
Today’s Superhero Random Encounter

Remarkable, Incredible and Amazing nerdiness
I had the idea this work to upload my superhero games to Notebook LM – it seems they all wouldn’t work at once – maybe a total words limit or size limit or something – so I split them into Licensed and others.
I decided to ask a question:can you run through a combat example of d20 M&M 3e DC Adventures of Batman vs a gang of street thugs robbing a bank?
This example uses the ruleset for the d20 Mutants & Masterminds 3rd Edition (M&M 3e) DC Adventures game, focusing on the core mechanics of Initiative, Attack Checks, and the special rules for Minions.
The Gamemaster (GM) sets the scene: It is late night in Gotham City. A bank alarm splits the quiet, signaling a robbery in progress at the First National Bank. Batman (PL 12) is perched on a nearby rooftop, observing four Street Thugs (PL 3 Minions) loading bags of cash into an idling getaway van.
Batman (PL 12):
Thugs (4 Minions, PL 3):
The GM declares that the moment the thugs finish loading the last bag, they will drive off. Batman’s player declares he leaps into action, aiming to incapacitate the thugs before they can flee.
Outcome: All four Thugs are incapacitated. Batman can now use his Investigation skill (rank 14, bonus +22) to check for clues or his Technology skill (rank 8, bonus +16) to neutralize the getaway van or check for tracking devices. The GM may award the players Hero Points for overcoming the challenge.
So apparently the answer is yes!
The Mothership Sci-Fi Horror Roleplaying Game presents a unique paradigm in tabletop world-building. Unlike its contemporaries, which often launch with exhaustive setting guides and detailed galactic maps, Mothership provides a lean, lethal ruleset and a powerful “cassette futurism” aesthetic, then deliberately leaves the vast canvas of its universe undefined.1 This creative vacuum has become its most defining feature, fostering a vibrant and prolific ecosystem of independent creators who have collectively built a universe from the bottom up. This gazetteer serves as both a definitive archive of that sprawling creation and a practical map for navigating its emergent narrative space.
The game’s development and publication model is decentralized, driven by community enthusiasm and facilitated by crowdfunding platforms like Kickstarter’s “Zine Quest” initiative.3 This has resulted in a fragmented but deeply interconnected body of work, ranging from official, campaign-scale modules to hundreds of independently produced zines and pamphlets.6 For the Warden—the game master in
Mothership’s parlance—this presents both a remarkable opportunity and a significant challenge. The sheer volume of material can be overwhelming, and the narrative threads that bind these disparate works are often subtle and unstated. This report aims to codify that universe by cataloging its key locations, identifying its recurring themes, and synthesizing the implicit lore into a coherent framework for long-term campaign play.
To achieve this, the material has been organized into a tiered system of canonicity. Tier 1 (Core Canon) comprises all official publications by the game’s publisher, Tuesday Knight Games (TKG), which establish the foundational rules and tone.8
Tier 2 (Expanded Canon) consists of major third-party works, such as large-scale anthologies, that function as self-contained campaign settings and are widely regarded as essential additions to the game.11 Finally,
Tier 3 (Community Canon) encompasses the vast library of independent zines, pamphlets, and digital releases, whose narrative connections are often forged not by their authors but by the community of players and Wardens who integrate them into their campaigns.6
The game’s core mechanical design is the direct catalyst for this decentralized, module-centric publication model. The rules are intentionally “hyper streamlined” and “rules-light,” lowering the barrier to entry for creators as well as players.16 The 1st Edition rules further refined this philosophy, simplifying combat and introducing more visceral systems like Wounds and destructible Armor Points.8 This mechanical simplicity encourages a design focus on atmosphere, information layout, and scenario structure—the hallmarks of the
Mothership zine scene. Furthermore, the system’s high lethality and central Stress and Panic mechanics naturally frame adventures as self-contained arcs of survival, making the one-shot or short module the default format.2 This proliferation of self-contained modules creates a “patchwork” universe, which in turn generates a demand for frameworks like
The Third Sector and Hull Breach that can stitch them together into a cohesive whole. The system’s success is therefore inextricably linked to the health of its third-party ecosystem. This gazetteer is the necessary tool to unlock the full potential of that ecosystem for long-term, narrative-driven play.
The foundation of the Mothership universe is established not through a lore book, but through the four core rulebooks included in the 1st Edition Boxed Set: the Player’s Survival Guide, the Warden’s Operations Manual, the Shipbreaker’s Toolkit, and the Unconfirmed Contact Reports. Together, these texts codify the game’s tone, technological level, and the baseline assumptions upon which all other supplements are built.1
The four core books provide a complete framework for play, with a design philosophy centered on usability and brutal efficiency.
The Player’s Survival Guide (PSG) is the cornerstone text, outlining character creation, core mechanics, and equipment. The four classes—Teamster, Scientist, Android, and Marine—establish the primary archetypes of this universe: blue-collar workers, intellectual specialists, synthetic beings, and trained combatants.18 The equipment lists are notable for what they lack as much as what they include; there are no personal energy shields or teleportation devices, grounding the technology in a gritty, industrial reality of vaccsuits, laser cutters, and firearms.21 This immediately establishes a world where characters are vulnerable and survival depends on practical tools and careful planning.
The Warden’s Operations Manual (WOM) provides the tools and philosophy for running the game. Its most significant contribution to the setting is the T.O.M.B.S. cycle (Transgression, Omens, Manifestation, Banishment, Slumber), a framework for structuring horror scenarios.22 This cycle codifies the intended narrative arc of a typical
Mothership adventure: a slow-burn investigation that escalates into a terrifying confrontation, followed by a desperate escape or a temporary victory. The manual’s advice consistently reinforces a tone of dread, isolation, and consequence, shaping the Warden’s approach to building the universe one session at a time.1
The Shipbreaker’s Toolkit (SBT) defines the realities of space travel. It details starship operations, combat, and a roster of ship classes that reinforce the “used future” aesthetic. Ships are often cramped, unreliable, and expensive to maintain, with high fuel costs and exorbitant repair fees making every journey a calculated risk.10 This economic brutality is a key feature of the setting, often serving as the primary motivation for why player characters take on lethally dangerous jobs. The provided ship classes, from small scout ships to massive freighters, create a tangible sense of scale for the verse.
Finally, the Unconfirmed Contact Reports (UCR) serves as the game’s “monster manual.” The entities within are rarely simple “bugs” to be exterminated. Instead, they represent a wide spectrum of sci-fi horror, including conceptual horrors, psychic phenomena, environmental contagions, and unknowable alien intelligences.10 This book establishes that the primary threats in the
Mothership universe are not just physical but often psychological and existential, requiring cleverness and sacrifice rather than overwhelming firepower.
While the core books avoid explicit galactic lore, they embed crucial details that sketch the outlines of a wider universe.
The most significant piece of macro-level world-building is the existence of three great jump gates: Neumarkt (connecting to the Terran System), Minnesang (leading to the Outer or “Bug” Colonies), and Tannhauser (opening into the Ridge or “Mining” Colonies).2 This simple structure provides a fundamental axis for the known universe: a core system (Terra), a colonized frontier (the Outer Colonies), and an industrial periphery (the Ridge). This framework immediately gives Wardens a tangible, albeit skeletal, star map upon which to place their adventures.
The economic reality implied by the rules is one of ruthless, unchecked hyper-capitalism. The game loop often revolves around acquiring a job from a corporate entity, completing it against horrific odds, and spending the meager profits on repairs, supplies, and stress relief, often ending up in debt.15 Player characters are not heroes; they are disposable assets in a cosmic gig economy, a theme that resonates throughout the vast majority of official and third-party modules.
One of the most potent, if subtle, narrative hooks is embedded in a name: the “Tannhauser Gate.” The name is a clear homage to the iconic “Tears in Rain” soliloquy from the film Blade Runner, a key aesthetic and thematic touchstone for the genre. The official module Warped Beyond Recognition is set aboard a research vessel also named the Tannhauser, where a corporation conducts horrific psionic experiments.26 This shared name is unlikely to be a coincidence. It suggests a powerful, unspoken connection. The corporation behind the psionic research may be the same entity that constructed or now controls the Tannhauser Gate itself. Alternatively, the ship may have been named in honor of the gate, implying that its operations are primarily focused within the Ridge Colonies. This transforms a simple name into a powerful world-building tool, allowing a Warden to posit the existence of a major, secretive corporate power—the “Tannhauser Corporation”—that dominates the industrial Ridge sector, providing a ready-made antagonist or patron for an entire campaign.
Published by Tuesday Knight Games, the major official modules represent the foundational pillars of the Mothership universe. Each provides a distinct, richly detailed setting that not only serves as a standalone adventure but also establishes a key archetype for campaign play: the derelict crawl, the cyberpunk hub, the AI megadungeon, and the introductory “bug hunt.”
Dead Planet was the first major module released for the game and codified one of its core gameplay loops.16
A Pound of Flesh provides the universe with its first and most iconic urban environment, establishing a hub for long-term campaign play.16
Gradient Descent is a massive, self-contained adventure that introduces the concept of the “megadungeon” to Mothership.20
Designed as the official entry point for new players and Wardens, Another Bug Hunt provides a structured, multi-part introduction to the game’s core themes and mechanics.8
The modular nature of Mothership has inspired third-party creators not only to produce individual adventures but also to develop ambitious projects that provide overarching structures for campaign play. These frameworks are a direct response to the needs of Wardens seeking to build a more cohesive and persistent universe, demonstrating the community’s vital role in shaping the game’s identity.
Hull Breach Vol. 1 stands as the most significant and comprehensive third-party publication for Mothership. It is less a single module and more a complete campaign setting presented as an anthology.13
Where Hull Breach builds a new sector from the ground up, The Third Sector takes the opposite approach: it provides the connective tissue to link existing, otherwise unrelated, third-party modules into a coherent whole.44
The “Inferno Trilogy,” created by Anodyne Printware, is a series of three thematically and narratively linked adventures that form a complete, multi-part campaign. It serves as a premier example of how to build a story with escalating stakes and a clear progression.46
The vast library of Mothership modules can be navigated by grouping them into thematic constellations. This approach allows a Warden to select adventures that align with a specific tone or horror subgenre, either for a one-shot or as part of a thematically consistent campaign arc. The following is a representative gazetteer of key locations and scenarios within the known universe.
