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By

Mission Alpha
Mark Hunt

What you hold in your hand are guidelines;  you will have to interpret them to fit your groups play style to ensure all are having fun.

Would like to thank

Gerry Anderson for giving me so many memories of space and exploration in my childhood.

Mission Alpha by Mark Hunt


Based on Knave RPG

KNAVE is a rules toolkit created by Ben Milton 

Creative Commons Attribution 4.0 International License: You are free to share and adapt this material for any purpose, including commercially, as
long as you give attribution.

What is this game all about


Mission Alpha is all about seeking a way to return to Earth, getting supplies to stay alive and investigating strange phenomena along
the way home. You play one of the people stranded on the moon as it was torn from earth orbit. Alpha Base is primarily a civilian
installation with some military personnel.

How do I play
As a player in Mission Alpha, you describe how your character acts and reacts, what your character says and does. A character
controlled by a player is called a Player Character or PC. Most of the play is a verbal exchange in the form of a group conversation
with many twists and turns and fun on the way. The other players, typically anywhere between two and six, take on the roles of
other characters in the game.

If you are the one who is going to oversee the game, you are the game Judge. The Judge sets the scene and the situation at hand
describing the environment and the Non-player characters or NPCs present before giving an indication of what they are doing. In
response, each of the players will tell the Judge what their player character intends to do. Over the course of the game, you the
player will choose what your hero does and says and use the dice and game rules to determine whether your character succeeds or
fails. This might include talking with a potential witness, land a damaged spaceship, search for clues, attempt to break in a secure
computer system, punch out a strange alien beast before it can eat you, and so on. The possibilities are endless, but once a player
has decided upon his character’s actions, the Judge then tells them whether they can do it and, if not, what happens instead.

Instead of the judge just guessing who succeeds, and who fails and who can do what, the guidelines presented in this book will help
them make informed ruling to keep their game fun and engaging for all. Typically, a character can do anything a normal human can
achieve with no special training or extreme effort. Beyond that the characters must risk failure and uncertainty. This is where the
dice come into play.

Dice
Mission Alpha uses several different types of polyhedral dice to determine random numbers and the outcome of dramatic events. A
set of dice is recommended for each player. These dice come in a variety of sizes 4,6,8,10, and 20 sided. Dice rolls are described with
expressions such as “2d10+2”, which means “roll two ten-sided dice and add two.” This will generate a number between 4-12. The
number immediately before the “d” tell you how many to roll. The number after the “d” tells you the type of die to use. Any number
after that indicates a quantity that is added or subtracted from the result. Numbers can be generated between 1 and 100 by rolling
two different ten-sided dice. One (designated before you roll often a different color dice) is the tens digit. The other is the ones digit.
Two 0s represent 100.

What else will you need to play this Game


Besides the Judge and the players, you’ll need pencils and paper as well. A copy of the character sheet located at the back of the
book. This book contains everything you need to play Mission Alpha; However, we publish other material to help the Judges and
Players expand on their game play.

Book 2: Threat assessments: Aliens and creatures to encounter.

Book 3: Mission Priorities: Adventures and places to explore

Character Creation
1 PCs have six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has two related values: a defense
and a bonus. When creating a PC, roll 3d6 for each of their abilities, in order. The lowest of the three dice on each roll is that ability’s bonus.
Add 10 to find its defense.
After you’ve finished rolling, you may optionally swap the scores of two abilities.
Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your PC’s Strength has a bonus of +2 and a defense of 12. Repeat this process
for the rest of the abilities.
Each of the six abilities is used in different circumstances.
 Strength: Used for melee attacks and saves requiring physical power, like lifting gates, bending bars, etc.
 Dexterity: Used for saves requiring poise, speed, and reflexes, like dodging, climbing, sneaking, balancing, etc.
 Constitution: Used for saves to resist poison, sickness, cold, etc. The Constitution bonus the daily healing rate.
 Intelligence: Used for saves requiring concentration and precision, such as computer use, resisting mental effects, recalling lore, crafting objects,
tinkering with machinery, picking pockets, etc.
 Wisdom: Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting
illusions, etc.
 Charisma: Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, etc.

2 PCs can carry a number of item slots equal to their Constitution defense, and items they carry must fit into available slots. Most items take up
one slot, but some take up more. Some small items can be bundled together into a single slot.
Duty Uniforms comes with a base defense value 12 and a bonus of +2. Note that value on your character sheet with its corresponding Armor bonus
(always 10 less than the defense). If the PC is not wearing any armor, their armor defense is 11 and their armor bonus is +1.

3 Roll 1d8+4 to determine your PC’s starting and maximum hit points. A PC’s healing rate is their Constitution bonus. Their exploration speed is
120ft per exploration turn, and their combat speed is 60ft per round.

Characters are competent well-trained individuals who may select Intelligence bonus (1-5) in specialties at the start of the game. These

4 Specialties represents a talent or an area of expertise that gives a character an edge when performing related task. It embodies training,
experience, or raw natural abilities.
When a character has a Specialty that can be applicable to a task (determined by the judge) the PC receives a bonus +2 to any roll that
apply to the situation.

