[Mothership] Ranking all the Skills
Have you had enough of always jury rigging your way out of problems? Winning fights with firearms? You just want to use that degree in sophontology and not have to explain what it means every time? Read on my dear friend and we will make that PhD pay for itself.
Read time: 10 minutes [1 minute if you just read the list!]
TLDR: Scroll to the bottom to find my ranks for all the skills. If you want to know the winner: It is Jury-Rigging, the loser, sadly, is Pharmacology.
Shameless plug: if you enjoy my blog, I'm sure you will enjoy my Mothership module too Beneath Ice and Snow.
Overview

The Mothership skill tree is one of the coolest features of the Mothership character creation. There is just something intrinsically satisfying about filling in a little circle and then seeing what new possibilities branch off from that choice. Nom nom nom, release to me that sweet serotonin and dopamine lizard brain!
The problem with the skill tree though is that not all of the skills get equal representation. Some skills are just incredibly useful in nearly all situations (we're looking at you jury-rigging), while others almost never come up (do you think my art skill helps me recognise the growth patterns of this sentient slime mould?).
Random Thought: You might reasonably think that it is down to the Warden to give opportunities for rare skills, and I totally agree. However, in a one-shot with fresh characters keeping in mind the players skills is pretty tricky. Now if scenarios came with a "recommended skills list" somewhere with suggestions for how they might be used, that would make life soooo much easier!
So, I have decided to take it upon myself to rank all of the skills in Mothership by rough order of how often they come up in my games and how useful they are in general. The goal here isn't just to make skills like Pharmacology feel bad, but to also think about how we may design scenarios or toolkits that make use of the skills that inhabit the wastelands of the skill tree.
Aside: This might not be true for folks who play long standing campaigns, but as someone who just runs one shots and open tables, this argument is definitely true. Unless I'm running the wrong scenarios? Let me know!
For further reading there have been some nice discussions on Mothership skills on the Mothership reddit over the years, such as: Skills are a wishlist, and Games with Mothership Skills but more in depth. There are also lots of people that have made custom skills or character classes that expand the base list such as Walks of Life or this huge compilation of Mothership classes on the Mothership discord. However, I haven't found someone who has made the slightly unhinged choice of reviewing every single base skill, so hopefully everyone finds this useful!
The Rankings
The Skill Princes (Jump 9 Tier)
First up, we have the favourites, the ones we all know and love. These are the skills that are as beloved as Prince the cat from Ypsilon 14. These skills are great because they are both versatile and widely applicable to most Mothership games. These skills are so good I've not given them too much write-up, after all, we all already finding a lot of uses for them.
- Military Training (T): The Marine starter pack. Covers gun slinging, knife wielding, and knowledge of military kit. Always useful.
- Jury-Rigging (T): A regular pick for teamsters. Basically means you can try fixing or making anything you need at any time. Feel that flexibility. Probably the most useful skill in the game.
- Industrial Equipment (T): Teamster starting skill. Since nearly every Mothership scenario is based in some form of a late stage capitalism industrial nightmare, this comes up often.
- Hacking (E): A very common Android pick. The world of Mothership is full of computers and gizmos so it always finds a use.
- Firearms (E): Guns are commonplace and this just makes them better. Often if someone picks this and isn't already a Marine, they never miss a shot.
- Mechanical Repair (E): A better industrial equipment.
The Not Quite Best Skills (Jump 5 Tier)
These skills I tend to see my players use quite often and they also tend to turn up in modules that I've run. You would tend to see these used once or twice a session.
- Computers (T): In the android starter pack, and nearly always replaced by Hacking. It's not bad though.
- Athletics (T): Some ghoul snapping at your heels? Need to jump over a pit of hydrochloric acid? Cartwheel into a vent? Athletics is great and is almost Jump 9 Tier, but oddly it isn't used nearly as much as I'd expect.
- Rimwise (T): I like this skill. I let players with this know where secret entrances are, or talk to shadier NPCs with ease. The naming I think confuses players though so it is often not picked.
- Linguistics (T): If you've got some strange alien relic to understand or a cyphered note, this skill is pretty handy. Players tend to often find good ways to use this in my games.
