recursal/Fanatic-Fandom huggingface dataset:
The Pinnaculum

The highest level of competition for Skyball in Aldum. It comprises of 20 teams from Aldum and the neighbouring Ebene. Each team plays each other twice and the the team that has the most points at the end of the season is declared the winner. The bottom 3 teams are relegated to the Skycontentio 2 Division. In the event of a tie in points, the league position of a team will be determined by the Goal Difference followed by number of Goals Scored.

## **History**

The league was founded in XXXX and has been running for XX years. Originally part of the Skycontentio structure, it was called the Skycontentio 1 before breaking away to form the current league: the Pinnaculum.

### Founding Members of the Pinnaculum

* Antrum Opus 1606
* Aquila Astu
* Borealis
* Brix Astu
* Brix Unitum
* Bruma SC
* Crucible SC
* Ludo Ibis
* Lux Aeris
* Novus Corpus
* Oteli Rangers
* Orum United
* Petrus Astu
* Portus
* Regum Unitum
* Sandor SC
* Spirum Novitatis SC
* Strigidae Unitum
* Titan Crux
* Utque Aurea

### Previous Winners

* Ludo Ibis
* Borealis
* Utque Aurea
* Strigidae Unitum
* Spirum Novitatis
* Regum Unitum
* Titan Crux

## **Awards**

A list of personal awards given to outstanding individuals of a Pinnaculum season.

* Pinnaculum Player Optimus
* The Beck-Amos Award
* Pinnaculum Top Goalscorer
* Pinnaculum Playmaker of the Year
* Pinnaculum Top Positional Players
* Intactus Awards
* Pinnaculum Manager of the Year
Juyoung Min

Full-Body Sprite

**Juyoung Min** (Korean: 민주영, *Min Ju-yeong*) is one of the main characters in Buried Stars. She was the leader of the idol girl group BELOVED until her sudden departure, which led to the group being disbanded. She also has panic disorder. Though accused of faking her panic attacks and called the "Runaway", she was also well-regarded for her singing talent. At the time of the collapse, she is in 2nd place with 852,570 votes.

## Appearance

Juyoung is a young woman of slightly slender height and build. She has long black hair with some bangs and black eyes, and she has pearl stud earrings. She wears a dark gray bolero with scalloped pearls near the collar and shoulders, over a white sleeveless dress that has a dark slate stripe on the hem, over two more white and slate ruffled skirt layers. There are dark gray ribbons around her neck, and the dress is secured with an ornate silver belt that has an aquamarine gem in the center. She wears black tights and black flats with an aquamarine gem over a thick black bow.

## Relationships

### Hyesung Seo

In the survey, Juyoung offered to listen to Hyesung's worries, though she drew the line at helping him get more votes.

### Do-yoon Han

In the survey, Juyoung offered to listen to Do-yoon's worries and considers him a peer in the music industry. Over the course of her rapport events after the collapse, he is her first ever confidant regarding the sexual harassment she experienced, and she is grateful to him for this support that helped her come forward. Conversely, in endings where Juyoung and Do-yoon have a very negative rapport, her paranoia leads her to run away from Do-yoon and end up crushed by debris.

### Inha Oh

Juyoung and Inha listed each other as "The TOP 5 Contestant I’m Closest To" in the survey and write each other many other notes such as hearts, sparkles, and "love you".

### Gyu-hyuk Lee

Juyoung and Gyu-hyuk listed each other as "My Rival in the TOP 5". They were once paired together to sing "Come What May". After the true ending, according to the FAQ, "I think that Juyoung would have paid him a visit around the time that she left the hospital and came back to Seoul for her re-entry in the next season".

### Seil Chang

In the survey, Juyoung attempted to encourage Seil to stand up for himself in the face of Seungyeon's verbal abuse. When evidence starts coming to light that Seil has been stalking the contestants, Juyoung intercedes and asks the others to think about the possible reasons for his actions.

### Seungyeon Shin

The FAQ stated that during the show, "Juyoung would have objected to things that she didn’t like and opposed/confronted them".
Skyball Wiki

**Welcome to the Skyball Wiki!**
A hub for the fictional game of Skyball played in the fictional country Aldum within the Tattered Sails universe.

* Competitions
* Awards

We're a collaborative community website about Skyball that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderThe Pinnaculum

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Su-chang Ha

**Su-chang Ha** (Korean: 하수창, *Ha Su-chang*) is a supporting character in Buried Stars. He is the one behind the snarky identity of PlugHole, and assists Do-yoon in his investigation throughout the collapse.

## Appearance

Su-chang Ha is a young man of above-average height. His grey hair is styled messily, and he has thin eyes with dark grey irises. He wears a long-sleeved teal flannel shirt under a large beige coat with a decorative woven design. His pants are of an unknown material, though they are shown to be dark, and his footwear is unseen. He also wears a pair of glasses with a square frame that are assumed to be prescription, due to his sister also having glasses.

## Personality

Su-chang's personality is a mix of rude and teasing, described as being consistent both under the online identity of PlugHole and in real life. His relaxed personality carries over into his demeanor, often shown slouching when talking to others. For all of his bravado though, he is quite submissive to his sister's whims, though he does show a small bit of brotherly aggression when his sister mentions how attracted she is to Do-yoon, much to her ire.

Though his occupation is unknown, he appears to be quite proficient in technology, being able to communicate with Do-yoon despite not being an authorized contact on the watch's messaging app.

