Ventilation shafts are a great idea! In my mind, the sneaky approach would involve hacking or otherwise disabling the security cameras and other security measures.
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A supplement providing a framework for hexcrawling in the sink, and tables for randomly generating the content of hexes, and a system for playing solo. It is absolutely gorgeous, making use of great art and colour for a hugely atmospheric pamphlet. Unfortunately, the font’s thin lines makes it quite a struggle to read on the non-uniform dark background.
There are also a few inconsistencies: the description of integrity mentions starting with a maximum of 5, but the diagram and illustration below implied a maximum of six. The 10km hexes are also incompatible with the description of Prospero’s dream, which gives the diameter of the entire station (not just the central part containing the Choke) at 13km. The random tables are good however, and can be used for expeditions to the Choke regardless of whether the hexcrawl mechanics are used.
A supplement providing a system of artificial lovers for Mothership, complete with a character class, consequences for not paying your fees, upgrades, and malfunctions. The art is evocative and gorgeous, perfect for the theme of selling sexy robots.
The layout and presentations is packed with good ideas, but the sheer number of different fonts and presentations unfortunately makes the final product seem a bit messy, as does the shifts in tone between in-universe sales pamphlet and real-world instructions.
The ideas and art are amazing, but the final product could benefit from a bit more room to breathe around the art (the text in front of the android man is slightly hard to read), and choosing whether it wants to present a player class or an object to buy - or from some more space to include both of these. I really hope this gets iterated on, because it has some great seeds.
A pamphlet presenting a monster, a set of factions, and a set of supernatural abilities, all linked to a mysterious black hole.
The special abilities are fun, but I would have loved to see some more guidance on how to obtain them, and how to interact with the darkstar and the factions. Currently, the components of the pamphlet all feel quite disconnected, leaving it up to the warden to connect the dots and turn it into something gameable.
The text on the front side of the trifold is very small, making it difficult to read, especially on a black background. This is not helped by the module being provided as two pngs rather than a pdf.
A short module providing a framework for quick jobs done for a shady criminal enterprise, promising the titular “easy money”. The PCs are tricked into seemingly innocuous jobs, which under the hood enables their employer’s criminal activities. It presents three entry level jobs with the promise of more to come.
The module is very text heavy, especially the jobs, which could have gained in readability by relying less on prose, instead condensing information in itemized lists with highlighted keywords.
Each of the three proposed jobs only get a third of the page, leaving the burden on the Warden to flesh them out into full-fledged jobs. Each of these could have been a pamphlet on its own. The framework is good though, but would likely require more than a single pamphlet for maximum utility.
A module describing a strange colony ship docking with Prospero’s Dream, and how its society interfaces with the Dream as they make ready to move on. It provides a really nice setup for faction play, as the ship’s AI, the Dream’s corporations, and hidden rebels on board all vie for control.
Each goal is presented with a tracker, and I would have loved some guidance and suggestions on how to fill these, either through PC action, or just the passage of time, as the factions each work towards their goals.
The layout and presentation are great, with a lovely retro pixel-art style.
A quick little module about cleaning up after an arson attack on a local restaurant, including
scrubbing the evidence and silencing witnesses, while solving the crime. This is presented in terms of a succession of random tables to build the body of evidence and the damaged restaurant.
The random tables are good for generating a burnt-out restaurant, but ultimately I find that the approach serves to generate a fairly simplistic mission in a very video-gamey box-ticking style. The fact that the random tables are unconnected means that it does not necessarily provide the sort of coherent picture I would want in a satisfying mystery. Ultimately, I think it can serve as a fun situation generator, but it is in danger of providing unsatisfying “filler content” if used as-is to generate adventures.
A beautiful and highly polished module about driving your spaceship directly into the sun, and why this is a bad idea. The module is extremely information-dense, with the location descriptions doubling as a map, and clever use of highlighting and bolded text to denote important information. The idea of charred doppelgängers is fantastic.
The spaceship art is gorgeous (reminds me of the one in Sunshine), but with the information this dense, it would help with reading to give the room textboxes a bit more background opacity (or make them fully opaque, as with Room 3). Most of the information delivery works great, but there are a few points that I could have used a bit more clarity on. Are the two Sarah’s the only children on board? It seems likely but is never explicitly mentioned. Is Eng. Patch an android? Room 8 mentions him being reprogrammed, but this is never said explicitly.
These are all minor things though, in what is an extremely well-produced and exciting module.
A great little module about a dumpling restaurant with a secret. The art is great and fits the theme of the module perfectly, and the layout presents the information clearly. The little parenthetical location descriptions perfectly set the vibe in a very concise manner (while also being funny), allowing the majority of the text to provide gameable information.
