Mothership (2018)

Overview

Mothership is an action-packed mixture of sci-fi and horror themes, combined into a streamlined gaming system about surviving in the cold, deadly vacuum of space while everything around you is trying to kill you. All at the same time as you are fighting (or fleeing from) alien creatures who aren't there to make any new friends. Chaos. It was published by Tuesday Knight Games and released in 2024.  It is a survival horror system designed for one-shots and campaigns, inspired by classics like Alien, Event Horizon, and Pandorum. Famous for its streamlined ruleset and award-winning graphic design that prioritizes ease of use at the table. The game, at the same time simplistic and streamlined in design, will challenge the characters at all times, allowing the game to focus on the storytelling and less on having complicated rules. The system it is inspired by is
Old School Renaissance https://groupfinder.eu/library/old-school-renaissance-osr-2000
Description In Mothership, players take on the roles of blue collar workers in space, such as Teamsters, Scientists, Androids, and Marines. You are not powerful or heroic soldiers; you are vulnerable humans trapped in high pressure environments with alien monsters, failing life support systems and the crushing weight of corporate greed. The game is designed to be fast-paced and unforgiving, where the primary goal is not to win, but often enough - to survive. System Overview & Key Features
d100 Percentile Resolution In the core of the game system is the d100 percentile system. Roll two d10 dice and get a number from 00 to 99. Success means rolling a lower result than your character's appropriate stat or skill for the task. Rolling a double, like 11, 22, or 33, is considered a critical success if it succeeds or a critical failure if it fails. Rolling low is the target for survival.
Stress and Panic As characters encounter horrors or suffer trauma, they accumulate Stress. When a character experiences a terrifying event or rolls a critical failure they must make a Panic Check. The more Stress they have, the more likely they are to suffer a catastrophic mental breakdown, ranging from a heart attack to a violent psychotic break.
The Save System Instead of a long list of saving throws, characters have four primary Saves: Sanity, Fear, Body, and Armor. These are used to resist different types of potential trauma. Fear saves are rolled to keep your cool under pressure, while Sanity saves represent your ability to process alien truths without losing your mind (think lovecraftian horrors).
Class Based Skills The game features four distinct classes. Marines are obviously combat focused, Teamsters are pilots and laborers, Scientists are experts in medicine and biology, and Androids are cold calculating, yet efficient machines. Each class has it's unique starting stats and specific triggers for when they gain or lose Stress, which is based on their personality.
Lethal Combat and Healing Combat is extremely dangerous and often a last resort. Weapons are likely to deal potentially excessive damage when compared to a character's total healthpool. Healing will be slow and require resources that are hard to come by in the middle of the constant crisis, making every injury feel like a significant threat to the character's chances of making it out alive.
Deadly Ship-to-Ship Combat The game includes a streamlined system for starship encounters. Ships have their own stats and modules that are likely to be damaged during a fight. Players must work together to manage various roles and stations, like Engineering or Piloting, to keep the ship's hull from breaching while under fire or fleeing from cosmic anomalies.
Additional links tuesdayknightgames.com https://tuesdayknightgames.com - Official Tuesday Knight Games website mothershiprpg.com https://mothershiprpg.com - Official Mothership portal and digital resources

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Mothership
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TEST (not a real game don't @ me)

Testing the webhook tags feature for the Mosh discord.

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Vampire: The Masquerade
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hiddenson
Well met, stranger. I'm hiddenson. I've played different rpgs since the 90's, both as GM and as player, and I'm getting back on the saddle. I prefer GMing because I love world building and long-term campaigns, tuning preset worlds to my signature flavor of horror and hardcore mechanics. My style is deeply immersive, often choosing to play the right track at the right second for the right scene. That said, I enjoy the acting and teamwork part of playing, so I'd like to do that as well from time to time. I recently launched a paid Vampire: The Masquerade Chronicle, so I'm willing to trade seats if our playstyles and game list match. As this is my player profile, I'd like to focus on roleplay heavy horror games. I'd love to play other settings of the World of Darkness. I have a lot of experience in the previous edition of Call of Cthulhu set in the Roaring Twenties, so I'm sure I can adapt to the new edition easily. Lastly, I have little to no experience in the other titles, but I'd like the chance to try them out to round up the horror genre. When it comes to my playing style, I'm roleplay focused and lean into characters keen on knowledge and lore rather than riches. Think erudite professors, librarians looking for eldritch tomes, and tomb raiding archaeologists. When I GM, I lean towards Rule of Cool, and I favor players who invest creativity in their characters. Regarding scheduling, I'm available every day (but would prefer playing every other week) from 9pm to 2am GMT+2. Hit me up with your best message and let's tempt fate together!
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Daggerheart
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Wayne Hunter
Hey, I'm Matt (or Wayne). I like building characters with actual flaws who make questionable decisions for the sake of a good narrative arc. I tend to get overly invested in fictional worlds, which is probably why I'm here. If you're looking for a player who treats your lore like a casual bedtime story and actually wants to know why the grumpy tavern owner is grumpy, I'm your guy. I'm not really here to crunch numbers into oblivion or argue over combat grid geometry. I'm way more interested in the messy, collaborative storytelling part of things. Think less tactical strike force and more chaotic found family trying to survive the plot. So yeah, if your table leans heavily into deep roleplay, exploring the setting, and letting characters actually talk to each other before things inevitably blow up, we'll probably get along great. My schedule is very flexible except for sleep time.
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Dungeons & Dragons 5.5E (2024)
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Max
Hey names max I've been into the hobbie for about 2 or 3 years, started by GM'ing mausritter, then I got other books here and there, but I haven't really played as a player (only when playing solo really) so I wanted to find a party! I'm looking for a party I could join, role play focused hopefully! (I wanna be able to role play more at the table), I'd love to make a character and story that thrives on others at the table aswell! Collaborate of course! Recently I started a job so I'm getting my schedule together, but if known in advance (two weeks preferably) I can have any day available :0 Looking to see peoples GM style! (To see if I'm doing a good job or learn more) But would love to GM for mausritter, vagabond, any of the systems I own really!

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