## Relationships

### Suyeon Ha

Suyeon is the younger sister of Su-chang, and is responsible for PlugHole's help throughout the collapse. Despite Su-chang being older, he is treated quite poorly by his sister, only helping Do-yoon because Suyeon was a fan of him.

### Do-yoon Han

After the discovery of the second victim in the A-Route, Su-chang helped Do-yoon maintain his sanity under the alias of PlugHole in the watch's messaging app. Throughout the game, Su-chang provided further assistance to Do-yoon in the discovery of S\_Seungyeon's identity and provided advice that ultimately led to Do-yoon deducing the identity of the attacker.
Frontier Life

Back to Space Is Hell

*"There is nothing in the desert... and no man needs nothing."*

*-David 8*

The Frontier begins on the leading edge of the Outer Veil, crosses through the Outer Rim of the known territories, and stretches on into deep space. Located between the core systems and the Outer Rim, the Outer Veil is a vast region of space that is abundantly rich in mineral resources. The Outer Rim is extensively colonized, and the Colonial Navy operates there. Past the Outer Rim is anyone's guess -- and that thrill of the unknown is what draws pioneers here. Settlers have likened the sometimes lawless Frontier to the Old West of the United States.

Here, life is harsh and cheap. On many worlds, atmospheric processors have been brought in to convert the air into something passably breathable. The majority of settlers here are prospectors, entrepreneurs, farmers, and homesteaders. Mining worlds refine ores and fuel, while agri and aquatic worlds harvest food and algae. Space stations such as Anchorpoint serve as a neutral staging ground for expeditions into deep space.

Neighboring colonies don't always get along, and armed conflicts over stakes and claims are not uncommon -- often requiring the Colonial Marines to step in and restore order. The boundaries of the Frontier are ever-shifting, and sometimes colonies switch hands as border disputes redefine the map.

Territories of the Frontier

Dominion Over the Stars

This is Rumor Control

Here Are the Facts
Marko Knezevic

**Marko Knezevic** (born 20 Sextilis 3857) is a former attacker.

## Early Life

### Titan Crux

On 6 January 3883, it was announced that Marko Knezevic was heading to Titan Crux for Olaf van Beek and 2.4 million GP. On 30 June 3887, Knezevic was released by Titan Crux.

### Spirum Novitatis

On 5 July 3887, Knezevic signed a 4 year deal with Spirum Novitatis.

## Honours

### Club

#### Titan Crux

* The Pinnaculum: 3882-83, 3883-84, 3884-85, 3885-86, 3886-87
* Sky Cup: 3883-84, 3884-85, 3885-86, 3886-87
* Primis Nationalis: 3884, 3885, 3886

### Individual

* Pinnaculum Player Optimum: 3880-81; runner-up 3878-79; third place 3879-80
* Pinnaculum Top Goalscorer: 3877-78, 3880-81, 3882-83, 3883-84; runner-up 3878-79, 3879-80
* Pinnaculum Young Player of the Season: 3878-79
* Pinnaculum Inimicus Optimus: 3879-80, 3880-81, 3882-83; runner-up 3877-78, 3877-78, 3881-82; third place 3883-84
* Sky Cup Player Optimus: 3879-80
* Aldean Player of the Year: 3878
* Beck-Amos Media Award: 3882-83
Mark Mullen

**Mark Mullen** (born 25 Quintilis 3855) is .

## Club Career

### Borealis

On 1 Sextilis 3875, Mullen moved to Borealis on a free transfer

## Honours

### Club

#### Titan Crux

* The Pinnaculum: 3884-85, 3885-86
* Sky Cup: 3884-85, 3885-86
* Primis Nationalis: 3885

#### Borealis

* The Pinnaculum: 3875-76
* Sky Cup: 3875-76, 3876-77
* Primis Nationalis: 3877

### Individual

* Pinnaculum Defensor Optimus: 3876-77, 3877-78; third place 3875-76
* Pinnaculum Player of the Month: August 3876
Rasheed Fraser

**Rasheed Fraser** (born 10 Sextilis 3861) is .

## Career Statistics

* Pinnaculum Playmaker of the Year: 3880-81; runner-up 3887-88; third place 3888-89
* Pinnaculum Young Player of the Season: ; runner-up 3881-82; third place 3882-83
* Pinnaculum Dux Optimus: 3880-81; runner-up 3881-82, 3888-89; third place 3882-83
* Pinnaculum Player of the Month: November 3880, October 3881, April 3882, August 3883, April 3888, November 3888
Detection

Back to Stealth Mode

In stealth mode, you will automatically detect PASSIVE enemies in the same zone or in line of sight (above). If you make no attempt to move quietly, PASSIVE enemies will automatically detect you as well—draw initiative (see page 87). If you want to sneak past the PASSIVE enemies undetected or make a sneak attack, roll for MOBILITY against their OBSERVATION. You get a modification based on the distance to the enemy—see the table on the next page.

ACTIVE enemies nearby may try to sneak up on you for a sneak attack. If so, the GM informs you that a threat is moving in on you, and then rolls MOBILITY for the enemy against your OBSERVATION. If you fail, the enemy gets a free attack against you. Read more about sneak attacks on page 90.

