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Skeleton Crime Collective

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A member registered May 23, 2025 · View creator page →

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Thank you so much, I'm happy you enjoyed it! I'm a veteran and took inspiration from Army Field/Technical Manuals for the aesthetic. I'm a total novice when it comes to graphic design but I'm happy I could get that general concept across.

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I'm glad you enjoyed it! I GM for a group who always join any rebel/underdog group at the soonest opportunity and the ICM as a whole are definitely the type of faction I envisioned for those types of players.

The idea for this pamphlet basically came from a mini-setting idea I've been kicking around for a year or so, nothing particularly detailed yet but I might work on more in the future. I wanted it to be a very cramped, claustrophobic setting that lends itself well to the kind of dungeon crawling game-play I usually incorporate into my games. Metro tunnels and sewer systems felt like a good way to encourage that without it feeling terribly out of place in a sci-fi game. The overall focus would be on the factional conflict going on, even from within the groups who make up the ICM, but I want to leave a lot of room for pockets of bizarre alien life or occult shenanigan to reinforce the horror vibes. I think a sandbox setting where half of the challenge comes from navigating these open war-zones controlled by groups with different allegiances would be interesting. Let the player crew decide how they want to influence it and who they want to throw their lot in with.

I feel like rules supplements can be hard to write and harder to find a niche because people run OSR games in such wildly different ways, especially Mothership. For my style of play at least I feel like I'd have difficulties using this without reworking further. There's definitely a solid foundation here, especially tone-wise, but after a quick playtest I find the mechanics themselves a bit confusing and question if my players would have a terrible amount of fun repeating this after the first attempt. That's not to say there isn't stuff I like, a lot of this scoring is more related to what I get out of supplements like these more than anything.   

But still, please keep working on content like this! Rules-focused supplements are few compared to the adventures out there, and I really like yoinking different ideas from modules like these to flesh out the systems of games I run. There's something good here with the node-based nexus whack-a-mole you got going on for sure.

 

Polish - 3/5   

I really liked the writing style you went for, feels as if it's written by a hacker trying to give you a low-down on the trade almost. I feel like it could have leaned further towards that direction but it also gets hard because you have to attempt to succinctly and clearly describe the procedures you're trying to introduce. I think you did a good job at separating the two tones for the most part. My only critique is that the explanation of many of the mechanics tends to be a bit confusing to follow, particularly when the layer jumping is involved and skill checks are starting to frequently be made. Trying to simplify the steps and formatting them better could go a long way. A better visual flow indicating the order you go through when hacking would be helpful, something similar to a flowchart design between rules sections maybe?   

Layout-wise it gets the job done. I'm not a huge fan of the colors being used and the way the blue text you used is highlighted  and italicized can be a bit hard to read. The in-world advertisement feel you had for the hacking gear would be a really cool aesthetic to lean further towards honestly. Also gotta say, really like the cover art. It's cute and fits well with the theme and tone of the supplement.

 

Favorability - 2.5/5   

The low rating is honestly because I just have a hard time visualizing what I'd get from this mini-game versus using hacking checks as-is and describing what happens a bit more narratively. In my experience separate "games within a game" systems like this can be super hit-or-miss because they need to warrant the time you stop playing the main in order to play through it. Hacking is a classic mechanic that typically gets this treatment and many takes have the same issue: unless multiple people present are playing hackers, it turns into everyone else waiting for the hacker/Warden to make a dozen rolls to see if they get what they want or not. Especially if it's something that the entire session hinges on: the access code to the vault they're trying to break into, stopping the AI relentlessly hunting them down, clearing their name of any crimes logged in corpo records. So the mini-game should ideally be A.) quick to run through and get game-able results from or B.) generate results that are interesting enough to justify the mechanics you're engaging with.   

My favorite part still has to be the informal hacker tone that influences a lot of the writing. Makes it an enjoyable read even if I don't mesh entirely with the mechanics present.

 

Usability - 2.5/5   

As written this involves a lot of rolling at certain points. The mechanics for it themselves are relatively straightforward, it's just the way they're explained and written requires some cross-referencing between sections and minor creative interpretation on the Warden's part to make work. I did a short solo playtest running it and it felt like it involved too much rolling that didn't necessarily result in interesting results. Succeeding largely just lets you avoid stress and move around a bit further. Failure isn't great, but you're still making progress and only ticking up 1 per failure. Just kind of felt like I meandered around a node until I got what I wanted, then it just boiled down to hoping I'd beat the matching d10 rolls I accumulated during the dive. The items are essentially the only way to get further agency over the game, but they're incredibly powerful and priced in such a way that I see most players grabbing just logic bridges and division swarms if they want to get through the hack efficiently.  