Specialties
Athletics-Skilled at running, jumping, lifting and performing physical task.

Computer- Enhancing performance of computers or other electronic devices through programing.

Science- Knowledge of how to perform testable explanations and predictions about the universe.

Security- knowledge of security devices, systems, protocols and their use.


Research- conducting a systematic investigation, using records, archives and books.

Diplomacy- Knowing the social niceties, negotiating with others and making deals.

Deception- Lying and Using sleight of hand to trick others, hide things, and pick pockets.

Pilot- Operating complex vehicles and pushing their performance capabilities.

Survival-Knowledge of essential wilderness survival skills.

Medical-Tending the sick and wounded and understanding of medicine and anatomical knowledge.

Tinker- fixing machinery and devices to restore functionality or modify or extend capacities.

Tactics- knowledge of Strategy, practical applications of both military and police tactics.

5 Invent or roll the rest of your PC’s traits, such as their physique, face, skin, hair, virtue, and speech, using the random tables on the following
page. Choose a gender and a name for your PC, but don’t get too attached. It’s a dangerous universe out there.

Traits
Physique
1. Athletic 6. Hulking 11. Short 16. Stout
2. Brawny 7. Lanky 12. Sinewy 17. Tiny
3. Corpulent 8. Ripped 13. Slender 18. Towering
4. Delicate 9. Rugged 14. Flabby 19. Willowy
5. Gaunt 10. Scrawny 15. Statuesque 20. Wiry
Face
1. Bloated 6. Elongated 11. Impish 16. Sharp
2. Blunt 7. Patrician 12. Narrow 17. Soft
3. Bony 8. Pinched 13. Rat like 18. Square
4. Chiseled 9. Hawkish 14. Round 19. Wide
5. Delicate 10. Broken 15. Sunken 20. Wolfish
Skin
1. Battle Scar 6. Oily 11. Reeking 16. Sunburned
2. Birthmark 7. Pale 12. Tattooed 17. Tanned
3. Burn Scar 8. Perfect 13. Rosy 18. War Paint
4. Dark 9. Pierced 14. Rough 19. Weathered
5. Makeup 10. Pockmarked 15. Sallow 20. Whip Scar
Hair
1. Bald 6. Disheveled 11. Limp 16. Ponytail
2. Braided 7. Dreadlocks 12. Long 17. Silky
3. Bristly 8. Filthy 13. Luxurious 18. Topknot
4. Cropped 9. Frizzy 14. Mohawk 19. Wavy
5. Curly 10. Greased 15. Oily 20. Wispy
Virtue
1. Ambitious 6. Disciplined 11. Honorable 16. Merciful
2. Cautious 7. Focused 12. Humble 17. Righteous
3. Courageous 8. Generous 13. Idealistic 18. Serene
4. Courteous 9. Gregarious 14. Just 19. Stoic
5. Curious 10. Honest 15. Loyal 20. Tolerant
Speech
1. Blunt 6. Droning 11. Mumbling 16. Dialect
2. Booming 7. Flowery 12. Precise 17. Slow
3. Breathy 8. Formal 13. Quaint 18. Squeaky
4. Cryptic 9. Gravelly 14. Rambling 19. Stuttering
5. Drawling 10. Hoarse 15. Rapid-fire 20. Whispery
Advancement
Whenever a PC accumulates 1000 XP, they gain a level. As a guideline, PCs receive 50 XP for low-risk
accomplishments, 100 XP for moderate-risk accomplishments, and 200 XP for high-risk accomplishments. The
referee should freely notify the PCs of how much XP different objectives are worth when asked.

level Security Status Specialty Hps Expertise


1 White +1
2 x +1
3 Yellow +2 +2
4 x +2
5 Green +3
6 x +2 +3
7 Red +4
8 X +4
9 Black +2 +5
10 x +6

They also raise the defense and bonus score of one ability of their choice by 1 point. Defense may never
be raised higher than 18/+5.

When a character reaches an even numbered level the character may add a new specialty.

Characters gain (2) extra hit points at level 3,6,and 9.

Expertise is added to all d20 rolls.


Gear
All prices are given in Trade value. This is to provide the GM an idea what something may be worth to a trade
partner, individual results may vary depending on need.

Tools & Gear


Air Tank 24 hours 75
Backpack 20
Bedroll 10
Biofilter mask 5
Block and Tackle 30
Book (Reading) 600
Bucket 5
Canteen 5
Chain (10 ft) 10
Chisel 5
Commlink 10
Crowbar 10
Drill 10
Grappling Hook 10
Hammer 10
Iron Tongs 10
Ladder (10 ft) 10
Lockpicks 100
Manacles 10
Med Kit 75
Mirror (small, silver) 200
Musical Instrument 200
Nails (12) 5
Net 10
Padlock and Key 20
Pick 10
Pole (10ft) 5
Rope (50ft) 10
Sack 1
Saw 10
Shovel 10
Solar generator 1
Spike (iron) 5
Spiked boots 5
Survival Kit 150
Tent (3 man) 100
Tent (Pressure) 2-man, 48 Hour 750
Tool set 5
Waterskin 5