You cannot spot ACTIVE enemies that choose to remain hidden and don’t attack you—unless you have detected them using a motion tracker first, or the GM deems it obvious that you spot the enemy (for example, if you search the exact spot where it is hidden).
Michal Wdowiak

**Michal Wdowiak** (born 3 September 3857) is .

## Career Statistics

### Individual

* Pinnaculum Player Optimum: runner-up 3887-88; third place 3880-81, 3885-86, 3888-89, 3889-90
* Pinnaculum Playmaker of the Year: 3885-86, 3887-88, 3888-89; runner-up 3882-83, 3884-85, 3886-87
* Pinnaculum Top Goalscorer: runner-up 3882-83
* Pinnaculum Young Player of the Season: 3880-81; runner-up 3879-80
* Pinnaculum Dux Optimus: 3885-86; runner-up 3879-80, 3882-83, 3884-85, 3886-87, 3887-88, 3889-90; third place 3880-81, 3881-82
* Pinnaculum Player of the Month: October 3878, January 3881, October 3885, February 3886, August 3887, January 3888, November 3889
Fire Weapon

Back to Gunner Actions

You can only attack an enemy which you have Target Locked. Roll for RANGED COMBAT, modified by the Bonus rating of the weapon you use and the range to the target (see the table below). If your attack hits, you inflict damage equal to the weapon’s Damage rating on the target, just like in personal combat. For every extra (target) you roll, you inflict one additional point of damage. Read more about damage to ships on page 197. If the pilot of the target ship Evades (see above), each (target) they roll eliminates one (target) rolled by you.
Dirty Bullets

Back to Ammo

Here’s where things start getting particularly nasty. The target of these radioactive bullets not only suffers piercing damage, but their wounds are irradiated in the process. Any ammunition type can be treated with radionuclides, but it’s going to cost you four times the cost of normal ammo. Make sure you take the proper precautionary steps when using them—dirty bullets not only leave your gun glowing in the dark, but also your shooting hand and holster hip riddled with cancer.

U-238 tipped bullets reduce the Armor Rating of any target by two, after the Armor Piercing or Armor Doubled effects have been applied. Anyone hit by a U-238 bullet suffers 1 Rad in addition to normal damage. Carrying a weapon loaded with U-238 tipped bullets gives you 1 Rad per Shift.
Chemical Weapons

Back to Weapons and Armor

Chemical weapons have been banned on Earth by the Geneva Convention for over 250 years. However, legal precedent was set in the 2050s that clarified that those rules only applied to Earth. As such, chem-weapons are fair game on the extrasolar colonies.

CN-20 Nerve Agent - This deadly nerve gas has lasting results on an enemy and anyone else unlucky enough to be within its range. When there are no other options, it’s time to roll out a canister or two. A single canister will affect everything within one zone.

Quinitricetyline Explosive Accelerant (QTC) - Often called QTC for short, quinitricetyline is a volatile toxic chemical usually found in liquid form. Similar to twentieth century napalm, QTC is often mixed with a gelling agent and used to firebomb an area containing enemy forces, dangerous indigenous life forms, or infectious disease.
Faster Than the Speed of Light

Back to A Hard Life Amongst the Stars

The ability to travel faster than light is the lynchpin of humanity’s expansion outside our own solar system. Without it, there would be no extrasolar colonies and no corporate star empires. First developed by Weyland Industries in the 2030s, these engines are sometimes referred to as displacement drives. The system works on the principle of an inverse relationship between velocity and the flow of time. An FTL drive achieves these speeds by displacing the volume of space preceding a spacecraft and drawing the vessel forward with it. Accelerating to faster than light speeds is not instantaneous. Ion thrusters build speed up to the point where the displacement drive can take over, gradually propelling starships to several times the speed of light.

When they were first deployed a hundred and fifty years ago, FTL engines could impel a starship such as a Heliades class Space Exploration Vehicle at 10 to 15 times the speed of light. Even though modern ships can travel from 50 to upwards of 700 times FTL (read more on page 167), that still means it can take weeks or even years to travel the whole of charted space. To complicate matters, prolonged travel at faster than light speeds can cause a syndrome in mammals known as Neurological Distortion Disorder—or the NDDs for short (see the text to the right). To combat this and to conserve resources on long trips, space travelers spend most of their FTL time in stasis.
Skycontentio 3

The third tier of competition for Skyball in Aldum. It is the lowest tier of Skyball that requires teams to be fully professional and follow employment guidelines of a full-time employer. It comprises of 20 teams from Aldum and the neighbouring Ebene. Each team plays each other twice and the the team that has the most points at the end of the season is declared the winner. The top 3 teams are promoted to the Skycontentio 2 Division. In the event of a tie in points, the league position of a team will be determined by the Goal Difference followed by number of Goals Scored.

If at any time a team in any division is unable to maintain its professional status, an additional team will be promoted from the division below it at the end of the season, and teams from the lower league will be able to apply for a spot in the Skycontentio 3 division.

## **History**

The league was founded in XXXX and has been running for XX years. Previous Winners of the Pinnaculum are as follows:

* Ludo Ibis
* Borealis
* Utque Aurea
* Strigidae Unitum

## **Current League Table**

For results of previous game weeks, please go here.

