
Mothership: BREAKING NEWS
A downloadable game
On Prospero's Dream, information is currency, and you've just been pulled into a story someone wants buried.
Written by Hadrien Vesseron (EpicQuest.ch) Art by Haven Milne (Catskull Press) Layout by Mathieu Baguet (Green Moon Games) Graphic design by Golden Achiever Editing by Josh Domanski and Mark Conway
BREAKING NEWS is a 40-page zine packed with faction intrigue, investigative scenarios, and journalism-driven tools for Wardens.
- Run it as a standalone 3–5 session mini-campaign, or drop its pieces into your ongoing Mothership games.
- Built as a toolbox for the Warden: rumors, story seeds, tables, suggested mechanics, and possible outcomes, so you're never stuck at the table.
- Layout designed for clarity in play: the details that matter pop, so you can improvise, follow, or remix on the fly.
What's inside:
- A full mini-campaign, "Show No Pythia": a 3–5 session investigation across Prospero's Dream, full of conspiracies, missing persons, and media-fueled intrigue
- Faction drama: The Oracle news empire, rival broadcasters, corporate fixers, and desperate influencers, all fighting to control the narrative
- Mapped locations: from Au Clair de Lune's eerie restaurant front to The Oracle's high-rise tower
- Players handouts: Player-facing maps, NPC origins backstory comic by Roque Romero...
- Rumor Generator and Fallout Tracker: tools to seed new leads, expand the investigation, or keep the conspiracy growing in play
- NPC journalists and informants: memorable characters with motives, secrets, and hooks to pull your players deeper
- Original artwork by Haven Milne throughout
- GM-friendly layout: quick reference on the inside cover, toolkit spread, and a back-cover lookup table tied to the zine's core mechanic
System: Mothership 1e Run-time: 3–5 sessions
Funded as part of Mothership Month 2025.
Check out the prequel adventure : WHERE IT SHOULDN'T.
The clock is ticking. Whose truth will you print, and what will it cost you?
| Updated | 6 days ago |
| Published | 9 days ago |
| Status | Released |
| Category | Physical game |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | EpicQuest.ch |
| Tags | campaign, Cyberpunk, hardvapour, Horror, investigation, mothership, physical-game, sci-fi-horror, Tabletop, Tabletop role-playing game |
| Content | No generative AI was used |
Purchase
In order to download this game you must purchase it at or above the minimum price of $24 USD. You will get access to the following files:


Comments
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so excited to pick this one up soon! congrats on the release <3
Thank you Thursday ! I know you were expecting it so here it is :)
I hope this will be everything you wanted and more. Feel free to reach out if you have questions or comments.
Have a great day,
Hadrien
very very cool stuff! i'm loving the book so far, especially how modular all of its parts are. the Informants and Media Encounters are especially fun!
i've caught a few errors, if that's helpful? sorry for the unofficial editing pass, i hope it's not too annoying!
Hello Thursday,
I want to say thank you very much for your comment. I am thankful and glad my project caught your eye, because your eyes have caught up on a lot of things. This unofficial editing pass is genuinely so helpful. Thank you!
We're already working on fixing the layout and text issues you spotted. A few of them come down to the same root causes:
On Dr. Helene Xu: her "right" text block should clear this up. The asterisk on p.23 points to Soy's background story. Dr. Xu herself is a lead scientist at S.O.Y. Agronomics, threfore responsible for that discovery (hinting that Dr Hernandez works for Dr Xu --> she is lower on the foodchain) and her career is on the line if this "mishap" goes any further. Dr Xu wants to bury the story and/or retrieve the experiment.
Concerning your questions, you were right on both counts:
I kept the murder timeline deliberately vague so each players table could have their theory or resolution. What I wrote above is mine, and I'm glad you landed close to it independently.
At its core, this is a classic "small, seemingly unrelated murder pulls the thread on a much bigger conflict" setup: the characters get framed and dragged into it, and have to navigate their way out before things get worse.
I will update the revised version shortly. Feel free to reach out if you have any other comment or question.
I am still so impressed you got such a good read of the overall story in such a short amount of time, and I am so glad you felt involved enough in it to let me know. I do feel blessed you reached out and helped us make this a better version of what I worked on for so long.
Thank you so much !
Hadrien
Oh, I'm so glad it was helpful! I always worry I'm being a pest when I do this kind of feedback pass. My sympathies for the long development and the layout artist switch-up - the end product's well worth all that effort, I promise! All those edits sound super nice, and I adore the Oracle as an addition to Prospero's Dream.
My only remaining thought is that if the dumbwaiters are meant to be used as a possible way of moving around the restaurant, then it probably shouldn't say that they're "too small for people" in the dumbwaiter text box.
Sorry I didn't mean for the players to go in. More like - put a camera an a plate, order their synth pet, fly in a drone, set a body locator, use a scanner, echo locate... My players' are very creative when it gets to breaking whatever scenario I throw at them, that's why I wrote "too small for people" - to prompt their collective creative (mad) genius. I am pretty sure my infamous android player would argue they could could fold into a luggage shape and get transported on the conveyor belt !