I would have loved a little bit of guidance on the timescale for when the Taotei has consumed enough to give live birth to another. I also found it a bit odd to have Uncle Bao be host to a hundun - if he had been running the restaurant for a while being a host, surely he would have died by now. If I was running it, I would probably change it so he was still an active alcoholic, which provides an additional hint that alcohol keeps you safe.
A gorgeous little module about a party gone wrong, with additional “hyperfast” rules to speed up progression.
I really like the setup of a conman selling a machine to kill and “clone” the victim, but I think the execution becomes a bit messy, spending a lot of space on presenting different ways to run the party, rather than focusing on one, and fleshing it out with useful information. The module could also have used some editing for language, as several passages seem unclear to me. Some instructions also go against standard Mothership convention, e.g. “Everyone rolls a Sanity save. The lowest one automatically rolls a PANIC CHECK”, as usually rolling low is good.
All in all, I think this could form the skeleton of a fun module, but could use a little tightening up to really shine.
A little pamphlet containing a procedure for player to take over an NPC while they are downed and possibly dead. The inside of the pamphlet is a sheet for tracking NPCs. It is well laid-out, and could be useful for wardens looking for a way to note down NPC info, but in practice, I think it is trying to solve a problem with a (quite cumbersome) procedure, that would be better addressed by just talking to your players out of character. However, if your players struggle with taking over NPCs as their characters die, this could be helpful for them.
A fun little mini-bestiary, containing four eldritch horrors and a spaceship. The layout and presentation is good, with amazingly unsettling art pieces, and the horrors are easy to drop into a game.The text could use a line editor, as the sentence structures can feel a bit clunky at times, and does not quite fit the in-world corporate report tone the pamphlet is going for, but this is a minor nitpick.
A module revolving around a beauty serum extracted from an alien lichen, involving some classic Mothership exploitation. The presentation is exciting, involving some novel use of public domain art and colouring. The facility is good, with a really nice map, but the writing style is such that a lot of words are spent conveying information, that would have been quicker to access during games with some clever itemization and highlighting (though what highlighting there is is good). Especially the description of the mechanics behind the serum, is quite convoluted, and a lot of text is spent regaling the marketing stunt in great detail, which could have been done in a few bullet points.
The module purposefully leaves some questions open for the warden to answer, and while I am not opposed to that in principle, the ones here are exactly the kind of thing I would have wanted the module to provide: an incentive for the players to actually go to the lab, and the effects of using the beauty serum. Leaving these out are a pretty significant omission to me, which I think harms the module, even if done purposefully.
All in all, though, if you’re happy to fill out these blanks yourself and do some parsing, this could be a very fun break-in module.
This pamphlet introduces an ambush minigame to handle chases against larger enemy forces. It’s a great idea, but I think the presentation could use some work.
Having the inside of the pamphlet double as a game board is a cool idea, but in its current version, it makes both the rules and the board hard to parse, and the text imposed over the illustrations is hard to read. I think this supplement could be refined into something really fun, but would greatly benefit from being freed from the restriction of fitting everything on a trifold, e.g. I imagine having a clean map as a hand-out document would work wonders.
A half-life inspired module about a science facility with an experiment gone disastrously wrong. An explosion happens, all hell breaks loose, power must be restored and the rift closed.
A nice map provides a good overview of the facility, and the room information is well organised in textboxes, but the body font is not great for reading large amounts of text, an issue which is exacerbated by the white text on magenta background colour scheme. The module could have benefited from leaning even further into its source material and cribbing the minimalistic aesthetic of Half-Life.
The problem itself is nice, with a three-step process to close the dimensional rift, though there are minor inconsistencies, e.g. stating that the receptionist runs out as soon as the alarm goes off, but also that the door becomes inoperable at this time.
A heist module set in an abandoned bio lab in Doptown, where the PCs have to deal with both a run amok AI and a grumpy new tenant. The layout and art are fantastic, offering a very appalling presentation, and the rooms are clearly described.
A twist on the standard formula is that the module makes use of real time elements, similar to the torch timer of Shadowdark.
A few questions remain after reading: how would the sensors drag PCs into the Chamber room if the airlock door is closed and keycard locked? And when exactly is the Boot Sequence Clock meant to start?
All in all though, this is an impressive little heist module.
A cool gang war module, where rival Doptown gangs vie for control of a dangerous piece of tech. A well progressing story with multiple exciting and well-described locations, and thrilling setpieces. It does feel a tad linear in its progression, with multiple unavoidable events.
I love the lineart character illustrations, and the drawing of the device. However, the layout is quite busy and feels messy, and there are some hiccups with e.g. text extending beyond its frame. It would a great to have a version with the visual bells and whistles toned down, perhaps in a way that better matches the grungy vibe of the gangs.