These adventures focus on the brutal realities of hyper-capitalism in deep space, where corporate malfeasance, greed, and labor exploitation are the true monsters.
This constellation of modules deals with the visceral horror of alien plagues, parasitic lifeforms, and the grotesque transformation of the human body.
These scenarios push beyond physical threats to challenge the players’ perceptions of reality, time, and self.
Set on the lawless fringes of explored space, these modules blend the aesthetics of classic westerns with the grim realities of sci-fi horror.
These modules are perfect encapsulations of the core Mothership experience, serving as excellent one-shots or entry points for new players.
The true potential of the Mothership universe is realized when a Warden moves beyond individual modules and begins to weave their disparate settings and plot hooks into a single, cohesive campaign sector. This process, akin to assembling a conspiracy board, involves identifying recurring patterns, inferring relationships between factions, and establishing a persistent world for the players to inhabit. The following analysis provides a framework and specific examples for this creative endeavor.
While the core rules refer to a nebulous “Company,” the broader library of supplements introduces a number of specific corporate and organizational entities. Cataloging these factions is the first step in building a believable political and economic landscape.
Corporation / Faction | Primary Business | Known Locations / Assets | Module(s) |
---|---|---|---|
XeroCorp | Black Ops, Super-Soldiers | Prison Station Echo | The Cleaning of Prison Station Echo 57 |
Healthtek AG | Biotechnology, Xenomorphs | Hardlight Station | Dying Hard on Hardlight Station 61 |
Dyson Phytology | Biotechnology, Xeno-botany | Choi Labs (underwater) | Bloom 71 |
PrayCo | Prisoner Reformation, Occult Tech | Within Wheels colony ship | The Drain, Meat Grinder 46 |
Publico | Megacorporation (diversified) | Dominant force in the Hull Breach sector | Hull Breach Vol. 1 41 |
Tannhauser-Cloudbank | Psionics, Androids, Mining | Tannhauser vessel, CLOUDBANK facility | Warped Beyond Recognition, Gradient Descent 34 |
By analyzing the activities of these corporations, a web of potential rivalries and alliances emerges. For instance, Healthtek AG and Dyson Phytology are both engaged in high-risk biological research, making them natural competitors. A Warden could easily create a campaign arc centered on corporate espionage between these two entities, using Dying Hard on Hardlight Station and Bloom as key locations. Similarly, XeroCorp and PrayCo both use captive human populations for dangerous experiments, suggesting they might compete for contracts in the ethically bankrupt “human resources” sector.
Just as corporations can be tracked across modules, so too can alien species and anomalous phenomena, creating the sense of a universe with consistent, recurring threats.
Community discussions and the design of certain supplements reveal several effective models for linking adventures into a long-form campaign.15
By synthesizing disparate data points, it is possible to construct a powerful, emergent metaplot that unifies several major modules into a single, epic campaign.
From these points, a cohesive narrative emerges. A single, powerful entity—the Tannhauser-Cloudbank Corporation—can be posited as the dominant force in the Ridge sector. This corporation controls the Tannhauser Gate, runs the mining operations, funds the psionic experiments on the Tannhauser, and owns the CLOUDBANK android facility. A campaign could begin with the players taking a simple mining contract in the Ridge, leading them to uncover evidence of the psionic experiments. This could put them in the corporation’s crosshairs, forcing them to flee to a lawless station like Prospero’s Dream. From there, they might follow leads that eventually trace the conspiracy back to its source: the rogue AI MONARCH at the heart of the CLOUDBANK facility. This framework transforms a collection of unrelated modules into a sprawling campaign arc, all built from subtle clues and logical inference.
The initial survey of the Mothership universe reveals a core of official and major third-party settings. However, the true depth of the void is found in the hundreds of independent zines and pamphlets that populate digital marketplaces like itch.io and DriveThruRPG. This expanded gazetteer catalogs a selection of these vital community contributions, further populating the sector map with new horrors, strange locales, and indispensable tools for the Warden.
These supplements provide new mechanics, equipment, and character options, allowing Wardens and players to customize their experience.
These adventures move beyond physical threats to attack the characters’ understanding of their own reality.
For Wardens looking to run open-world, exploration-focused campaigns, these modules provide richly detailed sandboxes.
This broad category encompasses the vast creativity of the third-party scene, offering a diverse array of threats and scenarios.
The creativity of the Mothership community extends beyond traditional adventure modules, offering a wealth of supplements that alter the fundamental ways the game can be played. These resources provide new character archetypes, campaign frameworks, and entirely new genres of play, demonstrating the system’s remarkable flexibility.
These supplements offer new frameworks for structuring a campaign or re-centering the narrative on different character motivations.
These modules offer self-contained experiences with novel premises, perfect for one-shots or for dropping into a larger sandbox campaign as a memorable point of interest.
The following table provides a comprehensive, at-a-glance reference for the modules and supplements discussed in this gazetteer. It is designed to be a practical tool for Wardens to select and combine adventures based on their specific campaign needs.
Module Title | Publisher | Publication Year/Edition | Format | Primary Setting(s) | Core Theme(s) | Noted Connections/Hooks |
---|---|---|---|---|---|---|
Advanced Rules | RV Games | 2023 / 1e | Zine | N/A (Rules) | House Rules, System Expansion | A collection of community house rules for campaign play. 138 |
ALCOR Station Fuel & Services | Ashen Victor | 2021 / 1e | Pamphlet | ALCOR Station | Campaign Hub, Social | A safe-haven station; location in The Third Sector. 160 |
Andromeda | Leyline Press | 2023 / 1e | Zine | Andromeda Hub Station | Union Dispute, Symbiotic Horror | A union dispute unleashes horrors from deep within the station. 139 |
Another Bug Hunt | Tuesday Knight Games | 2024 / 1e | Zine | Colony: Samsa-VI | Bug Hunt, Corporate Colonization | Core Canon. Official introductory adventure. Introduces Carcinids. |
ARKYVR | RV Games | 2022 / 1e | Zine | N/A (Rules) | Campaign Framework, Documentary | Rules for playing as a documentary film crew. 11 |
Black Swan | Vegetable Alien Games | 2022 / 1e | Zine | Scientific Research Facility | Alien Invasion, Paranoia | An homage to The Thing, an unknown organism invades an isolated facility. 141 |
Bloom | Daniel Hallinan | 2020 / 1e | Zine | Underwater Lab: Choi Labs | Biological Horror, Infection | Rival to Healthtek AG? Hired by a corp for espionage. |
The Black Heart of Paradise | Schwa Games | 2019 / 0e | Zine | Space Station: The Strip | Surreal Horror, Town Mechanics | An idiosyncratic and dense location-based module. 142 |
The Black Pyramid | Skull Dixon | 2020 / 1e | Zine | The Black Pyramid | Cosmic Horror, Megastructure | An unknown, ultra-black pyramid is discovered in deep space. 144 |
The Bloodfields at Blackstar Station | Christian Sorrell | 2022 / 1e | Zine | Blackstar Station Arena | Battle Royale, Space Pirates | Kidnapped crews fight for survival in a televised bloodsport. 129 |
The Bureau | Goblin Archives | 2022 / 1e | Zine | The Monolith (Bureau HQ) | Modern Dungeon Crawl, Liminal Horror | A government facility is compromised by a corrupting “Shadow.” (Includes Mothership conversion rules) 145 |
The Burning of Carbex | Tim Obermueller Games | 2021 / 1e | Zine | Planet: Carbex; Station: Angelus Fabrica | Parasites, Body Horror, Outbreak | Features Sineto Chem Solutions and Angelus Fabrica. |
The Cleaning of Prison Station Echo | Magnum Galaxy Games | 2022 / 1e | Zine | Prison Moon: Carnath | Corporate Conspiracy, Psychedelics | Features XeroCorp. Can link to other corporate modules. |
Constant Downpour Remastered | Spicy Tuna RPG | 2023 / 1e | Hardcover | Planet: Venus 3 | Survival, Hexcrawl, Psychological Horror | A survival hex-crawl on a perpetually raining planet. 124 |
Dead Planet | Tuesday Knight Games | 2018 / 1e | Zine | Planet: Unnamed “Dead Planet” | Survival, Isolation, Cannibalism | Core Canon. Derelict ship generator is a key sandbox tool. 27 |
Decagone | Slowquest | 2023 / 1e | Zine | Deep Ocean Research Facility | Time Loop, Mystery | The crew is trapped in a 10-minute time loop. 121 |
The Desert Moon of Karth | Silverarm | 2022 / 1e | Zine | Moon: Karth; Town: Larstown | Space Western, Sandbox | Excellent sandbox setting with multiple factions. 93 |
Diminishing Returns | Skull Dixon | 2020 / 1e | Pamphlet | Derelict Ship | Salvage, Mystery | A short salvage mission; location in The Third Sector. 160 |
Dinoplex: Cataclysm | Anodyne Printware | 2021 / 1e | Pamphlet | Dinoplex Theme Station | Dinosaur Horror, Disaster | A dinosaur theme park goes horribly wrong. 136 |
Dissident Whispers | Tuesday Knight Games | 2020 / 1e | Hardcover | Multiple | Anthology | An anthology of 60 two-page adventures for various systems, including many for Mothership. 14 |
The Drain | Anodyne Printware | 2021 / 1e | Zine | Colony Ship: Within Wheels | Funnel, War Horror, Occult | Part 2 of the Inferno Trilogy (PrayCo). 46 |
Dying Hard on Hardlight Station | Magnum Galaxy Games | 2021 / 1e | Zine | Space Station: Hardlight Station | Action Horror, Xenomorphs | Features Healthtek AG. Prequel is The Horror on Tau Sigma 7. |
