Getting Started

Your first steps into the Outer Rim

Welcome to SMUGGLER!

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!

  • Create your character
  • Join a session with a code
  • Roll dice, take risks
  • Survive and get rich!
Start as Player →

As a Warden (GM)

You're the storyteller, referee, and creator of chaos. Set up scenarios, manage NPCs, and keep the action moving!

  • Run scenarios and missions
  • Manage NPCs and threats
  • Control the story
  • Make the galaxy come alive!
Start as Warden →

Quick Start (5 Minutes)

  1. Choose Your Role

    Player or Warden? Both are fun!

  2. Create/Join Session

    Wardens create sessions, Players join with a code

  3. Make a Character

    Quick roll or detailed build - your choice!

  4. Pick a Scenario

    Wardens choose from 9 pre-made scenarios

  5. Start Playing!

    Roll dice, make decisions, tell stories!

Warden Guide

Master the art of running games

Your Role as Warden

As the Warden, you're not the enemy of the players. You're the creator of challenges and the teller of stories. Your job is to:

✅ What You Do

  • Set up scenarios and missions
  • Play NPCs (friends, enemies, neutrals)
  • Keep the action moving
  • theater_comedy Make the galaxy feel alive
  • balance Make fair rulings on edge cases
  • Enforce consequences (this is a dangerous galaxy!)
edit_note Example: Running a Scene

Scene: Players are trying to smuggle illegal cargo past Authority customs.

Your Actions:

  1. Describe the spaceport: "The Authority checkpoint looms ahead. Two stormtroopers stand guard, scanning every ship."
  2. Play the NPC: "The customs officer approaches. 'Papers, please.' He looks suspicious."
  3. Call for a roll: "Roll Cunning to convince him your cargo is legitimate."
  4. React to the result: Player rolls 45 (Cunning 50) → Success! "He waves you through, but you notice him making a note. You might have heat now."
  5. Keep it moving: "As you leave the checkpoint, your comms crackle: 'Bounty hunter spotted in sector 7!' What do you do?"

build Dashboard Tour

Your Warden Dashboard is your command center. Here's what everything does:

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

  1. theater_comedy Story First - Rules serve the story, not the other way around
  2. Keep It Moving - If you're stuck, make something happen!
  3. Say Yes - Let players try crazy things (with appropriate rolls)
  4. Death is Real - This is a dangerous galaxy. Actions have consequences.
  5. 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

  1. Roll 2d10 as a d100 (percentile dice)
  2. Roll equal to or under your stat to succeed
  3. 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!"

📊 The Three Stats

✈️

WITS (W)

Flying, repairs, mechanics, navigation, ship operations, mental agility, technical knowledge

Examples: Navigate asteroid field, fix engine, hot-wire speeder, calculate jump, plan strategy

Example Roll: "I try to hot-wire the speeder to escape!" → Roll Wits 45, get 28 → Success! The speeder starts, and you peel away.

GRIT (G)

Combat, physical actions, toughness, intimidation

Examples: Shoot enemy, punch guard, hold door shut, survive fall

Example Roll: "I shoot at the guard!" → Roll Grit 40, get 35 → Success! You hit them for 1 Wound. They stagger back.
🎭

CUNNING (C)

Talking, persuasion, sensing danger, lying, negotiation

Examples: Lie to customs, negotiate price, intimidate rival, notice ambush

Example Roll: "I tell customs these are just spare parts!" → Roll Cunning 50, get 42 → Success! They believe you and wave you through.

💚 Stress & Panic

See also: Panic Effects Table in Troubleshooting

Characters start with Stress 1. When you fail a roll, you gain stress. At Stress 3, you must roll a Panic Test (Cunning roll).

Panic Test

Roll Cunning. If you fail, roll d20 for a random panic effect:

  • 1-2: Freeze (can't act for 1 round)
  • 3-4: Flee (must move away from danger)
  • 5-6: Babble (can't communicate clearly)
  • 7-8: Drop item (random item falls)
  • 9-10: Shake (-5 to next roll)
  • 11-12: Scream (draws attention)
  • 13-14: Laugh (inappropriate laughter)
  • 15-16: Vomit (disgusting, -5 to Cunning)
  • 17-18: Faint (unconscious for 1 round)
  • 19-20: Fight or Flight (attack nearest or flee)
📝 Stress Example: A Tense Chase

Starting Stress: 1 (you're already nervous)

Round 1: You fail a Wits roll to dodge laser fire → Stress 2

Round 2: You fail a Cunning roll to convince the port authority → Stress 3 ⚠️

Panic Test: Warden calls for a Cunning roll. You have Cunning 45, roll 60 → FAILURE!

Panic Effect: Warden rolls d20, gets 7 → Drop Item! You drop your blaster in panic!

After Panic: Stress resets to 0. You're shaken but can continue.