Don't get me wrong, I like how you incorporate a narrative element the player directly benefits from which is baked into the procedure itself. Leaving the rewards and consequences up for the Warden to decide and talk about with the players is the best move as opposed to trying to establish a catch-all procedure for what they get out of the task. It just feels like there's a lot of rolling happening while nothing is really happening round-by-round except a "hotter/colder" type mini-game. The active threats you describe could definitely spice things up a bit, but I feel like the process might be a bit more annoying in play than it is rewarding.

 

Theme - 2.5/5   

Beneath the surface being interpreted as the inner workers of an AI's defense against hacking is interesting, but the theming loses that focus as the rules turn more into generalized hacking procedures. I think narrowing the focus for it being a specifically AI-related mechanic could give it some more focus and let you write in flavor regarding them in your style of writing that'd be fun to read.

This was a fun one to read! Your writing prose gave me strong gothic horror vibes and I really like modules that mash together two seemingly contrasting genres to make a memorable concept. My scoring is a bit tough on this pamphlet admittedly, but it boils down more to personal preference for what I like in trifold pamphlets more than anything. I still think it looks and reads really well regardless.   

Polish - 4/5   

Simple but visually appealing formatting, love the purple color scheme. Writing comes off as almost like an old horror story sometimes, not what you'd typically expect for Mothership but it's a fun juxtaposition that would make it very memorable if hard to place in your average game. Screams to me to be used as a Halloween one-shot! Points knocked off mostly because the writing that's present is a bit dense and difficult to parse for information relevant to running it, and while I feel the spread art that takes up the inside looks great, it seems like you're trading a lot of usable space that'd be more useful for providing scenario relevant information that I think is lacking in other sections.

 

Favorability - 3/5 

Admittedly it comes off a bit too slow burn for my tastes, but I like how fantastical and mythical the concept feels in comparison to the usual expected influences for sci-fi horror. This relates to usability issues, but my favorite trifolds tend to be ones that are easy to parse at quick glance and could be run relatively easily as-presented in a pinch.

 

Usability - 2.5/5   

So the core concept of an ancient vampire who is trapped in a pit and is terrorizing a sci-fi mining colony is great. Love it. I get a good feel for how I'd play this tone wise just from the style in how it's written and how you describe events leading up to the eclipse. The big reason I rated it low for usability is because to run this I'd have to do a fair amount of prep on my own prior to play for the average trifold in order for it to feel satisfying I think. A rough timeline of events is definitely there but leaves a lot of questions and space that'd need to be filled:

  • Players are stuck here for a month while they wait on ship repairs. Seems a bit long since the adventure seems like it'd take place mostly across two days, but it's a good excuse as to why players would be looking for work/get involved.
  • They hang out in Emerald City and notice how superstitious and paranoid the locals are, probably end up hearing rumors about the Hell Pit and its monstrous inhabitant. Part of me wants to ask, "well why do they get involved?", but the Warden in me usually just says, "because this is the adventure I decided to run tonight, get involved" so that's not really an issue imo.
  • They meet the scientists at the Observatory and learn about the eclipse happening in two days. I get from Kyle's Testimonial that presumably the song sang by the vampire is very intense during this period, and a swarm of bats attacked them during it, but it kind of sounds like what the vampire already does normally when it's night-time? It just doesn't feel like a strong enough ticking clock to have much pay-off as written unless modified.
  • They presumably join the scientists on their expedition, run into bat/rat swarms, maybe catch a glimpse of or get to talk to the Vampire. I'm assuming the path of a crew who decides they want to fight her somehow, limping away back to Emerald City to come up with a plan.
  • I feel like blowing up the hell pit would be an immediate no-go for most crews, the stakes don't feel high enough that potentially destroying the colony to kill the vampire is worthwhile. Outside of the miner's sleep walking towards the pit, it doesn't feel as if the vampire is a terribly active threat. I could see bewitchment being used to make miners attack the players, but there needs to be a bit more implied in the text in my opinion. The vampire will grow stronger and attack other settlements, it'll create more of its kind, there will be a permanent eclipse, etcetera.
  • This more or less forces a direct confrontation of some kind. Her weakness is ultraviolet radiation but the description present implies the entire society lives in a subterranean cavern. I suppose I could describe cracks of sunlight breaking through, but it feels like it'd be tough for a crew to figure out a solution unless I gave them a lot of leeway in the resources they had available and was very transparent about this weakness after they finish the expedition.
  • Alternatively if the crew decides to sympathize with her, I have a hard time seeing where the adventure would go. Either the players do it without realizing initially she just wants to eat everyone, then end up trapped by their new "friend", or they could become vampires I suppose?
  
