Monday, November 3, 2025

Mothership Month 2025 Mini-Interviews

Like last year's Mothership Month, I've kicked off a set of mini-interviews with game designers who are new to the (hellish) fun of crowdfunding adventure modules. 

My hopes are to help get more readers familiar with their work. This year, seven designers agreed to spend a little bit of time with me to describe their modules. I hope you take the time to give them a lil read!

  • stand/DELIVER, Ahmed Suffety
    • A dueling faction toolkit, set in the Dek
  • The Company's New Groove, Scott Connor
    • Play the prologue in this generation-spanning club-crawl
  • Pipesong, BoRyan
    • A crime family drama sandbox, set in the Tangle 
  • All on Red, Abe Chester
    • A medical-gambling investigative sandbox, set in the Squeeze
  • Cleaning Crew, Chris Foley
    • A janitor's handbook for a scummy corpo 
  • NO GODS, NO MASTERS, Nathan Taylor
    • Attack the corpo tower in this Mothership depth-crawl 
  • Hunters, Zoe Tweedale 
    • A death game module, set in the Choke.

stand/DELIVER, Ahmed Suffety

Chris: Hi Ahmed! You’re a new Mothership writer and new to crowdfunding, but are still a seasoned ttrpg creator, having come in from 5e, Forged in the Dark, and MÖRK BORG. Can you tell our readers what compels you about Mothership RPG, and introduce folks to your MM25 project, stand/DELIVER?

Ahmed: While my start in writing and design was proof of concept for 5e, I’ve always been drawn to other games in the industry, from Forged in the Dark and MÖRK BORG, to designing my own systems, available on sufftety.com. Mothership RPG pulled me in with its lethality, horror, and most of all, pacing.

stand\DELIVER is a dueling factions toolkit for The Dek, an entertainment district on Prospero’s Dream. Players take on the mantle of space pirates vying for approval from the fraternity of pirates (mentioned in Wages of Sin) by delivering a shipment of goods. Or as station security operations (SecOps), hunting down these drugs before things get out of hand. The imminent lockdown puts players in tense encounters as the drugs in the district begin spreading and mutating users.

stand\DELIVER adds class breakdowns and loadouts for both Pirates and SecOps, along with equipment like new Drones and fresh Cyberware. New features, Worth and Debt, drive roleplay, giving players ulterior motives, and provide encounter hooks for the Warden to introduce as complications. A new resource mechanic is introduced for both classes as well. Pirates gain contacts, a way to reach the particularly seedy denizens of the stations, for favors or the purchase of contraband. SecOps gains requisition script, a method for acquiring specialized, powerful gear available only to high-ranking station enforcement. All these new mechanics are modular to fit into any Mothership game, regardless of setting.

Chris: Never such a thing as too much cyberware, that’s for sure! One of the aspects of your module that I admire, and that I think Wardens need more of for running The Dream, is that you’ve built up a new district: The Dek. What can you tell us about this district, your inspirations, and what new mischief it brings to the Dream?

Ahmed: The district is a neon spectacle, littered with advertisements, tourists, and dark corners. Expanding on The Dream’s vibe and setting, The Dek has over 10 locations and at least one NPC per location. Each of these interests is tied to Phase Alterations, which can be inserted into any story arc or campaign and run alongside the greater threat of civilians mutating.

The Dek is an amalgamation of multiple inspirations. Some that stick out are bars and social scenes from Blade Runner, The Expanse, Altered Carbon, and Minority Report. I wanted to capture some of the “cyber-grunge” feel of those worlds while maintaining the Mothership vibe. It isn’t meant to be a cyberpunk supplement, but rather a dirty patchwork stepping stone for the uncertain future of The Rim.

As for mischief, The Dek is wrought with it. Lowly sanitation officers crafting monstrosities from the would-be recycled dead. Sleeve storage facilities provide vulnerable hosts for the mutating drug, creating soulless husks hunting for sentience among the innocent. Multiple phases from The Dek’s Locations and NPCs align with the blood thirsty horrors unleashed upon the station.

Chris: That sounds great. My favorite part of this year’s Mothership Month is seeing all these coherent, zoomed-in settings and the stories they hide. Creates such a colorful smorgasbord for Prospero’s Dream, or any cyberpunk city setting. Thanks for coming on, Ahmed, and congrats on funding stand/DELIVER , :)

Check out stand/DELIVER on BackerKit!

The Company’s New Groove, Scott Connor

Chris: Goodday, Scott! Lemme tell you, it’s always great to interview a fellow European Mothership writer! Your module The Company’s New Groove has what I’d consider an experimental angle: you’ve crafted a prequel to Prospero’s Dream as readers know it from A Pound of Flesh. Can you tell us more about your Mothership Month project and how this unique structure plays into it?