🩸 Wounds & Health

See also: Healing & Recovery

Characters can take up to 3 wounds. Each wound applies a -3 penalty to all stat rolls:

  • 0 wounds: No penalty
  • 1 wound: -3 to all stats
  • 2 wounds: -6 to all stats
  • 3 wounds: -9 to all stats (then incapacitated!)
📝 Wounds Example: Taking Damage

Starting State: 0 wounds, Wits 45, Grit 40, Cunning 50

Combat Round 1: Enemy hits you → 1 Wound

Your Stats Now: Wits 42 (45-3), Grit 37 (40-3), Cunning 47 (50-3)

Combat Round 2: You take another hit → 2 Wounds

Your Stats Now: Wits 39 (45-6), Grit 34 (40-6), Cunning 44 (50-6)

Combat Round 3: Critical hit! → 3 WoundsINCAPACITATED!

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
  • Debt Penalties: Debt ≥5,000 credits gives -5 to Cunning rolls (people don't trust you)
  • High Debt Warning: Debt ≥10,000 credits may attract unwanted attention!

Earning Credits: Complete missions, sell cargo, or take on risky jobs. Rewards range from 1,000-10,000 credits depending on difficulty.

📝 Financial Example: A Typical Mission

Starting State: 2,000 credits, 0 debt

Mission: Medium difficulty (2 pursuers, 1 complication)

Expenses: -500 credits (fuel, docking fees, bribes)

Reward: +3,000 credits (mission completion)

New Total: 4,500 credits

You Buy: Heavy Armor (-1,000 credits) → 3,500 credits remaining

You Take a Loan: +5,000 credits from a loan shark (for ship repairs)

New State: 8,500 credits, 5,000 debt

Penalty: -5 to Cunning rolls (people know you're in debt and don't trust you)

🔥 Heat System

Heat represents how much attention you've drawn from law enforcement, criminal organizations, and bounty hunters.

Heat Levels (0-10)

  • 0-2: Low heat - You're flying under the radar
  • 3-5: Moderate heat - Increased patrols, more scrutiny
  • 6-8: High heat - Bounty hunters, restricted systems, active pursuit
  • 9-10: Maximum heat - Authority-wide alert, major bounty, very dangerous!

Heat Sources:

  • Authority Heat: Law enforcement attention
  • Criminal Heat: Rival gangs, crime bosses
  • Bounty Heat: Bounty hunters on your trail

Reducing Heat: Lay low, complete legitimate jobs, pay off bounties, or wait for heat to cool down over time.

🛡️ Equipment & Armor

Gear up to improve your chances of survival!

  • Blaster Pistol: Standard weapon (no bonus)
  • Stun Baton: Non-lethal option
  • Scatter Blaster: Close-range weapon
  • Heavy Blaster: +5 to Grit rolls
  • Multi-Tool: +5 to Wits rolls (repairs, mechanics)
  • Sleight Kit: +5 to Cunning rolls (locks, security systems)
  • Comms Jammer: +5 to Cunning rolls (block signals, disrupt comms)
  • Scanner: +5 to Wits rolls (navigation, detection)
  • Light Armor: Reduces incoming damage by 1 (minimum 0). Cost: 500 credits per session.
  • Heavy Armor: Reduces incoming damage by 2, but -5 to Wits rolls (bulky). Cost: 1,000 credits per session.

Note: Armor must be equipped and costs credits per session to maintain.

Crew System

Your crew is your lifeline. Use them wisely, but remember: they can die!

Crew Types

  • Techs: +10 to Wits rolls (repairs, mechanics, navigation)
  • Gunnery: +10 to Grit rolls (combat support, shooting)
  • 💬 Faces: +10 to Cunning rolls (negotiation, talking, social)

Using Crew: Click the button next to a roll to use crew support. The crew member is at risk!

⚠️ Crew Mortality: If you fail the roll, the crew member may be injured or killed. Critical failure = automatic death!

Purchasing Crew: Hire new crew members for 1,000 credits each. Choose their type (Tech, Gunnery, or Face).

📝 Crew Support Example

Situation: You're trying to fix the hyperdrive before Authority patrols arrive.

Your Stat: Wits 40

You Use: Your Tech crew member (+10 bonus)

Your Effective Stat: Wits 50 (40+10)

You Roll: 45 → Success! The hyperdrive is fixed!

If You'd Rolled 95: Failure! Your Tech crew member takes 1 Wound from an electrical shock. They're injured but alive.

If You'd Rolled 99 (Critical Failure): Disaster! The Tech is killed in an explosion. You lose the crew member permanently.

🏥 Healing & Recovery

Injuries happen. Here's how to recover:

  • Medkits: Heals 1-2 wounds (roll randomly)
  • Stim Packs: Heals 1 wound AND reduces 1 stress (quick recovery)
  • Bandages: Heals 1 wound, but requires rest (slower recovery)

Purchasing: Medical supplies can be purchased at ports or black markets. Costs vary.