It just leaves a lot of space to be filled in that the horror story vibes can't 100% carry alone, as cool as they are. I also feel like the vampire as written purely from a monster stat block perspective is a bit too much. There's a lot of mechanics going on: healing from damage dealt, doing two attacks at once, [-] on wounds taken, stats increasing as the players stress increase…just a lot of different moving parts for me to keep track of. This boils down more to personal preference but if I have to jump back between multiple special abilities during a tense moment it slows things down a fair bit. 

 

Theme - 3/5   

The subterranean mining colony mixed with the hell pit concept does a solid job at reinforcing the theme of the game jam, although I feel like more flavor could have been added in regards to the colony itself and what the Hell Pit is physically like to traverse through. Feels mostly focused on the vampire, which by itself doesn't mesh with the theme as well.

Happy to hear the diegetic approach is coming off well, it was the biggest thing I wanted to try and pull off for this trifold pamphlet. I agree in retrospect about general usability of the setting as implied, was really meant to just spark ideas but more could have been done to be immediately usable vs. something you just seed into your own game in the background.

And my thing with human conflict is that it will always seem scarier to me personally than most space horror scenarios, it tends to be at the very least a very pervasive background to a lot of my own personal games. I do wish I sprinkled in some more of that general sci-fi horror though, with either implications about the corporation who made the pamphlet, something crazy the rebels have recently been doing to try and gain the upper hand, something just a bit weirder. Otherwise I agree that the pamphlet comes across as very niche otherwise so it may be hard to include elements of it in your average game.

Thank you for the kind words! I'm really glad that the in-world lore presentation didn't come off as too heavy-handed, I wanted to be a bit ambiguous and leave room for people to interpret the fuzzy ideas present for the setting in their own way.

As far as the weapons go there definitely could have been a few more "weird" weapons thrown in for good measure. I really wanted to focus on content available and ended up hitting a bit of a wall with my own personal requirement of wanting art for every single weapon present, so I admittedly didn't get too wild with my ideas because of the time spent editing the photos I was using as bases.

Part of it is also how I just like to stat and run weapons in my games. I don't really like writing special abilities for weapons that are more than one or two lines, like as soon as they involve mechanics more than a Save roll or Skill test, it just seems like too much for me and something a Warden could reasonably infer the weapon could do narratively. A lot of these were written as cheap alternatives for players who are too broke to afford anything else and I didn't want to make them too appealing compared to the alternatives in the PSG, but there definitely needed to be more weapons that stand out more in retrospect.

Very solid and content dense scenario, I could see myself improvising and running a session or two based off of this with relative ease. I'm admittedly not the biggest fan of the presentation, but there seems like there was a conscious choice to pack as much info as you could regarding actually running the adventure which I appreciate just as much as a fancy layout.  

Polish - 3.5/5   

The layout aesthetically is a bit rough but otherwise doesn't get in the way of the content, not a huge fan of the purple/green on black color choice though personally. Writing is good and very descriptive, I really liked the NPC descriptions in particular. Landmarks also have great descriptions, but part of me feels like they could be edited down a bit for better readability at the table. Bullet points could go a long way for some of the info being presented. I'd probably want to reorganize the information present in this for my own notes vs running it straight from the pamphlet with how it's presented right now.  

Favorability - 4/5   

This has great "gold rush" vibes to it that could easily attract the attention of the player crew, has a natural ticking clock in the form of the surveyors/planets, and there's enough content here to get a game running while being evocative enough with its living planet concept to allow easy improvisation. Docking a point just purely because of table readability being an issue, particularly when I'd be scanning the landmarks for relevant information to convey to the players.   

