SMUGGLER is a fast-paced, rules-light tabletop RPG about running illegal cargo across a dangerous galaxy. Think Star Wars, Firefly, or The Expanse — you're the crew of a small ship trying to stay one step ahead of the law, bounty hunters, and rival smugglers.
🎯 What Makes SMUGGLER Special?
Fast Character Creation - Get playing in minutes, not hours
Simple Rules - d100 roll-under system, easy to learn
Deadly & Dangerous - Every decision matters
Narrative Focus - Story over rules
Online Play - Play with friends anywhere
sports_esports Two Ways to Play
👤 As a Player
You're a smuggler trying to make a living in the Outer Rim. Create a character, join a session, and work with your crew to complete dangerous missions!
See all connected players at a glance. Click any player card to:
Modify stress and wounds
Adjust stats
Change credits/debt
View full character details
Select and view scenario details:
9 pre-written scenarios (Easy to Very Hard)
Custom Mission option
Full scenario details (job, pursuers, encounters, NPCs)
Generate random missions instantly!
Your power toolkit:
Generate Mission - Create random missions (Alt+G)
Random Generators - Names, NPCs, complications
edit_note Session Notes
- Track scenes and NPCs
Timer - Track session time
NPC Library - Save NPCs for reuse
star The Golden Rules
theater_comedy Story First
- Rules serve the story, not the other way around
Keep It Moving - If you're stuck, make something happen!
Say Yes - Let players try crazy things (with appropriate rolls)
Death is Real - This is a dangerous galaxy. Actions have consequences.
mood Have Fun!
- If you're having fun, your players are too.
Rules & Mechanics
Master the game systems
The Core Mechanic
SMUGGLER uses a simple d100 roll-under system:
How to Roll
Roll 2d10 as a d100 (percentile dice)
Roll equal to or under your stat to succeed
Lower is better!
Example: You have Wits 45. Roll 1-45 = Success! Roll 46-100 = Failure.
01-05 Critical Success
06-Stat Success
Stat+1-95 Failure
96-100 Critical Failure
edit_note Detailed Example: Navigating an Asteroid Field
Situation: You're trying to fly through a dense asteroid field to escape Authority patrols.
Your Stat: Wits 45
You Roll: 32
Result: ✅ SUCCESS! (32 ≤ 45)
Warden Says: "You expertly weave between the asteroids, your ship's engines screaming as you pull off impossible maneuvers. The Authority patrol loses you in the debris field!"
If You Rolled 67: ❌ FAILURE (67 > 45) - "You clip an asteroid! The ship shudders, and you take 1 Hull damage. The Imperials are still on your tail!"
star Critical Rolls
target Critical Success (01-05)
Amazing result! Something spectacular happens. The Warden should make it awesome!
Examples:
Wits: Thread the needle perfectly
Grit: One-shot the enemy
Cunning: Convince them you're their best friend
edit_note Critical Success Example
Situation: You're trying to shoot a pursuing bounty hunter's ship.
Your Stat: Grit 40
You Roll: 03 (Critical Success!)
Warden Says: "Your shot is perfect! The blaster bolt hits their engine directly. Their ship explodes in a brilliant fireball. The bounty hunter is space dust. You also regain 1 Stress from the adrenaline rush!"
explosion Critical Failure (96-100)
Disaster strikes! Something goes horribly wrong. Make it dramatic!
Examples:
Wits: Crash into something
Grit: Drop your weapon
Cunning: Insult them accidentally
edit_note Critical Failure Example
Situation: You're trying to negotiate with a Syndicate Boss crime boss for better payment.
Your Stat: Cunning 50
You Roll: 98 (Critical Failure!)
Warden Says: "You accidentally mention his rival's name! The Syndicate Boss's eyes narrow. 'You work for Jabba?!' he roars. Guards draw weapons. You gain 1 Stress, and the deal is off. You're lucky to escape with your life!"
