Players join with a code. An AI voices the station while you steer it.
Start a new session
Your sessions on this device
Open from another device
WARDEN CONSOLE
offlineAdd an LLM key
Comms log Building story…
Tab switches · Enter sends · Shift+Enter new line · Ctrl+Enter noteNothing to undo: the agent has not replied yet.
No AI key. Use Speak, or add a key in Settings.
Rounds and hazards?
Pass time
Ship fight ?
Roll ?
Roll form is open in ⚖ Your call.
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.