Usability - 4/5   

There's a lot here that's usable right off the bat and I feel like I can run this with only a little extra legwork to piece it all together. In particular the planetary awareness/integration mechanics are fantastic and serve as this looming clock ticking in the background that the crew won't even be aware of until they've likely already started integrating. Inclusion of the random "organisms" table was a great way to pack in a lot of enemy variety without having to devote the space to several different unique monster types.

  My only big gripe is with the point-crawl aspect of the pamphlet, although this might just be confusion on my part. In the Navigation section it seems to imply that the way you progress through the landmarks is in sequential order: so 1-2-3-4-etcetera. It works, I just think it'd  more interesting if there's diverging paths the crew can decide between taking and reasons they might want to take one versus another. This is where I feel like the space for a small map could have helped a lot because my first impulse if I ran this was to spend the time quickly mapping out my own, it's not really something I'd want to come up with on the fly during an impromptu game.   

Theming - 4.5/5 

Again, love the gold-rush surveyors feel to this. The planet itself being a super-organism as well as the overall threat players face from integration is a clever take on the overall theme.

Thank you for the detailed feedback! Even if your experience is mostly as a player it still helps a lot to hear feedback like that, I really wanted to make this as fun for someone taking part in a campaign to read as it hopefully is for the Warden to take equipment and ideas from. In regards to the polishing advice you gave, you make a good point about a better line being drawn between some of the in-world pamphlet information and the actual mechanics going on through the gear/weapons could help clarify things a bit and I'll keep that in mind if I make something in a similar style. Happy that the moral ambiguity and how "grey" the situation is came off as I intended, I really wanted to lean on it being corpo-propaganda but didn't want to be too on the nose or tongue-in-cheek about it.

Theme-ing wise you're very on point, I wish I would have focused a bit more on the conditions of the metro itself: a weird monster or two, maybe another map in the vein of the convoy ambush map, some weirder and more fantastical gear/weapons...I really had to stop myself from getting carried away.

Thank you for the feedback! I had similar thoughts about usability as far as the theme and implied setting went and struggled a bit balancing how much I wanted to explain versus how much immediately usable content I wanted to pack in. I ended up trying to lean more towards the latter in an attempt to make the pamphlet a bit more generally useful versus only useful if you're running an underground metro style setting, but I definitely think a better balance could have been struck in retrospect.

First off, love the concept of the skin suits and a job being centered around delivering divorce players to the patient zero of the infection. The layout/writing on this is a little clunky, but there's a really fun adventure present here to run that could easily take a player crew off-guard. I'd personally make a few modifications if I ran it at my table but it's very solid as-is. Also, I just generally hate bugs and parasites, so maybe there's a few extra points in there for being something that'd personally creep me out!

I rate with half stars to give more specific critique but round down for the gamejam rating system fyi!

Polish - 3/5

The blue color scheme and general medical paperwork aesthetic it has going on is great, I honestly think you could have leaned into the "patient charts" style even more tbh. A background texture of some kind could do a lot of work here too I think. As far as information presentation goes I think there's a solid order of presentation that helps me understand the general direction this adventure takes once the players arrives.  

Small nitpicks:

  • The Y/N Worms section feels a bit redundant if only one staff member isn't infected. Maybe these could be better used for the patients section so a warden could physically keep track of who is/isn't infected during their run of the adventure? Maybe different color formatting in the background or text for the staff could be used as an indication of infection or not without having to take up more space?
  • I would have liked more information about the personality of the staff now that they're infected. The players will be interacting with them a fair bit prior to the full reveal, so having some weird quirks on top of the 1d5 details could help reveal the horror a bit more gradually.
  • Patient table feels a bit cramped. Some area indicating when on the timeline they'll be infected and/or try to escape would be useful here. If I'm running this anything involving patients I'll be jumping back here to scan, so if I have to then go back to the timeline to double-check what's happening to who, it takes a little bit more time mid-game to clarify.
  • Map is functional, but how you label locked doors is a bit hard to read at a glance because the doors themselves are pretty narrow.

Favorability - 3.5/5

Seems like it'd be a fun side-job to throw to players and frame as an easy milk run. "How weird can it get, we're only serving divorce papers!" The only thing that lowers my personal rating is that it'll require a bit of legwork on my part to come up with how to pressure the player crew into getting involved versus being a bit more passive. I'll expand on this a bit more as it's related to my concerns in the usability section. 