## **Awards**

A list of personal awards given to outstanding individuals of a Pinnaculum season.
GJ229A System

Back to Tartarus Sector

**TORIN PRIME:** Although it was nearly eight decades ago, Torin Prime has never really recovered from its failed succession attempt from the United Americas (see Governments and Corporations). Sanctions keep the colony from thriving like it used to. The local government is prohibited from arming itself, relying instead on direct protection from the UAAC. To the locals, it feels like they are living in a police state. Intelligence reports suggest the J’Har rebel faction is on the rise again, organizing and growing in strength as they plan a coup, this time not just for Torin Prime, but for the entire Tartarus Sector. UA intelligence believes this new revolt will be quietly backed by the UPP, and the Liberty Echo Fleet is preparing to respond accordingly.
Investigator

Back to Colonial Marshal Talents

You see what others miss, and are skilled at noticing small details and making sense of them. When you spend a Turn in a room or similar location, you can roll for Observation. Only one attempt is allowed. For each (target) you roll, you may ask the GM one of the following questions. The GM must answer truthfully, but she is allowed to give vague or incomplete information

* What happened here?
* Is there anything hidden here, and if so, where?
* Are there any details here that are out of place, something that’s out of the ordinary?
Colony Specialty Meals

Back to Food and Drink

Planetside colony grub can be a better thing, as colonists get creative with their rations to create new “culinary delights.” Some colonies grow their own livestock while others have access to edible indigenous wildlife, creating a wide variety of cuisine ranging from Terraform 3’s bovine burgers and steaks to boiled Tanakan scorpion thorax to kelp salad and sushi from Bracken’s World. Increases your Food Supply and reduces STRESS LEVEL one step.
Ghillie Suit

Back to Uniforms

A camouflage suit that is customized to a specific environment, a Ghillie suit can allow a sniper to effortlessly blend into the terrain. The suit is equipped with a portable heatsink that masks the wearer’s heat signature and protects them from infrared scanning. The suit gives a +2 bonus to MOBILITY rolls against being detected when in the proper environment.
A.P.O.L.L.O.

Back to Computer Mainframes

Seegson’s answer to MU/TH/UR, A.P.O.L.L.O. was designed to coordinate Seegson’s Working Joe synthetics to run a starship. In all other regards it is less advanced than the MU/TH/UR models.

Aboard a station, the APOLLO Mainframe can be accessed from one of dozens of public terminals scattered around the station. These terminals are wall-units, with a screen and manual keyboard, each requiring an ID card to be slotted in before coming online. They provide access to the APOLLO Mainframe, an in-station data and electronic messaging system, used as a library, data-log and administration and accounting system. The terminals are also video phones, activated by lifting the telephone-style receiver and dialing with the keypad. The image of the other caller appears on the screen.
Body Armor

Back to Suits and Armor

M10 Ballistic Helmet - Worn as part of the M3 Personnel Armor (page 127 of the core rulebook), the helmet is equipped with a full motion tactical camera system that transmits to the squad’s APC, dropship, or ground tactical monitoring station.

Kevlar Riot Vest - A relatively lightweight vest made of woven metal fibers, the kevlar riot vest is the personal armor of choice for law enforcement and security details throughout the colonies.

Armat CM4 Plastisteel Riot Shield - This lightweight plastisteel shield is often used in urban warfare by Assault Marines as well as by Colonial Marshals.

6B90 Combat Armor - Bulky and heavier than its Colonial Marine equivalent, the 6B90 is the standard personal armor of UPP troops and protects the neck, shoulders, torso, and crotch of the wearer. The 6B90 is equipped with a full motion tactical camera system that transmits video and vitals to local command.

CCC5 Combat Compression Suit - An armored compression suit similar to the Mk.50 Compression Suit (page 128 in the core rulebook), the CCC5 is less cumbersome than its USCMC equivalent but the helmet viewport is comparatively small and gives –1 to OBSERVATION rolls.
Food and Drink

Back to Other Equipment

Prefab Meals - The average meal in space is pre-prepped flash-frozen rations. Typical meals aboard a starship include pastas, cereals, freeze-dried vegetables, stews, meatloaf and something resembling cornbread. Corporations make their employees pay for these prefab meals, despite the fact that there are few, if any, other choices and the workers are in space on company time. Increases your Food Supply one step (see page 34).

Water - Shipboard company supplied water ($2) is rationed, cloudy, recycled, and tastes metallic, but gets you through the day. Bottles of purified water ($10) are luxury items on some worlds, and can fetch as much as $100/bottle on a barren rock. Increases your Water Supply one step (see page 34).

"Bug Juice" Protein Drink - Commonly referred to as “bug juice,” this high protein caloric drink is made from mealworms, roaches, beetles, and other insects all raised on bug farms. Made by a large variety of manufacturers, it is a cheap and cost-effective way of keeping alive on the Frontier. Increases both your Food and Water Supply one step.

Soda and Candy Bars - Luxury items on the Frontier, these guilty pleasures can give you a sugar rush if you need it. Increases your Food Supply one step.

Coffee - Coffee is supplied on most company ships and stations free of charge for the crew. Grown in Guatemala on Earth, Weyland-Yutani coffee is the highest rated in the territories, and free coffee is considered one of the perks of W-Y employment. If you are on the verge of dozing off, coffee can give you a caffeine boost to get you through the morning. Increases your STRESS LEVEL one step, but temporarily postpones the drawbacks from lack of sleep for one Shift.