Scott: Hey Chris, first of all thank you for putting a spotlight on the smaller creators of this year!

With this book, I wanted to create something different to your typical Mothership module, something more experimental in terms of how it uses narrative and music. The Company’s New Groove is a Club Crawl where the players are rioters, breaking into an abandoned nightclub to discover that The Company has a hidden facility experimenting with music to brainwash the population. Experiments and all kinds of threats stalk in the darkness and the players need to get out or die trying.

But here’s the twist, the 5 NPCs that help, hinder or hunt the players in this polyphonic hellhole are the same characters that the players have played in the prologue set decades earlier.

For me, music is one of the biggest tools a Warden has to set a certain mood in Mothership. I wanted to use music’s power of atmosphere to its fullest extent in this module. The Prologue is set in ‘The Drunken Monkey’ nightclub full of bass and mischief. The main adventure has you re-explore this now abandoned club; this time silent as a tomb. When the players descend into The Company’s black site, music laced with hidden tones leak out of busted speakers.

Ultimately, it’s the combination of how this book uses music and character interactions that makes this module stand out to give your table a memorable adventure.

Chris: I agree that music is an incredible tool, and it’s one that takes a ton of time (for me, at least!) to research and set up, so it’s great ot hear this work is done for The Company’s New Groove! Another compelling aspect of your module is that it comes with pregenerated player characters for the prologue that become antagonists to the players in following sessions. Pregens are so rare in Mothership, and I’d like to know, what were the seeds for this idea, and how did it develop or mutate for your module?

Scott: I really wanted to pull the rug on my table in some way, something that can only be done in TTRPGs. In my experience, players seldom connect with NPCs on an emotional level. I was trying to come up with a way to change that, so I thought what if the players were the NPCs? The idea was to have this almost Shore Leave style prologue where the players get this mini sandbox and just be this friend group.

Fast forward three decades, and now the players, with their new self-made characters, come face to face with their characters from the prologue. As is often the case in Mothership, time has not been kind to them. How do the players react to that, how do they survive against these horrors who they inhabited as carefree teens a session ago?

That’s what this module is trying to do.

Chris: Hitting that kind of emotional resonance is a great goal for a module, especially one within a megacity of millions of lives, like on Prospero’s Dream. Thanks for your answers Scott, and congrats on the funding! I’m looking forward to seeing how The Company’s New Groove all shakes down.

Check out The Company's New Groove, on BackerKit

Pipesong, BoRyan

Chris: Hello BoRyan! Glad to have you here, even if so briefly. Must admit, I’ve been into your work since your Vaults of Vaarn release, and was super stoked to see you take your craft to Mothership RPG. Can you give our readers who might not know Pipesong a run-down on your Mothership Month project?

BoRyan: Pipesong is a sandbox module set on a maintenance level deep in the belly of Prospero’s Dream, run by the Molvo crime family. The boss, Horse Molvo, is dead. The new boss, Chin Molvo, is hooked on ceo-brained slicksim influencers, and has a great new plan: what if we sold out to the corps? The family got the pipefitter’s union contract with bullets and blood, but if we sold it off to the company, we could replace all the labor with ox-debtors, and make a shitload of credits.

Following the model laid out in A Pound of Flesh, and mirroring systems implemented in much of my other work, Chin Molvo’s plan will unfold as a timeline of escalating events that change the material circumstances on 04 Deck. Players will see Pipesong transform from bustling little union hab, to security crackdown, to warzone.

No crime family is complete without a cast of criminals, and Molvo delivers. To stop Chin’s plan, players will have to take out or flip the Molvo lieutenants:

  • Slick (he/him), a suit-wearing drug-sniffing party-going EVA specialist
  • Bunko (she/they), a chromed out bodybuilding enthusiast and fight pit champion
  • Zakk (she/her), an educated professional and quickbooks whiz
  • Sally (he/him), gangster film enthusiast, owner of a real tommy gun
  • Rat (she/her), information dealer, with a small army of informants

Chris: Yo, that’s way more than you’ve mentioned on your BackerKit page! Gotta respect an intense core set of NPCs like that. What’s more, Pipesong hones in on a fundamental reality of a mega-station like The Dream: plumbing and thermodynamics. I am a sci-fi nut, and love to see folks bringing a hard reality to games in a fun way. Can you tell us more about the Tangle, and what inspired you and your partner to focus on the pipes?