Warden Says: "You collapse, bleeding heavily. You're unconscious and cannot act until you are healed (wounds must be reduced below 3)!"
⚙️ Modifiers
Players can use crew members for +10 bonus (crew member at risk):
Techs → Wits rolls
Gunnery → Grit rolls
Faces → Cunning rolls
Example: You have Wits 40. You're trying to fix the hyperdrive. You use your Tech crew member → Wits 50 (40+10). You roll 45 → Success! But if you'd rolled 95 (failure), your Tech might have been injured or killed!
Your standing with factions affects Cunning rolls:
Hated: -5 to Cunning
Neutral: 0 modifier
Loved: +5 to Cunning
Strategic modifiers based on situation:
Controlled Position: +5 modifier
Risky Position: 0 modifier
Desperate Position: -5 modifier
💰 Financial System
Credits are the lifeblood of smuggling operations. Manage your money wisely!
Credits & Debt
Starting Credits: 2,000 credits
Debt: Track what you owe to loan sharks, crime bosses, or legitimate lenders
Example: Player has Cunning 45, rolls 30 → Success! Initiative = 45 - 30 = 15. Enemy has Cunning 40, rolls 50 → Failure! Initiative = -50. Player acts first!
Personal Combat
When characters fight hand-to-hand or with weapons:
Combat Flow
Declare Action - "I shoot at the guard!"
Roll Grit - Roll d100 against your Grit stat
Resolve Hit - Success = 1 Wound to target
Next Turn - Continue in initiative order
Defense: Targets can try to dodge (Grit roll) or use cover (advantage).
Ship Combat
Ship-to-ship combat uses different mechanics:
Ship Combat Basics
Ship Hull - Ships have Hull points (typically 8-10). At 0, ship is destroyed!
Wits Rolls - All ship actions use Wits stat
Actions - Attack, Evade, Repair, or Flee
Turn-Based - Player acts, then enemy acts
Roll Wits to hit enemy ship. Success = 1 Hull damage. Critical success = 2 Hull damage!
Weapon Modifiers:
Standard Lasers: No modifier
Heavy Cannons: +5 to hit, but slower
Missiles: +10 to hit, but limited ammo
Roll Wits to dodge incoming attacks. Success = next enemy attack has disadvantage. Critical success = enemy misses automatically!
Roll Wits to repair ship systems. Success = restore 1 Hull. Requires crew member (Tech) to assist. Can only repair once per combat.
Roll Wits to escape combat. Success = escape safely. Failure = take 1 Hull damage and remain in combat. Can attempt each turn.
Combat Tips
Keep Combat Fast
Combat should be quick and deadly. Don't let it drag on. If players are winning easily, have reinforcements arrive. If they're losing, give them an escape route.
🎯
Use Environment
Combat isn't just rolling dice. Use the environment! Asteroids, space stations, debris fields - all can be used creatively. Reward creative thinking with advantage!
Death is Real
Ship destruction means death for everyone on board. Make ship combat feel dangerous! But always give players a chance to escape or surrender.
Async Mode
Play-by-post and turn-based gameplay
🎮 What is Async Mode?
Async Mode allows players to take turns when they have time, rather than requiring everyone to be online simultaneously. Perfect for:
📅 Busy schedules
🌍 Different time zones
Extended campaigns
💬 Play-by-post style games
For Wardens
Enabling Async Mode
Click "ENABLE ASYNC MODE" in the GM Tools section
Turn order is automatically set from initiative or active players
Monitor pending actions from players
Click "NEXT TURN" to approve actions and advance to next player
Players automatically receive notifications when it's their turn
👤 For Players
Taking Your Turn
Check Your Turn - See the turn indicator at the top of your screen
Take Actions - When it's your turn, you can roll dice, take actions, etc.
