WARDEN CONSOLE

Players join with a code. An AI voices the station while you steer it.

Start a new session

You pay your provider for what the agent uses. The key is kept in server memory only, never shown to players.

Open from another device

Settings

Players join

Code at

This console

Stream page

Start over

Idle sessions are deleted after two weeks.

LLM

The agent may…

Players may…

Try a panic screen on the players now

Sound

Voices play

A bot transcribes your voice channel into this log for the agent, using your Groq key. Players never see it.

Groq key

get one ↗

Who's who

    Whoever runs /terminal listen is the Warden. Players pick a character with /terminal player character:<name>; the Warden can add user:@someone. Warden hands on the role, Nobody clears one. Others use their Discord name.

    To voice characters in Discord: Players tab, Voices play: Discord preferred.

    Voice channel

    Add bot to server ↗

    Join the voice channel, then send this in Discord chat.

    Story builder

    Talk it through, press Draft it, review, apply.
    Enter sends · Shift+Enter new line

    Campaigns

    Picture

    Or pick one from Sci-fi character portraits project by Victor J Merino (CC BY-NC 4.0, credited on player screens).

    Synopsis

    Station map

    Click a door, light, camera or value to change it.
    Layout (decks and rooms)

    One line per deck: Deck 2 · Med Bay: med_bay=Med Bay, galley. Extra connections between rooms (drawn as pipes): Link: med_bay - cargo_bay_deck3 (air vents). A room joined straight onto another, with no corridor (a docked ship): Docked: second_chance=SECOND CHANCE @ airlock_a. The decks the lift reaches: Lift: Deck 1, Deck 2 (lift.deck_2 in the state: RESTRICTED shows yellow stripes, FAULT red). The agent can change all of it. Room ids match keys in the station state (doors.med_bay, cameras.med_bay); "Deck 2" matches deck-wide keys like lights.deck_2. Anything not placed still shows up, under systems or "Not on the map yet".

    Room

    Here now

    Hazard ?

    Room state

    Terminals

    Agent API key

    WARDEN CONSOLE

    offline

    Comms log

    Tab switches · Enter sends · Shift+Enter new line · Ctrl+Enter note

    Rounds and hazards?

    Pass time

      Roll ?

      Combat ?

        Handouts ?

          In rooms, to be found

            Clocks ?

              Crew messages ?

              Hold the next message from
                Forge one: from to
                Recent messages

                  Effects ?

                  Active

                    Sounds ?

                    or drop audio files, 10 MB max

                      Playing

                        Wrap-up ?

                        Adds 1 to every living character's High Score (sessions survived; it changes no roll). Press it once, at the end of the night.
                        Station state (agent-editable)

                        Player characters ?

                        Memorial ?

                        Characters?

                        Adversaries ?

                        Terminals ?

                        Connections ?

                        Voices ?

                        Voices & personas ?

                        Standing orders ?

                        Lore & secrets ?

                        Mothership 1e at a glance. The full rules are in the Player's Survival Guide and Warden's Operations Manual (Tuesday Knight Games · mothershiprpg.com ↗).

                        Checks

                        • Roll d100 (00–99). Under the target succeeds; equal or over fails. A roll of 90–99 always fails, whatever the target.
                        • Target = a Stat or Save + a Skill that fits: Trained +10, Expert +15, Master +20.
                        • Doubles (00, 11 … 99) are criticals: doubles that succeed are a critical success, doubles that fail a critical failure. 00 is always a critical success and 99 always a critical failure. A critical failure also needs a Panic check.
                        • [+] Advantage / [-] Disadvantage: roll twice, keep the better / worse.
                        • Any failed check or save: +1 Stress.
                        • Only roll when failing would be interesting and the outcome is uncertain. Otherwise it just happens (or just doesn't).
                        Strength
                        lifting, pushing, holding on, brute force
                        Speed
                        getting there first, dodging, reacting
                        Intellect
                        knowing, fixing, hacking, working it out
                        Combat
                        hitting what you aim at
                        Sanity save
                        keeping a rational grip: hallucinations, things that can't be real
                        Fear save
                        holding your nerve: terror, gore, being hunted
                        Body save
                        enduring: toxins, disease, cold, hunger, being thrown about

                        Stress & Panic

                        • Stress and Minimum Stress both start at 2. Stress climbs with every failure and every horror, and never goes below Minimum Stress.
                        • Stress tops out at 20: any gained above that lowers the most relevant Stat or Save instead.
                        • Panic check: roll d20. Above current Stress, they hold it together. Equal or under, they Panic: the roll is looked up on the panic table below.
                        • Call one when something truly awful happens: a crewmate dies, the thing is in the room, the lights go out for good.
                        • Rest somewhere safe (as you allow) to shed Stress.

                        Trauma responses

                        • Marine: whenever they Panic, every Close friendly player makes a Fear Save.
                        • Android: Fear Saves made by Close friendly players are at [-].
                        • Scientist: whenever they fail a Sanity Save, all Close friendly players gain 1 Stress.
                        • Teamster: once per session, they may take [+] on a Panic Check.
                        • In this app, Close means in the same room (their terminals are in the same room).

                        Panic table ?

                        Mothership 1e's Panic Table (Tuesday Knight Games), in brief. d20 at or under Stress:

                          Harm

                          • Damage comes off Health. Armour (AP) reduces each hit.
                          • At 0 Health they take a Wound: roll on the Wound Table for the kind of harm (blunt, bleeding, gunshot, fire, gore), then Health resets.
                          • When Wounds reach their maximum, the character dies (or is dying, as you rule).

                          Combat

                          • Describe the threat; everyone says what they do; resolve it in the order that makes sense.
                          • Attacking: a Combat check. A hit deals the weapon's damage.

                          Running it

                          • Warn before danger: show the blood trail before the creature.
                          • Say the stakes before the roll: what happens if it fails.
                          • Failure moves the story: something gets worse, costs time, or makes noise. It rarely means "nothing happens".
                          • They are workers, not heroes. Running, hiding and bargaining are good plans.

                          In this app

                          • Actions → Roll calls a check, save or Panic check. Each player rolls on their own screen; failures add Stress automatically, and a critical failure offers a one-click Panic check.
                          • Actions → Combat: Next round (under Rounds and hazards) makes everyone Bleeding take that much Damage (armor and DR don't help). Roll attack has an adversary roll its Combat and attack, or applies a crew member's weapon damage to an adversary. Armor: damage under its AP is ignored; damage at or over AP destroys it and the rest goes through; Anti-Armor ignores and destroys it; DR always applies first. At 0 Health a character takes a Wound (a Wounds Table roll) and Health resets to Maximum minus the carryover; at Maximum Wounds a Death Save is rolled in secret and stays hidden until you press Reveal.
                          • ⚖ Your call: the agent is waiting on an uncertain attempt. It shows the stakes; you say it works, fails, or roll.
                          • The agent can change Health, Wounds and Stress if Settings allow. Fix them on the Crew tab.