BoRyan: You can learn a lot about a place by asking: “Where does the water come from, where does the sewage go?” On a space station like Prospero’s Dream, logistical problems draw inspiration. A big one in space, that’s often not addressed in sci-fi, is waste heat. That was our starting point you know, like “what would it be like in this little corner of the station, where you do critical work that is left off-screen in movies, and if you make a mistake, a million people might die?”

The Tangle is a hostile environment. In the book, it takes the form of a point-crawl, where players have to face hazards, pipe-cultists, and desperate ox-fugitives. There’s the Hives, a network of out-of-date class-0 docking bays used by smugglers and EVA freebooters. The Tangle is a briar patch, a space that locals are able to move around in with surprising speed and finesse, but will straight up kill you if you don’t know the way or aren’t wearing the right PPE. It will have opportunities to get involved in crime, bounties you can go after, and a place to hide if you draw too much heat.

Chris: I’m a sucker for site-dependent gear for area traversal (that’s the Metroidvania sicko in me, I guess). Like I mentioned, I’m already a fan but you’ve hyped me up even more. Happy to see Pipesong has funded, and I hope to see more of those stretch goals unlock! Thanks for chatting, BoRyan!

Check out Pipesong on BackerKit!

All on Red, Abe Chester

Chris: Howdy-hey Abe! Welcome to the madness of MM25, I hope it’s been treating you well. As a developer on your project, I know the whole story behind the central mystery of All on Red, so what bits of intrigue can you divulge about your neon noir Mothership Month project?

Abe: Thanks Chris, it’s been going great so far, a bit overwhelming for a first-timer but so much fun! We appreciate the dev editing, it’s been invaluable!

Our primary goal with All on Red was to add a small but dense neighborhood to Prospero’s Dream, and make sure it could add something exciting to any Warden’s arsenal of content. We’ve made sure to build in a variety of physical and conceptual links to The Dream, making this module super easy to connect with any table’s version of the station. I think it would make a fantastic place to start a campaign as well as the perfect module to slip in as soon as someone important (PC or NPC) gets badly wounded and medical facilities are needed post haste.

The central mystery of “What happened to Dr. Haddaway” is a great 3-4 session investigation for a crew to tackle, but while doing so they’re also going to run headlong into other hooks and threads. Our test groups have had to make hard choices about finding Dr. Haddaway ASAP vs. dealing with other ticking time bombs such as an infestation of alien worms, handling the vicious gang exploiting the clinic, or foiling/aiding an attack on the station by a dissident faction.

Chris: It’s true this zine is packed with tons of cool, game-changing ideas, and like the neighborhood itself, this helps the station at large come alive. But you’re not alone in packing this zine with intrigue, you have teamed up with veteran Mothership writer A. Jordan DeWitt to form Glue Trap Games. Can you tell us how this came about, and some of the wild ideas you two cooked up together for this collaboration?

Abe: I met Jordan initially playing FIST: Ultra Edition by CLAYMORE RPGs. That online group had been mostly playing Mothership, and after the hilarious FIST one-shot, I joined a long Mothership campaign and Jordan and I and hit it off. We got to chatting about random ideas, and projects we were writing.

I think I started riffing on his re-sleeving facility heist mission pitch of “Anderson Frink is trapped in a box. A hard drive, to be precise,”. Ideas bounced around and I believe he suggested we just write it. We had this bizarrely fast process of just blasting out ideas and hopping around in a google doc looking at what the other person wrote and embellishing on it until we ended up with a pretty decent sized module called BLOCK PATTERN. We tested it a bunch and refined it, and we’ll come back to that after All on Red is complete and shipped.

As for wild ideas relating to All on Red, we’ve got a cybernetic cannibal, an absolutely disgusting parasite worm with a fucked up life cycle that could spiral out into the rest of Prospero’s Dream, and a hardcore rebel faction with an axe to grind against the Novos. The market with its deadly train running through the middle is wildly effective at pumping up stress and making random encounters even more dangerous and pressing. There’s also a corporate vampire. I don’t think many will find him, but he’s there for those players that just can’t help but open the thing they shouldn’t.

Chris: And what is an OSR/NSR module without such wonderful forbidden fruit, eh? Thanks for your answers Abe, and again, congrats on your funding! Looking forward seeing to the next draft of All on Red!

Bet everything you got with All on Red on BackerKit

Cleaning Crew, Chris Foley

ChrisAir: Heya Chris, thanks for coming onto the newsletter! I gotta say, the pitch for your module as a “Janitor’s Handbook” cracks me up, and hits on a point I’ve been stuck on before: Normal jobs for folks on the Dream! Can you tell our readers about what kind of gaming materials you’re including in Cleaning Crew?

