Mothership: Critical Hits

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…

Critical Hit Tables

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


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