Colony Specialty Meals - Planetside colony grub can be a better thing, as colonists get creative with their rations to create new “culinary delights.” Some colonies grow their own livestock while others have access to edible indigenous wildlife, creating a wide variety of cuisine ranging from Terraform 3’s bovine burgers and steaks to boiled Tanakan scorpion thorax to kelp salad and sushi from Bracken’s World. Increases your Food Supply and reduces STRESS LEVEL one step.

Beer and Booze - These items are covered under entertainment in Chapter 7. Each drink decreases your STRESS LEVEL one step, but also gives you a –1 modification to all WITS-based skills for the next Shift.
Computer Mainframes

Back to Other Equipment

Although there are many types of computers in use throughout the territories, there are two major master systems in use on the Frontier.

MU/TH/UR - Most starships, space stations, and military facilities are run via a sophisticated computer system called MU/TH/UR. Originally developed by Weyland Corporation at the end of the 21st century, the MU/TH/UR system soon became the standard for running complex automated systems and facilities. Affectionately nicknamed “Mother” by the crews who utilize these computers, over the decades various models have sported different levels of AI packages. While both the MU/TH/UR 1000 and 9000 series are sophisticated interactive models that over time can develop rudimentary personalities, most military, cargo, and utilitarian craft of today are equipped with the standard 5000 through 8000 series.

While these machines can communicate through the ship’s intercom system, most of them can only be directly accessed through the computer core. Card and punch code entry to this secure and static free chamber is only granted to the vessel’s commanding officer. The computer core also allows the commanding officer to issue alternate commands and overrides to "Mother’s" automated routine.

A.P.O.L.L.O. - Seegson’s answer to MU/TH/UR, A.P.O.L.L.O. was designed to coordinate Seegson’s Working Joe synthetics to run a starship. In all other regards it is less advanced than the MU/TH/UR models.

STANDARD ACCESS - Both MU/TH/UR and A.P.O.L.L.O. are capable of issuing reports and updates to the entire crew, as well as providing an analysis of any situation upon request through a standard terminal. A ship’s or installation’s commanding officer and science and/or medical officer often have better interface privileges. Whichever system is in use, both MU/TH/UR and A.P.O.L.L.O.’s computing power can be used to assist with most mission based issues that arise.
Australia Wars

Having been brought back from the brink of environmental disaster by a little terraforming at home, Earth is an eclectic array of densely packed centers of urban decay and beautiful green vistas. While some still linger, most radiation zones from past conflicts have been cleaned up and pose little threat. Earth is far from a safe place to live, however. The United States Oil Wars have taken their toll on North America. The recent Australian Rebellion against the 3WE was ended swiftly with the nuclear strike on the Outback’s capital, Canberra. The cost of living on Earth is extravagant, and those who aren't rich are confined to metropolitan ghettoes. Earth has become a world for no one but the corporate and government elite and those who would serve them. Still, the seats of power for the 3WE, UA, and the UPP are all located on Earth. SOL SECTOR XARMINA'S STAR RIGEL KENTAURUS A BARNARD’S STAR EPSILON ERIDANI SOL LALANDE 21185 WOLF 359 SOL SECTOR 247
Detection (space)

Back to Space Combat

Starship sensors have EXTREME range (eight zones). When two ships enter sensor range of each other, they will automatically detect each other’s presence. If you use the space combat map, place a marker representing each ship on the outermost zones (the ones marked +4 and –4). If you have access to the official Maps & Markers Pack for the ALIEN roleplaying game (sold separately), use a spaceship marker with the “ping” side up.

TRANSPONDERS: All civilian spacecraft are required to travel with their transponders switched on. The transponder transmits data about the ship’s position, name, class, home port, and destination. If the approaching ship has an active transponder, you will immediately learn this information, and you are able to target the ship with your ship armaments (more on that below). If you are using the Maps & Markers Pack, flip the “ping” marker to show the spaceship in crosshairs.

RUNNING SILENT: Traveling with your transponder switched off is unlawful and regarded with suspicion—only smugglers and military vessels do that. If the approaching ship is running silent, your sensor operator needs to make a successful Target Lock action (below) before you can target it with your weapons. Until this is done, leave the spaceship marker with the “ping” side up.

REDUCE SIGNATURE: Staying hidden as long as possible, often by controlling your heat and electronic emissions, can be the key to victory. By powering down your engines and sensors, you can make it harder for an approaching ship to lock on to you. This can be done even before the encounters starts, if you expect trouble. Turning off your sensors reduces your Signature rating one step, while powering down your engines reduces your Signature two steps. When your sensors are down, you cannot Target Lock. When the engines are offline, you cannot perform any pilot actions at all. Powering a ship back up takes one Turn. Read more under Sensor Operator Actions, below.
Close Combat (Strength)

Back to The 12 Skills

The world of ALIEN is a brutal place. Sometimes, you have no choice but to fight for your life, toe-to-toe with the enemy. Roll for this skill when you attack someone in close combat. Read more about Close Combat and Damage in Combat & Panic.

FAILURE: You stumble and miss. Now it’s your opponent’s turn…

SUCCESS : You hit, and inflict damage equal to the weapon’s Damage rating on your opponent (see page 118).

STUNTS: For every extra (target) you roll, choose one of these stunts:

* You inflict one more point of damage. You can choose this stunt multiple times, if you roll several (target).
* You outmaneuver your enemy and can trade initiative scores (see Actions & Initiative) with them, taking effect next turn. You can’t go back to your earlier initiative.
* You knock or pull a weapon or other object from your opponent. You choose which. During combat, picking up a dropped object counts as a fast action (see Slow & Fast Actions).
* Your opponent is knocked to the ground.
* You hold your opponent in a grapple. They need to win an opposed CLOSE COMBAT roll against you to break free, and can’t perform any other action until they have done so, or until you are Broken or let them go. This effect only works on humans and synthetics.