Submit Actions - Actions are queued for warden approval
Get Notified - Receive push notifications when it's your turn
Wait Your Turn - When not your turn, actions are blocked
🔔 Push Notifications
Async Mode includes browser push notifications:
Notifications when it's your turn
Notifications for important game events
Works even when browser is closed (if service worker is active)
Action Queue
Wardens see all pending actions in a queue:
Approve or reject actions
Actions are processed in order
Can see what each player wants to do
Async Mode Tips
⏰
Set Time Limits
Give players 24-48 hours to take their turn. If they don't act, skip them or have their character take a default action (defend, wait, etc.).
📝
Clear Communication
Use the Transmission Log to communicate clearly. Describe actions in detail so everyone understands what's happening.
🎯
Keep Momentum
Async games can slow down. Keep things moving by processing turns quickly and encouraging players to check in regularly.
Scenarios & Missions
Running epic smuggling runs
Using Scenarios
SMUGGLER comes with 9 pre-written scenarios, plus the ability to generate random missions or create your own!
📝 Example Scenario: "The Contraband Run" (Medium Difficulty)
Setup: A Syndicate Boss crime boss hires you to transport illegal weapons to a free trader cell.
Pursuers: 2 (Authority patrol, rival smugglers)
Complications: 1 (Cargo is unstable - might explode if jostled)
Reward: 3,000 credits
How to Run:
Read the scenario details to players
Set up the first encounter (Authority checkpoint)
Let players decide how to proceed (fight, sneak, bribe?)
Introduce complications when appropriate
Build tension with pursuers
Reward success or create consequences for failure
📊 Difficulty Levels
🟢 Easy
1 pursuer, 0 complications
Perfect for new players or when you want a lighter session.
Reward: 1,000-2,000 credits
🟡 Medium
2 pursuers, 1 complication
The standard SMUGGLER experience. Balanced challenge.
Reward: 2,000-4,000 credits
🟠 Hard
3 pursuers, 2 complications
For experienced crews. Things will go wrong.
Reward: 4,000-6,000 credits
🔴 Very Hard
4 pursuers, 3 complications
Only for the bravest (or most foolish) smugglers.
Reward: 6,000-10,000 credits
Generating Random Missions
Need content fast? Use the Generate Mission tool! It creates unique missions with:
Random clients and cargo
Procedurally generated pursuers
Dynamic complications
Appropriate rewards
10,800+ unique combinations! You'll never run out of content.
✏️ Creating Custom Missions
Select "Custom Mission" from the scenario dropdown to create your own. Use the text area to write:
Mission details
NPCs and their stats
Encounters and challenges
Rewards and complications
NPC Creation Guide
Creating memorable non-player characters
🎭 Creating NPCs
NPCs (Non-Player Characters) are the lifeblood of your game. They're the clients, enemies, allies, and neutral parties that populate the galaxy.
Quick NPC Creation
Open GM Tools → NPC Library
Click "Create New NPC"
Fill in name, stats, and description
Save for reuse across sessions
📝 Example NPC: "Grak the Syndicate Boss"
Type: Client / Crime Boss
Stats: Wits 30, Grit 35, Cunning 50
Description: "A massive Syndicate Boss crime lord with a taste for expensive art. Speaks in a deep, rumbling voice. Always has two Gamorrean guards nearby."
Goal: Wants to acquire rare artifacts from across the galaxy
Personality: Greedy, but fair. Pays well if you deliver. Kills if you cross him.
How to Play: Use Cunning 50 for negotiations. If players try to fight, use Grit 35. Make him intimidating but not impossible to deal with.
📊 NPC Stats
NPCs use the same three stats as players:
✈️
WITS
For ship operations, mechanics, navigators, mental agility. Typical range: 30-50
GRIT
For guards, bounty hunters, thugs. Typical range: 35-55
🎭
CUNNING
For merchants, diplomats, informants. Typical range: 30-50
Every NPC wants something. The Authority officer wants a promotion. The Syndicate Boss wants profit. The bounty hunter wants the bounty. Clear motivations make NPCs feel real.
🎭
Use Distinctive Traits
Give NPCs memorable quirks: a nervous tick, a catchphrase, a distinctive appearance. Players will remember them better.