Chris Foley: We’ve really tried to hit a few different angles with Cleaning Crew to create a sourcebook for all things janitorial! Starting out our focus was very much on equipment—scrubbers, cleaning canisters, disinfecting lasers and the like—but we quickly spread out from there. New chemical rules like wounds and examples, roll tables for various encounters for janitors working around the Dream, a new class for those wanting to get to mopping & scrubbing and eventually a small adventure within: Slip Hazard.

Everything in Cleaning Crew centres around the arrival of a new company to Prospero’s Dream: Hygeia Interplanetary. A cleaning megacorp, Hygeia has every intent in making its presence on the station a formidable and permanent one and will stop at nothing to accrue workers to their fold. However, Hygeia has no intention of footing the bill. Cheap second-hand equipment, gig-economy work and underhanded tactics are sowing discord on Prospero’s.

Slip Hazard is the culmination of that. Hygeia has found a part of the station they are particularly curious about and have had remarkably bad luck cleaning it out. Bad enough that they’ve had to call in the cavalry, Player Contractors, to sort it out. Players venturing down into the Slip find themselves knee deep in grime, grease and something far more sinister lurking down there, all whilst Hygeia’s presence unravels.

Cleaning Crew really brings all of these elements together under one roof, expanding the Dream as a whole.

ChrisAir: And doesn’t everyone love to hate a corporation, especially on the Dream? You’ve also hit a boatload of Stretch Goals for your project! Can you tell us more about the pamphlet Hygeia Automotives and the zine, Unions and You?

Chris Foley: We wanted to build two branches from Hygeia’s arrival on Prospero’s Dream that go a bit beyond what happens in Cleaning Crew!

Hygeia Automotives is styled as an advertising pamphlet to the richest of investors and contractors, offering to exchange their cold hard credits for a variety of formidable engines. Some of these are utility minded like the armoured Domovoy Cleaner-Tanker or the radiation-eating Tiangou Sink, though others like the Caduceus aerial bomber and the ExecuCab are clearly geared towards the more corporate-minded. It’s Hygeia’s corporate victory lap, showing fancy new offerings that came with their investments in the Dream.

Unions and You delves deeper into the darker side of Hygeia. Both A Pound of Flesh fans and current OVER/UNDER players might be familiar with the Local 32819L, the Teamster Union of Prospero’s Dream. Having been pushed to the sideline by this megacorp’s arrival, their discontent has swelled rapidly.

Faced with the threat of mass uprising Hygeia has responded with a polished iron fist. Players are introduced to dangerous Union contraband (from brand-removing steam cleaners to treacherous chem-bombs) and the newly unleashed Garrison, Hygeia’s elite ‘custodial’ unit. It should give some insight into a Dream back under threat of violence from above and below!

ChrisAir: That sounds like a properly thorough exploration of the janitors of the Dream. I can really see PCs starting from the bottom of the job market, and making a rise through the ranks aboard the Dream as they combat Hygeia! Congrats on funding, and thanks for sharing Cleaning Crew with us, Chris!

Check out Cleaning Crew, on BackerKit

NO GODS, NO MASTERS, Nathan Taylor

Chris: Hello Nathan, glad to have you here! This might be outta nowhere, but for my money, I think you’ve got the most striking cover out for this year’s Mothership Month, and to be clear, that’s saying a lot because so many are 🔥. What’s the run down of what we can find behind that killer cover?

Nathan: Thank you, that’s some high praise considering the quality of everyone else’s work this year! I owe all the credit to Brayz for the cover art. He really knocked it out of the park. I really enjoy the idea of the spark of rebellion, so littered lots of phrasing around tinder, lighting a flame, etc., throughout the pitch I provided to Brayz, and he just ran with it.

The module is about the return of a megacorp, METAStatic, Inc., to Prospero’s Dream. It’s a deal with the devil for the factions in charge as the company has been spreading its tendrils throughout the station. METAStatic is kind of the apotheosis of capitalism, a company that grows for no other reason than an expansion of their own power, like a cancer. Reaching a breaking point, the players’ crew decides to take the fight to the corp and get them off the station for good, by any means necessary.

No Gods, No Masters is my take on a depthcrawl, with all of the generative locations and situations that implies. I did a lot of digging through the design of depthcrawls with classics like The Stygian Library and The Gardens of Ynn, plus Mothership’s own This Ship Is a Tomb. My goal with this module was two-fold: A) Making a tight, compact depthcrawl, and B) making the module as user-friendly as possible. A lot of generative crawls require a lot of page-flipping and my design principle is to minimize that as much as possible. Each level’s page includes all the info a warden needs to run that level, as well as an easy reference set of tables guiding wardens on where to go next based on a given roll.