Usability - 4/5

This module essentially has everything you'd need to get players involved in the scenario and a timeline from start to finish of what the monster is getting up to. The Skin Suits as a monster as written are immediately usable as foes, the inclusion of their life cycle and how they initially infect someone on their home planet is a nice touch. Room keys are straight to the point and informative, I just think there needs to be a bit more usable equipment, gear, or items you'd see scattered around a medical office included because if players are coming in with a light loadout, they might have difficulties dealing with the Body Suits once they try to convert the crew.   

In regards to the timeline and the "end state" of this adventure, while it's obvious the players would want to stop the worm colony from expanding, if they have a hard time putting things together quite a few of the patients might be dead before they have a chance to investigate. There isn't necessarily anything in the timeline that immediately presses the players into action or imply a sudden tipping point. The biggest way as written I think I could set this up would be putting roadblocks on allowing the players to meet the doctor and serve him papers, then using that time to let them poke around/interact with employees and show them how weird everyone is acting. A potential work-around I'd suggest is making the mission be serving papers to one of the patients in the clinic, maybe Don Johnson or Jane Dough because they're sedated/unconscious and not immediately available (requiring the crew to wait and witness others being carted off.) Even if they get turned into a skin suit, I could foresee some crews forging paperwork or just tricking the worms into signing it anyways, just so they can get the hell out and maybe still get paid.  

Theming - 5/5 

I think the "beneath the surface" theme is being used for a lot of underground-themed content (my own submission included), but it was really clever of you to do something centered around a creature that's literally living and controlling you from the inside. Making them worms is very immediately visceral and gross on top of that, great choice.

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Fantastic job, I really enjoyed reading through this one! Currently top of the list submissions I want to run a playtest for asap, I'll make sure to write up a play report and link it to you if I do. Below are my general thoughts for each category, I rate with half points but downgrade it for the itch-io rating system. 

Polish - 4.5/5   

Great minimalist design. Simple but very slick. Agreed with the prior mentioned information ordering issue, but otherwise I feel like there's a good amount of information concisely formatted into the space a trifold allows. Easy to read through and I feel like I can immediately piece together how'd I run this adventure and wouldn't have to jump around too much to do so.

Favorability - 4.5/5

I really like how this is a simple scenario and threat that becomes incredibly complicated due to outside circumstances' outside of the players' control. There's an implied ticking time-bomb of the special cargo getting loose as the players limp around on backup power before their "rescue" that can easily be played up. The Foxtrot Uniform outfit showing up would very much be a moment of relief, quickly followed by confusion and horror as the mutiny sparks the main threat's escape from containment. One of those pamphlet adventures that I feel largely runs itself once you set fuse to the initial powder keg.  

Usability - 5/5 

I can see myself taking this and running a one-shot of it with minimal modification. The timeline is concise and sets a clear end state for the module and the list of NPCs provides ample opportunity for the Warden to involve players in the mutiny going on. As mention by a previous commentator the only issue is just finding an implied end state that doesn't involve the destruction of the squid or the abandoning of the ship. Maybe a provision where players will get paid half for successful securing of its corpse for research purposes? Or even an alternative reward offered by either side of the mutiny for recovering the valuable warp cores? It's cool if the original corpo job conditions end up seeming impossible (I can still see a group figuring something out depending on the loadouts they start with), but having those alternate win conditions written in could help with finding a proper ending for the adventure in play. 

Theme - 3/5   

The octopus is an interesting connection to make for the theme, but I think outside of it being a mostly normal (albeit killer version) of an octopus doesn't make it feel as strongly related as it could be. Especially considering the adventure takes place across two space-ships otherwise unrelated to the theme. The initial pirate theming Foxtrot Uniform haves also feels a bit weak. I feel like the concept of mutinies and piracy would already be well-known to a group who base themselves off of the pirates of Earth and there's not much else that screams "they're pirates" to me outside of some of their call-signs.

