pm
OK, I submitted my character! I took the ammo ranges out of the 0e handbook that is free on itch.io since I don't have the 1e players handbook. Let me know if they need adjustments @BenShotFirst
Feb 22, 2024 7:53 pm
@microtheMacroBear:

Here you go... the Mothership 1e Weapons Table and Armor Table.
https://i.imgur.com/r5fCVde.png
https://i.imgur.com/JMMQasl.png
Feb 22, 2024 8:10 pm
Ok, quick question: For game mechanic purposes does a Flamethrower fall under the Firearms skill?
Feb 22, 2024 8:46 pm
Thank you! I've updated my sheet.
Feb 22, 2024 8:51 pm
Sheet sumitted!
Feb 23, 2024 1:28 am
Dr. James Mullis had a steady life of research, his primary focus being transmissible disease in non-human lifeforms. However, a lab mishap concerning a particularly deadly hemorrhagic virus lead to his exile from his former life. Shunned by those that once idolized him, he traveled off planet in search of any position where his body of knowledge may still be of use.

SCIENTIST: +10 Intellect, +5 to 1 Stat, +30 Sanity

SCIENTIST: 1 Master Skill (+20) and 1 prerequisite Expert Skill (+15) and 1 prerequisite Trained Skill (+10), 1 Trained Skill (+10)

SCIENTIST: Whenever you fail a Sanity Save, all Players gain +1 Stress

https://i.imgur.com/c41OPCP.png

Trinket: Flint Hatchet

Patch: IF I'M RUNNING KEEP UP backpatch
Last edited February 23, 2024 5:33 pm

Rolls

Strength - (2d10+25)

(35) + 25 = 33

Speed - (2d10+25)

(33) + 25 = 31

Intellect - (2d10+25)

(104) + 25 = 39

Combat - (2d10+25)

(710) + 25 = 42

Sanity - (2d10+10)

(91) + 10 = 20

Fear - (2d10+10)

(87) + 10 = 25

Body - (2d10+10)

(12) + 10 = 13

HP - (1d10+10)

(10) + 10 = 20

Trinket - (1d100)

(80) = 80

Patch - (1d100)

(59) = 59

Scientist Loadout - (1d10)

(2) = 2

Credits - (2d10+10)

(26) + 10 = 18

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