November 9, 2018 horror mothership scifi rpgs playtesting tables
A lot has been going on in the mothership world recently. First off, we got two major mentions: one was a small mention by Matt Colville on his YouTube channel, the other was an in depth and glowing review by Ben Milton of Questing Beast.
Our discord channel has been hopping recently, especially with our new #distress-signals channel where you can post a 1-2 sentence adventure seed for other people to use. No questions, no discussion, just the adventure seed.
There are people running games at U-Conn this weekend, and I’ll be at BGGCon and Pax Unplugged and might put together a game if there’s some interest.
Additionally, now that the game is out there to a wider audience (oh you can buy print copies from Exalted Funeral btw) we are finally getting time to do more playtesting. A couple things that are on my list:
For now…
This borrows heavily from every major critical hit table I could find and is here more for a proof of concept. Roll on this table whenever an enemy lands a critical hit on a PC. You could use them for PC crits too, but I think that’s probably more boring that extra damage or doing something unique with their weapon, etc. This is meant to contribute more to the death spiral inherent in Mothership.
Also, if you want to do it the way we’re doing it: Health now starts out equal to your Strength or Body Save, whichever is higher. And if you wanna be REALLY hardcore, get rid of the armor save and do damage reduction of 1 point for light armor (like vaccsuits), 3 points for medium armor (standard battle dress), and 5 points for heavy armor (like advanced battle dress). Also you could have a personal shield generator (like the one’s in Dune) which does damage reduction of 1d10 but only has 1d10 charges (needs batteries).
I’d heal non-permanent stat damage the way you heal regular damage but you can’t heal regular damage in the same day that you heal stat damage, you gotta pick one or the other. Permanent stat damage can’t be fixed without cybernetics (or like retiring and seeing a physical therapist).
The android column gives an * to any special entries. Usually this means the Android still takes the cosmetic damage (and any extra associated damage) but is not affected in the way an android wouldn’t be. For example, Androids are immune from bleeding out (they don’t suffer damage from blood loss). So like losing a limb, while it hurts their capabilities, doesn’t spell out instant death for them like it does for humans. So basically the * means “gives this special attention if you’re dealing with an android.”
Androids are already super powerful because they don’t need to breathe, eat, etc. So we’ll find a way to balance them out (maybe an awful fucking panic table) so I left a lot of options on there (like Lung Punctured) that you could arguably say wouldn’t affect an android, but I decided to let it slide.
Roll | Location | Effect | Damage | Android |
---|---|---|---|---|
0 | L. Leg | Flesh wound. Minor scar. | N/A | |
1 | R. Leg | Flesh wound. Minor scar. | N/A | |
2 | L. Arm | Flesh wound. Minor scar. | N/A | |
3 | R. Arm | Flesh wound. Minor scar. | N/A | |
4 | Body | Flesh wound. Minor scar. | 1 pt. | |
5 | Body | Flesh wound. Minor scar. | 1 pt. | |
6 | Body | Flesh wound. Minor scar. | 1 pt. | |
7 | Body | Flesh wound. Minor scar. | 1 pt. | |
8 | Body | Flesh wound. Minor scar. | 1 pt. | |
9 | Head | Forehead cut. Blood in eyes. Can’t see until you take a round to wipe the blood. | 1 pt. | |
10 | L. Leg | Tripped. Fall down. | 1 pt. | |
11 | R. Leg | Tripped. Fall down. | 1 pt. | |
12 | L. Arm | Weapon knocked out of hand. | N/A | |
13 | R. Arm | Weapon knocked out of hand. | N/A | |
14 | Body | Body save or knocked down. | N/A | |
15 | Body | Body save or knocked down. | N/A | |
16 | Body | Body save or knocked down. | N/A | |
17 | Body | Body save or knocked down. | N/A | |
18 | Body | Body save or knocked down. | N/A | |
19 | Head | Skullcracked. Disadvantage on combat 1d10 rounds. | 1d5 | |
20 | L. Leg | Sprained ankle. | 1d5 | |
21 | R. Leg | Sprained ankle. | 1d5 | |
22 | L. Arm | Jammed up hand. | 1 pt. | |
23 | R. Arm | Jammed up hand. | 1 pt. | |
24 | Body | Staggered. Disadvantage on your next attack. | N/A | |
25 | Body | Staggered. Disadvantage on your next attack. | N/A | |
26 | Body | Staggered. Disadvantage on your next attack. | N/A | |
27 | Body | Staggered. Disadvantage on your next attack. | N/A | |
28 | Body | Staggered. Disadvantage on your next attack. | N/A | |
29 | Head | Face permanently disfigured. | 1 pt. | |
30 | L. Leg | Kneecap blown. -1d10 Speed. | 1d10 | |
31 | R. Leg | Deep wound, permanent limp. -20 Speed. | 1d10 | |
32 | L. Arm | Pulled muscle. | 1d5 | |
33 | R. Arm | Pulled muscle. | 1d5 | |