WEAPONS: In close combat you can use weapons such as clubs, knives, or power drills. See Close Combat Weapons.

BLOCKING: When someone attacks you in close combat, you can try to block the attack. See Blocking.
Exhausted

Back to Conditions

You need to sleep for at least one Shift each day. After one day without sufficient sleep, you become Exhausted. Being Exhausted has several effects:

* You cannot relieve Stress.
* You must make a STAMINA roll each day (the GM decides when), with a negative modification equal to the number of days spent without decent sleep. If the roll fails, you collapse and sleep for one Shift.
* As soon as you have slept for at least one Shift, you are no longer Exhausted.
Armat Type 4 Assault Breaching Charge

Back to Explosives and Ammunition

A focused, adhesive charge designed to breach a door or wall, the Type 4 can be detonated by timer or remote. The UPP has an equivalent made by Norcomm. The breaching charge has Blast Power 9. Against the immediate target, the damage is increased two steps and counts as armor piercing.
Helping Others

Back to Actions & Initiative

If you help another player character or NPC perform an action, it costs you one action of the same kind (slow or fast). You have to state that you are helping someone before any dice are rolled. Helping others breaks the initiative order in the Round. You can read more about helping on page 63.
Campaign Play (Your Character)

Back to Your Character

For Campaign play, you create your player character yourself. This chapter explains the process in detail. During the course of a campaign, your PC changes and develops. Your skills and talents can be developed through experience, but you can also discover how your PC’s personality changes and grows in a way that cannot be measured by numbers on a page. This is when your character truly comes alive.

**CAMPAIGN FRAMEWORKS:** Before creating characters, you should decide together as a group on a campaign framework, i.e. which type of people you will be playing. Three suggested campaign frameworks are described on page 16, and GM tools for playing each of them are included in Chapter 12:

* Space Truckers
* Colonial Marines
* Frontier Colonists
Enemy Movement

Back to Stealth Mode

In stealth mode, enemy movement is handled secretly by the GM. This is carried out each Turn, after your PCs have moved. NPCs must comply with the same rules of movement as PCs—human NPCs can only move two zones per Turn. Non-human characters may move faster or have other special rules.

To handle NPC movement, we recommend that the GM has a second copy of the conflict map, hidden from view by the GM Screen (available for purchase separately). On this map, the GM can place tokens to represent NPCs, hidden from the players’ view.

If your GM doesn’t have access to a screen, she can simply track hidden NPC movement on a piece of paper.

* ACTIVE AND PASSIVE ENEMIES: Enemies can be ACTIVE or PASSIVE, as dictated by the scenario or the GM. ACTIVE enemies are aware of you and are actively stalking you. PASSIVE enemies are not aware of your presence and can be ambushed by you.
Explosions

Back to Other Hazards

The force of an explosion is measured in Blast Power. For each person within SHORT range of the blast when the detonation occurs, roll a number of Base Dice equal to the Blast Power. For every (target) rolled, the victim suffers one point of damage. The roll cannot be pushed. Victims at ENGAGED range from the detonation suffer one extra point of damage.

EFFECT RADIUS: Powerful charges, with a Blast Power of 7 or more, can harm people even at MEDIUM range. The Blast Power is then reduced by 6. If there are many people within MEDIUM range of the blast, the GM can simplify the process by rolling once and applying the result to all victims.
GL259

Back to Frontier

The GL259 system is a stopping point along one of the shipping lanes between the Outer Rim Territories and the American Arm of the Frontier. Originally a dead-end 3WE backwater, it has seen increased traffic in the past few years from The Solomons and other nearby outposts since the construction of Anchorpoint Station II. Although it isn't located in United Americas territory, GL259 does lie near enough that Colonial Navy border patrols are seen from time to time.

GL259 is home to one large gas giant, Isca. Orbiting Isca is the arid planetoid LV-216, home to a small mining colony called Pyrite. On the opposite side of Isca, counter-orbiting LV-216, is Arceon Station. LV-216 sees the bulk of traffic in and out of the system, with Arceon being self-efficient and shunning the technology of outsiders.
Ain Rejuvenation

Just like Pokemon games, certain fighters can evolve into more powerful forms, but in the original games there's no way to go the other way.

In this game Ain possesses an ability that lets you revert a fighter to its previous stage, allowing you to take different evolution paths or even acquire fighters that are unobtainable by other ways, such as:

* Young Patty
* Young Carne
* Young Zeff
* Young Crocus
* Young Garp
* Young Sengoku
* Young Whitebeard
* Young Rayleigh
* Young Riku
* Young Doflamingo
Describe Your Action

Back to Rolling Dice

You create a story together in the ALIEN roleplaying game. A dice roll is a dramatic high point. First you describe what you are trying to achieve, so that everyone knows what is at stake. Then you roll your dice. Interpret the result and describe what happens. Describe what you do, what you say, or what you are thinking. If you push your roll, describe how. Do it yourself, don't wait for the GM -- the GM should only stop you if you go beyond the results you have rolled.
Armat M111 Anti-Vehicle Mine

Back to Explosives and Ammunition

These mines are pressure sensitive and can be triggered by personnel as well as vehicles. When something of a predetermined weight enters the mine’s proximity (ENGAGED range), the mine is activated. The mine has Blast Power 12. Against the immediate target, the damage is increased two steps and counts as armor piercing.
Death

Back to Damage

If you suffer a critical injury listed as fatal, you must make a Death Roll when the listed time runs out. A Death Roll is a roll for STAMINA, but you cannot push the roll and you are not allowed to roll any Stress Dice. If the Death Roll fails, you die. If you succeed, you linger on but you must make another Death Roll when the listed amount of time has passed again.

