I’ve been running Blades in the Dark with some success, and one thing I really like is that the abstracted wealth and gear system removes boring and time consuming inventory management and provisioning aspects from the game. I don’t know if I’d want to replicate it fully in a game like Mothership, but I think there are ways to elide lengthy shopping trips and fussy bean counting using BitD as an inspiration

Western Desert” by Bill Dickinson, under the CC BY-NC-ND 2.0 license, available here.

Standard Gear

Your Gear consists of possessions you own and have steady access to. If you lose or expend an item on your Gear list, you don’t have to buy it again–once you get some downtime at camp, you reacquire more. However, you only have enough resources for the quantities listed–you may have “Travel Kit” on your Gear list, but you can’t take more than one with you on an expedition or sell them at quantity. This is an abstraction of time and wealth.

You start with everything in the Standard Gear list, which represents the equipment a ne’er-do-well like you can buy, steal, and bargain for. Your background provides some Special Gear, which represents what you and only you can get from your family, contacts, downtime spent tinkering and repairing, etc.

Other Equipment

Everything else, you have to buy to acquire (and buy again to replace). If you pay 50 times the list price for an item on the list in the book, you can add it to the Gear of the whole party.

Encumbrance

Just because you have all of this stuff doesn’t mean you can take it will you all the time. You have inventory slots equal to STR/5, rounded up. Your mount has inventory slots equal to its Instinct/5, rounded up.

Background Chart

ClassSkillSpecial Gear
BanditRimwiseFrag grenades (6), longarm of choice
MerchantRitesDraft hound and cargo sledge
EngineerMech. RepairTool kit (screwdrivers, wrenches, hammer, lockpicks)
DowserCreedWater Sense augmentation, ritual bell
FarmerHydroponicsMotorized hydroponics wagon
MedicFirst AidMedscanner, scalpel, automed (one dose)
WandererMilitary TrainingLongarm of choice, extra sidearm
AndroidComputersRandom ritual augmentation
ScrapperScavenging+1 Extra Ammunition, +1 Provisions, +1 Water
ScholarScholarshipField Recorder, Binoculars

Standard Gear List

ItemENCDescription
Sidearm1Pick one sidearm from the weapon list. If you want an additional or different sidearm, you’ll have to buy it.
Melee Weapon1Pick one melee weapon from the weapon list. If you want an additional or different melee weapon, you’ll have to buy it.
Mount0
Choose a mount from the mount list. If you want an additional or different mount, you’ll have to buy it.
Warm clothes0/2Clothing suited to cold weather. Encumbers if carried rather than worn.
Cool clothes0/2Clothing suited to hot weather. Encumbers if carried rather than worn.
Climbing Kit22 coils of rope, a dozen spikes, a mallet, crampons
Survival Kit2A knife, flint and tinder, compass, map, canteen
First Aid Kit2Bandages, 3 doses antiseptic, 3 doses antidote, 3 doses fortified liquor
Travel Kit2Tent, bedroll, mess kit, cooking gear, firestarter, lamp
Provisions1/2/3Up to three days’ worth of food, coffee, and tolerable liquor. Each day is 1 ENC.
Water calabash1/2/3Up to three day’s worth of water. Each day is 1 ENC.
Extra ammo1/2/3Each 1 ENC of ammo is enough to fully reload one of your firearms once.
……………………….…………

Weapon List

All firearms are ritual tech. Reloading a single shot requires a significant action. Each manufacturing company confers a different advantage on a critical hit:

  • Lilit & Sons: wounds a hit location. Use the system on page 10 of the Mothership Player’s Survival Guide to determine the location. Wounded hit locations confer disadvantage on relevant checks until healed.
  • Baruch Manufacturing Company: knockdown
  • Ptolemy Arms and Design: ×3 damage
SidearmDMGRNGShots
Lilit Model 13
1d1020/50/100 m6
Baruch Visitation3d102/10/50 m3
Ptolemy Cavalier2d1010/25/75 m8
Melee WeaponDMGRNGSpecial
Hardwood Knife1d10CQCCan be used while grappling
Ceramic Machete2d10CQCGood for hacking through vegetation
Ceramic Bayonet1d10CQCCan affix to any longarm
Ceramic Glaive2d102 mRequires two hand
LongarmDMGRNGShotsSpecial
Lilit
Helminth
2d1050/100/3005
Until receiving medical treatment, struck target suffers disadvantage on Body saves to recover HP or overcome infection.
Lilit Nightingale2d10100/500/1000
1
Makes almost no noise.
Baruch Seraph4d1010/25/75 m3½ damage to occult enemies normally immune to physical harm
Baruch Testament4d10
10/25/75 m3On a critical hit, target suffers disadvantage on their Fear save
Ptolemy Emissary3d1020/50/100 m8On a critical hit, target suffers 1d10 bleeding damage/round until bandaged
Ptolemy Chariot3d1020/50/100 m8Can reload 1 shot per round without taking a significant action.

Mounts

MountCombatSpeedInstinctENCHit
Horse15454592
Draft Hound203550103
Mantid Nymph25751531
Ritual Marionette20454081

Ritual Augmentation

Metal pigment tattoos forming esoteric circuits for cranial and neurological stimulation, providing uncanny powers of perception and influence. Each ritual augmentation description lists the location of the tattoo, the permanent complication that results if the recipient fails a Body save during the administration of the augmention, and the effect of the augmentation when used.

Paying for higher quality materials and more competent surgeon-artists provides advantage on the Body save. Augmented characters may apply their Mysticism skill if they have it to any stat roll pertaining to use of the augmentation. Most augmentations except Water Sense will get you shunned, exiled, or executed, depending on the jurisdiction.

Suasion

Location
Back of head
Complication
Sanity save in presence of esoteric phenomena or suffer visual hallucinations
Effect
Requires eye contact to actuate. The target must make a Sanity save against the user’s Intellect or view user as friendly and appealing until they part company. Using Suasive augmentations successively on the same person makes it less effective; after the first successful Sanity save, a target becomes immune to this augmention from the same user, while failed saves confer advantage on subsequent saves.

Alethiometry

Location
Above and behind both ears
Complication
Sanity save in presence of esoteric phenomena or suffer total aphasia
Effect
The user can detect lies spoken in their presence at will. Written lies, lies transmitted electronically, or lies made in other languages and then translated into the speaker’s are not detectable. Very talented or esoterically gifted liars may be able to make a Sanity save to resist being caught.

Ignition

Location
Around the neck, centered on the throat
Complication
Can’t speak above a hoarse whisper
Effect
The user can subvocalize to ignite a human-sized or smaller creature or object within a 10 m cone in front of them. Creatures can make a Sanity save against the user’s Intellect to resist. Ignition deals 1d10 damage per round until extinguished.

Water Sense

Location
Back of tongue
Complication
Presence of large amounts of water causes migraines and visual auras
Effect
User can sense bodies of water within [Intellect] meters. Sensing water-based life forms or heavily adulterated bodies of water is possible, but requires an Intellect check with disadvantage. If given time to concentrate, the user can make Crisis Checks to extend the range (cumulative ×10 per Crisis Number). Using this ability attracts the attention of all esoterically sensitive entities within range.

Graviturgy

Location
Extending from temples to palms of hands
Complication
Failed Panic Checks cause local gravitational disturbances
Effect
User can crudely move and manipulate objects within [Intellect] meters (strength of a full grown person, dexterity and coordination as if one handed). Requires an Intellect check if there is some question as to whether or not an attempted feat is beyond the user’s ability. If given time to concentrate, the user can make Crisis Checks to increase the effective strength of this ability (cumulative ×2 per Crisis Number), but failure causes a catastrophic gravitational event. If used offensively, target can make an Armor save vs the user’s Intellect roll to resist, taking 1d10 damage on a failed save