Light
Beacon, 48 hours 20
Lunar lantern 72 hours 50
Electric Torch, 100 hours 100
Armor
Shield 40
(Defense +1, 1 slot, 1 quality)
Helmet 40
(Defense +1, 1 slot, 1 quality)
Duty uniform 60
(Defense 12, 1 slot, 3 quality)
Ballistic vest 500
(Defense 13, 2 slots, 4 quality)
Space suit 1200
(Defense 14, 3 slots, 5 quality)
Assault Suit 8000
(Defense 16, 5 slots, 7 quality)

Weapons
Dagger, Cudgel, Sickle, Staff, etc. (d6 damage, 1 slot, 1 hand, 3 quality) 5
Spear, Sword, Mace, Axe, Flail, etc. (d8 damage, 2 slots, 1 hand, 3 quality) 10
Halberd, War Hammer, Long Sword, Battle Axe, etc. (d10 damage, 3 slots, 2 hands, 3 quality) 20

Sling (d4 damage, 1 slot, 1 hand, 3 quality) 5


Side Arm (d8, 1 slot, 1 hand, 4 quality) 300
Bow (d6 damage, 2 slots, 2 hands, 3 quality) 15
Crossbow (d8 damage, 3 slots, 2 hands, 3 quality) 60
Arrows (20) 5
Quiver (capacity 20) 10

Food
Travel rations (2 day) 10
Wine/ale, bottle 25

Field Gear
Each Pc starts with Standard gear of a Duty uniform, sidearm and Com scanner.
PCs can carry a number of item slots equal to their Con Bonus, and items they carry must fit into available slots.
Most items take up one slot, but some take up more. Some small items can be bundled together into a single slot.
Ask the referee if you are unsure what will fit in a slot. It is possible to increase the number of slots the character
can utilize by wearing additional gear, a Utility belt adds 1 slot, satchel/man bag add 2 slots, backpack add 3 slots.

The exploration speed is 120ft per exploration turn, and their combat speed is 60ft per round. So, any slots above
the Con Bonus is going to slow the PC down. Pcs lose 10' movement per slot over.

Field Gear such as the Recon, Science, Medical, Tech and prospecting kits take two slots each. The kits fit in a small
backpack or a carry-on bag with shoulder strap your choice. Field kits will give the person using them the ability to
undertake a task they may not be suited for. Such as a mechanic doing minor surgery. If the person is skilled in the
task at hand, they may reroll any single die roll if you already have advantage.

Example: Carter is using the Med kit to help a sick Crewman. He is not a medic, but the Kit allows him a die roll to
help them.
Example: Danvers sees that Carter is struggling with the Kit and comes to help. He is a medic and gets to roll with
Advantage. Also, he may re roll one of his dice since he has the med kit, thus improving his odds of helping the
Crewman.

The Vickers Mk III Sidearm which is a compact, lightweight, directed-energy weapon carried by all Mission Alpha
security details and aboard HAWK Transporters as standard equipment. The sidearm has two settings stun and Kill.
The gun is worn in a holster on the uniform belt and meets most of the defensive/offensive requirements of field
personnel. The simplicity and durability of the Sidearm design is well-suited to outdoor use.

Hawks
These multi-purpose space craft are the back bone of Missions Alpha exploration capabilities.
The Hawks serve as the primary spacecraft of Mission Alpha, which has a fleet of them, and are often used to
explore alien planets, defend Mission Alpha from attack, and to transport supplies and other items to and from the
Moon. 
Each Hawk has enough resources for 96 hours of operations.
Several types of modular equipment can be attached to the Hawk, depending on the mission.
Reconnaissance — Sometimes known as Survey hawks, this type typically has a computer bank on the starboard
side of the ship. Reconnaissance Hawks are used to explore alien planets and regions of space; the sophisticated
computer bank is used to obtain, store, and analyze data gathered from the planet being studied including
atmospheric composition, valuable mineral resources, and biological life.
Rescue — These Hawks are recognizable by their vertical triple Orange stripes. Rescue Hawks are equipped with a
variety of rescue and life-saving equipment which can be used in emergencies.
Transport/Supply — These Hawks are used to transport supplies and equipment rather than passengers. Their
transport modules are designed to carry equipment and have limited seating space for a dozen passengers.
Laboratory — A specialized Hawke which carries equipment of a more scientific nature than the Reconnaissance
Hawk they are usually fitted with additional airlocks for decontamination purposes and have small but well-
equipped laboratories on board.
Combat — Although Hawks are not primarily designed for combat, they can be equipped with laser emitters and
missiles for defensive purposes.