SAVING YOUR LIFE: To save your life when you have suffered a fatal critical injury, someone must give you first aid before you fail a Death Roll. First aid is a slow action and requires a MEDICAL AID roll. Note that some critical injuries are so severe that a negative modification is applied to the MEDICAL AID roll.

If you recover a Health point by yourself (after one Turn, see above) before you fail a Death Roll, you can try to give yourself first aid, but you get a –2 modification to the roll. Each character who attempts to treat you can try only once—to get a second chance, better medical equipment is needed.

BROKEN: If you are both Broken and have sustained a fatal critical injury (or several), two separate MEDICAL AID rolls are needed: one to get you back on your feet, and another to save your life. These two rolls can be made in whichever order you prefer.

INSTANT KILL: Note that there are four critical injuries (results #63–66) that kill you outright. If you roll any of these, your character shuffles off their mortal coil. No Death Roll is allowed.
20 Parsec Limit

ALIEN: A Whisper in the Dark Wiki

20 Parsec Limit

Traffic and communication with several long distance spinward colonies is inexplicably severed. Several attempts to reach them are interrupted by massive solar ejections and radiation bursts. Soon, the trailward Covenant and Affiance colony missions are also declared overdue. Only the rimward Concordat mission to the Hyades Cluster is successful, establishing a network of mining colonies for Hyperdyne Systems.

**2110-2112 | DECLARED LOSSES** Weyland- Yutani and the ORDF send out exploratory scout vessels like the Phebe, Cronus, Mnemosyne, and American to re-establish contact, only to disappear. In a joint decision, the ICC, UA and 3WE declare all worlds at a distance greater than 20 parsecs from Earth as lost. Unwilling to lose the Hyades Cluster, Hyperdyne decides to support and maintain those colonies on their own.

**2113 | CORPORATE BAILOUTS** Many major corporations who invested in the lost longdistance colonies now find themselves on the verge of declaring bankruptcy—a situation that could leave countless colonies within the 20 Parsec Limit without food, support, or jobs. As the market crashes, the UA government bails out these megacorps as corporate and political maneuvering refocuses attention closer to home. Having lost too many key member nations, the UNIC falls into obscurity.

**2114 | NETWORK NEWS** The ICC commissions Weyland-Yutani to expand and complete Network communication coverage within ten parsecs of Sol system by 2200 and within twenty by 2300—both incredibly daunting and labor-intensive tasks that create new jobs for the economy. Until the Network is complete there will be unavoidable dead zones and message time lags within those defined limits.

**2117 | UNITED AGAIN** Reinventing itself as a peacekeeping force amongst the stars, the UNIC becomes the United Nations Interstellar Settlements Corps (UNISC). While the UA, 3WE, and even the UPP become members, UNISC discovers the megacorporations that dominate the middle heavens do not recognize their authority.
Event Table B - NCO

Back to Field Events

11–13 - Age didn’t play a part—everyone came to you during the hard times of the campaign. You were a brother, a father and confidante. Gain +1 EMPATHY.

14–16 - The sun’s going down, the squad’s low on ammo and dead–beat, but you always volunteer to stand a double watch. The guys appreciate it. Gain the Light Sleeper talent.

21–24 - You spent time training with Force Recon and gained a special ops M4A3 pistol with custom sound suppressor.

25–31 - In combat you were severely injured and held on to life throughout the night behind enemy lines. Gain +1 STAMINA skill.

32–34 - In a protracted bug hunt the ammo ran dry. Only determination, bravery and skill with a combat knife and entrenching tool saved your skin. Gain +1 CLOSE COMBAT skill.

35–41 - It looked like the hostage rescue had failed but you bargained with the insurgents and secured their release after all. No medal for you, but you gain +1 MANIPULATION.

42–44 - Your squad was relentlessly hit by booby traps and sniper fire from an invisible and unreachable enemy. Frustration and anger boiled over. Gain the Merciless talent.

45–52 - The guy was screaming and bleeding. The squad panicked, but you took decisive action which saved the marine’s life. Gain +1 MEDICAL AID skill.

53–55 - Your position was compromised, and the squad had to escape across rugged and dangerous terrain whilst under withering fire. Gain +1 MOBILITY skill.

56–62 - Isolated behind enemy lines in a harsh environment, it looked like the end of the line for the squad. Your ingenuity in securing shelter and food kept your comrades alive during the march back to base. Gain +1 SURVIVAL skill.