Chris: I totally understand what you mean with the depthcrawl page-flippery, I’m very interested to see how your information design tackles this. You’ve also teased the existence of the corpo horrors hiding in your tower depthcrawl. What are a couple that you can spill for us today?

Nathan: Christ, because the existence of megacorps isn’t bad enough? I’m mixing up the levels with a melange of the banal and the creepy. I’m just going to list out a handful of my favorites. The Cubicle Farms are managed by overly chipper android middle-managers, all constantly on the cusp of losing their marbles from the pressure of their positions. Another is the Financial Department where financial analysts break into bouts of glossolalia at an uptick in company stock prices and suicidal depression when it dips. There’s also the Biological Research Division, where experiments both mundane and horrifying take place, including a little something called the HK Protocol. That’s a particularly nasty creation that will pursue players from level to level, though there’s a chance that players could turn the tables on the corp if they can make it to Biological Research.

And that’s three of twenty-two total levels, so there should be plenty of variety for folks to enjoy and players to run away from.

Chris: Haha, that’s a LOT of chances of screwing with the corpos, and if there’s one thing OVER/UNDER has taught me is that players will jump at the chance to burn these kinds of characters! Glad to see you’ve funded, and can’t wait to set my players on molotoving these METAStatic sickos.

Find NO GODS, NO MASTERS on BackerKit

Hunters, Zoe Tweedale

Chris: Heya Zoe! Wonderful to see a new writer hitting so much success during Mothership Month, and from what we can glean from the BackerKit page, it’s no surprise! Can you tell us about Hunters, to clue readers in on why folks are so keen to snag your Mothership Month project?

Zoe: I am blown away by the response to Hunters so far. As someone new to crowdfunding, I’m very humbled by the faith the community has put in me as a first-time module creator.

The pitch for Hunters is simple: a death-game set in The Sink on Prospero’s Dream. The player characters find themselves trapped in the plague and monster-riddled ruins of the old corporate heart of Prospero’s Dream, and if that wasn’t bad enough, wealthy thrill-seeking hunters are competing to kill them and their crewmates. Their only way to officially “win” this lopsided game is to kill all of the hunters, which is a steep task. Or, they can use their wits to attempt to break the rules and find their own way out.

Supporting this scenario is the adventure’s location: The Hunting Grounds, a mini sandbox detailing the downtown core of the sink with over a dozen locations, fellow hunted target NPCs, unique monsters, and environmental storytelling. My hope is that Hunters can also be used as a toolkit to help support any campaign that ventures down into The Sink.

Aside from writing Hunters, I am also illustrating it myself. For me, the atmospheric and detailed art bringing life to The Sink is just as important as the text. Even if the players never see it (and I hope they do!), evocative art helps to bring the world alive in the Warden’s imagination, which I think is an essential job for any good adventure module.

Chris: After the artwork I’ve seen you put into Hunters, I have to agree. The NPC cards look wonderful, too, I must say. Which one of these sickos do you love (or love to hate) the most?

Zoe: Thanks! I always appreciate the repeated stat-blocks in the TKG modules like Another Bug Hunt as a Warden, but for the hunters, it’s a bit harder to do that effectively since their characterisation is just as important as their mechanics. So cards are a good alternative, with the added bonus that you can show them to your players without spoiling any surprises.

It’s hard to pick! Especially because once I start play-testing with my main group, they will come alive in ways I haven’t expected yet. That being said, I’m very excited to see The Green Man (the one with 4 arms on the cover) in play. He’s a terrifying and extremely challenging antagonist; he’s playing to win, and enjoys the thrill of the game. But probably my “favourite” is the secret-android corporate spy Anna Yoon. She’s an accomplished liar and at the heart of an assassination plot against some of the other Hunters, and has some fun abilities with her “invisibility poncho” and her android nature allowing her to continue fighting until the players find a way to completely destroy her. But most importantly, she’s a hook for the players to get involved in the melodrama and backstabbing of the ultra-rich if they so choose; because while the hunters are monstrous, it is important to me that these are unique characters who are fun for the Warden to play!

Chris: That’s the rub isn’t it? Because Wardens want to have fun too, and making the complex characters is a great way to do that. 750+ backers seem to agree with me too, haha. Major congratulations on your campaign, and I’m eager to see the Hunting Grounds come to life!

Check out HUNTERS on BackerKit

Wrap up 

That's all for this year's Mothership Month interviews. I'm also participating with a group of 18 designers—writers, artists, editors, production support—for a big boi zine Flatline on the Blocks, if you'd like to check that out too. 
 

