It is curious to note that since its original publication in 2018, the Mothership Sci-Fi Horror RPG from Tuesday Knight Games has been reliant upon the single rulebook, the Mothership Sci-Fi Horror RPG – Player’s Survival Guide. First as a ‘Zero Edition’ and then as an actual ‘First Edition’. Curious, because despite the horror roleplaying rules detailing no alien threats and giving no advice for the Warden—as the Game Master is known in Mothership—the has proved to be success, with numerous authors writing and publishing scenarios of their own as well as titles from the publisher. What the Mothership Sci-Fi Horror RPG offered was a stripped down, fast playing Science Fiction system that supported a number of sub-genres. Most obviously Blue Collar Science Fiction with horror and Military Science Science Fiction, the most obvious inspirations being the films Alien and Aliens, as well as Outland, Dark Star, Silent Running, and Event Horizon. Yet the authors of third-party content for the roleplaying game have also offered sandboxes such as Desert Moon of Karth and Cosmic Horror like What We Give To Alien Gods, showing how the simplicity of Mothership could be adjusted to handle other types of Science Fiction. This combination of flexibility and simplicity has made it attractive to the Old School Renaissance segment of the hobby, despite Mothership not actually sharing roots with the family of Old School Renaissance roleplaying games derived from the different editions of Dungeons & Dragons. It is thus, at best, Old School Renaissance adjacent.
With the publication of the Mothership Core Box and the Mothership Deluxe Box following a successful Kickstarter campaign in 2024, the Mothership Sci-Fi Horror RPG has a complete set of rules for what is its first edition. The includes rules the construction and option of spaceships with Shipbreaker’s Toolkit, monstrous threats with Unconfirmed Contact Reports, and a guide for refereeing the roleplaying game in the form of the Warden’s Operations Manual.
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Unconfirmed Contact Reports is the monster book for the Mothership Sci-Fi Horror RPG. It contains descriptions of fifty strange entities and horrendous abominations with which to scare the Player Characters, stalk them, and bleed them, infect them, feed on them, or worse… It is designed to do several things. Obviously, it is intended to provide a range of threats that will strike fear into the Player Characters, but the authors also want to spur the Warden’s imagination. The entries—where appropriate—have the minimum of stats, so mechanically they are all easy to use. The collection begins with ‘The 4youreyez Algorithm’ which infects electronics and completely wipes, but seems to affect androids in some way, and continues with ‘Angels’, those who have communed with the great eye-like portals that have opened up in space, and ‘The Body Politic’, an invasive colonial organism which forms parliamentary voting body in all of the host’s cells rather than a single collective. ‘Cabin 102-B’ is a locked cabin that appears aboard one spaceship after another, ‘The Engineer’ is an itinerant ship’s engineer who high on stimulants sabotages the spaceships he is hired to work whilst the crew are asleep, and ‘Good’ is an alien ‘subtle, psychotropic “oversight and ethics committee.” that makes people good and so corporations and governments fear it.
There are a lot of entries Unconfirmed Contact Reports and some of are less interesting than others. For example, ‘Granny’ describes a hole in the ground from which an old woman’s voice emanates, begging to be fed. Whatever is thrown in is not enough, and on the colonies where this hole appears, the colonists begin feeding her everything they can—supplies, pets, children, and ultimately themselves. It is enough and soon Granny will leave the hole to hunt. Similarly, ‘The Sea of Silence’ is a viscous and vicious protoplasmic organism that absorbs any body of water it can and immerses its victims, scouring away any sense of self and awareness. In too many cases, the entries consist of nothing more than this description and some colour fiction accompanying the illustration. To which the response amounts to no more than, “Yes, and…?” There is no obvious way in which to bring these monsters, memes, mutterings, mutations, and more into play and so make them threats that arouse more than a similar, “Yes, and…?”. The book states that it aims to spark the Warden’s imagination and that, “Importantly, much about these entities, from their history to their reasoning, and even how they may be defeated (if they can be at all) has been left absent.” The Warden is the encouraged to these descriptions in Unconfirmed Contact Reports as a starting point for creating a scenario.
What this means that the entries in Unconfirmed Contact Reports are as just much prompts as they are descriptions of monsters. In fairness, there is advice on running scenarios and using monsters in the Mothership Sci-Fi Horror RPG. It is in the excellent Warden’s Operations Manual and it is called the ‘TOMBS Cycle’, which stands for ‘Transgression, Omens, Manifestation, Banishment, Slumber’ Cycle. This is neat little summary of how a horror scenario typically plays. So, in ‘Transgression’, the horror disturbs the horror and awakens; in ‘Omens’, signs of its activities appear; it begins to move openly in ‘Manifestation’; ‘Banishment’ can only be attempted once a means of destroying or stopping the horror has been found; and finally, under ‘Slumber’, it can be banished or subdued, at least temporarily, until someone else triggers the ‘TOMBS Cycle’ once again.
The ‘TOMBS Cycle’ is brilliantly succinct and not only a great way to outline a scenario, but to categorise a horror. Imagine if the ‘TOMBS Cycle’ had been applied to each and every one of the entries in Unconfirmed Contact Reports? Imagine how quick and easy it would have made each and every one of the entries in Unconfirmed Contact Reports to use? Imagine how quick and easy it would have made making a change to each and every one of the entries in Unconfirmed Contact Reports rather than think up any way to use them in a scenario from scratch? Imagine how not how much better Unconfirmed Contact Reports would have been if the ‘TOMBS Cycle’ had been applied, but simply just how useful?
It begs the simple question. Why was the ‘TOMBS Cycle’ not applied to Unconfirmed Contact Reports?
Physically, Unconfirmed Contact Reports is okay. The writing is okay. The artwork varies widely in quality and that is okay too.
If you have the Mothership Deluxe Box then you already own Unconfirmed Contact Reports. If you own neither, and perhaps want a good bestiary or book of threats to run with the Mothership Sci-Fi Horror RPG, the sad news is that Unconfirmed Contact Reports is a poor choice. It lowers the quality of the Mothership Deluxe Box because it more a work of fiction than a game book and more a book of prompts than something that the Warden can readily use in her game. Unconfirmed Contact Reports could have been very, very good, but as it is, it is just not good enough. One for the completionist rather than either essential or actually useful.

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