63–66 - The abandoned and damaged vehicle was the only way to escape an imminent attack, but you diagnosed the main problems and got the squad to fix it—fast. Gain +1 HEAVY MACHINERY skill.
Careers on the Frontier

Back to Space Is Hell

**Careers on the Frontier**

Frontier Colonists - To most, becoming a colonist means you accept a hard life with little reward other than the satisfaction of a job well done. A colonist’s hands are always dirty and their feet are always tired. Living on the edge of civilization can have its benefits, however. Depending on your profession, the chance to strike it big could be right around the corner. Frontier Colonists are scouts and homesteaders, farmers and scientists, miners and doctors. Colonial Marshals keep the peace and Frontier journalists keep the colonies in the know. Colonists are the lifeblood of humanity.

Space Truckers - While not as lucrative a field as it was some fifty years ago, hauling refineries and cargo between Earth and the colonies is still big business. The advent of newer and faster FTL drives has significantly shortened the travel time between worlds, ensuring that starship crews don’t have to spend nearly as much time in stasis. Most companies compensate their crews not only for their work but for time lost in hypersleep as well.

While most space truckers work for one corporation or another, there are also independent trader captains, smugglers, salvage crews, and privateers. Space is big and, legally or off the books, people and things always need to get from one side of it to the other.

Colonial Marines - The United States Colonial Marine Corps represents the finest fighting force ever assembled. Technologically advanced and sporting all the latest in military hardware—a large amount of which is designed by Weyland-Yutani—the Colonial Marines are able to operate independently in nearly any environment. Combat teams are cross-trained and can be deployed at a moment’s notice to nearly any world without extensive briefing.

Military occupations include vehicle operators and pilots, combat technicians, heavy weapons specialists, medics, engineers, and career officers. Naval occupations are found in the USCM support service of warship and starfighter teams of the United Americas Outer Rim Defense Fleet, and there are special military R&D programs across the spectrum that require volunteers. On the Frontier, there is always something that needs defending and some planet that needs pacifying.

Company Reps - Corporations have more power than governments on the Frontier. They own worlds, set up shop, and bring in the colonists, creating homes and jobs. From CEOs to field agents, each company sends out its own representatives to oversee their business ventures. Companies like Weyland-Yutani have been known to employ their own commando security teams, doctors, and scientists as well.

Also, there is big business in knowing your competitors' next move—so many corporations have their own counterintelligence personnel embedded in rival companies and governments. Being a company rep is all about the art of the deal and making sure the little people around you do their jobs so that you can make your next promotion.
Changing the Initiative

Back to Actions & Initiative

You never draw a new initiative card during a fight, but you can exchange your initiative card—and thus your initiative for the Round— with another player character. This can be done at the start of the fight or at the start of the Round, but never during a Round. You and the other player character must be able to speak to each other to exchange initiatives.
Command (Empathy)

Back to The 12 Skills

If you are to survive the horrors of space, you’ll need a good leader—or you must become one yourself. You can use your COMMAND skill in two ways:

STOP PANIC: When another character makes a Panic Roll and loses control, you can make a COMMAND roll to return them to their senses.

GIVE ORDERS: In combat, as a Slow Action you can bark orders to another character. They must be able to hear you, even if via a comm radio. Roll COMMAND. For every (target) you roll, they get a +1 modification to their roll when carrying out the order you gave.

OFFICERS: PCs with the Officer career and the Pull Rank talent can use COMMAND to order other characters (PCs and NPCs) to do as they say.
Health

Back to Core Concepts

Even if you keep your nerves in check, chances are that sooner or later you’re going to get hurt. This is tracked using your Health score. You start the game with a number of Health points equal to your Strength score. Talents can modify your maximum Health score.

SUFFERING DAMAGE: When you suffer damage, your Health score is reduced. This is further explained in Damage. If your Health drops to zero, you are Broken and suffer a Critical Injury.
Arceon

Back to Space Stations, Isca

Dubbed “the wooden planet” by space truckers, Arceon is a strange station. Originally an old class V habitation sphere, the mile-wide Arceon was repurposed as a monastery for a reclusive technophobic monastic order. All metallic areas within and without were covered with wood, and all structures within the sphere—an abbey, libraries, communal baths, reservoirs, and even a massive glassworks—are wooden and archaic in nature.

Inside, there are open spaces with ceilings as high as 100 meters tall, and the structure itself is layered like an ant’s nest. Arceon sports grass fields where crops and livestock are grown and maintained. It is large enough and rotates fast enough to maintain its own thin atmosphere which is continuously processed and replenished by technology located at the core of the wooden world. The upper hemisphere of the station is dominated by a massive lake, replete with marine life.

WHAT’S THE STORY, MOTHER? Arceon was founded by a monastic “back to nature” movement in the 2100s. While initially dismissed as a cult, the order proved to be dangerous when they used the enhanced computer virus called New Plague to wipe out an inordinate amount of data on Earth, crippling credit unions and trans-stellar corporations alike. The group even detonated low yield nukes in key metropolitan sectors, utilizing the electromagnetic pulse to force people to get by without technology. As more and more followers flocked to the order, action was taken. Rounded up and arrested by a joint 3WE and UA task force, the order’s final sentencing was suspended when Weyland Corp bought off the judges. The monks were ultimately released into the conscripted custody of Weyland-Yutani, who relocated them to Arceon in exchange for the employment of their leader, Saint Tomas—the computer genius behind the New Plague. On Arceon, the group is led by an Abbot. Also, an older model android called Brother Anthony resides with them to keep them from rising again. W-Y ships stopped running supplies to Arceon after Tomas died decades ago, and the monks have very few actual visitors. Their crops and livestock sustain them as they live the simple life.