Ultimate Badass

Written by Christian Sorrell

Ultimate Badass* injects over-the-top action straight into the frightening and tense Mothership Sci-fi Horror RPG experience.

  • Create stronger (but far from invincible) characters.

  • Choose over-the-top, action movie-inspired Perks.

  • Panic in new and heightened ways w/ a new Panic Table.

Character Creation

  1. Roll 4d10+20 for each Stat

  2. Roll 4d10+10 for each Save

  3. Determine Wounds and apply Class bonuses

  4. Roll 2d10+10 for Health (Max 20)

  5. Select Trauma Response and SKills normally

  6. Note Universal and Class Perks and choose 1 Optional Perk

ClassStats

Marine

3 Wounds, +20 COM, +20 BOD, +30 FEA

Scientist

2 Wounds, +20 INT, +15 to 1 Stat, +40 SAN

Android

3 Wounds, +40 INT, +20 to 1 Stat, +60 FEA

Teamster

2 Wounds,+15 to all Stats, +15 to all Saves

Perks

Ultimate Badasses are larger-than-life and have abilities a typical Mothership crew member does not. All characters take Blaze of Glory as well as their relevant Class Perk. Additionally, players choose 1 Optional Perk.

Universal

NameDescription

Blaze of Glory

When on your last Wound, you may choose to critically succeed on any one action, but you die in the process.

Class

ClassNameDescription

Marine

Thick-skinned

This isn’t your first rodeo. Nothing hurts you as bad as it would a civvie. You have a permanent 2 AP (stacks with worn armor).

Scientist

Well Read

Staying up-to-date on your peer reviews means you are always very well read. Up to 3 times per session, you may ask the Warden what you know about an item, person, place or threat that no one else here knows. The Warden may tell you an added feature of the item, a detail you missed about person, useful past info about a location, an enemy’s weakness, etc. as long as it fits the situation.

Android

Metal Endoskeleton

You are much heartier than your organic crewmates. After taking enough damage to receive your first Wound, ignore it and heal up to our max Health.

Teamster

Always Prepared

You are always able to find what you need to finish the job. Up to 3 times per session, you may produce one item (<1kcr value) not listed in your equipment.

Optional Perks

NameDescription

Funny Guy

Up to 3 times per session, you may make a one-liner when confronting an enemy. If it’s a good one (table decides), everyone who heard it relieves 2 stress.

Crafty

Up to 3 times per session, you may roll Combat with [+] when using an improvised weapon you just picked up (a bent pipe, an alien claw, etc.).

Prankster

Up to 3 times per session, you may sneak up on an ally and attempt to scare them. Ally makes a Fear Save [+]. On failure, they take 3 stress—angry and shaken. On success, they clear 3 stress—you got them good!

Ka-boom

Up to 3 times per session, you may have the Warden identify an explosive item (red barrel, steam pipe, etc.) in the area. Damage it for a big boom (3d10 dmg)!

Endless Magazine

Up to 3 times per session, you may fire a weapon without expending any ammunition. Additionally, shots fired this way do not require (or contribute to) reloading.

Mano a Mano

With your powerful presence, you are only attacked by one melee opponent at a time. Other enemies fight other targets first or simply stand back and watch in awe.

Close to Your Chest

Once per session, you may negate a single instance of damage (and any resulting Wounds). Reveal hidden armor (or a trinket) that miraculously blocked the blow.

Bull in a China Shop

Up to three times per session, you may run through a window or similar barrier or jump from a typically unsafe height without being slowed or taking any damage.

Panic Table

d20EffectDescription

1

Creative

The stress makes you stronger, inspires you to do new things to survive. Take 1 additional Optional Perk.

2

Not Today

You push back the stress, feeling stronger than before. You will not die here. Heal up to 1 full Wound.

3

Focused

[+] on all rolls for next 4d10 minutes.

4

Inspirational

You push back the panic and say/do something to inspire your crew. Everyone Nearby clears 1 stress.

5

Enraged

For 1d10 minutes, you can’t do anything but attack the closest enemy, but when you do, you inflict an extra 1d10 dmg.

6

Adapting

Gain a new Condition: When you encounter this threat in the future, roll all Saves at [+].

7

Worried

Gain 1 stress.

8

Doomsayer

You spew worried chatter about your crew’s impending death/failure. Gain 2 stress. Nearby crewmembers gain 1 Stress.

9

Forgetful

How was this supposed to work again? Choose a Trained Skill. For the next 2d10 minutes, you do not benefit from its bonus or any of its subsequent Expert or Master Skills.

10

That’s Good... Too Good

Gain a new Condition: Whenever you or an ally roll a Critical Success, gain 1 Stress. You just can’t shake the feeling the other shoe is about to drop...

11

Comedy of Errors

Nothing seems to be going the way it should. Gain a new Condition: All Critical Successes are now Critical Failures and all Critical Failures are now Critical Successes.

12

It Tolls For Thee

Gain a new Condition: Anytime a Nearby crewmember (or crewmembers) gains any Stress, gain 1 Stress.

13

Too Much, It’s Too Damn Much

You are overwhelmed by everything around you. Take all actions at [-] for 1d5 minutes.

14

Deja Vu

You envision a strangely familiar scene to come, a dark portent of the immediate future. The Warden tells you what is about to happen truthfully. You have a moment before it happens. Take 1d5 stress.

15

Defeated

For the next 4d10 minutes whenever you encounter a source of danger or harm, you must make a Sanity Save to avoid it, defend yourself, etc.

16

Game Over, Man

Gain a new Condition: You make Panic Checks at Disadvantage. When you do, everyone Nearby you gains 1 Stress.

17

Gotta Get Outta Here

You immediately flee the most pressing source of danger by any means necessary. This may mean harming an ally, opening an airlock too early, or other desperate measures.

18

Not Like This

You see your end coming and feel powerless to stop it. You fall to your knees. You may speak, but are unable to otherwise act for 1d5 minutes.

19

Something’s Wrong, So Wrong

Roll 3 times on this table and take the 2 highest results. If you land on this again, it stacks.

20

Tragic End

You give a poignant monologue just before being overcome by the situation and collapsing. You no longer control this character. Everyone Nearby makes their next check at [+], determined to not suffer the same fate.

Adapting Scenarios

Badasses are generally far more equipped for action and danger than the standard Mothership crew member. When adapting existing scenarios for use with Ultimate Badass (or creating your own), consider the following changes to play.

Shift the Thematic Concept of What's Possible

For Ultimate Badasses, much of what was impossible before is now difficult and what was difficult is now easy.

Amp up Everything

Everything is high octane here—including Stress and Panic. Hand out Stress and call for Panic checks liberally!

Multiply the Number of Enemies, Rather Than Increasing the Health or Stats of a Single Enemy

Generally, double the number of original threats OR keep one powerful threat and add loads of weaker ones.

Keep Dangerous Environment/Obstacles the Same, but Throw More of Them at Your Badasses

Added complications will come from increased enemy counts, but they should also come from UB’s explosive universe.

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