- Wilderness Survival (E): Lots of scenarios are based in dangerous environments (hello Another Bug Hunt), and so this skill often finds lots of use in the right game.
- Hand-to-hand combat (E): Not quite as good as firearms as you don't really want to be fighting up close and personal in Mothership. There are definitely scenarios with fancy space swords though where this skill can really shine!
- Explosives (E): Not used as much as I would expect, nor picked as much as I'd expect. But it is clear what explosives can do, and players know how to make use of it.
- Engineering (M): The bestest best of the Master skills and Industrial Repairs big brother. It's easy to find a way to use Engineering.
The Once in a Moonbase Blues Skills (Jump 1 Tier)
These skills I have seen used maybe once or twice during play. Admittedly, some of these (artificial intelligence/robotics/cybernetics) probably would come up if I'd run a campaign of Gradient Descent, but I haven't and that's on me. So to those skills I apologise, but it is what it is.
- Zero-G (T): For a sci-fi game set largely in space I find zero-g is just not that often used. I think the main issue is there aren't many scenarios that require you to go outside into the void.
- Zoology (T): I find that this is not often picked, and if it is picked by a scientist then it is superseded by better skills like Exobiology or Sophontology. Definitely comes up occasionally though.
- Piloting (E): I find that players want to pick this skill, however it is rare that there is actually an opportunity in most scenarios for piloting to actually shine.
- Field Medicine (E): Mothership doesn't really have healing during a scenario, and often if someone is dead the cause is pretty self explanatory. I do like this skill though and it is a great one for scenarios to use to slip in a little extra info.
- Artificial Intelligence (M): This, along with Robotics/Cybernetics I often mix all together. You want to know something about the crazed ship AI and its machine hordes? Then you'll get it with this skill.
- Robotics (M): As above, but with Robotics you get some of the benefits of Engineering too for fixing stuff.
- Cybernetics (M): Again like AI and Robotics, but this also gives you information on wetware implants so great for the cyberpunk style scenarios (e.g., anything on Prospero's Dream).
- Exobiology (M): These next three are useful whenever you want to drop the lore on the alien beasty that is harassing the players. These are in this category because often even in scenarios with aliens there isn't a ton of extra information to give about the threat.
- Sophontology (M): As above, but instead of biology based clues you get clues about the culture and mind of the alien creature. There aren't many scenarios though that involve exploring dead advanced civilisation (my module does though cough). Also, players always need to look up the meaning of this word.
- Xenoesotericism (M): As above but now more about the trinkets or technology of the aliens. Again though, there aren't lots of examples of such aliens in the scenarios I've run.
The Skills Riding the Gradient Descent to the Bin (Derelict Tier)
Now for the sorry lost souls of the skill tree. Many of these seem very cool in principle but I have never really seen them come up in my games. Scarily this list contains almost half of the 42 skills on the base character sheet. Also unsurprisingly, most of these are Master skills that, by design, are more specialist and so the opportunities to use them are less. As a consequence of this, I often feel bad for my scientists who pick them. I've tried to give some ideas for how to make these more useful both as notes to myself but maybe future module designers too?
- Botany (T): Maybe I should run Bloom or one of the other plant centred scenarios to give this a better chance, but up until now I've never seen this used.
- Geology (T): A hard skill to use and to incorporate into a scenario. I like it though, the idea of a player picking at the ground and deciding if the soil is silty or clay and that information informs a decision sounds fun.
- Chemistry (T): Like all STEM subjects in the skill tree, this just doesn't get used or picked. Maybe if a module had a lot environmental hazards? I
- Mathematics (T): As a physicist it makes me laugh that Mathematics is below Physics in the skill tree, however beyond that this skill is just not useful. It also only connects to Physics, which as an android starter skill makes it feel especially bad. Especially since Mathematics underpins everything!
- Art (T): I want this to be useful! Alien artworks on walls to investigate, strange clay pots depicting harrowing alien scenes, etc... It doesn't come up though. I suspect Awaiting the Burning Gods would find a use for this though, and it is on my list to play in the near future.
- Archaeology (T): As above. I want to use it, I think it would be great in certain adventures. Digging up the black crystal remnants of a space faring bird people and discovering their dire warnings? Sounds fun to me.
