recursal/Fanatic-Fandom huggingface dataset:
Tools of the Game

Back to Space Is Hell

The ALIEN roleplaying game requires you to improvise as you play, but the game also provides a number of tools to help you create your story.

Character Sheets - To document your character, whether it’s a pre-made PC from a cinematic scenario or a character you create yourself for campaign play, you use a character sheet. From the Free League website you can download character sheets for free to print.

Dice - In the ALIEN universe, nowhere is safe. Sooner or later, you will end up in situations where the outcome is uncertain, no matter how skilled you are. It’s time to break out the dice.

There are two types of custom six-sided dice for this game: Base Dice and Stress Dice. You roll the dice when you perform a dramatic action that might determine if your PC lives or dies.

Both Base Dice and Stress Dice have the (target) symbol on the 6 side. Rolling the (target) symbol usually means that an effect of some kind is triggered, for example when succeeding at using a skill. Stress Dice also have the (facehugger) symbol on the 1 side. Rolling the (facehugger) symbol triggers panic in your character. How all this works in detail, you will learn in Chapter 3.

NOTE: You can play this game with any normal six-sided dice, but it helps if you have them in two different colors to tell Base Dice and Stress Dice apart.

* Rolling Dice - The rules sometimes ask you to roll D6, D3, 2D6 and D66. D6 means rolling a Base Die and reading the number, ignoring any symbols. D3 means you roll a D6 and divide the result by two, rounding up. 2D6 means you roll two D6 and add the results. Another type of roll is the D66, which means you roll two D6s— consider the first die as the tens digit and the second die the ones digit. That gives you a result between 11 and 66.

Cards - These cards are used for two purposes—for drawing initiative in combat (see Combat & Panic) and for keeping track of key gear, weapons, and vehicles. The custom card deck is not required to play the game, but it’s a useful supplement.
Tripping the Light Fantastic

Back to Spacecraft Basics

Every craft capable of FTL speed has an FTL rating that denotes how many days it takes for the ship to traverse one parsec on the star map. A lower number means a faster ship. Presently, no existing ship has an FTL rating lower than 1. To calculate your journey, multiply the number of days per parsec by the number of parsecs. For example: If you have an FTL drive with a rating of 6 and you are traveling 9 parsecs, you wind up with a trip that takes 54 days.

OVERCHARGING ENGINES: Need to get somewhere in a hurry? Your engineer might be able to coax more speed out of your engines. Of course, the reactor might start leaking radiation everywhere and explode, but risk is the name of the game, now, isn’t it? To do this, the engineer makes a HEAVY MACHINERY roll (one Shift of work). If successful, the ship’s FTL rating is decreased by one step for one week (from 6 to 5 for example). If the roll fails, the ship instead suffers a reactor leak (see minor component damage, page 198), and the engineer must make another immediate HEAVY MACHINERY roll. If this also fails, the ship suffers a reactor breach (major component damage, see page 199), and the engineer must make a third HEAVY MACHINERY roll. If the third roll also fails, the reactor explodes, destroying the ship and killing all on board. An engineer may only attempt to overcharge the engines once per week.
UD-4C Gunship

Back to UD-4 Cheyenne Series VTOL Tactical Dropship

This model sacrifices the APC bay to carry extra weapon and missile modules—the cargo area having been refitted with deployable gunner stations and a single file personnel ramp instead of one for cargo. She operates with two additional crew and can carry eight additional passengers or troops.
W-Y Parameter Uplink Spectrograph Mapping Device

Back to Vision Devices

Sometimes called “Pups,” these cost-prohibitive mapping devices have been in use for a good hundred years. Pups employ limited anti-gravity propulsion to float through, across, and over otherwise difficult to navigate terrain. As these orbs scout about, they constantly scan a 360-degree area around the device with mapping lasers. The Pups then send the spectrograph information back to a synced device, usually a starship or groundbased HoloTab or a monitoring station in a mobile command vehicle. They can also detect lifeforms, atmospheric conditions, toxins, and more. Pups were given their nickname because they emit a haunting, hound-like howling sound as they seek and scan. They can scan one zone per Round, and detect any enemies in zones they pass. Range EXTREME.
USCMC Bougainville Class Attack Transport

Back to Spaceships of the 2180's

Introduced at the start of the 2180s, the Bougainville is a compact design intended to replace the older Conestoga frigates. The Bougainville resembles a smaller Conestoga with a distinct hammerhead bridge splayed across her bow. She does not have the same blind spots as a Cony, a fact that has led to the death of many a pirate.
Weyland 72A LEW Light Energy Weapon

Back to Heavy Weapons

This portable directed energy cannon consists of a sighted shoulder-mounted weapon and a 15mW power pack. The LEW fires vaporized pellets of cadmium telluride. The LEW packs a serious punch at close range and slices through armor very well, but the damage done is reduced by one step for each range band beyond SHORT. It has several other disadvantages, including being cumbersome and having to recharge for one Round after each shot, effectively meaning it can only be fired every other Round.
Upgrades

Back to Ship Classes & Features

Upgrades are a great way to customize your ship and spend those hard-earned UA dollars. All upgrades are listed in the table below.

