MOTHERSHIP

WARDEN CONSOLE / FIRST EDITION
TABLE-SIDE TOOLS Official screen

Dice & checks

01 / RESOLVE
Check type
Relevant skill

Roll below 35. 00 always succeeds; 90–99 fail.

Your check result and next steps appear here.

Damage & free dice

00–99 / 1–10

Damage d10 = 1–10. Percentile d100 = 00–99. [+] keeps the higher damage total.

Choose dice above. Every die is shown in the breakdown.

Roll log

LAST 15

No rolls yet. Results stay here until you reload.

Stress & Panic

02 / PRESSURE

Roll above Stress on d20 to stay calm. Equal or lower means Panic.

Use after a critical failure or when the horror demands it.

Teamster: once per session, take [+] on a Panic Check.

Rules at a glance

PSG 1E
Checks, saves & criticals / 18–19
Roll only when failure matters. Under the target succeeds; equality fails. Doubles are critical: 00 always critically succeeds, 99 always critically fails. A failed check or save gives 1 Stress; a critical failure also calls for Panic. [+] / [−] means roll twice and take the best / worst outcome. Both cancel.
Run a violent encounter / 26–28
Each round is about 10 seconds. Describe the threat and stakes → hear everyone’s response → resolve checks and saves → resolve damage and wounds → describe the changed situation. Usually move Close and do one thing; spend the whole round running to reach Long range. Attacks use Combat, then weapon damage on success.
Damage, armor & wounds / 28–29
Apply Damage Reduction first. Damage below AP is stopped. Damage equal to or above AP destroys armor; apply the remainder. Anti-Armor ignores and destroys armor, but not DR. At zero Health, take a Wound, roll its injury type, refill Health, then apply overflow. At Maximum Wounds, make a Death Save. Wounds & Death tables ↗
Stress & recovery / 20–21
Minimum Stress starts at 2. Stress caps at 20; excess reduces the relevant Stat or Save. Rest somewhere safe and roll your lowest Save: success removes Stress equal to the ones digit, stopping at Minimum Stress; failure adds 1 Stress. Shore Leave can turn Stress into improved Saves (p. 39).
Class trauma responses / 4–5
Marine Panic prompts Fear Saves from nearby friendly players. Android presence gives nearby friendly players [−] on Fear Saves. A Scientist’s failed Sanity Save adds 1 Stress to nearby friendly players. A Teamster can use [+] on one Panic Check per session.
Surprise & turn order / 26
When ambushed or shocked, a Fear Save decides who can react this round. If your table wants strict initiative, use the optional Speed Check: successes act before enemies, failures after.
Range bands / 30–31
AdjacentWithin reach · <1mCloseShort dash · ~5–10mLongRifle distance · ~20–100mExtremeBeyond 100m
Free Player’s Survival Guide

Section/page numbers refer to first edition v1.2. Full table effects stay in the official references.

Current session

03 / LOG
Loading notes…

Notes are local to this browser and device. Export a copy before clearing browser data.