NPCs Can Die
Don't be afraid to kill NPCs. It raises stakes and makes combat feel dangerous. But make deaths meaningful, not random.
🔄
Reuse NPCs
Save NPCs in the NPC Library for reuse. Players love recurring characters. Build relationships over multiple sessions.
Pro Tips
Become a legendary Warden
🎭 Running Great Games
Keep the Action Moving
If players are stuck or debating too long, make something happen. A ship appears, an alarm goes off, someone knocks on the door. Momentum is key!
Say Yes, But...
Let players try crazy things! But make them roll for it. "Can I jump from my ship to theirs?" Yes! But roll Wits, and failure means you miss and float in space.
Death Should Mean Something
This is a dangerous galaxy. Characters can die. But make deaths dramatic and meaningful, not random. Give players chances to avoid death, but don't pull punches.
🎯
Use Failure to Drive Story
Failed rolls aren't just "nothing happens." They're opportunities! A failed Cunning roll doesn't mean silence - it means you said the wrong thing. Make failures interesting!
NPCs Have Goals
Every NPC wants something. The Authority officer wants a promotion. The Syndicate Boss wants profit. The bounty hunter wants the bounty. Give NPCs clear motivations and they'll feel real.
🎬
Don't Use Encounters in Order
Scenarios give you encounters, but use them when they make narrative sense, not in order. Let the story flow naturally!
Troubleshooting
Common issues and solutions
⌨️ Keyboard Shortcuts
Speed up your gameplay with these keyboard shortcuts:
Warden Shortcuts
Shortcut
Action
Alt + B
Open broadcast message
Alt + P
Trigger panic check for all players
Alt + R
Reset all player stress
Alt + S
Start initiative
Alt + C
Start ship combat
Alt + G
Generate mission
Alt + N
Open session notes
Alt + T
Toggle session timer
?
Show quick reference / help
Esc
Close all modals
👤 Player Shortcuts
Shortcut
Action
1
Roll Wits
2
Roll Grit
3
Roll Cunning
Enter
Send chat message
?
Show help overlay
Esc
Close modals
Shortcut Tips
Shortcuts only work when you're not typing in an input field. On Mac, use Cmd instead of Alt for modifier keys.
❓ Common Questions
Check:
Make sure you're connected (green status indicator)
Verify the session code is correct
Check if players are on the same server URL
Try refreshing the page
Check:
Make sure you're connected to the server
Check the Transmission Log for messages
Verify players are in the same session
Try a test broadcast to see if messages work
Sessions auto-save every 10 minutes. You can also manually save using the Session Manager ( Sessions button). Saved sessions can be loaded later!
Yes! Use the Session Manager to create multiple sessions. Each session has its own code and player list. Perfect for running multiple groups!
Use the NPC Library in GM Tools to create and save NPCs. You can assign stats (Wits, Grit, Cunning), give them names, and save them for reuse across sessions. See the NPC Creation Guide for detailed instructions.
If a player disconnects, their character remains in the session. They can rejoin using the same session code. Their character data is preserved. If they're gone for a long time, you can remove them from the session or have their character take a default action (defend, wait, etc.).
Yes! As Warden, you can click on any player card to modify their stats, stress, wounds, credits, and debt. This is useful for applying consequences, rewards, or temporary effects.
When a character reaches 5 wounds, they're incapacitated. The Warden decides if they're dead, unconscious, or captured. Players can click "Roll New Smuggler" to create a replacement character immediately. See Rules & Mechanics for details on wounds and death.
Stress is a short-term psychological state (0-3) that triggers panic tests. Heat is a long-term reputation system (0-10) that tracks how much attention you've drawn from law enforcement and criminals. See Stress & Panic and Heat System for details.
Async Mode allows turn-based play where players take actions when they have time. Enable it in GM Tools, then players take turns in order. See the Async Mode section for complete instructions.