Added Hardpoints - You add one more hardpoint to your ship, of the same size as your current biggest hardpoint or smaller. This upgrade can be purchased twice.

Armored Bulkheads - The Armor Rating of your ship is increased by one. This upgrade can be purchased up to three times.

Boosted Displacement Drives - The FTL rating of your ship is decreased one step. You can purchase this upgrade up to six times.

Enhanced Sensors - Your active sensor array is boosted, giving you a +1 modification to the Target Lock action (see page 191). You can purchase this upgrade up to two times.

External Modules - Fittings for an extra module of the same size as your current biggest module or smaller are added externally to your ship. Your ship won’t be pretty, but if you’re desperate for more room, who cares? You need to buy the actual module separately. This upgrade can be purchased twice.

Overpowered Thrusters - The Thrusters rating of your ship is increased by one step. You can purchase this upgrade up to two times.

Planetfall Capacity - With this upgrade, your ship is capable of atmospheric entry and can land on any rock you like. Read more about this on page 167.

Reinforced Frame - The structural frame of your ship is reinforced, increasing its Hull rating by one step. You can purchase this upgrade up to three times.

Stealth Technology - Your ship is fitted with hull panels made of radar absorbent materials, and your thruster outlets have infrared suppressors to disguise the engine flare. The Signature rating of your ship is reduced one step. You can purchase this upgrade up to two times.
Roleplaying ALIEN

Back to Space Is Hell

Each player in this game—except one—takes the role of a player character (PC). You might be a Frontier Colonist, a Space Trucker, a Colonial Marine, or something else. You decide what your PC thinks and feels, what they say and do—but not what happens to them.

It’s your job as a player to portray your PC and imagine yourself in their boots. Your PC is a person with feelings and dreams, just like yourself. Try to imagine—how would you react if you were in their place? What would you do?

The player characters are always the protagonists of the story. The game is about you. Your decisions, your story.

The Game Mother
Vehicles

Back to ALIEN: A Whisper in the Dark Wiki

Enter dark, creepy place. Get ambushed. Set something to blow up and fight your way out. Grab the keys, hop in your ride and drive. Fast. Shit, something is hiding in the goddamn trunk! What now? That’s your problem—this section covers what you’re driving, not how to kill monsters. While the listings below are far from exhaustive, they provide a nice cross section of what people are using to get around planetside on the Frontier. Just make sure you keep that trunk locked.

Sometimes beating the bad guy with a big stick just isn’t enough—sometimes you want to run them over—twice. Sometimes, you even want to drop a starship on their ass. Or, maybe it isn’t about the bad guy at all. Sometimes you just need to get somewhere faster than on foot. Whatever you want to call it, this section is for you.

Vehicles (Core Rulebook)

* Daihotai Series 8x8 Tractor
* Weyland NR-9 Series All Terrain Vehicle
* Aerodyne Light VTOL Automotive Gyrocar
* Weyland-Yutani Suborbital Transport Sled & Crane

Motorized Infantry

* M570 Series Armored Personnel Carrier
	+ Lockheed Martin M577 Armored Personnel Carrier
	+ Lockheed Martin M579 Air Defense APC
* Mikoyan-Liu Ox Series HAMPV 6x6 Heavy Armored Multi Purpose Vehicle
* Seegson MX11A1 "Hovertread" Light Infantry Vehicle
* Alphatech XT-37 Stinger 4x4 Fast Attack Vehicle

Armor

* M22A3 Jackson Medium Tank
* M40-E Ridgeway Heavy Tank

Artillery

* M292A2 Self Propelled Artillery
* BP-33 Celestial Defense Artillery Gun
* M201 Multiple Launch Rocket System