Echoes in the Graveyard | Matt Umland | 2020 / 1e | Zine | Derelict Ship: Graveyard | Time Loop, Psychological Horror | Puzzle-box scenario with a unique horror premise. |
Gradient Descent | Tuesday Knight Games | 2020 / 1e | Zine | AI Megadungeon: CLOUDBANK | Rogue AI, Existential Horror | Core Canon. Potential link to Tannhauser-Cloudbank Corp. |
Green Tomb | Eric K. Hill | 2020 / 1e | Pamphlet | Science Vessel | Body Horror, Hallucinations | A short adventure on a seemingly dead science vessel. 147 |
Hacker’s Handbook | Tuesday Knight Games | 2024 / 1e | Pamphlet | N/A (Rules) | Hacking, Cyberpunk | A robust system for running complex hacking challenges. 116 |
The Haunting of Ypsilon 14 | Tuesday Knight Games | 2024 / 1e | Pamphlet | Asteroid Mine: Ypsilon 14 | Invisible Monster, Isolation | Classic introductory one-shot. |
HEATSIGNATURE | Void Ink | 2024 / 1e | Zine | N/A (Rules) | Weapon Customization, Inventory Management | An advanced weapon and inventory expansion. 114 |
Hecate Cassette Archive | Joshua Justice | 2024 / 1e | Zine | Planet: Benza-10 | Heist, Anarchy, Supernatural Audio | Infiltrate a corporate archive of supernatural recordings. Features Pure Transmission Corp. 149 |
He Who Dwells in the Black Sun | Thorium90 | 2023 / 1e | Zine | Research Base Onyx | Procedural Generation, Time Travel | A procedurally generated station that shifts through time. |
The Horror on Tau Sigma 7 | Magnum Galaxy Games | 2021 / 1e | Pamphlet | Planet: Tau Sigma 7 | Alien Mystery, Subterranean Horror | Prequel to Dying Hard on Hardlight Station. 127 |
Hull Breach Vol. 1 | Anodyne Printware | 2023 / 1e | Hardcover | Publico Sector (multiple) | Anthology, Sandbox Campaign | Expanded Canon. A self-contained campaign setting. |
I Saw What I Saw | DoubleMonk | 2023 / 1e | Pamphlet | Sencion Research Facility | Psychological Horror, Deception | Players test a new vision apparatus with disastrous results. 161 |
The Last Nebula | Tyler Crumrine | 2020 / 1e | Zine | The Last Nebula | Exploration, Cosmic Horror | A strange nebula with a breathable atmosphere; location in The Third Sector. 160 |
Lone Star | Parts Per Million | 2020 / 1e | Zine | N/A (Rules) | Solo Play | A rules supplement for playing Mothership without a Warden. 151 |
The Long Haul | Ok, Robot | 2024 / 1e | Pamphlet | N/A (Rules) | Solo Play, Hexcrawl | A solo hex crawl module for playing as a space trucker. 162 |
Meat Grinder | Anodyne Printware | 2021 / 1e | Zine | Hell / Nightmare Dimension | Cosmic Horror, Body Horror | Part 3 of the Inferno Trilogy (PrayCo). |
Moonbase Blues | Anodyne Printware | 2020 / 1e | Pamphlet | Moonbase: Azure Base | Contagion, Environmental Horror | Classic, self-contained one-shot. 103 |
Nirvana on Fire: Expanded Edition | Magnum Galaxy Games | 2024 / 1e | Zine | Moon: Bodhisattva 2a | AI, Biotech, Revolution | An AI thinks it’s a Buddhist deity. Features Straylight LLC. 130 |
Not Enough Scoundrels | Spicy Tuna RPG | 2023 / 1e | Zine | N/A (Rules) | Space Trucker, Campaign Tools | A supplement for running blue-collar space trucker campaigns. 11 |
Orbital Debris | Community Collaboration | 2022 / 1e | Zine | Junkyard Moon | Hexcrawl, Sandbox, Factions | A moon-spanning junkyard hex-crawl with multiple factions. 123 |
Orphans | Tuesday Knight Games | 2024 / 1e | Zine | Orphanage / Lab | Psionic Horror, Conspiracy | Psionic experiments on children. 38 |
Picket Line Tango | Anodyne Printware | 2021 / 1e | Zine | Mining Colony: Norton Outpost | Noir Mystery, Labor Dispute | Excellent non-monster, social-focused horror scenario. |
A Pound of Flesh | Tuesday Knight Games | 2019 / 1e | Zine | Space Station: Prospero’s Dream | Cyberpunk, Crime, Body Horror | Core Canon. Designed as a campaign hub. |
Primeval | Lone Archivist | 2021 / 1e | Zine | Moon: Ur | Jungle Exploration, Facility Crawl | Investigate a silent research facility for Takahashi Advanced Genetics. 126 |
RANE IN BLOOD | Spider00x | 2022 / 1e | Zine | Multiple | Antagonist Sourcebook, Space Vampires | A sourcebook detailing a cult of space pirates and genetic vampires. 128 |
Rimward Classes | Octopus Ink Games | 2022 / 1e | Pamphlet | N/A (Rules) | New Classes, Psionics | Adds six new classes, including a Psychic with psionic mechanics. 118 |
Salvage Rites | One-Eyed Werebear | 2024 / 1e | Zine | N/A (Rules) | Derelict Generation, Toolkit | A toolkit for generating derelict spaceship scenarios. 119 |
The Sleeper Crew | ChrisAir Games | 2022 / 1e | Pamphlet | N/A (Rules) | Campaign Start, Character Background | A supplement for generating a disastrous campaign start from cryosleep. |
Station Xeno | Deeply Dapper Games | 2022 / 1e | Zine | Station Xeno | Solo Play, Station Crawl | A claustrophobic station crawl designed for solo play. 152 |
The Suit | Joshua Kramer | 2024 / 1e | Pamphlet | N/A (Rules) | New Class, Corporate Horror | A new class for playing as a corporate agent. 158 |
The Third Sector | Anodyne Printware | 2020 / 1e | Pamphlet | The Third Sector (multiple) | Sandbox Campaign Framework | Meta-framework linking 12 other third-party modules. |
This Ship is a Tomb | Fey Light | 2023 / 1e | Zine | The Advent Dawn | Procedural Generation, Derelict Crawl | A procedurally-generated crawl through a transdimensional vessel. 153 |
Thousand Empty Light | Alfred Valley | 2022 / 1e | Zine | Underwater Tunnel: UPB 154 | Solo Play, Isolation, Cosmic Horror | Provides a robust framework for solo Mothership play. |
Time After Time | Sam Sorensen | 2023 / 1e | Zine | Space Station | Time Travel, Paradoxes | A mind-bending time travel adventure with a tripartite map. 120 |
Time of Death | DoubleMonk | 2024 / 1e | Pamphlet | Orum Moon Outpost | Time Anomaly, Heist | A mission to retrieve a suitcase from a gravity-defying outpost. 163 |
To Boldly Go | Eternal Odysseys | 2024 / 1e | Zine | N/A (Rules) | Rules Supplement, Space Opera | A supplement inspired by Star Trek and Mass Effect. |
The Unseen City | ChrisAir Games | 2023 / 1e | Zine | Subterranean Mazeworld | Cave Exploration, Gate Magic | Explore a mazeworld of caverns and bunkers connected by Gate magic. 154 |
Vita Nova | Trail of Dice | 2021 / 1e | Zine | Remote Planet | Terraforming, Body Horror | A terraforming project on a remote planet has gone horribly wrong. 155 |
VR-DEAD | Daniel Hallinan | 2023 / 1e | Zine | Research Station: Mergen’s Watch | Virtual Reality, Existential Horror | Explores themes of reality vs. illusion. |
The Vulture | Jake Branson & Zach Hazard | 2023 / 1e | Zine | Junker Station: The Vulture | Monster Horror, Isolation | A tense creature-feature set aboard a derelict junker station. 156 |
Wages of Sin | Tuesday Knight Games | 2025 / 1e | Hardcover | N/A (Rules) | Bounty Hunting, Campaign Framework | A comprehensive supplement for running bounty hunting campaigns. 11 |
Warped Beyond Recognition | Paradiso | 2023 / 1e | Zine | Research Ship: Tannhauser | Psionics, Psychological Horror | Potential link to Tannhauser-Cloudbank Corp. |
Welcome to ERF | Technoskald | 2020 / 1e | Pamphlet | ERF Station | Campaign Hub, Social | A small station; location in The Third Sector. 160 |
What We Give To Alien Gods | Lone Archivist Press | 2022 / 1e | Zine | Alien Temple | Cosmic Horror, Alien Deity | Contact with an alien god in an ancient temple inside a nebula. 157 |
Wrath of God | Anodyne Printware | 2021 / 1e | Pamphlet | Corporate Warzone (Space) | Space Combat, Hexcrawl | Part 1 of the Inferno Trilogy (PrayCo). |
Year of the Rat | Am I Cool Yet? | 2021 / 1e | Pamphlet | Casino Ship: Year of the Rat | Greed, Monster Horror | A mission to retrieve a black box from a derelict casino ship. 112 |
The emergence of the superhero tabletop role-playing game (RPG) in the late 1970s occurred at the confluence of two distinct cultural streams: the nascent tabletop RPG hobby, dominated by the fantasy wargaming legacy of Dungeons & Dragons, and the American superhero comic book industry, then in its “Bronze Age” of storytelling. This period in comics saw a shift toward more complex character motivations and socially relevant themes, creating an audience receptive to more interactive and personalized heroic narratives. However, the very nature of the superhero genre presented a unique and formidable challenge to early game designers. Unlike fantasy, which could draw from a diffuse collection of myths and legends, the superhero genre was a highly codified, visually-driven medium with its own specific narrative conventions: secret identities, non-lethal combat, dramatic monologues, and reality-defying powers.
This inherent tension between the established RPG framework and the unique demands of the superhero narrative gave rise to a fundamental design dichotomy that has defined the genre’s evolution: the conflict between simulationism and narrativism. Early RPGs, born from tactical wargames, were inherently simulationist; their mechanics sought to model a consistent, physics-based reality, however fantastical. Applying this model to superheroes immediately raised difficult questions: What is Superman’s Armor Class? How many hit points does the Hulk have? How can rules simulate powers that rewrite the laws of physics? The attempts to answer these questions led to two divergent paths. One path, exemplified by games like Champions, pursued a deep, granular simulation, creating complex rules engines to model the “physics” of a comic book universe. The other path, epitomized by games like TSR’s Marvel Super Heroes, prioritized emulating the feel and story structure of a comic book, employing simpler, more abstract mechanics that favored narrative convention over physical simulation. This foundational tension—simulating the world versus simulating the story—has been the primary engine of innovation in superhero RPGs, with every significant title finding its place along this spectrum.
The initial wave of superhero RPGs was a period of bold experimentation, as designers grappled with how to translate the four-color page to the gaming table. These early efforts established the core mechanical and philosophical debates that would shape the genre for decades to come.