A cool gang war module, where rival Doptown gangs vie for control of a dangerous piece of tech. A well progressing story with multiple exciting and well-described locations, and thrilling setpieces. It does feel a tad linear in its progression, with multiple unavoidable events.
I love the lineart character illustrations, and the drawing of the device. However, the layout is quite busy and feels messy, and there are some hiccups with e.g. text extending beyond its frame. It would a great to have a version with the visual bells and whistles toned down, perhaps in a way that better matches the grungy vibe of the gangs.
A beautiful module set in a spa with a sinister secret, the layout is inviting and makes it easy to find what you are looking for. The inclusion of hags and spa spirits feels unusual for Mothership, leading my thoughts closer to a modern fantasy module than the standard Mothership setting.
The location is well, but sparsely described, with the map and keywords doing a lot of heavy lifting. If anything I would have loved a little bit more guidance on the personality of Genevieve/Jenny Greenteeth, as well as the other guests - e.g. how many guests are even here?
A neat little market to slot into Prospero’s dream, complete with a set of new things to buy and NPCs to interact with. Good locations, super easy to use, fun items. The company logos are not quite the vibe I would use, but otherwise the layout is good, making it easy to get an overview and find what you need.
A neat little museum heist module, where of course the goal is not as easy as it seems. Great twist on the target artifact. The layout is simple and modest, but eminently usable. It has a clear hook, a good location, and is super easy to pick up and play. A quick job that can easily be slotted into any campaigns, or run as a one-shot.
Only thing I could wish for is a selection of other weird artefacts to steal while you're there anyway.
A module describing an automated hotel run by an AI. The human owner has died, but nobody else is aware of this.The layout is great and easy to use, and the locations are good and interactive. Underlining and highlighting works well to draw the eye to the important bit (though the highlighting seems slightly misaligned with the font).
There’s sure to be a lot of fun to be had in this hotel, though I am left missing two things: there are no real hooks to bring the PCs here or make them explore the location, and the owner’s death is mostly unexplained. He is located in a cryopod “tampered with” to kill the person inside, but it is unclear if he has done this to take his own life, or if someone else has murdered him (and if so, why).
All in all, a great hotel to visit, you just need to bring your own “why”s.
A bloody action romp through the Dream. The artistic presentation is top notch, with banging colours and a great retro neon vibe, as well as killer art.
The locations are good, but they feel a lot like a linear row of setpieces, without too much room for the players to find their own path to solving the mystery. Several events, e.g. Tessa Williams’ death are predetermined with no way for the PCs to interfere, making it feel a bit too railroady to my tastes.
The final confrontation is a very cool setpiece, but it could have used a diagram or map to explain the situation, and the fact that the players can side with either Singh or Yume makes it confusing who is located where, and who are the enemies.
There is a Hint/Clue/Warning labeling system, which works great in theory, but it feels a bit random what is assigned to which label, and some locations have more highlighted text than not, limiting its utility.
All in all, this is an impeccably stylish module for players who want to engage with a bloody story centering on sexual predation and revenge, told through a series of setpieces.
This supplement introduces the concept of cyberware with personalities, the remnants of their previous hosts. These give extraordinary bonuses at the cost of making demands, and making their displeasure felt of these are not catered to.
In addition to a procedure for making your own, the pamphlet provides three examples to slot into your games, but I would have loved to see effects and abilities beyond purely numerical bonuses.
I think the layout and colour scheme make for a great looking supplement, but the text could really have used another round of proofreading and some line-editing. Hopefully this can be done before the public release, as the concept is great, and it is a shame to have this mar the presentation.
A module revolving around a luxury spa and wellness clinic with a secret, though of course something has gone wrong. The module is presented as an in-world brochure, including a great map of the facility, with a bunch of (also in-world) notices and warning messages superimposed. It looks great, but I think it ultimately harms the usability of the module to describe everything in world, even if it’s fun.
The current status of the facility is slightly unclear: it seems like everything is malfunctioning, and it is unclear how long this has been going on, since there is also a table for personnel on shift. I am also missing a good reason for the PCs to go here.
A “dungeon”-style module about rescuing a group of scientists stuck in time stasis and deal with an interdimensional threat. The setup is good, with excellent threats and antagonists, and presented extremely well with great art and layout, but I have a few lingering questions after reading:
The people in stasis are noted to communicate telepathically, but it is unclear if this is a new power granted to them by the stasis-generating machine, or if it requires the PCs to have telepathic powers to read their minds.
The entire facility has people trapped in stasis, but from the module text, it looks like the PCs are only in danger of becoming trapped once they reach deeper into the facility. I’m not sure what the reason for this discrepancy is - furthermore, the module provides no options for resisting the effect, making success entirely dependent on being lucky on a succession of random rolls (or accomplishing the task very fast).