 

 

Monday, August 25, 2025

Five Dangerous Xenos

Statted Xenos from my in-universe Mothership zine, SEEN ON THE VOID'S EDGE #043, for your gaming usage.

One day, I’d like to update this zine into a rebel conspiracy alien hunter’s guide. Give each creature its own adventure, kind of similar to Distress Signals. Add more creatures, planets, spacer settler problems.

Too many project ideas, too little time! 

The five above aliens, all illustrated in different ways. In the right corner is part of the cover of SEEN ON THE VOID’S EDGE, where they all first appeared. Thumbhead is a collage of photographed fingers, spider-like and angled, and a weird rubber thing for teeth. Eye-horse looks kinda like a pink horse with a single giant blue eye for a head, and watercolor strokes of tendrils or some such. Meltoid is an acrylic painting of a blob with orbs in it, sorta slug like, sorta “Devil in the Dark”-like. “James” is a Ripley knock-off from Metroid, with a split tail and demon horns, drawn across a ton of post-it-notes in marker. The Drummer is a pen sketch of a large six-limbed creature. Its fore and aft limbs are legs, and its middle limbs are lil T-rex arms. It’s got a couple of carapace-like bits on its back, and a face that looks like a drum kit.
Art by yours truly.

Thumbhead

C: 65 Maul 3d10, I: 65, W: 4(30).
Dactyl Crush: Body Save or take 1 Wound (Blunt).

  • Named for the nest of the digit-like eyestalks that sprout from its wide-based body. Over two dozen many-knuckled fingers sprout from its circular underside, and another whirl of manipulator finger-limbs fidget nervously under its massive mouth of jagged molar-canines.

  • An adept hunter of its forests, climbing and digging and running for its prey: creatures with much more sensitive senses than humans. Smart enough not to ignore an easy meal. Repulsed by Androids, avoiding them unless they pose a threat.

Eye-Horse

C: 40 Kick 2d10, I: 35, AP: 5, W: 2(20).
Loving Stare: Sanity Save, or a rush of adoration fills your brain or Logic Core. Justify your adoration to your fellow crewmembers, and bring this majestic creature a delicious gift. Suffocate: Body Save, or its tendril-hair wraps around limbs and snakes into open orifices. STR Check[-] to escape (See PSG, Oxygen pg. 33.1)

  • Moose-sized. Travel in small herds of 1d10+5. When faced with predators, they arrange in a pattern to stare all together. They do not harm any who come bearing gifts of fruit or other herbivorous foodstuffs.

Meltoid

C: 34 Melt 1 Wound (Fire/Chemical), I: 56, W: 7(10).

  • Nasty, stinky gastropod-like creatures. Vary greatly in size and form. These carnivorous creatures pirate their prey’s DNA to create slug-analogues, like deformed copies. Black orbs grow in irregulat places across their bodies, their fecal eggs.

  • When taking the first Wound, it splits into two W: 3(10) Meltoids. On second Wound they split into two W: 1(10) Meltoids. On final Wound, they burst in a gush of acid, scattering their fecal eggs. Body Save, or 2d10 DMG (as Flamethrower, but it’s Acid).

“James”

C: 66 Slash 3d10, Fire Breath (as Flamethrower), Tail Gore 1 Wound (Bleeding) I: 66, DR: 5, AP: 10, W: 1(80).
Deploy Wings: Blown to the ground, prone.
Grab & Fuck up: Body Save, or grabbed. If flying, this fucker’ll drop you.

  • Nearly 4 meters tall. Cyborg wingspan of 12 meters. Multifaceted scales reflect laser fire. Takes double DMG from rocket fire.

Drummer

C: 55 Concussive Blast 6d10, I: 50, DR: 2, AP: 7, W: 5(20).

  • A smidge smaller than an Indian elephant, with a lower backside and wider face. Its back is covered in a tear-proof carapace—protection from flying predators. Similarities between xeno ruins and the Drummer’s physiology leads exobiologists and sophontologists to posit them as relatives to the extinct civilization.

  • The Drummer’s face is capable of extremely powerful sonic propulsion, common to many creatures on its world. With each Wound lost, its Concussive Blast loses 1d10 in DMG.

Friday, February 7, 2025

The Matter Wars: Superstructures

 

Art by Karl Beiler

There are two things we can't make more of: Time¹, and Matter

Even the energy of Sol will die out in a few billion years, because it'll eat up all its light Matter into heavier elements it can no longer use as fuel for nuclear fusion. For stars larger than ours, they go supernova and spread out all that delicious star-crafted matter that then eventually reforms as stellar disks, and eventually star(s) and planets.