Widely recognized as the first professionally published superhero RPG, Superhero: 2044 was designed by Donald Saxman and released first by Saxman himself and later in a revised edition by Lou Zocchi of Gamescience.1 The game’s setting was a post-holocaust future on the fictional island of Inguria, a new center of civilization off the American west coast.1 Its mechanics were heavily influenced by the wargaming traditions of the era, featuring an abstract system for resolving a hero’s weekly activities, such as patrolling, research, and crime prevention, often through the use of extensive tables.2
The game introduced three character types: the “ubermensch” (enhanced physical combatant), the “unique” (mutant with extraordinary abilities), and the “toolmaster” (technological expert).1 Its most forward-thinking feature was a point-buy system for character creation, where players allocated 140 points among seven characteristics—a significant departure from the random-roll generation dominant at the time.1 However, in a move that highlights the design challenges of the period, the game provided no specific rules for superpowers, leaving their creation and adjudication entirely to the players and the referee for “copyright reasons”.2 This abstract, simulation-focused approach, combined with its lack of defined power mechanics, made the game difficult to access and it never achieved widespread popularity.1
Publication Status: Superhero: 2044 is long out of print. Physical copies are exceedingly rare and considered collector’s items, occasionally appearing on second-hand markets like Noble Knight Games.4 It has never been officially released in a digital format.5
Designed by Jeff Dee and Jack Herman and published by Fantasy Games Unlimited (FGU), Villains and Vigilantes (V&V) represented a more direct adaptation of existing RPG conventions.7 Heavily influenced by
Dungeons & Dragons, the game featured character levels, hit points, and classes (based on power origin, such as “Mutant” or “Sponsored”).7 Its two most distinctive features were the premise that players create super-powered versions of themselves to serve as their secret identities and a character creation system based entirely on random die rolls to determine a character’s powers.7
This reliance on randomness stood in stark opposition to the controlled design of point-buy systems. It often resulted in bizarre and mechanically unbalanced characters, a quality that was embraced by its player base as part of the game’s charm but criticized by others for its lack of conceptual cohesion.7 The first edition appeared in 1979, followed by a significantly revised and expanded second edition in 1982.7 The game’s ownership was the subject of a lengthy legal dispute, which ultimately resulted in the rights reverting to the original creators, who now publish a 2.1 edition through Monkey House Games.7
Publication Status: The 2.1 edition of Villains and Vigilantes is available in PDF from DriveThruRPG.10 Original printings from FGU are common on the second-hand market through retailers like Noble Knight Games.11
If V&V followed the D&D model, Champions from Hero Games represented a radical break. Created by George MacDonald and Steve Peterson, it was the first superhero RPG built entirely around a comprehensive point-buy system, granting players unprecedented control over character creation.13 This approach treated character creation like a budget; players received a pool of Character Points (CP) to purchase everything from core characteristics to skills and powers.13
The game’s most profound and lasting innovation was its effects-based power system. Instead of providing a list of specific powers like “Laser Vision,” Champions offered generic effects like “Energy Blast”.13 Players would purchase the core effect and then customize it with a vast menu of Advantages (e.g., Armor Piercing, Area of Effect) and Limitations (e.g., Requires a Gesture, Limited Charges), each modifying the power’s final point cost.14 This toolkit approach allowed for the simulation of virtually any power imaginable and became the gold standard for crunchy, simulationist superhero game design. This complexity, however, came at a cost: a notoriously steep learning curve and a character creation process that could be as mathematically intensive as filing a tax return.15 The robust core mechanics of
Champions would eventually be spun off into the universal Hero System.16
Publication Status: Champions has gone through six editions. The 4th Edition, often considered a fan favorite, is available as a PDF and Print-on-Demand book on DriveThruRPG, though early scans suffered from quality issues.18 Later editions and the full
Hero System rulebooks are also available digitally.19 Physical copies of all editions are widely available on the second-hand market.20
The fertile ground of the early 1980s produced several other notable titles that explored different facets of the genre.
The mid-1980s marked a significant shift in the superhero RPG landscape. The success of the foundational games proved the genre’s viability, attracting major publishers and, crucially, the owners of the most recognizable intellectual properties (IPs) in comics. This era was defined by the commercial power of licensed settings and the concurrent development of universal, genre-agnostic game systems.
The ability to play as established, beloved characters proved to be a powerful market driver, leading to the creation of some of the most popular and fondly remembered games in the genre’s history.
The success of these licensed games demonstrated a crucial market reality: for a large segment of the audience, the appeal of playing in a familiar, beloved universe with accessible rules outweighed the desire for the mechanical precision and creative freedom offered by more complex, generic systems. This established a powerful commercial incentive for publishers to pursue high-profile licenses, a trend that continues to shape the industry.
Concurrent with the rise of licensed games, several publishers refined their mechanics into generic, universal systems designed to handle any genre, with superhero gaming being a key pillar.
The late 1980s and 1990s saw a dramatic shift in the tone of mainstream superhero comics, spurred by landmark works like Alan Moore’s Watchmen and Frank Miller’s The Dark Knight Returns. This “Dark Age of Comics” embraced moral ambiguity, psychological complexity, and often brutal violence. The RPG market quickly followed suit, producing games that deconstructed the classic four-color tropes.
These games represented a significant maturation of the genre. They moved beyond simple power fantasies to explore complex ethical and political themes, introducing mechanics that engaged with moral consequence and the societal impact of superhumans in a way their four-color predecessors had not.
The turn of the millennium brought two transformative forces to the tabletop RPG industry: the d20 System Open Game License (OGL), which standardized a core mechanic for a generation of gamers, and the rise of a vibrant independent design scene, which challenged the very definition of what a role-playing game could be.
The release of Dungeons & Dragons 3rd Edition and its d20 System under the OGL in 2000 allowed third-party publishers to create compatible content, leading to a market boom. Green Ronin Publishing’s Mutants & Masterminds (M&M), first published in 2002, masterfully capitalized on this moment to become the dominant superhero RPG of its era.61
Designed by Steve Kenson, M&M used the familiar d20 framework—rolling a 20-sided die and adding modifiers—but heavily adapted it for the superhero genre. It did away with character classes and levels, instead using a flexible point-buy system governed by a “Power Level” (PL) that set caps on a character’s combat abilities to ensure balance.61 Its most significant mechanical innovation was the replacement of hit points with a “Toughness Save.” Instead of tracking accumulating damage, characters would make a save against the rank of an incoming attack; the degree of failure determined the severity of the consequences, from a minor penalty to being knocked out.61 This elegantly modeled the way comic book characters could shrug off massive blows yet still be taken down by a single, well-placed punch. By offering a “middle ground” of complexity—more customizable than
Marvel Super Heroes but less mathematically intensive than Champions—within a familiar d20 context, M&M attracted a massive audience and has remained a market leader through three editions.61
Publication Status: Mutants & Masterminds is currently in its 3rd edition and is widely available in print and as a PDF from Green Ronin Publishing and DriveThruRPG.64 A playtest for a 4th edition was released in 2025.64
While M&M dominated the d20 space, other notable games of the period explored different systems and settings.
The market dominance of the d20 system, with its focus on tactical, simulation-style play, spurred a counter-movement among independent designers. These creators focused on “story games,” which prioritized narrative structure and thematic emulation over mechanical simulation.
This era firmly established the two poles of superhero RPG design. On one end were the market-leading d20 systems, representing a refined form of simulationism. On the other were the indie games, which explicitly rejected simulation to build mechanics that directly engaged with the narrative tropes and themes of the genre, paving the way for the story-game revolution of the next decade.
The contemporary era of superhero RPGs is characterized by fragmentation and specialization. The monolithic dominance of a single system like d20 has given way to a diverse marketplace where games are often designed to emulate specific sub-genres and tones. This “best tool for the job” approach reflects a mature hobby and a player base with a sophisticated understanding of how game mechanics shape the play experience.
The design principles pioneered by the indie games of the 2000s became mainstream in the 2010s, largely through the influence of games “Powered by the Apocalypse” (PbtA), based on the engine from Vincent and Meguey Baker’s Apocalypse World.
While narrative games gained prominence, the market for licensed properties and flexible universal systems remained strong, with new entries seeking to capture the massive audience created by the cinematic superhero boom.
The modern RPG landscape is heavily shaped by digital distribution platforms like DriveThruRPG. This has enabled a “long tail” market where hundreds of small-press and self-published superhero games can find a niche audience. This includes rules-light systems like BASH! (Basic Action Super Heroes), which uses a simple 2d6 multiplier mechanic 88; games that blend traditional and narrative elements like
Hearts & Souls 86; and games with unique premises like
My Superhero Life!, which frames the superhero experience as a reality TV show.86 This vibrant digital ecosystem ensures a constant flow of innovation and variety within the genre.
The following table provides a comprehensive, though not exhaustive, catalog of superhero tabletop role-playing games identified during this report’s research. It is organized chronologically by the initial publication date of each game’s first edition to illustrate the historical evolution of the genre.