A cool little module revolving around a corporate product demonstration at a fancy hotel, it relies heavily on randomization to make every playthrough unique. The information design is fantastic, and it’s always easy to find what I’m looking for.
All the randomized options are good, but I can’t help but with some of the situation was a little bit more predetermined, so it could be fleshed out more, and the module could be designed around it. Leaving everything random gives more options, but puts more work on the referee. The location descriptions are good, but I’d love a few more interactable bits, or reasons to explore. E.g. Rio Street restaurant is not mentioned anywhere in the module apart from the map.
I’m going to be a little bit biased here, because this module is basically Blade Runner, and I love Blade runner. The presentation is a amazing, with concise descriptions of rooms that are still eminently interactive, and a great “suspect list”.
The only thing I wish for would have been some additional “red herring” NPCs to pepper in, though it would have been hard to make room for them in this tight layout. Perhaps spend a little bit less space on the module credits? I would also have loved to see a way for the regular replicants composites to Manifest.
The Big Twist of some of the players secretly being replicants composites likely requires some discussion with the players in advance, and would be difficult to implement if playing as part of a longer campaign rather than a one-shot. It has potentially amazing payoff though.
An amazing looking module featuring an enhanced martial artist hunting down the members of a rival school. Layout, art, and presentation is first rate, and the location is perfectly presented.
I wish I had a bit more background info on the Demon’s motivations, and some suggested hints for how to track him down.
A module featuring everyone’s favourite idol, Senelia Esteria. The graphic design and layout are beautiful and impressive, as is the art. The setup of the idol being sustained by physically extracting the life-force of her most devoted fans is great, and Celestial goodies and “purity grades” of the fans are super juicy ideas.
I do wish the module had a map showing the locations, as well as a bit more to grab onto for PCs to interact with in each location. I don’t think the module provides super strong motivations for the PCs to dig deeper.
A lot of space is spent on the “default setup”, which I think could have been better spent fleshing out other details. Especially because the default hook does not seem very strong to me. I wish there was more motivation provided. E.g. in Selenia’s hall, there is a description of what happens if pods are deactivated, but there is no suggestion for why the players might want to deactivate the pods.
All in all, the module is beautiful and oozing with vibes and good ideas, but I would have to do some of the heavy lifting to get it running interestingly, rather than as a tour through an idol diorama.
A modular expansion to the Slug drug found in Pound of Flesh, this pamphlet provides its own version of what actually happens when you’re under the influence, including a fantastic table of people to meet, and various locations to explore in its quasi-virtual world.
Rather than providing a full adventure, this is a resource to effortlessly slot into any campaign featuring slug, where it will be entirely plug-and-play.
My only minor nitpicks are that I could have used a little bit more contrast for readability of the text on the bright-coloured page, and some guidance on how to telegraph the effects on interacting with the “amenities” of the sluglands.
An expedition to an asteroid to get some ice, absolutely jam packed with ideas. I love the water entity, which reminds me of the all-timer Doctor Who episode Waters of Mars. The idea of everything being projections is cool, as is the idea of the resetting and the potential for becoming one yourself.
The weakness of the module is perhaps that it tries to do too much within the available space. It would have been great to get some more information on the rooms of the projection, and the additions of the machine virus and NPC memories could have used a bit more explanation and room to breathe. I miss a clear path presenting all the information I need to run it in an easy-to-use format. I think this could really shine if expanded to a 12-16 page zine rather than a trifold.
I was also happy to see the EYE FRIENDLY version, because the text/background contrast on the TECHNICOLOR version was not always ideal for reading.
An expedition to an asteroid to get some ice, absolutely jam packed with ideas. I love the water entity, which reminds me of the all-timer Doctor Who episode Waters of Mars. The idea of everything being projections is cool, as is the idea of the resetting and the potential for becoming one yourself.
The weakness of the module is perhaps that it tries to do too much within the available space. It would have been great to get some more information on the rooms of the projection, and the additions of the machine virus and NPC memories could have used a bit more explanation and room to breathe. I miss a clear path presenting all the information I need to run it in an easy-to-use format. I think this could really shine if expanded to a 12-16 page zine rather than a trifold.
I was also happy to see the EYE FRIENDLY version, because the text/background contrast on the TECHNICOLOR version was not always ideal for reading.
A small supplement providing rickshaws to get around the dream, usable both as a gig for PC’s and a possible transport service. Of course, something sinister is going on, with the rating system of the app physically harming the drivers on poor reviews, and privacy invasions of both drivers and passengers.
I feel like I could use a little bit more motivation for the entity behind the whole thing, as well as a some justification for why caution has been thrown to the wind by every faction when they choose to rely on this service.