In science fiction stories, the emphasis on elemental or mineral rarity often focuses on some sort of unobtanium usually related to high-output energy technology. In post-scarcity sf, this need for specific resources is obviated. With a fancy-schmancy matter recombinator, you can make anything and everything, given a big enough printer or builder. Add in some exotic energy manipulation, and you've got shields and a warp drive (two bits).

Art by Lee Draws Stuff

What is The Matter Wars anyway?

I know it's hard to imagine (sarcasm), but think what it might be like if there's no nascent utopia emerging from the rise of post-scarcity technology. For me, this is the origin of the Matter Wars.

The Matter Wars begins as a cold war race to claim as much Matter as possible.² The amount of ludicrous hubris necessary to even begin to think could or should own and control a solar disk's worth of of Matter is a sociopathic megalomania that I find unfortunately "logical" in a space-age continuation of late-stage capitalism.  

This philosophy is the basis for Electorenzo Resources, a megacorporation featured in several of my Mothership modules. In the low-tech science fictional non-canon universe of Mothership, these E/R bozos lay claim on anything they can get their hands on. E/R makes individuals ridiculously wealthy, if they can install resource extraction operations that are capable of exploiting generations of spacers. The player characters are either victims of this predation or are somehow implicated in the fight against the corpos.

Outside of shithead landlord behavior economic space horror, the thing is, you can build lots of crazy things with lots of Matter in space games.

1d20 Superstructures Built during the Matter Wars

  1. Identical spaceship refueling stations in nearly every star system. 
  2. "A Space Elevator For Every World!" (Don't mind the fallen ones, looped around their worlds like horrid chains.)
  3. The "City Seed" which implants itself into a world's crust and replicates giant dome colonies before replicating humans. (No, they don't check to see if the world is already inhabited.)
  4. Dismantling worlds to build a Dyson Sphere for free energy!
  5. Dismantling worlds to build a Shell World because holy shit, how do we stop it??³
  6. Good ol' dependable Torus space station.
  7. The classic O'Neil Cylinder space station. 
  8. A Ladder-Loop: joining two massive Torus space stations along both sides of a long series of traditional O'Neil Cylinder's axle like a giant ferris wheel of enclosed space stations, orbiting from Langrange 1 and 2 of a world pour la classe.
  9. Hollowing out a moon along melt pumps up into an Earth-sized cast for a Bernal Sphere mega space station. ("That's not a moon...")
  10. A Cylinder-Sphere: O'Neil Cylinders joined to "knuckle" Bernal Spheres in a complex pseudo-spherical configuration. Especially useful for creating a megalopolis well-fitted for people who require different planetary conditions simulated for them.
  11. Solar energy harvesting Computronium Clouds hosting several worlds' worth of simulated realities.
  12. Nearly-as-fast-as-light (NAFAL) probes loaded with Von Neumann machines that build [Re-Roll] in every system they can get to.
  13. Stellar Candle to "drive" a star system somewhere else (probably away from potential gamma ray bursts, supernovae, black holes, etc.).
  14. Terrarium Swarms (i.e. hollowed out asteroids made into nature reserves) with engines attached that form a sort of star system mass transit system between worlds.
  15. Using those Terrarium Swarms (no. 11) to "herd" planets into different orbits, e.g. into the habitable zone of a star.
  16. A massive Orbital Ring in within the habitable zone (but it's not a big gun, sorry).
  17. A ring built atop transorbital space-scraper buildings that rise from the world into space, with stalactite cities hanging over top. (You don't want to be a mechanic here.)
  18. An enclosed, transparent "worldroof" around a planet (for heating or aircon, /half-joke).
  19. Stellar Laser. Think Death Star, but it's a Gamma Ray Burst instead, which is limited by the speed of light because it's not stupid.
  20. A massive ring that orbits the entire sun, but it's not Ringworld, it's actually a maglev train engine that's approaching NAFAL speeds because the people who got on it 100 ka thought it'd be cool to experience time dilation, but now they can't figure out how to get it to stop.

Sidenote: Since I lost my ttrpg notebook with ~8 months of #galaxy24 entries in it last year (and other stuff), all these wild space things have only lived in my head, so it feels good to get it out. 5MW RPG is basically the vessel for me getting to enjoy making all of these entries and other weird stuff into space ttrpg playgrounds.

Post-Script

This post in my first to join the Blog Bandwagon, February 2025 on the topic "Elements." When all of them have been posted, Prismatic Wasteland is going to gather them all together in one spot, and I'll put a link for that here.