Game Title | Original Publisher | Initial Publication Year | Core Mechanic Category | Setting Type | Current Status & Publisher | Availability |
---|---|---|---|---|---|---|
Superhero: 2044 | Donald Saxman / Gamescience | 1977 | Point-Buy / Simulationist | Original | Out of Print | OOP 91 |
Villains and Vigilantes | Fantasy Games Unlimited | 1979 | Level-Based | Original | In Print (v2.1); Monkey House Games 93 | PDF, Print (Used) 94 |
Supergame | DAG Productions | 1980 | Point-Buy / Simulationist | Original | In Print (3E); Precis Intermedia 17 | PDF, Print 98 |
Crimefighters | TSR, Inc. (in Dragon #47) | 1981 | Bespoke / Unique | Original | Out of Print | OOP (in magazine) 100 |
Golden Heroes | Self-Published / Games Workshop | 1981 | Random-Roll / Bespoke | Original | Out of Print | OOP 101 |
The Official Superhero Adventure Game | Brian Phillips | 1981 | Bespoke / Unique | Original | Out of Print | OOP 102 |
Champions | Hero Games | 1981 | Point-Buy / Simulationist | Original | In Print (6E); Hero Games 13 | PDF, Print 40 |
Supervillains | Task Force Games | 1982 | Bespoke / Unique | Original | Out of Print | OOP 106 |
Super Squadron | Adventure Simulations | 1983 | Random-Roll / Hybrid | Original | Out of Print | OOP 39 |
Superworld | Chaosium | 1983 | BRP (Percentile) | Original | In Print (PDF); Chaosium 108 | PDF 45 |
Heroes Unlimited | Palladium Books | 1984 | Class/Level-Based | Original | In Print (2E); Palladium Books 49 | PDF, Print 109 |
Marvel Super Heroes | TSR, Inc. | 1984 | Bespoke / Unique (FASERIP) | Licensed (Marvel) | Out of Print | OOP 40 |
Justice, Inc. | Hero Games | 1984 | Point-Buy / Simulationist | Licensed (The Avenger) | Out of Print | OOP 16 |
Challengers | Ragnarok Enterprises | 1985 | Bespoke / Unique | Original | Out of Print | OOP 111 |
DC Heroes | Mayfair Games | 1985 | Bespoke / Unique (MEGS) | Licensed (DC) | Out of Print | OOP 112 |
Teenage Mutant Ninja Turtles & Other Strangeness | Palladium Books | 1985 | Class/Level-Based | Licensed (TMNT) | In Print (Redux); Palladium 44 | PDF, Print 44 |
After The Bomb | Palladium Books | 1986 | Class/Level-Based | Licensed (TMNT Spin-off) | In Print; Palladium Books | PDF, Print 44 |
Enforcers | 21st Century Games | 1987 | Point-Buy / Simulationist | Original | Out of Print | OOP 115 |
GURPS Supers | Steve Jackson Games | 1989 | Point-Buy / Simulationist | Original | In Print (4E); SJ Games 47 | PDF, Print 117 |
ACE Agents! | Stellar Games | 1992 | Bespoke / Unique | Original | Out of Print | OOP 108 |
Underground | Mayfair Games | 1993 | Bespoke / Unique (MEGS variant) | Original | In Print (PDF); Mayfair Games 119 | PDF 121 |
3DeT (Defensores de Tóquio) | Editora Trama | 1994 | Point-Buy / Rules-Light | Original | In Print (Victory); Jambô Editora 108 | Print (Portuguese) 123 |
Marvel Super Heroes Adventure Game | TSR, Inc. | 1998 | Bespoke / Unique (SAGA System) | Licensed (Marvel) | Out of Print | OOP 40 |
Blood of Heroes | Pulsar Games | 1998 | Bespoke / Unique (MEGS) | Original | Out of Print | OOP 41 |
Aberrant | White Wolf Publishing | 1999 | Dice Pool / Storyteller | Original | In Print (Storypath); Onyx Path 70 | PDF, Print 126 |
Brave New World | Pinnacle Entertainment Group | 1999 | Dice Pool / Bespoke | Original | In Print (PDF); Full Moon Ent. 58 | PDF, Print 128 |
Dragon Ball Z: The Anime Adventure Game | R. Talsorian Games | 1999 | Bespoke / Unique (Fuzion) | Licensed (Dragon Ball Z) | Out of Print | OOP 92 |
Godlike | Hobgoblynn Press / Arc Dream | 2001 | Dice Pool / O.R.E. | Original | In Print; Arc Dream Publishing 74 | PDF, Print 130 |
Mutants & Masterminds | Green Ronin Publishing | 2002 | d20-Based | Original | In Print (3E); Green Ronin 61 | PDF, Print 65 |
Silver Age Sentinels | Guardians of Order | 2002 | Tri-Stat / d20-Based | Original | Out of Print | PDF 71 |
Cartoon Action Hour | Spectrum Games | 2002 | Bespoke / Unique | Original | In Print (S3); Spectrum Games 133 | PDF, Print 135 |
Omlevex | Z-Man Games / Spectrum Games | 2003 | Multi-System Supplement | Original | Out of Print | OOP 137 |
Marvel Universe Roleplaying Game | Marvel | 2003 | Diceless / Narrative | Licensed (Marvel) | Out of Print | OOP 139 |
The Authority Role-Playing Game | Guardians of Order | 2004 | Bespoke / Unique (Tri-Stat dX) | Licensed (The Authority) | Out of Print | OOP 143 |
Dark Champions | Hero Games | 2004 | Point-Buy / Simulationist | Original | In Print (PDF); Hero Games 52 | PDF 145 |
Necessary Evil | Pinnacle Entertainment Group | 2004 | Savage Worlds | Original | In Print | PDF, Print |
Godsend Agenda | Khepera Publishing | 2004 | D6 System | Original | In Print | PDF, Print 146 |
BASH! (Basic Action Super Heroes) | Basic Action Games | 2005 | Bespoke / Unique | Original | In Print (UE); Basic Action Games 147 | PDF, Print 90 |
Capes | Muse of Fire Games | 2005 | Narrative / GM-less | Original | Out of Print | OOP 81 |
Truth & Justice | Atomic Sock Monkey Press | 2005 | Narrative / PDQ | Original | In Print (PDF); Atomic Sock Monkey 78 | PDF 149 |
With Great Power… | Incarnadine Press | 2005 | Narrative / Card-Based | Original | In Print (Master Ed.); Incarnadine 83 | PDF, Print 152 |
Big Bang Comics RPG | Pisces All Media | 2006 | d20-Based | Licensed (Big Bang) | Out of Print | OOP 154 |
Wild Talents | Arc Dream Publishing | 2006 | Dice Pool / O.R.E. | Original | In Print (2E); Arc Dream 156 | PDF, Print 157 |
Four-Color System | Seraphim Guard | 2007 | Bespoke / Unique (FASERIP) | Original | In Print (PDF) | PDF 159 |
Supercrew | Kaleidoskop | 2007 | Narrative / Dice Pool | Original | In Print (PDF); Kaleidoskop | |
Mutant City Blues | Pelgrane Press | 2009 | GUMSHOE / Narrative | Original | In Print (2E); Pelgrane Press 161 | PDF, Print 162 |
Capes, Cowls & Villains Foul | Spectrum Games | 2010 | Narrative / Bespoke | Original | In Print; Spectrum Games 164 | PDF, Print 165 |
Smallville Roleplaying Game | Margaret Weis Productions | 2010 | Narrative / Cortex Plus | Licensed (Smallville) | Out of Print | OOP 167 |
Icons Superpowered Roleplaying | Ad Infinitum / Green Ronin | 2010 | Narrative / FATE-like | Original | In Print; Ad Infinitum Adventures | PDF, Print |
SUPERS! | HAZARD Studio | 2010 | Bespoke / Unique | Original | In Print (Revised Ed.) | PDF, Print 140 |
Cold Steel Wardens | Blackfall Press | 2011 | Bespoke / Unique | Original | In Print (PDF) | PDF 169 |
Marvel Heroic Roleplaying | Margaret Weis Productions | 2012 | Dice Pool / Cortex Plus | Licensed (Marvel) | Out of Print | OOP 139 |
Prowlers & Paragons | Mobius Worlds Publishing | 2013 | Narrative / Dice Pool | Original | In Print (Ultimate Ed.); Evil Beagle Games | PDF, Print |
Rotten Capes | Paradigm Concepts, Inc. | 2013 | Bespoke / 2d10-based | Original | In Print (PDF); Paradigm Concepts, Inc. | |
Valiant Universe Roleplaying Game | Catalyst Game Labs | 2014 | Narrative / Cue System | Licensed (Valiant) | Out of Print | OOP |
Base Raiders | RPGObjects | 2014 | Narrative / FATE | Original | In Print | PDF, Print 169 |
AMP: Year One | Third Eye Games | 2014 | Bespoke / DGS-Combo | Original | In Print; Third Eye Games | PDF, Print 170 |
Worlds in Peril | Samjoko Publishing | 2015 | Narrative / PbtA | Original | In Print (PDF); Samjoko Publishing | PDF 86 |
Atomic Robo: The Roleplaying Game | Evil Hat Productions | 2015 | Narrative / FATE | Licensed (Atomic Robo) | Out of Print | OOP |
FASERIP | Gurbintroll Games | 2016 | Bespoke / Unique (FASERIP) | Original | In Print (PDF); Gurbintroll Games | |
The Super Hack | Simon Burley Productions | 2016 | Rules-Light / OSR | Original | In Print (POD); Lulu Press, Inc. | |
Venture City | Evil Hat Productions | 2016 | Narrative / FATE | Original | In Print | PDF, Print |
The Four Color Hack | Spes Magna Games | 2016 | Rules-Light / OSR | Original | In Print (PDF) | |
Era: The Empowered | Shades of Vengeance | 2016 | Bespoke / Era d10 | Original | In Print (5th Anniv. Ed.) | PDF, Print |
City of Mist | Son of Oak Game Studio | 2017 | Narrative / Hybrid | Original | In Print; Son of Oak Game Studio | PDF, Print 85 |
Masks: A New Generation | Magpie Games | 2017 | Narrative / PbtA | Original | In Print; Magpie Games | PDF, Print 85 |
Capers | NerdBurger Games | 2018 | Bespoke / Card-Based | Original | In Print; NerdBurger Games | PDF, Print |
Tiny Supers | Gallant Knight Games | 2020 | Rules-Light / TinyD6 | Original | In Print; Gallant Knight Games | PDF, Print |
Vigilante City | Bloat Games | 2020 | Rules-Light / OSR | Original | In Print; Bloat Games | PDF, Print |
Sentinel Comics: The Roleplaying Game | Greater Than Games | 2021 | Dice Pool / Narrative | Licensed (Sentinel) | In Print; Greater Than Games 173 | PDF, Print 174 |
Power Rangers Roleplaying Game | Renegade Game Studios | 2021 | Bespoke / Essence20 | Licensed (Power Rangers) | In Print; Renegade Game Studios 85 | PDF, Print |
Absolute Power | Dyskami Publishing | 2022 | Tri-Stat | Original | In Print | PDF, Print 86 |
Destined | Aeon Games | 2022 | Bespoke / d100 | Original | In Print; Aeon Games | Print 177 |
Marvel Multiverse Role-Playing Game | Marvel | 2023 | Bespoke / Unique (d616) | Licensed (Marvel) | In Print; Marvel | PDF, Print 85 |
We Can Be Heroes | Budstuff Games | 2024 | d20-Based | Original | In Print | PDF, Print |
Valiant Adventures Roleplaying Game | Green Ronin Publishing | 2024 | d20-Based (M&M 3E) | Licensed (Valiant) | In Print | PDF, Print |
Invincible Roleplaying Game | Free League Publishing | 2025 | Bespoke / Year Zero Engine | Licensed (Invincible) | In Print; Free League Publishing 179 | PDF, Print |
The history of superhero tabletop role-playing games is a dynamic narrative of adaptation and innovation. From the abstract, wargame-derived simulations of the 1970s to the narrative-first story games of the modern era, the genre has consistently evolved to meet the unique challenges of its source material. The initial design tension between simulating a comic book’s physics and emulating its story structure has driven decades of creativity, producing everything from complex, effects-based toolkits like Champions to accessible, trope-driven systems like Marvel Super Heroes and emotionally focused games like Masks.