34 | Body | Liver damaged. 1d10 damage per day | 1d10 | |
35 | Body | Hit in the crotch, if relevant, Body save or double over. | 1d5 | |
36 | Body | Solar Plexus hit. Stunned 1 round. | 1d5 | |
37 | Body | Winded. Speed halved until you take a round to catch your breath. | N/A | |
38 | Body | Winded. Speed halved until you take a round to catch your breath. | N/A | |
39 | Head | Seeing double. Half Combat score until end of encounter. | 1d5 | |
40 | L. Leg | 1d5 broken toes. | 1 pt. per toe. | |
41 | R. Leg | 1d5 broken toes. | 1 pt. per toe. | |
42 | L. Arm | 1d5 broken fingers. | 1 pt. per finger. | |
43 | R. Arm | 1d5 broken fingers. | 1 pt. per finger. | |
44 | Body | Kidney punch. | 1d10 | |
45 | Body | Shoulder dislocated. 1d5 damage when snapped back in. | 2d10 | |
46 | Body | Gut punch. Body save or void bowels. | 1d10 | |
47 | Body | Induced nausea. Body save or vomit. | 1d10 | |
48 | Body | Hips punctured. -3d10 Speed. | 2d10 | |
49 | Head | 1d10 teeth knocked out. Or jaw unhined. | 1 pt. per tooth | |
50 | L. Leg | Left foot broken. | 1d10 | |
51 | R. Leg | Right foot broken. | 1d10 | |
52 | L. Arm | Broken arm. | 1d10 | |
53 | R. Arm | Broken arm. | 1d10 | |
54 | Body | Abdomen cut deeply. 1d10 damage per hour until stitched up. | 1d5 | |
55 | Body | Internal bleeding. 1d10 damage per round for 1d10 rounds. | 1d10 | |
56 | Body | Collarbone broken. -3d10 Strength. | 1d10 | |
57 | Body | 1d5 Ribs broken. -1d10 Speed and Strength. | 2 pt. per rib. | |
58 | Body | 1d5 Ribs broken. -1d10 Speed and Strength. | 2 pt. per rib. | |
59 | Head | Major skull fracture, unconscious. Roll on unconsciousness table. | 1d10 | |
60 | L. Leg | 1d5 toes severed or mangled. -2d10 Speed. | 1 pt. per toe. | |
61 | R. Leg | 1d5 toes severed or mangled. -2d10 Speed. | 1 pt. per toe. | |
62 | L. Arm | 1d5 fingers severed. | 1 pt. per finger. | |
63 | R. Arm | 1d5 fingers severed. | 1 pt. per finger. | |
64 | Body | Sternum cracked. Immense pain. | 2d10 | |
65 | Body | System shock. Body save halved permanently. | 3d10 | |
66 | Body | Belly pummelled. Body save or fall down. | 2d10 | |
67 | Body | Overload. Body save to stay conscious. | 1d5 | |
68 | Body | Shoulder dislocated. -1d10 Combat and Strength | 1d10 | |
69 | Head | Throat destroyed. Voice gone. Bleeding out. | 1d10 | |
70 | L. Leg | Left foot severed or mangled. Speed halved. | 2d10 | |
71 | R. Leg | Right foot severed or mangled. Speed halved. | 2d10 | |
72 | L. Arm | Left hand severed or mangled. | 2d10 | |
73 | R. Arm | Right hand severed or mangled. | 2d10 | |
74 | Body | Kidneys impaled. Bleeding out. 1 damage per round for 2d10 rounds. | 1d10 | * |
75 | Body | Abodomen eviscerated. | 3d10 | |
76 | Body | Breast/Pectoral muscles shredded or torn off. | 1d10 | |
77 | Body | Sternum cracked. Combat halved. | 2d10 | |
78 | Body | Vertebrae cracked. Fall down, paralyzed for 1d10 rounds. | 2d10 | |
79 | Head | Eyes gouged out. Permanently blinded. | 2d10 | |
80 | L. Leg | Femoral artery cut. Bleeding out. | 1d10 | * |
81 | R. Leg | Femoral artery cut. Bleeding out. | 1d10 | * |
82 | L. Arm | Brachial artery cut. Bleeding out. | 1d10 | * |
83 | R. Arm | Brachial artery cut. Bleeding out. | 1d10 | * |
84 | Body | Internal bleeding. 3d10 damage in 1d10 hours. Bleeding out. | 1 pt. | * |
85 | Body | Crotch permanently mangled. Bleeding out. | 2d10 | * |
86 | Body | Gut punctured. Bleeding out. | 2d10 | * |
87 | Body | Lung punctured. 1d10 damage per round until healed. | 1d10 per round. | |
88 | Body | Impaled straight through. Bleeding out and lower body paralyzation until healed. | 2d10 | * |
89 | Head | Nothing apparent. Dizziness. Shortness of breath. Brain hemmorage in 1d10 days. Body save or death. | 1d10 | |
90 | L. Leg | L. Leg severed (1-5 below the kneecap, 6-10 above the kneecap). Speed 0. Death in 1d10 minutes. | 3d10 | * |
91 | R. Leg | R. Leg severed (1-5 below the kneecap, 6-10 above the kneecap). Speed 0. Death in 1d10 minutes. | 3d10 | * |
92 | L. Arm | L. Arm severed (1-5 below the elbow, 6-10 above the elbow). Death in 1d10 minutes. | 3d10 | * |
93 | R. Arm | R. Arm severed (1-5 below the elbow, 6-10 above the elbow). Death in 1d10 minutes. | 3d10 | * |
94 | Body | Stomach explodes, spreading acid throughout your organs. Death in 1d10 minutes. | 2d10 | * |
95 | Body | Body split in two, instant death. | 1d100 | |
96 | Body | Guts spooled out in large ropes. Death in 1d10 minutes. | 1d100 | * |
97 | Body | Heart pierced. Instant death. | 1d100 | |
98 | Body | Spinal column shattered, permanently paralyzed. | 1d100 | |
99 | Head | Entire head pulped and splattered over wide area. Irrevocable death. | 1d100 |
Note: This post has been updated here with some better results and formatting.
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