Vehicle Stats
Crew: 2
Passengers: based on Mission
Hawks can also be piloted by remote control from the Mission command center.
The Adventurers start their careers with an old, but serviceable starship with the following features:  Fusion Drive
for in system travel.  A single Quad Laser Turret for defence.  Ionized Hull Plating giving it four points of armour
versus starship weapons.  Two unused hard-points that could each fit a missile launcher, another Quad Laser or a
Shield Array.  A two seat Bridge.  Engineering, Stores & small workshop.  Common Room and three, double
bunk staterooms.  Twenty Ton Cargo Hold [10m cube]. This has a loading hatch & ramp.  Life Support systems
capable of maintaining reasonable conditions for up to ten humans.  Artificial Gravity field [inside the hull]. 
Interstellar Ident. Beacon. You can change a ship’s name, but it’s Ident Code is hardwired into its core systems. 
Comms array capable of communications in system and planet-side.  A Runabout – an atmosphere capable shuttle
that will carry eight people & 2 tonnes of equipment/cargo, or 4 people and 4 tonnes. This fits on top of the hull and
has its own dedicated airlock.  A single external airlock & 8 Vacuum Suits.  An Autodoc. The Ship carries enough
Hydrogen for 100 hours normal operations. It is atmosphere capable though doesn’t handle well in such conditions.
Hit Dice/Hit Points 6 / 32 HPs
Armor: 15
Attack Bonus: +2 sensors
Damage 1d10

For example a Hawk is sent to examine that strange comet that we just read about:They have a week
long window to reach it and return to Mission Alpha. Travel takes 2 days each way.leaving three days to
explore. Hawks have 4 slots. Each slot used for fuel will add a day to the exploration time (to five days
maximum say). A Recon module, giving an advantage to orbital scan, takes up two slots and every extra
person and their supplies takes up a slot. How do you kit out the ship?

Life on Luna
Luna station is four kilometers wide and up to one kilometer deep, which includes mechanical shops, hanger bays,
fuel depots, recycling operations and a litany of support operations in place to keep is a totally self-sustaining
facility, with the different areas connected by a series of high-speed mag lines.

The living arrangements of the base personnel are somewhat spartan, though exceedingly functional, the base was
deigned to house up to 600 personnel in 18 months shifts. Each person can bring 10 lbs. of personal effects aboard
with them for their personal use during their duty rotation. This has resulted to an odd collection of Pet rocks,
mood rings, instruments, yo-yos and all manner of books and board games in the common areas.

During work shifts the base personnel live a structured life. They work for 12 hours a day, if there are not alerts,
are on their own for whatever recreation the base affords. These may include all kinds prerecorded cassette
entertainments, such as 3-dimensional film transmissions, holographs, current music, television, etc.

Base personnel are housed in one- or two-bedroom apartments. The base also has room for a dozen people in VIP
accommodations as well as a two, 12 bed bunk houses for visiting personnel.

Most of the personnel are in one or two bed quarters housed by their duty divisions.

Aviation: Pilots and militance, Air survey reconnaissance, fire support, and air mobility support for other teams.
(Blue)

Medical: Health care for the general population and for project assets. (Purple)

Science: The Science teams are broadly cross-trained scientific and technical units that can cope with a wide range
of situations—from complex medical care and epidemiology to understanding unusual hazards and dangerous
creatures. (Green)
Engineering: Building, construction, repair and maintenance of the base equipment. (Orange)

Support: Logistical support such as supply, recreation, and operations. (Yellow)

Security: They make up the military arm of the Project—they are extremely formidable (Black)

Relaxing

Since it is important to maintain a healthy lifestyle on and off duty the base has a few features built in to provide
comfort and relaxation to its crew. A gymnasium with very special exercise equipment a Disco, Roller rink, Theater,
Greenhouse and a Solarium have been installed.

Robot support

There are 100 robots working as personal helpers to aid the personnel in their daily task.

Life support

For the life support system, an algae-based gas exchanger is in place and personnel are encouraged to maintain
plants in their quarters. The base also sports a 3-hectare space farm that can feed 400 people on its crops. Fresh
food stuff helps the base personnel adjust to living on the moon. When on duty, take their meals in a very
pleasant, though one of a dozen highly automated recreation lounges and restaurants are scattered throughout
the complex. Base personnel can also ‘order out” and have meals deliver by Robot to their room during meal times
when off duty.

Medical facilities

A 24 bed Infirmary and two six-bed surgical wards, a dental office and an OBGYN clinic. Along with research and
medical testing labs.

Playing the Game


As the players travel on the Moon as it is hurled through space they will have to adjust to life amongst the stars.
They will encounter strange alien races some hostile some not so much. Whenever possible, a PC’s actions
should be resolved by its player simply describing what the character does. However, if the action is risky and
difficult to resolve through description, the Judge may call for an Action or a Danger Roll.

Action Roll
The Judge calls for an Action Roll when a character attempts an action (other than an attack) that is dangerous or
has a chance of failure. When the outcome is uncertain, the dice determine the results.
If the Action is Risky the Target number (TN) to beat is 11-13.
If the Action is Desperate, then the Target number to beat is 14-16.
To determine the results of the roll: 1d20 + ABILITY BONUS + SPECIALITY BONUS (+2) + EXPERTISE
VS. TARGET NUMBER. If the total is equal to greater than the Target Number*, the character succeeds. If
not, they fail.
*Note the TN for a test against a character is the Defense of the Ability that logically would be used to defend
against that action.
If the outcome is a failure, which means the character makes no progress toward the objective, suffers some
consequence because of this action or makes progress combined with a setback determined by the Judge.
Example: Karen and John are running from some upset natives and must jump between two roof tops to escape.
The Judge calls for a roll. The Judge decides this is a risky action and sets the TN at 12. The two players must roll
higher than 12 to succeed in their leaps to safety.