Assault Craft

* UA Northridge AD-19C/D Bearcat VTOL Strikeship
* UD-4 Cheyenne Series VTOL Tactical Dropship
	+ UA Northridge Cheyenne UD-4L VTOL Dropship
	+ UD-4B Production Model
	+ UD-4S Skycrane
	+ UD-4C Gunship
	+ UPP-DS3 Accipiter
* MI-220 Krokodil Series Armored Attack Dropship

Aerospace Fighters

* MiG-730 Series Aerospace Interceptor
* Alphatech EVAC-3 Series Aerospace Superiority Trans Atmospheric Fighter
Yutani Corporation

Back to Weyland-Yutani

*The **Yutani Corporation** was a Japanese cybernetics company. It was officially founded in 2074, although evidence suggests the company may have been operating in a clandestine fashion for some time before this.*

*On December 12, 2029, the Yutani Corporation filed a lawsuit against Weyland Corp over a patent dispute with the David series. Weyland Corp won the David patent lawsuit years later.*

*In 2099, the Yutani Corporation under Hideo Yutani's leadership conducted a corporate takeover of Weyland Corp.* (https://avp.fandom.com/wiki/Yutani\_Corporation)
Vehicle Attributes

Back to Vehicle Combat

PASSENGERS: The number of people that can ride in the vehicle, excluding the driver.

MANEUVERABILITY: The modification you get to your PILOTING rolls when performing challenging maneuvers. Small, agile vehicles have higher bonuses than larger, heavy ones.

SPEED: The speed of the vehicle, in number of zones per driving action.

HULL: How much damage the vehicle can take before becoming wrecked.

ARMOR: The Armor Rating of the vehicle.
Weyland Corp

Back to Weyland-Yutani

*"Weyland Corp was established by Sir Peter Weyland on October 11, 2012. Weyland Corp soon became the first company in history to make $100 billion within five years due to massive successes in technological advances. In 2029, the Yutani Corporation filed a lawsuit against Weyland over a patent dispute with the David series. Weyland Corp won the lawsuit, securing its investments and shareholders. Due to Weyland Corp's combined value of various patents, the company incorporated a higher fair market valuation than any other company in history once it was created.*

*Weyland Corp would go on to terraform the first functional and breathable atmosphere on GJ 667Cc, paving way for further terraforming on other planets, one of which would eventually be LV-426. In 2099, Weyland Corp merged with the Yutani Corporation, forming the Weyland-Yutani Corporation. While it was often said that Weyland had absorbed Yutani, in reality the opposite was true — the Yutani Corporation, under its founder Hideo Yutani, bought out Weyland Corp in a fiercely contested hostile takeover, beating rival bids from other potential buyers such as the Chinese Combine.*(https://avp.fandom.com/wiki/Weyland\_Corp)
Your Gear

Back to Your Character

To survive the world of ALIEN, you need the right gear. An M314 Motion Tracker, an IRC MK.50 Compression Suit, or an Armat M41A Pulse Rifle can truly mean the difference between life and death for your character. You can find these items and lots of other gear described in detail in Gear. You must write down all the items you are carrying on your character sheet. Write down one item per row in the Gear section on the sheet. If it’s not listed on your sheet, you don’t have it with you.

STARTING GEAR: In a Cinematic scenario, the scenario determines what gear you start the game with. In Campaign play, your career determines what gear you can choose from at the start of the game. If you get a weapon, you always get two full reloads to go with it. In addition to the items you choose, you are assumed to have a uniform or civilian clothing. You also get some cash—the career indicates how much. Read more about cash and how to spend it in Money and Identification, Please.

SIGNATURE ITEM: In addition to your normal gear, you also have a signature item—a small item that’s not of much practical use, but that has sentimental value to you and that says something about your character. Signature items are usually tiny and thus don’t encumber you at all. Common examples include a patch, a cap, or a photo of a loved one.

VEHICLES & SPACESHIPS: In some Cinematic scenarios, your PCs have a vehicle or even a spacecraft. Usually, vehicles and starships don’t belong to one individual character—instead, they are crewed by the entire group of PCs together.

In Campaign play, it’s also possible for your group to begin the campaign in possession of a vehicle or a ship. Read more about this in Your Own Ship?

Encumbrance

Consumables

* Food and Water
* When to Make Supply Rolls
Xenomorphs (Other Hazards)

Back to Other Hazards

You’ve heard the stories about the monsters out there. You better hope that you won’t need to face one yourself. Fighting Xenomorph beings is something different entirely and far more deadly than facing humans or even androids. Very few have lived to tell the tale.

A range of Xenomorphs are described in detail in Chapter 11. In combat, Xenomorphs follow special rules. More information for the GM is found on page 290.