  • 💤 Rest: Reduces 1 stress (basic rest, anywhere)
  • 🏠 Safe Rest: Reduces all stress AND heals 1 wound (requires safe location like a friendly port or hideout)

When to Rest: Between missions, at ports, or in safe locations. Don't rest in dangerous areas!

Some injuries are permanent and reduce your stats:

  • Scars apply permanent -5 penalties to specific stats
  • Multiple scars can stack penalties
  • Scars are earned from critical failures, near-death experiences, or severe injuries

Example: "Crushed Hand" scar gives -5 to Grit rolls permanently.

📦 Cargo System

You're a smuggler - cargo is your business!

Cargo Management

  • Capacity: Ships have limited cargo space (typically 10 units)
  • Bulky Cargo: Large cargo affects Wits rolls (harder to maneuver)
  • Illegal Cargo: Increases heat risk if discovered
  • Valuable Cargo: Higher profit, but more dangerous

Buying & Selling: Purchase cargo at ports, sell at destinations. Profit margins vary by cargo type and location.

⚠️ Warning: Illegal cargo increases heat if you're caught. Customs inspections are dangerous!

Ship Maintenance

See also: Ship Combat in Combat Systems

Keep your ship running or you'll be stranded!

Ship Systems

  • Fuel: 0-100. Low fuel increases costs and limits travel
  • Ship Integrity: 0-10. Damage reduces integrity. At 0, ship is destroyed!
  • Upkeep Costs: Fuel, docking fees, and maintenance must be paid regularly

Maintenance Actions:

  • Refuel: Restore fuel to 100 (costs credits)
  • Repair: Restore ship integrity (costs credits, requires time)
  • Pay Upkeep: Regular maintenance costs (prevents breakdowns)

⚠️ Low Fuel/Integrity: Increases upkeep costs and makes travel dangerous!

Combat Systems

Initiative, ship combat, and turn-based action

Initiative System

When combat begins, determine turn order using the Initiative System:

How Initiative Works

  1. Roll Cunning - Each participant rolls d100 against their Cunning stat
  2. Calculate Initiative - Success: Cunning - Roll. Failure: -Roll
  3. Sort by Initiative - Higher initiative acts first
  4. Take Turns - Act in order, highest to lowest

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

  1. Declare Action - "I shoot at the guard!"
  2. Roll Grit - Roll d100 against your Grit stat
  3. Resolve Hit - Success = 1 Wound to target
  4. 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

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

  1. Click "ENABLE ASYNC MODE" in the GM Tools section
  2. Turn order is automatically set from initiative or active players
  3. Monitor pending actions from players
  4. Click "NEXT TURN" to approve actions and advance to next player
  5. Players automatically receive notifications when it's their turn

👤 For Players

Taking Your Turn

  1. Check Your Turn - See the turn indicator at the top of your screen
  2. Take Actions - When it's your turn, you can roll dice, take actions, etc.
  3. Submit Actions - Actions are queued for warden approval
  4. Get Notified - Receive push notifications when it's your turn
  5. 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:

  1. Read the scenario details to players
  2. Set up the first encounter (Authority checkpoint)
  3. Let players decide how to proceed (fight, sneak, bribe?)
  4. Introduce complications when appropriate
  5. Build tension with pursuers
  6. 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

  1. Open GM ToolsNPC Library
  2. Click "Create New NPC"
  3. Fill in name, stats, and description
  4. 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

NPC Archetypes

👔 The Client

Stats: Cunning 40-50, others 30-40

Role: Hires the crew, gives missions

Examples: Crime boss, merchant, politician

The Enemy

Stats: Grit 45-55, others 35-45

Role: Opposes the crew, creates conflict

Examples: Bounty hunter, rival smuggler, Authority officer

🤝 The Ally

Stats: Balanced 35-45

Role: Helps the crew, provides information

Examples: Informant, mechanic, friendly port official

The Wild Card

Stats: Variable, one high stat

Role: Unpredictable, creates complications

Examples: Double agent, unstable contact, chaotic neutral

NPC Tips

🎯

Give NPCs Goals

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:

d20 Effect Mechanical Impact
1-2FreezeLose next action, stand motionless
3-4FleeMust move away from danger immediately
5-6BabbleCan't communicate clearly
7-8Drop ItemDrop most valuable item
9-10Shake-5 to next roll
11-12ScreamDraws attention, alerts enemies
13-14LaughInappropriate laughter, -5 to Cunning
15-16VomitDisgusting, -5 to Cunning
17-18FaintUnconscious for 1 round
19-20Fight or FlightAttack nearest or flee (player choice)

Glossary

Quick definitions of game terms

Advantage

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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