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Mothership vs The Derelict Speaks

Compare Mothership and The Derelict Speaks side by side. See differences in complexity, dice, genre, cost, and more.

MothershipThe Derelict Speaks
GenreScifi, HorrorScifi, Horror
Play StyleRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-PacedRules-Light, One-Shot Friendly, Horror, Character-Driven, Deadly, Low-Prep, Theater of the Mind, Open Source
Core MechanicRoll d100 under stat/skill. Stress and panic mechanics escalate tension.When a Speaker opposes a Responder, the player rolls 2d6 and assigns one die to Survival and the other to Sanity. Each die is read separately: 5–6 avoids the consequence, 3–4 causes a lesser consequence and transfers one Blood to the GM, and 1–2 causes a severe consequence and transfers two Blood. Aiding adds a third die and keeps the best two, but every participant suffers the final results.
Diced1002d6
ComplexityLowVery Low
AccessibilityHighVery High
RunnabilityMediumHigh
License3rd Party LicenseCC BY-SA 4.0
Cost$Free
PublisherTuesday Knight GamesPrecision Chaos Machine
Year20222021
Best ForTerrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.Groups seeking a semi-competitive science-fiction horror one-shot where player elimination becomes active antagonist play.
HighlightsRules-light, well-regarded module library, panic system creates mechanical tensionAssigning one die to Survival and one to Sanity makes each opposed roll threaten body and mind independently. A defeated Responder becomes a Speaker who spends Blood on manifestations, keeping eliminated players active as antagonists. Four Acts raise the Speakers' manifestation limits and Blood supply, producing a complete escalation arc from briefing to escape.
ConsiderationsPanic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended playThe rules support one hostile-derelict scenario and contain no advancement or campaign procedure. Minor harm, serious harm, cracking under pressure, and meltdowns have no additional mechanical definitions, leaving their consequences to the table. The semi-competitive structure turns defeated characters into antagonists, changing play from cooperative survival to active opposition.