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Friday, March 13, 2026

Mothership Classes: Suit and Criminal

Mothership is a wonder of concise and evocative design, but I most appreciate its brevity when it leaves me holes to fill with homebrew. Here's two more classes that fit the milieu.

SUIT 

The Suit represents the Company. Demand results. Accept no excuses. Promotion or extinction. KPI your deliverables. Put the eye in team. Synthesize dynamic processes. Embrace gestalthacking. Act local, think Local Group.

+10 Intellect
+10 Fear Save; +10 Body Save
+1 Minimum Stress

TRAUMA RESPONSE

Whenever a Close friendly player makes a Panic test, lose 1 Stress.

CLASS SKILLS
Business, Linguistics. Bonus: 1 Trained OR 1 Expert skill.
All characters have access to two new skills: Business and Administration. Business is a Trained (+10) skill that leads to Administration and Psychology; Administration is an Expert (+15) skill that leads to Command.

LOADOUTS

  1. Corporate attire (AP 1), VIP corporate keycard, shielded briefcase
  2. Corporate attire (AP 1), HUD, satchel, small pet (synthetic)
  3. Corporate attire (AP 1), revolver (6 rounds), recreational stims (as stimpak but restores no health, 2 doses)
  4. Corporate attire (AP 1), combat shotgun (2 rounds), flag pin
  5. Lounge wear (AP 1), portable computer, satchel, personal locator implant
  6. Formal wear (AP 1), signature jewelry, corporate bank card
  7. Armored suit (AP 3), bodyguard (see Contractors pg. 41)
  8. Standard crew attire (AP 1), bioscanner, tranq pistol (6 shots)
  9. Tracksuit (AP 2), water filtration thermos, PDA, stimpak
  10. Club wear (AP 1), sunglasses, 2d10kcr

CRIMINAL
(inspired by the Criminal class from the excellent Rimward Classes)

The Criminal survives where other crewmembers won’t, often at their expense. When the Company lies, cheats, steals, and kills, that’s just Business. Why is it that when you do the same, it’s called crime?

+5 Combat; +5 to 1 stat
+10 Fear Save; +5 to 1 save

TRAUMA RESPONSE
Once per session, when you Panic, you may force a Close friendly player to Panic instead.

CLASS SKILLS
Rimwise. Bonus: 1 Trained and 1 Expert skill.

LOADOUTS

  1. Standard crew attire (AP 1), lockpick set, crowbar, rucksack
  2. Standard crew attire (AP 1), nail gun, explosives & detonator
  3. Standard crew attire (AP 1), playing cards, cigarettes
  4. Lab coat (AP 1), scalpel, recreational stims (6 doses)
  5. Vaccsuit (AP 3), hand welder, vaccsuit patch kit (x3)
  6. Lounge wear (AP 1), portable computer, radio jammer, electronic tool set 
  7. Corporate attire (AP 1), revolver (5 rounds), pet (synthetic)
  8. Heavy duty work clothes (AP 2), bioscanner, vibechete
  9. Prison jumpsuit (AP 1), personal locator implant
  10. Surplus battle dress (AP 5), submachine gun (2 mags), flashlight, stimpak

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Mothership Classes: Suit and Criminal

Mothership is a wonder of concise and evocative design, but I most appreciate its brevity when it leaves me holes to fill with homebrew. Her...