Danger Roll
This type of roll should be called for by the Judge when things have gone wrong and the Character is now in some
sort of Danger. This check is to determine if an effect, attack, poison or calamity is successful in causing harm to a
character.
To determine the outcome:
Roll 1d20 + ABILITY BONUS + SPECIALITY BONUS (+2) + EXPERTISE VS. 15.
If the total is equal to or greater than 15, the character succeeds
A successful Danger Roll means that the Character suffers no harm, or reduced harm, from an effect. The judge will
determine which.
Modifiers
If there are situational factors that should make a roll significantly easier or harder, the Judge may grant the roll
advantage or disadvantage. If a roll has advantage, roll 2d20 and use the better of the two dice. If it has
disadvantage, roll 2d20 and use the worse of the two dice.

Reactions
When the PCs encounter an NPC whose reaction to the party is not obvious, the referee may roll 1d20 and consult
the following table.
1-7 8-10 11-13 14-16 17+
Hostile Unfriendly Unsure Talkative Helpful

Combat
At the start of each combat round, determine initiative by rolling a d6. On a 1-3, all of the enemies will act first. On
a 4-6 all of the PCs will act first. Reroll initiative each round.
On their turn, a character may move their speed (usually 60 ft) and take up to one combat action. This action may be
shooing your sidearm, making a second move, making an attack, attempting a stunt, or any other action deemed
reasonable by the referee.
Melee weapons can strike adjacent foes, but ranged weapons cannot be used if the shooting character is engaged in
melee combat. To make an attack, roll a d20 and add the character’s Strength or Wisdom bonus, depending on
whether they are using a melee or ranged weapon, respectively. If the attack total is greater than the defender’s
defense, the attack hits. If not, the attack misses.
On a hit, the attacker rolls their weapon’s damage die to determine how many Hit Points (HP) the defender loses.
The damage die may be rolled with advantage if the ideal weapon was used against an enemy type (for example,
using a flame weapon vs. a combustible creature). The opposite is also true, the damage die may also be rolled with
disadvantage if an ineffective weapon was used against an enemy type (for example, using a blunt weapon against a
gelatinous creature). The Judge will determine if either situation applies.
When a character reaches 0 HP, they are unconscious. When they reach -5 HP or less, they are dead. Players should
roll up a new level 1 PC when their old one dies and should rejoin the party as soon as possible.
Advantage in Combat
Characters can gain advantage in combat by attacking a target that is unaware, on lower ground, off balance,
disarmed, distracted, or tactically disadvantaged in any significant way. The referee, as usual, has the final say.
When a character has advantage against an opponent on their combat turn, they may either A.) Apply advantage to
their attack roll or stunt against that opponent or B.) Make an attack and a stunt attempt in the same round against
that opponent, without advantage.

Stunts
Stunts are combat maneuvers such as stunning, shoving, disarming, tripping, sundering armor, and so on. They are
resolved with a versus save. They may not cause damage directly, but may do so indirectly (for example, pushing an
enemy off of a ledge). The referee is the final arbiter as to what stunts can be attempted in a given situation.

Critical Hits and Quality


During an attack roll, if the attacker rolls a natural 20 or the defender rolls a natural 1, the defender’s armor loses 1
point of quality and they take an additional die of damage (of the weapon’s type). If the attacker rolls a natural 1 or
the defender rolls a natural 20, the attacker’s weapon loses 1 point of quality. At 0 quality, the item is destroyed.
Each point of quality costs 10% of the item’s cost to repair.

Healing
After a meal and a full night’s rest, PCs regain lost hit points equal to their Constitution bonus. This is so long as
there are no adverse conditions or other factors preventing the healing process. The use of a medical kit can restore
the users Intelligence bonus to a patient. This can be applied once a day to a patient.
Resting at the bases medical facilities will restores all lost Hit points overnight.

Running the game


Mission Alpha is all about seeking a way to return to earth, getting supplies to stay alive and
investigating strange phenomena along the way home.
The players are part of a crewman stranded on the moon as it was torn from earth orbit. They are part
of a scientific research station, Mission Alpha which consist of 522 personnel including scientists,
astronauts, medical personnel, and security officers. Now stranded in an unknown region of space lost
and alone. Your job as Judge is to present Mission opportunities that they get a chance to Survive.
Explore. Return Home.
This is not a game in which the players and the Judge are competing against each other, even though
the Judge is responsible for creating and presenting the challenging and dangerous situations and
diabolical foes that the player characters will encounter during the game as part of telling their stories.
Failure is a possibility, but the Judge must guide the game fairly, and the player characters should fail
because they made mistakes or were not quite skillful or smart enough, and not because the Judge was
unfair.
It is the responsibility of the Judge, to interpret these rules fairly for the other players. The Judge is
responsible for handling situations that are not covered by the rules, making fair evaluations of what the
player characters do and deciding what happens as a result. Be sure to take notes as that very thing may
come up again.