Sessions auto-save to your browser's local storage. You can use browser developer tools to export the data, or use the Session Manager to save/load sessions. Character data can be exported from the player page.
😰 Complete Panic Effects Table
When a player fails a Panic Test (at Stress 3), roll d20 or choose from this table:
Roll d100 twice and take the lower (better) result. Grants +10 effective bonus. See Modifiers.
Async Mode
Turn-based play where players take actions when they have time, rather than requiring everyone online simultaneously. See Async Mode.
Critical Failure
Rolling 96-100 on a d100. Something goes horribly wrong. See Critical Rolls.
Critical Success
Rolling 01-05 on a d100. Exceptional result! See Critical Rolls.
Crew
NPCs that assist players. Techs help Wits, Gunnery helps Grit, Faces help Cunning. +10 bonus but crew at risk. See Crew System.
Debt
Money owed to loan sharks or creditors. Debt ≥5,000 gives -5 to Cunning rolls. See Financial System.
Disadvantage
Roll d100 twice and take the higher (worse) result. Applies -10 effective penalty. See Modifiers.
Grit (G)
One of three stats. Used for combat, physical actions, toughness, intimidation. See The Three Stats.
Heat
Reputation system (0-10) tracking attention from law enforcement and criminals. Higher heat = more danger. See Heat System.
Hull
Ship health points (typically 8-10). At 0, ship is destroyed! See Ship Combat.
Initiative
Turn order in combat. Roll Cunning, success = Cunning - Roll, failure = -Roll. Higher acts first. See Combat Systems.
Panic Test
Roll Cunning when at Stress 3. Failure triggers random panic effect. See Stress & Panic.
Wits (W)
One of three stats. Used for flying, repairs, mechanics, navigation, ship operations, mental agility, technical knowledge, planning. See The Three Stats.
Pursuer
Enemy chasing the crew (Authority patrols, bounty hunters, rival smugglers). More pursuers = harder difficulty. See Scenarios.
Roll-Under System
Core mechanic: Roll d100 ≤ your stat to succeed. Lower is better! See The Core Mechanic.
Cunning (C)
One of three stats. Used for talking, persuasion, sensing danger, lying, negotiation. See The Three Stats.
Stress
Psychological state (0-3). Gain stress on failed rolls. At 3, must roll Panic Test. See Stress & Panic.
Warden
The Game Master (GM). Runs scenarios, plays NPCs, manages the story. See Warden Guide.
Wound
Physical damage (0-5). 1-2 wounds = -10 to all rolls, 3-4 = -20, 5 = incapacitated. See Wounds & Health.
Quick Reference
Essential rules at a glance
Core Mechanic
Roll d100 ≤ Stat = Success
01-05: Critical Success
06-Stat: Success
Stat+1-95: Failure
96-100: Critical Failure
📊 The Three Stats
WITS (W): Flying, repairs, mechanics
GRIT (G): Combat, physical actions
CUNNING (C): Talking, persuasion, lying
😰 Stress & Panic
Start: Stress 1
Fail roll: +1 Stress
At Stress 3: Panic Test (Cunning)
Panic failure: Random effect
🩸 Wounds
0 wounds: No penalty
1-2 wounds: -10 to all
3-4 wounds: -20 to all
5 wounds: Incapacitated!
⚙️ Modifiers
Crew Support: +10
Advantage: Roll twice, take lower
Disadvantage: Roll twice, take higher
Wounded: -10 per 2 wounds
💰 Credits
Start: 2,000 credits
Easy mission: 1,000-2,000
Medium: 2,000-4,000
Hard: 4,000-6,000
Very Hard: 6,000-10,000
Ship Combat
Hull: 8-10 points
Actions: Attack, Evade, Repair, Flee
All use Wits stat
At 0 Hull: Destroyed!
Crew
Techs: +10 to Wits
Gunnery: +10 to Grit
Faces: +10 to Cunning
Cost: 1,000 credits each
At risk on failure!
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