Throughout its history, the genre has served as a mirror to the broader trends in both comic books and the RPG hobby. The grim-and-gritty RPGs of the 1990s directly reflected the Dark Age of comics, while the d20 boom of the 2000s saw superhero games adopt the market’s dominant mechanical language. Today, the rise of specialized, narrative-focused games reflects both the fragmentation of the superhero genre into myriad sub-genres (from cinematic blockbusters to deconstructionist television) and the maturation of a player base that seeks specific, tailored experiences.
Looking forward, the genre’s trajectory will likely be shaped by the continued cultural dominance of superhero media and the growing influence of online actual play. The massive, shared cultural literacy provided by properties like the Marvel Cinematic Universe creates a fertile ground for games that are highly accessible, cinematic in scope, and capable of supporting long-form, multi-arc campaign play. Systems that are visually clear and produce dramatic, easily understood results with minimal off-screen calculation may find greater success in a streaming-focused environment. Far from being a monolithic category, the superhero RPG remains one of the most vibrant and inventive spaces in the tabletop hobby, a testament to the enduring appeal of its central question: what does it truly mean to be a hero?
The Mothership Sci-Fi Horror Roleplaying Game presents a unique paradigm in tabletop world-building. Unlike its contemporaries, which often launch with exhaustive setting guides and detailed galactic maps, Mothership provides a lean, lethal ruleset and a powerful “cassette futurism” aesthetic, then deliberately leaves the vast canvas of its universe undefined.1 This creative vacuum has become its most defining feature, fostering a vibrant and prolific ecosystem of independent creators who have collectively built a universe from the bottom up. This gazetteer serves as both a definitive archive of that sprawling creation and a practical map for navigating its emergent narrative space.
The game’s development and publication model is decentralized, driven by community enthusiasm and facilitated by crowdfunding platforms like Kickstarter’s “Zine Quest” initiative.3 This has resulted in a fragmented but deeply interconnected body of work, ranging from official, campaign-scale modules to hundreds of independently produced zines and pamphlets.6 For the Warden—the game master in
Mothership’s parlance—this presents both a remarkable opportunity and a significant challenge. The sheer volume of material can be overwhelming, and the narrative threads that bind these disparate works are often subtle and unstated. This report aims to codify that universe by cataloging its key locations, identifying its recurring themes, and synthesizing the implicit lore into a coherent framework for long-term campaign play.
To achieve this, the material has been organized into a tiered system of canonicity. Tier 1 (Core Canon) comprises all official publications by the game’s publisher, Tuesday Knight Games (TKG), which establish the foundational rules and tone.8
Tier 2 (Expanded Canon) consists of major third-party works, such as large-scale anthologies, that function as self-contained campaign settings and are widely regarded as essential additions to the game.11 Finally,
Tier 3 (Community Canon) encompasses the vast library of independent zines, pamphlets, and digital releases, whose narrative connections are often forged not by their authors but by the community of players and Wardens who integrate them into their campaigns.6
The game’s core mechanical design is the direct catalyst for this decentralized, module-centric publication model. The rules are intentionally “hyper streamlined” and “rules-light,” lowering the barrier to entry for creators as well as players.16 The 1st Edition rules further refined this philosophy, simplifying combat and introducing more visceral systems like Wounds and destructible Armor Points.8 This mechanical simplicity encourages a design focus on atmosphere, information layout, and scenario structure—the hallmarks of the
Mothership zine scene. Furthermore, the system’s high lethality and central Stress and Panic mechanics naturally frame adventures as self-contained arcs of survival, making the one-shot or short module the default format.2 This proliferation of self-contained modules creates a “patchwork” universe, which in turn generates a demand for frameworks like
The Third Sector and Hull Breach that can stitch them together into a cohesive whole. The system’s success is therefore inextricably linked to the health of its third-party ecosystem. This gazetteer is the necessary tool to unlock the full potential of that ecosystem for long-term, narrative-driven play.
The foundation of the Mothership universe is established not through a lore book, but through the four core rulebooks included in the 1st Edition Boxed Set: the Player’s Survival Guide, the Warden’s Operations Manual, the Shipbreaker’s Toolkit, and the Unconfirmed Contact Reports. Together, these texts codify the game’s tone, technological level, and the baseline assumptions upon which all other supplements are built.1
The four core books provide a complete framework for play, with a design philosophy centered on usability and brutal efficiency.
The Player’s Survival Guide (PSG) is the cornerstone text, outlining character creation, core mechanics, and equipment. The four classes—Teamster, Scientist, Android, and Marine—establish the primary archetypes of this universe: blue-collar workers, intellectual specialists, synthetic beings, and trained combatants.18 The equipment lists are notable for what they lack as much as what they include; there are no personal energy shields or teleportation devices, grounding the technology in a gritty, industrial reality of vaccsuits, laser cutters, and firearms.21 This immediately establishes a world where characters are vulnerable and survival depends on practical tools and careful planning.
The Warden’s Operations Manual (WOM) provides the tools and philosophy for running the game. Its most significant contribution to the setting is the T.O.M.B.S. cycle (Transgression, Omens, Manifestation, Banishment, Slumber), a framework for structuring horror scenarios.22 This cycle codifies the intended narrative arc of a typical
Mothership adventure: a slow-burn investigation that escalates into a terrifying confrontation, followed by a desperate escape or a temporary victory. The manual’s advice consistently reinforces a tone of dread, isolation, and consequence, shaping the Warden’s approach to building the universe one session at a time.1
The Shipbreaker’s Toolkit (SBT) defines the realities of space travel. It details starship operations, combat, and a roster of ship classes that reinforce the “used future” aesthetic. Ships are often cramped, unreliable, and expensive to maintain, with high fuel costs and exorbitant repair fees making every journey a calculated risk.10 This economic brutality is a key feature of the setting, often serving as the primary motivation for why player characters take on lethally dangerous jobs. The provided ship classes, from small scout ships to massive freighters, create a tangible sense of scale for the verse.
Finally, the Unconfirmed Contact Reports (UCR) serves as the game’s “monster manual.” The entities within are rarely simple “bugs” to be exterminated. Instead, they represent a wide spectrum of sci-fi horror, including conceptual horrors, psychic phenomena, environmental contagions, and unknowable alien intelligences.10 This book establishes that the primary threats in the
Mothership universe are not just physical but often psychological and existential, requiring cleverness and sacrifice rather than overwhelming firepower.
While the core books avoid explicit galactic lore, they embed crucial details that sketch the outlines of a wider universe.
The most significant piece of macro-level world-building is the existence of three great jump gates: Neumarkt (connecting to the Terran System), Minnesang (leading to the Outer or “Bug” Colonies), and Tannhauser (opening into the Ridge or “Mining” Colonies).2 This simple structure provides a fundamental axis for the known universe: a core system (Terra), a colonized frontier (the Outer Colonies), and an industrial periphery (the Ridge). This framework immediately gives Wardens a tangible, albeit skeletal, star map upon which to place their adventures.
The economic reality implied by the rules is one of ruthless, unchecked hyper-capitalism. The game loop often revolves around acquiring a job from a corporate entity, completing it against horrific odds, and spending the meager profits on repairs, supplies, and stress relief, often ending up in debt.15 Player characters are not heroes; they are disposable assets in a cosmic gig economy, a theme that resonates throughout the vast majority of official and third-party modules.
One of the most potent, if subtle, narrative hooks is embedded in a name: the “Tannhauser Gate.” The name is a clear homage to the iconic “Tears in Rain” soliloquy from the film Blade Runner, a key aesthetic and thematic touchstone for the genre. The official module Warped Beyond Recognition is set aboard a research vessel also named the Tannhauser, where a corporation conducts horrific psionic experiments.26 This shared name is unlikely to be a coincidence. It suggests a powerful, unspoken connection. The corporation behind the psionic research may be the same entity that constructed or now controls the Tannhauser Gate itself. Alternatively, the ship may have been named in honor of the gate, implying that its operations are primarily focused within the Ridge Colonies. This transforms a simple name into a powerful world-building tool, allowing a Warden to posit the existence of a major, secretive corporate power—the “Tannhauser Corporation”—that dominates the industrial Ridge sector, providing a ready-made antagonist or patron for an entire campaign.
Published by Tuesday Knight Games, the major official modules represent the foundational pillars of the Mothership universe. Each provides a distinct, richly detailed setting that not only serves as a standalone adventure but also establishes a key archetype for campaign play: the derelict crawl, the cyberpunk hub, the AI megadungeon, and the introductory “bug hunt.”
Dead Planet was the first major module released for the game and codified one of its core gameplay loops.16
A Pound of Flesh provides the universe with its first and most iconic urban environment, establishing a hub for long-term campaign play.16
Gradient Descent is a massive, self-contained adventure that introduces the concept of the “megadungeon” to Mothership.20
Designed as the official entry point for new players and Wardens, Another Bug Hunt provides a structured, multi-part introduction to the game’s core themes and mechanics.8
The modular nature of Mothership has inspired third-party creators not only to produce individual adventures but also to develop ambitious projects that provide overarching structures for campaign play. These frameworks are a direct response to the needs of Wardens seeking to build a more cohesive and persistent universe, demonstrating the community’s vital role in shaping the game’s identity.