- Theology (T): In the right scenario this and Mysticism could be fantastic. I'm thinking a scenario somewhat related to the story of Dead Space or even the Qu in the bizarre All Tomorrows.
- Psychology (E): As a player of Call of Cthulhu I feel like psychology could be used more to investigate NPCs. However, I tend to just be quite blunt with my NPCs wants, and as such it isn't terribly useful. Now perhaps if it could be used to cure traits obtained from a panic table that would make it more useful?
- Pathology (E): A scenario centred around some horrible alien space virus? I think this would be great. Outside of this setting? Pathology seems useless unfortunately.
- Ecology (E): This skill could be very cool in the right place. There are lots of games these days where the puzzle is understanding the ecology of the world or setting. Mothership could definitely steal these ideas for a more slow paced, thoughtful scenario.
- Asteroid Mining (E): The main problem why this doesn't find that much use is that we have an abundance of dangerous spaceships in Motherships corpus, but only one really good asteroid module (Ypsilon 14).
- Pharmacology (E): I've never seen this used or picked. I think really it should have a connection to a Master skill to make it better (perhaps, surgery/exobiology?). However, there are also not lots of times where scenarios need players to identify specific drugs. That said, I did make a Panic Table full of bad traits that I would allow to be cured with an Intellect roll + Pharmacology/Psychology. So, more mechanic uses like this might help some skills.
- Physics (E): I mean this is my profession so I like it in this sense, but there aren't really any scenarios where it is terribly useful. We need more scenarios with particle accelerators, gravitational wave detectors, or planet sized interferometer telescopes, clearly.
- Mysticism (E): Like Art, Archaeology, Theology, and Xenoesotericism, I think this skill leads to a certain type of scenario that is slightly underserved. The fact that it connects to Hyperspace too is just so evocative of 70s/80s prophets psychically speaking to aliens in Virgo A or the Mentats from Dune.
- Surgery (M): If there isn't much time to heal wounds, there definitely isn't time to perform surgery. Arguably this skill could be useful in more investigative type scenarios where the scientist identifies an old scar as a surgical wound? I'm not sure. I've never seen it used.
- Planetology (M): I've never seen this used. When would you use it? I'm not entirely sure. Perhaps a scenario where finding the next destination involves spotting astral bodies with "strange" orbits?
- Hyperspace (M): I think maybe this would be useful in Dead Planet, and maybe a few other scenarios like Akigara or The Cathedral of the Red Immortal. However, I don't think you need a PhD in hyperspace science to know that you are in a funky space warping situation in any of those scenarios.
- Command (M): The only "social" skill in the game feels quite out of place. Never seen this used. Good for making "commando scientist" characters though.
Closing Thoughts
After going through all of the skills and these rankings I think it is worth pointing out that how these skills get used at a table is very dependent on the table. For example, many of my games of Mothership are one-shots, where there are new characters created every game. In a longer campaign a Warden could gear things towards making sure players can get something out of any and all of these skills. I should also point out that many of the skills in the bottom tiers I don't think are bad themselves, I just think they need more love to get them used more in the game.
One last word on the skills. It is important to keep in mind that the skill choices also act like Trinkets/Patches in the game, in that even if they are useless they inform the players about who the characters are. And ultimately, it is the characters that we create that makes role-playing games so fun.
Short-List
The Best
- Jury-rigging
- Military Training
- Industrial Equipment
- Hacking
- Firearms
- Mechanical Repair
The Good
- Computers
- Athletics
- Wilderness Survival
- Hand-to-Hand combat
- Engineering
- Rimwise
- Explosives
- Linguistics
Rare
- Zero-g
- Field medicine
- Artificial Intelligence
- Zoology
- Robotics
- Cybernetics
Bad
- Botany
- Geology
- Chemistry
- Mathematics
- Art
- Archaeology
- Theology
- Psychology
- Ecology
- Asteroid Mining
- Pharmacology
- Physics
- Mysticism
- Sophontology
- Exobiology
- Surgery
- Planetology
- Hyperspace
- Xenoesotericism
- Command