Missions
Basically, the “adventure” is just the setting for the game, usually a map and your notes about certain
locations on the map. As the players tell you where their characters go and what they do, you’re
referring to the map and your notes to describe what happens as a result. Don’t try to plan for all
contingencies—it’s guaranteed that the players will do something unexpected during the adventure,
and you’ll just have to run with it, thinking on your feet and making up new things as you go. Just as you
challenge the players with the adventure, they’ll challenge you to keep up with their collective creativity.

Aliens Encounters
Where
1.Asteroid 3.Colony ship 5.Planet

2.Space station 4.Moon 6.Outpost

landscape
1.Abandoned 6.Barren 11.Tropical 16.Crystalline
2.Frozen 7.Desert 12.Toxic 17.Moonlike
3.Advanced 8.Aquatic 13.Corrosive 18.Vulcanic
4.War torn 9.Arboreal 14.Primitive 19.Primordial
5.Stripped 10.Hellish 15.Cratered 20.Earthlike
Population
Hive mind Clones Infested Illusions
Frozen Abandoned Toxic Artificial
Advanced Aquatic Controlled Paranoid
War torn Starving Primitive Cattle
Underground Sparse Dead Earthlike
Discovery
Hive mind Rouge AI Infestation Illusions
Androids Fortress Outpost Ores
New Tech Minerals Graveyard Virus
Ruins Crash site Refugees Beacon
Food stuffs Weapons Wormhole Knowledge
Orbit
Radiation Warning buoy Empty space Cosmic Horror
Pirates Escape Pod First Contact Drifting debris
Plague Ship Mind field Call for help Star base
Generation ship Merchant ship Asteroid field Jettisoned cargo
Strange Transmission Solar flare Blockade Battle in progress
Most adventures are designed so the players can choose how risky they want to get. The classic
dungeon adventure gives the players the choice of whether to “go for it” in a lower, more dangerous
level or to be cautious and adventure in areas that aren’t so risky (but have less treasure). I suggest that
any adventure ought to give the players some choice about how fast they’re going to go into the riskier
areas. It doesn’t matter whether you’re running a wilderness adventure or a classic dungeon—giving the
players decisions is part of the fun for them. When you design wilderness areas, try to have some areas
that are more dangerous and some that are less —and figure out a way to let the players know where
these are. It’s obvious in a dungeon that the lower levels are riskier and richer; in a wilderness
adventure, you’ve got to work a little harder to communicate the risk levels to the players, but it’s worth
it.

Major Plot Twist


1-5 It was all a diversion.

6-10 A dark secret is revealed.

11-15 A trap is sprung.

16-20 An assumption is revealed to be false.

21-25 A secret alliance is revealed.

26-30 Your actions benefit an enemy.

31-35 Someone returns unexpectedly.

36-40 A more dangerous foe is revealed.

41-45 You and an enemy share a common goal.

46-50 A true identity is revealed.

51-55 You are betrayed by someone who was trusted.

56-60 You are too late.

61-65 The true enemy is revealed.

66-70 The enemy gains new allies.

71-75 A new danger appears.

76-80 Someone or something goes missing.


81-85 The truth of a relationship is revealed.

86-90 Two seemingly unrelated situations are shown to be connected.

91-95 Unexpected powers or abilities are revealed.

96-00 Roll twice more on this table. Both results occur.

Mental Abilities
The Crew of Mission Alpha have encountered many strange and wonderous being and things science cannot explain
on their travels. Many of these things take the form of crystal shards, these shards can unlock Psionic powers in
humans.

Manifestations
In Mission Alpha, PCs may only use crystal shards of their level or less, so a level 3 PC could only manifest effects
of level 0 to 3. PCs tap into the power of the shard, which must be held in both hands and take t round of
concentrations. Each Crystal can only be used once per day. Importantly, each shard only holds a single
manifestation, and each crystal shard takes up an item slot, so if a PC wants to be able to use a wide variety of
psionic abilities, they’ll have to fill most of their inventory with crystal shards.
PCs are unable to create, copy or transcribe crystals. Crystals form a mental link to wielder and can only be broken
upon death.
In order to gain new shards, PCs must adventure for them, by either recovering them from strange worlds or looting
them from other travelers the encounter. The higher the level of the Shard, the rarer and more valuable it is. PCs
openly carrying high level shards are likely to be hounded by aliens looking to “acquire” them.
When a manifestation allows for a save, make an opposed Intelligence save against the defender’s relevant ability,
usually Dexterity for ranged attack effects, Constitution for life-draining effects, Intelligence for mind-altering
effects, or Wisdom for Illusions.
Of course, aliens and creatures encountered have been known to manifest these abilities without shards.