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Hi there! I'm trying to write some more in-depth reviews for the submissions I rate and had some thoughts regarding Tsuburaya. First off, the overall concept of an underground kaiju being the site of a fuel extraction operation is awesome. It's a very evocative idea that doesn't fall in line with the usual expectations for horror content in Mothership imo and I can see a strong outline of what you'd intend a one-shot/campaign to be like in the small amount of space you had. Layout and formatting was also great, simple, but great color choices and textures. As far as more specific criticism goes, here's my disorganized thoughts and what I rated for each section. I'll use half points, but when I rate for the jam I round down since you can't rate half a star.

Polish - 4.5/5
Like I said before, great layout. Simple and visually appealing. I liked the taped together and coffee-stained pamphlet look. The brown/pastel/orange color scheme is easy on the eyes and fits with the overall vibes of the supplement. Only minor nit-pick is that the red highlight text feels like it clashes a bit with the other colors present.

Favorability - 3/5

Admittedly I'm a bit picky when it comes to setting pamphlets as they can often feel like a short summary of a potential campaign versus something that's immediately game-able. This would admittedly take a fair bit of leg-work to get a session off the ground I think, especially if you want to tie everything into the general apocalypse outline laid out in the spread. Otherwise I'm a big fan of the core concept, particularly the relation of the AKAAD corporation to Tsuburaya for fuel extraction, and the idea of Bottleneck being a settlement directly stabbed into the stomach of the creature during the colonization process. It honestly does a lot of the heavy lifting here!

Usability - 3/5

Okay, the longest section since this is the most important to me. First off, setting supplements can be really difficult to make work in a trifold format! I look for immediate usability above all else. Can I quickly take the ideas present for this world and have something game-able in a short amount of time? Or is it high concept and would require me to basically write out my own scenario? This module leans more towards the latter, which isn't necessarily a bad thing honestly, it just makes me personally less likely to run something set in it versus a more generalized scenario I can put into any context I want.

  • Regardless, I still rated it a 3 because there's a good variety of content here in a small space. I'm a sucker for setting books that tell a story through the monster descriptions, special gear, and NPCs present in it versus just paragraphs of lore dumps. 
  • d10 table inclusion is great! My party is always digging through the pockets of corpses they come across so having tables present to roll on for random junk is always nice.
  • Faction/NPC list is solid and I can imagine the interplay between the three easily enough. I just feel like with the major NPCs present there isn't really a "bad guy" (Tsuburaya feels more like an inevitable environmental threat) present save for the faceless AKAAD corporation. Kind of feels like the easiest way forward is convincing all three NPCs to work together to escape inevitable catastrophe. Where's the wrench in that plan? 
  • Best item is the self-replicating stomach-acid fuel source. I feel like it's not terribly overpowered, as most games won't have shore-leave happening that often but when it does 1 free fuel would be a huge boon. I could see tempting my players with trying to grab as much of it as they could before the planet is destroyed. Grit mite gloves are weird but interesting. I struggle to see how they could be used outside of just swarming an unsuspecting target with mites, but maybe my more creative players would figure something out. Water seems overpriced but I suppose that's the point? Rich people water and a luxury item to sell.
  • Monsters err on the side of being tough due to armor/health count imo. They're all very weird/exotic in a good way, I feel like I could surprise my players with these things pretty easily from the way their described. I feel like some of it again is slightly hard to game-ify and might just be a, "oh well that looks weird, anyways", kind of reaction from players, but that's not bad either tbh.
  • K-Cells are an okay condition, I just feel like more information about the mutations would have been nice. Otherwise it just comes across as a condition that'll likely get a player killed fast and not in an entirely terrifying way. Just more prone to pick a fight and piss someone off. Maybe breaking it down into phases similar to the carc infection in Another Bug Hunt could let players ease into the full negative downsides and offer mutations as they advance?
Theme - 4/5

I talked about it in prior sections, but again the core concept is very memorable. A good twist on the "beneath the surface" concept that takes a kaiju creature that influences the entire planet it's present on and inevitably turns it into an apocalypse-tier event for players to escape from.

Overall this is a trifold packed with a lot cool ideas and a decent variety of content, even if I personally might struggle to easily make it game-able compared to other setting modules. Biggest thing I thought was missing from the module was a map or more information regarding Bottleneck! I feel like most of the game would take place there so a foundation to build my own scenarios off of would have been nice, it's a fun idea for a friendly settlement. Otherwise great job! I'm saving this to drop down as a planet on my campaign map somewhere in the event my players ever take interest in the rare fuel source it's rumored to have!