Hull Breach Vol. 1 stands as the most significant and comprehensive third-party publication for Mothership. It is less a single module and more a complete campaign setting presented as an anthology.13
Where Hull Breach builds a new sector from the ground up, The Third Sector takes the opposite approach: it provides the connective tissue to link existing, otherwise unrelated, third-party modules into a coherent whole.44
The “Inferno Trilogy,” created by Anodyne Printware, is a series of three thematically and narratively linked adventures that form a complete, multi-part campaign. It serves as a premier example of how to build a story with escalating stakes and a clear progression.46
The vast library of Mothership modules can be navigated by grouping them into thematic constellations. This approach allows a Warden to select adventures that align with a specific tone or horror subgenre, either for a one-shot or as part of a thematically consistent campaign arc. The following is a representative gazetteer of key locations and scenarios within the known universe.
These adventures focus on the brutal realities of hyper-capitalism in deep space, where corporate malfeasance, greed, and labor exploitation are the true monsters.
This constellation of modules deals with the visceral horror of alien plagues, parasitic lifeforms, and the grotesque transformation of the human body.
These scenarios push beyond physical threats to challenge the players’ perceptions of reality, time, and self.
Set on the lawless fringes of explored space, these modules blend the aesthetics of classic westerns with the grim realities of sci-fi horror.
These modules are perfect encapsulations of the core Mothership experience, serving as excellent one-shots or entry points for new players.
The true potential of the Mothership universe is realized when a Warden moves beyond individual modules and begins to weave their disparate settings and plot hooks into a single, cohesive campaign sector. This process, akin to assembling a conspiracy board, involves identifying recurring patterns, inferring relationships between factions, and establishing a persistent world for the players to inhabit. The following analysis provides a framework and specific examples for this creative endeavor.
While the core rules refer to a nebulous “Company,” the broader library of supplements introduces a number of specific corporate and organizational entities. Cataloging these factions is the first step in building a believable political and economic landscape.
Corporation / Faction | Primary Business | Known Locations / Assets | Module(s) |
---|---|---|---|
XeroCorp | Black Ops, Super-Soldiers | Prison Station Echo | The Cleaning of Prison Station Echo 57 |
Healthtek AG | Biotechnology, Xenomorphs | Hardlight Station | Dying Hard on Hardlight Station 61 |
Dyson Phytology | Biotechnology, Xeno-botany | Choi Labs (underwater) | Bloom 71 |
PrayCo | Prisoner Reformation, Occult Tech | Within Wheels colony ship | The Drain, Meat Grinder 46 |
Publico | Megacorporation (diversified) | Dominant force in the Hull Breach sector | Hull Breach Vol. 1 41 |
Tannhauser-Cloudbank | Psionics, Androids, Mining | Tannhauser vessel, CLOUDBANK facility | Warped Beyond Recognition, Gradient Descent 34 |
By analyzing the activities of these corporations, a web of potential rivalries and alliances emerges. For instance, Healthtek AG and Dyson Phytology are both engaged in high-risk biological research, making them natural competitors. A Warden could easily create a campaign arc centered on corporate espionage between these two entities, using Dying Hard on Hardlight Station and Bloom as key locations. Similarly, XeroCorp and PrayCo both use captive human populations for dangerous experiments, suggesting they might compete for contracts in the ethically bankrupt “human resources” sector.
Just as corporations can be tracked across modules, so too can alien species and anomalous phenomena, creating the sense of a universe with consistent, recurring threats.
Community discussions and the design of certain supplements reveal several effective models for linking adventures into a long-form campaign.15
By synthesizing disparate data points, it is possible to construct a powerful, emergent metaplot that unifies several major modules into a single, epic campaign.
From these points, a cohesive narrative emerges. A single, powerful entity—the Tannhauser-Cloudbank Corporation—can be posited as the dominant force in the Ridge sector. This corporation controls the Tannhauser Gate, runs the mining operations, funds the psionic experiments on the Tannhauser, and owns the CLOUDBANK android facility. A campaign could begin with the players taking a simple mining contract in the Ridge, leading them to uncover evidence of the psionic experiments. This could put them in the corporation’s crosshairs, forcing them to flee to a lawless station like Prospero’s Dream. From there, they might follow leads that eventually trace the conspiracy back to its source: the rogue AI MONARCH at the heart of the CLOUDBANK facility. This framework transforms a collection of unrelated modules into a sprawling campaign arc, all built from subtle clues and logical inference.
The initial survey of the Mothership universe reveals a core of official and major third-party settings. However, the true depth of the void is found in the hundreds of independent zines and pamphlets that populate digital marketplaces like itch.io and DriveThruRPG. This expanded gazetteer catalogs a selection of these vital community contributions, further populating the sector map with new horrors, strange locales, and indispensable tools for the Warden.
These supplements provide new mechanics, equipment, and character options, allowing Wardens and players to customize their experience.
These adventures move beyond physical threats to attack the characters’ understanding of their own reality.
For Wardens looking to run open-world, exploration-focused campaigns, these modules provide richly detailed sandboxes.
This broad category encompasses the vast creativity of the third-party scene, offering a diverse array of threats and scenarios.
The creativity of the Mothership community extends beyond traditional adventure modules, offering a wealth of supplements that alter the fundamental ways the game can be played. These resources provide new character archetypes, campaign frameworks, and entirely new genres of play, demonstrating the system’s remarkable flexibility.
These supplements offer new frameworks for structuring a campaign or re-centering the narrative on different character motivations.
These modules offer self-contained experiences with novel premises, perfect for one-shots or for dropping into a larger sandbox campaign as a memorable point of interest.
The following table provides a comprehensive, at-a-glance reference for the modules and supplements discussed in this gazetteer. It is designed to be a practical tool for Wardens to select and combine adventures based on their specific campaign needs.
Module Title | Publisher | Publication Year/Edition | Format | Primary Setting(s) | Core Theme(s) | Noted Connections/Hooks |
---|---|---|---|---|---|---|
Advanced Rules | RV Games | 2023 / 1e | Zine | N/A (Rules) | House Rules, System Expansion | A collection of community house rules for campaign play. 138 |
ALCOR Station Fuel & Services | Ashen Victor | 2021 / 1e | Pamphlet | ALCOR Station | Campaign Hub, Social | A safe-haven station; location in The Third Sector. 160 |
Andromeda | Leyline Press | 2023 / 1e | Zine | Andromeda Hub Station | Union Dispute, Symbiotic Horror | A union dispute unleashes horrors from deep within the station. 139 |
Another Bug Hunt | Tuesday Knight Games | 2024 / 1e | Zine | Colony: Samsa-VI | Bug Hunt, Corporate Colonization | Core Canon. Official introductory adventure. Introduces Carcinids. |
ARKYVR | RV Games | 2022 / 1e | Zine | N/A (Rules) | Campaign Framework, Documentary | Rules for playing as a documentary film crew. 11 |
Black Swan | Vegetable Alien Games | 2022 / 1e | Zine | Scientific Research Facility | Alien Invasion, Paranoia | An homage to The Thing, an unknown organism invades an isolated facility. 141 |
Bloom | Daniel Hallinan | 2020 / 1e | Zine | Underwater Lab: Choi Labs | Biological Horror, Infection | Rival to Healthtek AG? Hired by a corp for espionage. |
The Black Heart of Paradise | Schwa Games | 2019 / 0e | Zine | Space Station: The Strip | Surreal Horror, Town Mechanics | An idiosyncratic and dense location-based module. 142 |
The Black Pyramid | Skull Dixon | 2020 / 1e | Zine | The Black Pyramid | Cosmic Horror, Megastructure | An unknown, ultra-black pyramid is discovered in deep space. 144 |
The Bloodfields at Blackstar Station | Christian Sorrell | 2022 / 1e | Zine | Blackstar Station Arena | Battle Royale, Space Pirates | Kidnapped crews fight for survival in a televised bloodsport. 129 |
The Bureau | Goblin Archives | 2022 / 1e | Zine | The Monolith (Bureau HQ) | Modern Dungeon Crawl, Liminal Horror | A government facility is compromised by a corrupting “Shadow.” (Includes Mothership conversion rules) 145 |
The Burning of Carbex | Tim Obermueller Games | 2021 / 1e | Zine | Planet: Carbex; Station: Angelus Fabrica | Parasites, Body Horror, Outbreak | Features Sineto Chem Solutions and Angelus Fabrica. |
The Cleaning of Prison Station Echo | Magnum Galaxy Games | 2022 / 1e | Zine | Prison Moon: Carnath | Corporate Conspiracy, Psychedelics | Features XeroCorp. Can link to other corporate modules. |
Constant Downpour Remastered | Spicy Tuna RPG | 2023 / 1e | Hardcover | Planet: Venus 3 | Survival, Hexcrawl, Psychological Horror | A survival hex-crawl on a perpetually raining planet. 124 |
Dead Planet | Tuesday Knight Games | 2018 / 1e | Zine | Planet: Unnamed “Dead Planet” | Survival, Isolation, Cannibalism | Core Canon. Derelict ship generator is a key sandbox tool. 27 |
Decagone | Slowquest | 2023 / 1e | Zine | Deep Ocean Research Facility | Time Loop, Mystery | The crew is trapped in a 10-minute time loop. 121 |