100 Manifestations
In the following manifestations, “L” is a number equal to the PC’s level, an item is an object able to be lifted with
one hand, and an object is anything up to human size. Unless otherwise noted, all manifestations with ongoing
effects last up to L×10 minutes and have a range of up to 50 feet. If an effect directly affects another creature, the
creature may make a save to avoid it (as described previously). Success reduces or negates the effects.
1. Adhere: Object is covered in extremely sticky slime.
2. Animate Object: Object obeys your commands as best it can. It can walk 15ft per round.
3. Anthropomorphize: A touched animal either gains human intelligence or human appearance for L days.
4. Astral Eye: You can see through an astral floating eyeball that flies around at your command.
5. Astral Prison: An object is frozen in time and space within an invulnerable crystal shell.
6. Attract: L+1 objects are strongly magnetically attracted to each other if they come within 10 feet.
7. Auditory Illusion: You create illusory sounds that seem to come from a direction of your choice.
8. Babble: A creature must loudly and clearly repeat everything you think. It is otherwise mute.
9. Beast Form: You and your possessions transform into a mundane animal.
10. Befuddle: L creatures of your choice are unable to form new short-term memories for the duration of the effect.
11. Bend Fate: Roll L+1 d20s. Whenever you must roll a d20 after using the shard, you must choose and then
discard one of the rolled results until they are all gone.
12. Bird Person: Your arms turn into huge bird wings.
13. Body Swap: You switch bodies with a creature you touch. If one body dies, the other dies as well.
14. Catherine: A woman wearing a blue dress appears until end of effect. She will obey polite, safe requests.
15. Charm: L creatures treat you like a friend.
16. Command: A creature obeys a single, three-word command that does not harm it.
17. Comprehend: You become fluent in all languages.
18. Control Plants: Nearby plants and trees obey you and gain the ability to move at 5 feet per round.
19. Control Weather: You may alter the type of weather at will, but you do not otherwise control it.
20. Counter shard: Make an opposed Intelligence save against the Intelligence of the wielder of a nearby shard.
You may do this out of turn as a reaction, or against an ongoing effect. On a success, you may cancel the effect.
21. Deafen: All nearby creatures are deafened.
22. Detect Shard: You hear nearby shard harmonics. Volume and harmony signify the shard’s power.
23. Disassemble: Any of your body parts may be detached and reattached at will, without causing pain or damage.
You can still control them.
24. Disguise: You may alter the appearance of L characters at will as long as they remain humanoid. Attempts to
duplicate other characters will seem uncanny.
25. Displace: An object appears to be up to L×10ft from its actual position.
26. Earthquake: The ground begins shaking violently. Structures may be damaged or collapse.
27. Elasticity: Your body can stretch up to L×10ft.
28. Elemental Wall: A straight wall of ice or fire L×40ft long and 10ft high rises from the ground.
29. Filch: L visible items teleport to your hands range L×40ft.
30. Fog Cloud: Dense fog spreads out from you.
31. Frenzy: L creatures erupt in a frenzy of violence.
32. Gate: A portal to a random plane opens.
33. Gravity Shift: You can change the direction of gravity (for yourself only) up to once per round.
34. Greed: L creatures develop an overwhelming urge to possess a visible item of your choice.
35. Haste: Your movement speed is tripled.
36. Hatred: L creatures develop a deep hatred of another creature or group of creatures and wish to destroy it.
37. Hear Whispers: You can hear faint sounds clearly.
38. Hover: An object hovers, frictionless, 2ft above the ground. It can hold up to L humanoids.
39. Hypnotize: A creature enters a trance and will truthfully answer L yes or no questions you ask it.
40. Icy Touch: A thick ice layer spreads across a touched surface, up to L×10ft in radius.
41. Illuminate: A floating light moves as you command.
42. Increase Gravity: The gravity in an area triple.
43. Invisible Tether: Two objects within 10ft of each other cannot be moved more than 10ft apart.
44. Knock: L nearby mundane or astral locks unlock.
45. Leap: You can jump up to L×10ft in the air.
46. Liquid Air: The air around you become swimmable.
47. Manifestation Dampener: All nearby shard effects have their effectiveness halved.
48. Manse: A sturdy, furnished cottage appears for L×12 hours. You can permit and forbid entry to it at will.
49. Marble Madness: Your pockets are full of marbles and will refill every round.
50. Masquerade: L characters’ appearances and voices become identical to a touched character.
51. Miniaturize: You and L other touched creatures are reduced to the size of a mouse.
52. Mirror Image: L illusory duplicates of yourself appear under your control.
53. Mirrorwalk: A mirror becomes a gateway to another mirror that you looked into today.
54. Multiarm: You gain L extra astral arms.
55. Night Sphere: An L×40ft wide sphere of darkness displaying the night sky appears.
56. Objectify: You become any inanimate object between the size of a grand piano and an apple.
57. Ooze Form: You become a living jelly.
58. Pacify: L creatures have an aversion to violence.
59. Phantom Coach: A astral coach appears until end of effect. It moves unnaturally fast over any terrain,
including water.
60. Phobia: L creatures become terrified of an object of your choice.
