Mothership Homebrew

Instant Panic Effects

Whenever you fail a Panic check choose an immediate response of fight, flight, or freeze, in addition to the normal effect.

Fight: You instinctively attack the source of your fear without coordination or consideration of the situation. You must fight for 1d5 rounds or until the source of your panic is killed or flees.

Flight: You flee the immediate source of your fear at full speed for 1d5 rounds or until you feel you have reached safety. You are heedless of other danger while you do so.

Freeze: You freeze in place unable to act for 1d5 rounds or until the source of your panic is no longer present.

An ally can try to snap you out any of these conditions with an action, for which you immediately roll a Fear save, breaking out of the condition on a success.

Players always get to choose which effect when they panic, and it can be different each time.

NPC Stress and Panic To track Stress for an NPC make four checkboxes or circles. Whenever an NPC would gain Stress (from a failed roll, or just from an encounter) mark a box. Each box counts as five Stress, so if they need to make a Panic check they will be rolling against 5/10/15/20. If they Panic, choose one of the instant effects above, then reset their Stress boxes.

Learning from Failure

If you fail a check while using a skill, put a mark by that skill (including skills you have no training in). The next time you would use that skill for any reason, gain an additional +5 bonus, then erase the mark.

Chases

PCs decide an action to take on a chase round as usual, it is also assumed they are running to chase or flee unless otherwise noted. PCs can chase or flee for a number of rounds equal to 1 + 1 for every 10 points in their Body save. This amount may be modified by certain drugs or cybermods according to the Warden. After this, they are temporarily exhausted, and make checks and saves with disadvantage until they rest for at least 10 minutes. If the chase goes 10 rounds or more without resolution, PCs must make a Body save each round or collapse, unable to go on until they rest. This might also apply to NPCs (rolling Instinct), if they are human or similar.

If a PC critically fails a roll during a chase they have suffered an accident, taking 1d10 damage in addition to any other effects of a critical failure. If they critically succeed, They get a second wind, gaining another round they can run without suffering a penalty.

Ammo

Ammo costs 5% of the cost of the weapon per Shot (magazine/bullet)

Encumbrance

Player characters have 5 slots for gear plus slots equal to their Strength/10 (round up). Bulky or two-handed items take two slots. Small (palm sized) or consumable items stack 5/slot. Negligibly small items don’t count. 

  • Worn items don’t take up slots, within reason (so a vaccsuit with magboots and a bodycam won’t count towards this).

    More Gear

Weapons

Weapon Cost Range Damage Shots Wound Special
Grenade Launcher 1,500cr Long As Grenade 6 As Grenade Uses grenade rounds. Ammo cost as Grenade per round. Under-slung variant has 1 shot and can be attached to a rifle.
Guided Missile Weapon 50kcr Extreme 4d10 (AA) DMG 1 Fire/Explosive[+] Missiles have [+] on combat rolls against vehicles and [-] against human targets. Ammo cost x100.
Long Range Sonic Device 1,000cr Long N/A 4 N/A All targets in cone in front of weapon must Body save or become disoriented for a round. Critical failure means permanent hearing loss.
Minigun 10kcr Long 5d10 DMG 10 Gunshot[+] or Gore Heavy. Must be mounted to a vehicle or stationary point to use effectively. Ammo cost x100.
Particle Rifle 2,000cr Extreme 2d10 DMG 5 Fire/Explosives Ignores AP rating of 7 or lower. Reduce target’s Stats and Saves by 1 on a hit.
Rocket-Powered Grenade Launcher 5,000cr Long 4d10 DMG 1 Fire/Explosives[+] On hit, damages all Adjacent to enemy. Ammo cost x10.

Grenades

Grenade Cost Range Damage Wound Special
EMP 400cr Close N/A N/A All electronics in Adjacent range of target are disabled. Androids must Body save [-] or be stunned and take 1d10 DMG.
Flash-bang 200cr Close N/A N/A On a hit enemy and all Adjacent must Body save or be stunned for a round.
Foam 200cr Close 1 DMG Blunt force On a hit enemy and all Adjacent must Body save or become stuck. Strength check at [-] to escape.
Incendiary 400cr Close 1d10 DMG Fire/Explosives[+] On a hit damages all Adjacent to enemy. Deals damage every round until extinguished.
Smart 1,000cr Long 3d10 DMG Fire/Explosives Skitters on ground and seek human targets. Grants [+] on combat roll. On a hit damages all Adjacent to enemy.
Smoke 200cr Close N/A N/A Obscures an area in Close range. Can be seen in open terrain at extreme range.
Tear Gas 200cr Close N/A N/A On a hit enemy and all Adjacent must Body save or suffer [-] on Stat checks for 1d10 rounds.
Throwable mine 600cr Close 3d10 DMG Fire/Explosives Delayed activation explosive. After thrown, detects motion in Adjacent range, then detonates.

Ammo

Ammo Cost Description
Armor Piercing 200cr Treat as anti-armor for targets with 7 AP or lower.
Breaching 50cr Deals double damage to infrastructure then disintegrates.
Less Lethal 50cr Deals 1d5 DMG no matter the weapon. Target must Body save or be stunned for a round.
Smart 500cr Ammo adjust course in flight. Grants +10 to Combat checks.
Tracking 100cr Deals minimum damage. Designed to stick on a target and emit a tracking signal.

Equipment

Item Cost Description
One Time Suit 20cr A disposable jumpsuit made of flimsy, biodegradable plastic. Starts to fall apart after a day or two, does not hold up to strenuous activity.
Personal Defense Drone 20kcr A small drone that hovers in the vicinity of the user providing autonomous defensive capabilities. Can make a separate attack once per round, dealing 1d10 DMG (Gunshot) on a hit. Combat rating: 33. Requires recharge and reloading after combat.
Surgi-pack Kit 50cr A sealed and sterile plastic tray holding scalpels, scissors, clamps, and suturing materials.