The Desert Moon of Karth | Silverarm | 2022 / 1e | Zine | Moon: Karth; Town: Larstown | Space Western, Sandbox | Excellent sandbox setting with multiple factions. 93 |
Diminishing Returns | Skull Dixon | 2020 / 1e | Pamphlet | Derelict Ship | Salvage, Mystery | A short salvage mission; location in The Third Sector. 160 |
Dinoplex: Cataclysm | Anodyne Printware | 2021 / 1e | Pamphlet | Dinoplex Theme Station | Dinosaur Horror, Disaster | A dinosaur theme park goes horribly wrong. 136 |
Dissident Whispers | Tuesday Knight Games | 2020 / 1e | Hardcover | Multiple | Anthology | An anthology of 60 two-page adventures for various systems, including many for Mothership. 14 |
The Drain | Anodyne Printware | 2021 / 1e | Zine | Colony Ship: Within Wheels | Funnel, War Horror, Occult | Part 2 of the Inferno Trilogy (PrayCo). 46 |
Dying Hard on Hardlight Station | Magnum Galaxy Games | 2021 / 1e | Zine | Space Station: Hardlight Station | Action Horror, Xenomorphs | Features Healthtek AG. Prequel is The Horror on Tau Sigma 7. |
Echoes in the Graveyard | Matt Umland | 2020 / 1e | Zine | Derelict Ship: Graveyard | Time Loop, Psychological Horror | Puzzle-box scenario with a unique horror premise. |
Gradient Descent | Tuesday Knight Games | 2020 / 1e | Zine | AI Megadungeon: CLOUDBANK | Rogue AI, Existential Horror | Core Canon. Potential link to Tannhauser-Cloudbank Corp. |
Green Tomb | Eric K. Hill | 2020 / 1e | Pamphlet | Science Vessel | Body Horror, Hallucinations | A short adventure on a seemingly dead science vessel. 147 |
Hacker’s Handbook | Tuesday Knight Games | 2024 / 1e | Pamphlet | N/A (Rules) | Hacking, Cyberpunk | A robust system for running complex hacking challenges. 116 |
The Haunting of Ypsilon 14 | Tuesday Knight Games | 2024 / 1e | Pamphlet | Asteroid Mine: Ypsilon 14 | Invisible Monster, Isolation | Classic introductory one-shot. |
HEATSIGNATURE | Void Ink | 2024 / 1e | Zine | N/A (Rules) | Weapon Customization, Inventory Management | An advanced weapon and inventory expansion. 114 |
Hecate Cassette Archive | Joshua Justice | 2024 / 1e | Zine | Planet: Benza-10 | Heist, Anarchy, Supernatural Audio | Infiltrate a corporate archive of supernatural recordings. Features Pure Transmission Corp. 149 |
He Who Dwells in the Black Sun | Thorium90 | 2023 / 1e | Zine | Research Base Onyx | Procedural Generation, Time Travel | A procedurally generated station that shifts through time. |
The Horror on Tau Sigma 7 | Magnum Galaxy Games | 2021 / 1e | Pamphlet | Planet: Tau Sigma 7 | Alien Mystery, Subterranean Horror | Prequel to Dying Hard on Hardlight Station. 127 |
Hull Breach Vol. 1 | Anodyne Printware | 2023 / 1e | Hardcover | Publico Sector (multiple) | Anthology, Sandbox Campaign | Expanded Canon. A self-contained campaign setting. |
I Saw What I Saw | DoubleMonk | 2023 / 1e | Pamphlet | Sencion Research Facility | Psychological Horror, Deception | Players test a new vision apparatus with disastrous results. 161 |
The Last Nebula | Tyler Crumrine | 2020 / 1e | Zine | The Last Nebula | Exploration, Cosmic Horror | A strange nebula with a breathable atmosphere; location in The Third Sector. 160 |
Lone Star | Parts Per Million | 2020 / 1e | Zine | N/A (Rules) | Solo Play | A rules supplement for playing Mothership without a Warden. 151 |
The Long Haul | Ok, Robot | 2024 / 1e | Pamphlet | N/A (Rules) | Solo Play, Hexcrawl | A solo hex crawl module for playing as a space trucker. 162 |
Meat Grinder | Anodyne Printware | 2021 / 1e | Zine | Hell / Nightmare Dimension | Cosmic Horror, Body Horror | Part 3 of the Inferno Trilogy (PrayCo). |
Moonbase Blues | Anodyne Printware | 2020 / 1e | Pamphlet | Moonbase: Azure Base | Contagion, Environmental Horror | Classic, self-contained one-shot. 103 |
Nirvana on Fire: Expanded Edition | Magnum Galaxy Games | 2024 / 1e | Zine | Moon: Bodhisattva 2a | AI, Biotech, Revolution | An AI thinks it’s a Buddhist deity. Features Straylight LLC. 130 |
Not Enough Scoundrels | Spicy Tuna RPG | 2023 / 1e | Zine | N/A (Rules) | Space Trucker, Campaign Tools | A supplement for running blue-collar space trucker campaigns. 11 |
Orbital Debris | Community Collaboration | 2022 / 1e | Zine | Junkyard Moon | Hexcrawl, Sandbox, Factions | A moon-spanning junkyard hex-crawl with multiple factions. 123 |
Orphans | Tuesday Knight Games | 2024 / 1e | Zine | Orphanage / Lab | Psionic Horror, Conspiracy | Psionic experiments on children. 38 |
Picket Line Tango | Anodyne Printware | 2021 / 1e | Zine | Mining Colony: Norton Outpost | Noir Mystery, Labor Dispute | Excellent non-monster, social-focused horror scenario. |
A Pound of Flesh | Tuesday Knight Games | 2019 / 1e | Zine | Space Station: Prospero’s Dream | Cyberpunk, Crime, Body Horror | Core Canon. Designed as a campaign hub. |
Primeval | Lone Archivist | 2021 / 1e | Zine | Moon: Ur | Jungle Exploration, Facility Crawl | Investigate a silent research facility for Takahashi Advanced Genetics. 126 |
RANE IN BLOOD | Spider00x | 2022 / 1e | Zine | Multiple | Antagonist Sourcebook, Space Vampires | A sourcebook detailing a cult of space pirates and genetic vampires. 128 |
Rimward Classes | Octopus Ink Games | 2022 / 1e | Pamphlet | N/A (Rules) | New Classes, Psionics | Adds six new classes, including a Psychic with psionic mechanics. 118 |
Salvage Rites | One-Eyed Werebear | 2024 / 1e | Zine | N/A (Rules) | Derelict Generation, Toolkit | A toolkit for generating derelict spaceship scenarios. 119 |
The Sleeper Crew | ChrisAir Games | 2022 / 1e | Pamphlet | N/A (Rules) | Campaign Start, Character Background | A supplement for generating a disastrous campaign start from cryosleep. |
Station Xeno | Deeply Dapper Games | 2022 / 1e | Zine | Station Xeno | Solo Play, Station Crawl | A claustrophobic station crawl designed for solo play. 152 |
The Suit | Joshua Kramer | 2024 / 1e | Pamphlet | N/A (Rules) | New Class, Corporate Horror | A new class for playing as a corporate agent. 158 |
The Third Sector | Anodyne Printware | 2020 / 1e | Pamphlet | The Third Sector (multiple) | Sandbox Campaign Framework | Meta-framework linking 12 other third-party modules. |
This Ship is a Tomb | Fey Light | 2023 / 1e | Zine | The Advent Dawn | Procedural Generation, Derelict Crawl | A procedurally-generated crawl through a transdimensional vessel. 153 |
Thousand Empty Light | Alfred Valley | 2022 / 1e | Zine | Underwater Tunnel: UPB 154 | Solo Play, Isolation, Cosmic Horror | Provides a robust framework for solo Mothership play. |
Time After Time | Sam Sorensen | 2023 / 1e | Zine | Space Station | Time Travel, Paradoxes | A mind-bending time travel adventure with a tripartite map. 120 |
Time of Death | DoubleMonk | 2024 / 1e | Pamphlet | Orum Moon Outpost | Time Anomaly, Heist | A mission to retrieve a suitcase from a gravity-defying outpost. 163 |
To Boldly Go | Eternal Odysseys | 2024 / 1e | Zine | N/A (Rules) | Rules Supplement, Space Opera | A supplement inspired by Star Trek and Mass Effect. |
The Unseen City | ChrisAir Games | 2023 / 1e | Zine | Subterranean Mazeworld | Cave Exploration, Gate Magic | Explore a mazeworld of caverns and bunkers connected by Gate magic. 154 |
Vita Nova | Trail of Dice | 2021 / 1e | Zine | Remote Planet | Terraforming, Body Horror | A terraforming project on a remote planet has gone horribly wrong. 155 |
VR-DEAD | Daniel Hallinan | 2023 / 1e | Zine | Research Station: Mergen’s Watch | Virtual Reality, Existential Horror | Explores themes of reality vs. illusion. |
The Vulture | Jake Branson & Zach Hazard | 2023 / 1e | Zine | Junker Station: The Vulture | Monster Horror, Isolation | A tense creature-feature set aboard a derelict junker station. 156 |
Wages of Sin | Tuesday Knight Games | 2025 / 1e | Hardcover | N/A (Rules) | Bounty Hunting, Campaign Framework | A comprehensive supplement for running bounty hunting campaigns. 11 |
Warped Beyond Recognition | Paradiso | 2023 / 1e | Zine | Research Ship: Tannhauser | Psionics, Psychological Horror | Potential link to Tannhauser-Cloudbank Corp. |
Welcome to ERF | Technoskald | 2020 / 1e | Pamphlet | ERF Station | Campaign Hub, Social | A small station; location in The Third Sector. 160 |
What We Give To Alien Gods | Lone Archivist Press | 2022 / 1e | Zine | Alien Temple | Cosmic Horror, Alien Deity | Contact with an alien god in an ancient temple inside a nebula. 157 |
Wrath of God | Anodyne Printware | 2021 / 1e | Pamphlet | Corporate Warzone (Space) | Space Combat, Hexcrawl | Part 1 of the Inferno Trilogy (PrayCo). |
Year of the Rat | Am I Cool Yet? | 2021 / 1e | Pamphlet | Casino Ship: Year of the Rat | Greed, Monster Horror | A mission to retrieve a black box from a derelict casino ship. 112 |
This is a cool project – attempting to get models to caption and analyse comics – https://github.com/emanuelevivoli/CoMix
https://github.com/emanuelevivoli/CoMix
Visual – Language models should be continually improving.
Try Gemma and Qwen for example and see how they go in a simple chatbot interface.
Good things of the 21st century
RPG Historian Shannon Appelcline produces a hardback tome on Traveller, how can you not love this?
Just started, but it is good.
What might be like what in this less than ideal game pdf hackery, here is an example:
These 2 examples, not too bad.
I made a gloVe embedding model based on my game book collection – 7000 odd, of which 6000 or so managed to make it through a first pass pdf extraction pipeline
This framework is quite good https://github.com/NRCan/geoscience_language_models/tree/main/project_tools
https://github.com/NRCan/geoscience_language_models/tree/main/project_tools and parallelises, which is important for big books
The C version of gloVe is superior:
https://github.com/stanfordnlp/GloVe
With some work you can get a python version going, but I wouldn’t recommend for large numbers.
e.g. https://pypi.org/project/glove-py
and associated hacks..
The Notebook associated with this is here: https://github.com/bluetyson/RPG-gloVe-Model
These days microsoft probably won’t let you see something that big online, so will make a series of post excerpts.
Here’s a google doc with a list
https://docs.google.com/spreadsheets/d/1fWzs6hRpx8ZTOpLWAUy7B0wRwopkzWC0yvr8i-7r1pQ/edit#gid=0