 Footnotes

¹ Well, OK, who knows how other spatial and temporal dimensions interact with our universe. Maybe causal laws of reality can in fact be broken (see: This is How You Win the Time War), but somehow I doubt humanity as we know it could figure that out.

² The end game for the Matter Wars is linked to a faction of Serpents (superintelligences) and their quest to exist until the end of time. But that's a whole other story.

³ See the manga series BLAME! by Tsutomu Nihei for a visually stunning and unhinged take on this concept.

Saturday, February 1, 2025

Hatespawn, an NSR baddie

Art by Chaoclypse (Brandon Yu)

Hatespawn are humanoid creatures spawned by the hate of sentient beings. 

No, you can’t kill them with love, but you can harm their reproduction by healing social wounds in nearby communities.

Hatespawn are of the most evil, demonic variety. Malicious, man-eating imps. In regions of especially strong hatred between dominions, where brutal, dishonorable wars are often waged, Hatespawn thrive in the Mythic Underworld. They emerge to provoke further spats and violence, as this feed the reproductive cysts that spurt them into this reality. Even the hatred of humanity against their own kind empowers their ranks. The older rotten Hatespawn colonies raid the most innocent of villages first for their livestock, then pillage their specialized tools, and finally attack to openly feast upon what's left of the village elders. Leaving the young alive breeds more hate.

The physical aspect of the Hatespawn varies from manifestation to manifestation. They typically begin life as a hunched white bundle of wiretight muscle. Completely hairless, earless, and noseless and exuding a thin sweat of sticky slime. Long-fingered hands end in spade-like claws. Needle teeth chatter. As they grow, which for small Spawnholes is an unlikely event for such vicious creatures, their shape becomes more human, more upright. A bump for a nose. Their jaws unhinge and new sharkteeth grow. Their eyes never stop growing. They are all asexual. They all look like bone white men.

Art by Chaoclypse (Brandon Yu)

Killing them in wrath only makes them stronger. A cold, nearly sociopathic distance or self-righteous fervor is required to effectively exterminate Hatespawn. This has led to the foundation of a few mercenary groups who pride themselves on their "dispassionate training." Scholars of Hatespawn find these merc groups to be a catch-22, and more dangerous than helpful, as the tensions between competing creeds capable of great physical violence co-habitating within a region tend feed Spawnholes. A notable exception is The Hypnotic Order, those trained in the ways of "dispassionate violence" via hypnotic techniques. The live plain lives until their service is called upon. Then the temporary Order disbands, and their members must disperse to other settlements of their region, or further. 

Of course, other methods of effectively eliminating the Spawnhole’s offspring have been implemented in the past. Before castles were left to ruin, they were filled with traps; resident magic-users invoked a temple's dangerous environments to keep Hatespawn within their pits. Volcanoes have even been forged under the fleshy growths which spew the foul creatures, born for seconds as they drop into molten rock. (Though this technique also resulted in The Cursed Volcano of the Olpheds, and such extreme measures are frowned upon.) Other times, abundant Hatespawn attract other monsters to their nests, which feed on the young Hatespawn, and grow fat and strong and bold.

The best technique, however, is prevention. Dominions familiar with Hatespawn quickly dismantle warmonger dominions. Another tactic is to keep limited diplomatic contact between dominions in tentative peace. As a surplus of and lust for wealth tends to be the key ingredient in inter-polity conflict, several Anti-Avarice cults have taken power in areas that have managed to survive prolonged Hatespawn infestations.  

 

Art by Chaoclypse (Brandon Yu)

Such Anti-Avarice cults, like The Followers of Auntie Mabel, hire Adventurers to investigate Hatespawn outbreaks. Their goal being to eliminate the problem at its source: The Spawnhole. These are incursions into reality from a despicable plane of existence, and while a dark magic-user can conjure one, they are more often created from acts of hate within a nearby community. Once the Spawnhole's location has been discovered, a magic-user must close this psychically-generated birthing orifice with a ritual involving a member (or affected descendant) who was involved in the acts of hate that allowed the Hatespawn to tear into this reality.

But more often, folks won't have the guiding principles of Auntie Mabel or the Hypnotic Order around. And unless the PCs are from a very cosmopolitan high fantasy-leaning city, or scholars of the cacodemonic planes, they are unlikely to know the intricacies of the Hatespawn's psycho-reproductive cycles.

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I dunno, I had a thought and followed through with it a bit. I'm not much of a fantasy game writer, so I thought a blog post would be a good place for this.


Mothership Month 2025 Mini-Interviews

Like last year's Mothership Month, I've kicked off a set of mini-interviews with game designers who are new to the (hellish) fun of ...