61. Pit: A pit 10ft wide and L×5ft deep opens in the ground.
62. Primeval Surge: An object grows to the size of an elephant. If it is an animal, it is enraged.
63. Psychometry: The referee answers L yes or no questions about a touched object.
64. Pull: An object of any size is pulled directly towards you with the strength of L men for one round.
65. Push: An object of any size is pushed directly away from you with the strength of L men for one round.
66. Rise: L astral forms rise from the ground to serve you. They are incredibly stupid and can only obey simple
orders.
67. Rise Spirit: An astral form rises and will answer L questions.
68. Read Mind: You can hear the surface thoughts of nearby creatures.
69. Repel: L+1 objects are strongly magnetically repelled from each other if they come within 10 feet.
70. Scry: You can see through the eyes of a creature you touched earlier today.
71. Sculpt Elements: All inanimate material behaves like clay in your hands.
72. Shroud: L creatures are invisible until they move.
73. Shuffle: L creatures instantly switch places. Determine where they end up randomly.
74. Sleep: L creatures fall into a light sleep.
75. Smoke Form: Your body becomes living smoke.
76. Snail Knight: 10 minutes after casting, an astral knight sitting astride a giant snail rides into view. He is able to
answer most questions related to quests and chivalry and may aid you if he finds you worthy.
77. Sniff: You can smell even the faintest traces of scents.
78. Sort: Inanimate items sort themselves according to categories you set. The categories must be visually
verifiable.
79. Spectacle: A clearly unreal but impressive illusion of your choice appears, under your control. It may be up to
the size of a palace and has full motion and sound.
80. Shard seize: Use this as a reaction to another shard effect going off to make a temporary copy of it that you can
use at any time before this effect ends.
81. Spider Climb: You can climb surfaces like a spider.
82. Summon Cube: Once per second, (6 times per round) you may summon or banish a 3-foot-wide cube of earth.
New cubes must be affixed to the earth or to other cubes.
83. Swarm: You become a swarm of crows, rats, or piranhas. You only take damage from area effects.
84. Telekinesis: You may mentally move L items.
85. Telepathy: L+1 creatures can hear each other’s thoughts, no matter how far apart they move.
86. Teleport: An object disappears and reappears on the ground in a visible, clear area up to L×40ft away.
87. Theta Anchor: Object becomes the target of every shard effect near it.
88. Thicket: A thicket of trees and dense brush up to L×40ft wide suddenly sprouts up.
89. Time Jump: An object disappears as it jumps L×10 minutes into the future. When it returns, it appears in the
unoccupied area nearest to where it left.
90. Summon Idol: An astral form strong as a stone statue the size of a four-poster bed rises from the ground.
91. Time Rush: Time in a 40ft bubble starts moving 10 times faster.
92. Time Slow: Time in a 40ft bubble slows to 10%.
93. True Sight: You see through all nearby illusions.
94. Upwell: A spring of seawater appears.
95. Vision: You completely control what a creature sees.
96. Visual Illusion: A silent, immobile, illusion of your choice appears, up to the size of a bedroom.
97. Ward: A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it: Living
creatures, dead creatures, projectiles or metal.
98. Web: Your wrists can shoot thick webbing.
99. Wave Mark: Your finger can shoot a stream of Astral neon paint. This paint is only visible to you, and can be
seen at any distance, even though solid objects.
100.X-Ray Vision: You gain X-Ray vision.
Aliens
All monsters from OSR bestiaries should work as-is in Mission Alpha with no major conversion needed. Here are
some guidelines.
Hit Dice/Hit Points: All monster hit dice can be assumed to be d8s unless otherwise specified. To get the monster’s
hit points, just multiply the number of hit dice they have by 4 (or 5 if you’re feeling mean.)
Armor: Monster AC (if ascending) is identical to Armor defense. If the AC is descending, subtract it from 19 (if it
is from OD&D or B/X D&D) or from 20 (if it is from AD&D) to find its ascending equivalent.
Attack Bonus: Any attack bonus given is unchanged, and can be added to both melee and ranged attacks. If an
attack bonus is not given, assume that it is the same as the monster’s number of hit dice.
Damage: Damage remains the same.
Morale: Morale rating remains the same.
Saves: Since OSR monsters usually don’t come with ability scores, assume that monsters have ability bonuses equal
to their level, with the corresponding ability defenses.
Example: A typical 4 HD monster would have a bonus of +4 and a defense of 14 in all of its abilities by default,
unless modified by the referee.

Size
1.Tiny 3. small 5.large
2.Very Small 4.Human sized 6. Giant
Survival edge
1.Heals 4. Intelligent 7.Horde 10.Terrifying
2.Devious 5. Amorphous 8.Construct 11.Cautious
3.Steathy 6. Toxic 9.Parisite 12.Astral
Mode of travel
1. Walks 4. Burrow 7.Flies 10.Swim
2.Shambles 5. Walk 8.Teleports 11.Float
3.Webs 6. Hops 9.Crawls 12.Walks
Mode of attack
1. Energy 4. Bite 7. Envelope 10.Trap
2.Mental 5. illusions 8.Fire 11.Phermones
3. Claws 6.Weapons 9.Strangle 12.Toxins
Values
1Death 4Hope 7Technology 10hatred
2Beauty 5 Nothing 8love 11peace
3Wisdom 6justice 9Honor 12Harmony

X
1 4 7 10
2 5 8 11
3 6 9 12

X
1 4 7 10
2 5 8 11
3 6 9 12

X
1 4 7 10
2 5 8 11
3 6 9 12

Sample aliens

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