MULTIPLE ACTIONS: Some Xenomorphs get to act twice or even three times in a Round. For such creatures, the GM draws a number of initiative cards equal to their Speed rating. At

the time of each initiative, the Xenomorph gets to perform one fast and one slow action.

SIGNATURE ATTACKS : Most Xenomorphs attack only in close combat, at ENGAGED range. Each time a Xenomorph attacks, the GM rolls a D6, consults a table for the creature’s signature attacks, and resolves the effects. Some signature attacks are extremely deadly.

HEALTH: When a Xenomorph is reduced to zero Health, it isn’t Broken in the way a human is. Instead, the GM rolls a D6 on a special critical injury table on page 291.

ARMOR RATING: Most Xenomorphs have a thick hide, resistant to attacks, giving them a natural Armor Rating.

SPECIAL ABILITIES: Some Xenomorph have special actions beyond the signature attacks. This is specified under each Xenomorph description.
Polymer Climbing Rope

Back to Other Equipment (Miscellaneous)

This high-polymer abrasion-resistant coated cable comes in 45-meter coils. Just remember—”abrasion resistant” only means it won’t fray easily and you won’t cut up your bare hands climbing it. Acid will still eat through it and you’ll still get a nasty rope burn sliding down it. Ain’t friction a bitch?
Only Once Chance

Back to Rolling Dice

As a rule, you only have one chance to succeed with any action. Once you have rolled the dice—and pushed the roll—you can’t roll again to achieve the same goal. You need to try something different or wait until the circumstances have changed in a substantial way. Or let another player character try. This rule does not apply to combat, where you can attack the same enemy over and over until it is dead on the floor.
Weyland-Yutani Suborbital Transport Sled & Crane

Back to Vehicles

Sometimes you need to move cargo long distances planetside. The old but reliable Lifter is a flatbed sled with a crew cab, crane assembly, two high output engines and four oversized and overpowered articulated maneuvering thruster pods. While not intended for deep space use, the Lifter’s pressurized cab is rated for use in a vacuum and she is capable of making low orbit cargo transfers. Plates on the flatbed can be magnetized, and there are cargo clamp-down hardpoints at regular intervals across her hull. The Lifter’s crew can use a safety harness and winch to exit the pressurized cab and perform emergency cargo balance adjustments while in flight. The remote operated extendable crane assembly is folded flush to the hull for flight and can be equipped with a magnetic coupler, an excavator claw, hook and cable, or more. Just be warned: Deploying the crane in flight can cause the Lifter to destabilize and crash. Optimal piloting skills are preferred.
Zeta Reticuli System

Back to Frontier

A wide binary star system on the cusp of the Tartarus Sector and in the southern constellation of Reticulum, Zeta Reticuli lay beyond the boundaries of known space just four decades ago. Since then the United American Frontier has expanded to engulf the binary stars, claiming them as part of the American Arm. Sadly, the Zeta Reticuli system has been a reoccurring site of tragedy and misfortune. It is here that humanity had its first recorded encounters with both Chemical A0-3959X.91-15 and Xenomorph XX121, losing several starships and two colonies in the process.

KG-348

* Sevastopol Station

Calpamos

* LV-223
* LV-426
Vacuum

Back to Other Hazards

Space is a cold and unforgiving place. Without the protection of a space suit or the hull of a ship, you won’t last long in the black void. If your ship suffers explosive decompression (below) or if you are thrown out of an airlock, your life is in extreme danger. The absence of pressure creates gas bubbles in your blood, causing your whole body to swell up. This results in crippling pain, all while the raw UV radiation from the nearest star sears your skin. You can’t hold your breath—if you do, your lungs collapse. After that, you are just moments away from death.

You must make a STAMINA roll every Round without protection in a vacuum. The test doesn’t require an action, but you must roll it before doing anything else in the round. The roll is unmodified for the first Round, but you get a –1 modification for the second Round. In the third Round you get –2, and so on. A failed roll means you drop directly to zero Health and must make a Death Roll every Round until you die or you enter a pressurized area. You don't suffer a critical injury.

Before going unconscious, you should put all your efforts towards getting a space suit on, if one can be found nearby. Climbing into a space suit quickly (a single slow action) requires a successful MOBILITY roll.

EXPLOSIVE DECOMPRESSION: Firing guns inside a spacecraft is very dangerous. If a shot misses its target in a room next to an outer bulkhead, the weapon will inflict its base Damage rating on the bulkhead instead. Roll for the Armor Rating of the bulkhead (a typical civilian ship has Armor Rating 6). If the armor roll fails to stop the shot, it will penetrate the bulkhead, which means bad news for everyone. The air in the room will vent out into space in a Turn, and the intense draft will require everyone to make a STAMINA roll to perform any action (the STAMINA roll itself counts as a fast action). Most ships will automatically seal off a breached compartment. Once the air is gone, anyone still in the vented compartment will suffer the effects of vacuum.
Weyland-Yutani DDR-E3 Dead Drop Re-Entry Insertion Vehicle

Back to Spaceships of the 2180's

These ballistic capsules are fired at a planet from an orbiting vessel like a Conestoga-class frigate, each one containing a single-seated marine with a folded parafoil. At the appropriate altitude, the marine ejects from the capsule and uses the parafoil to glide to a landing. The capsule itself does not slow, eventually striking the surface with extreme kinetic force. Standard Dead Drop complement on a Conestoga is 24 DDR-E3s—enough for two platoons—and they can be fired two at a time. The capsules cost $66,000 each.
Uniforms

Back to Suits and Armor

Acrylic "Dog Tags" Military ID Key - Identifier tags issued to all branches of the UAAC (and therefore USCMC), these laser engraved clear memory-plastic tags can be encoded to allow a specific wearer access to a ship or installation’s command areas, armories, lockers, or more.

Battledress Utilities (BDUS) - These field uniforms come in colors and patterns appropriate for the mission’s operating theater. Camouflage themes include Woodland, Rain Forest, Desert Sand, Martian Plain, Arctic Glacier, Lava Flow, Deep Sea, Pitch Space, and more.

Ghillie Suit - 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.

M3B Standard Boots, M7 Jungle Boots, M8A2 Thermal Boots, AND M11 Performance Enhanced Platypus Fins - A marine’s got to wear the right footwear for the right job. While M3Bs will do on the flight deck and in your everyday barracks, you’ll want a pair of M7s for a prolonged stay in a hot and moist environment (the alternative could be foot rot). Best strap up your M8A2s in cold weather scenarios, unless you like frostbite and aren’t too fond of keeping your toes (STAMINA +1 to resist cold). The M11s are the best if you’re going for a dip—they add +2 to underwater MOBILITY rolls.
Shadow SMP

The Shadow SMP is a fictional smp that takes place in the Normal Pills SMP.

## Main Members

1. Shadow (leader)
2. Butta (co-leader)
3. Darks
4. Edge Shadow

## Secondary Members

1. Fidget Cube
2. Bluebird Gem
3. Fruit Punch Lolipop
4. Bacon Flakes

## Other Members

1. Lillie
2. Sunny
3. Fireafy
4. Moonstone

## Trivia

Shadow and Butta are related, ironically Butta is based off Shadow's sister.

Darks is related to Shadow and Butta.

The main antagonist is Chrysocolla.
What's the Story, Mother?

Back to Space Is Hell

*"And behold a great dragon... his tail drew the third part of the stars of heaven, and did cast them to the earth."*

*-Revelation 12:3 - 4*

The titular alien -- in all its iterations -- is the stuff of nightmares. From Neomorph to Xenomorph, the mystique surrounding these creatures is mesmerizing. The alien represents everything we don't understand about the natural world. It evokes a fear of our bodies being violated and used. Is is a parasitic invader whose only intent is to use humanity to breed and incubate its progeny. The alien lifecycle is one of death and renewal, but the only part people play in that circle is death.

But the ALIEN saga itself is about more than otherworldly beasts. It is about humbling man for his own hubris. It's about motherhood and family -- about loss and sacrifice. It wrestles with the questions of artificial intelligence and faith.

The story of ALIEN is about creators and their creations struggling for dominance over each other.

It's about corporate greed and avarice, and it's about how superior firepower and fancy technology aren't enough to protect you from the horrors of the unknown. It's about pushing the envelope and sticking your nose where it doesn't belong, consequences be damned before they damn you.

The ALIEN roleplaying game takes you to the rough and tumble colony worlds on the Frontier of known space. It's on the cusp of this unforgiving place that your character must face their demons -- both of the inner and other kind.
Your Own Ship?

Back to Spacecraft Basics

Ship prices listed here are for common models found on the Frontier. Older versions of the same ship will be simultaneously cheaper and less reliable. Spacecraft are cost prohibitive. While there are independently owned FTL ships out there, most vessels are corporate or military owned and most crews are either contracted employees or work for hire. Corporations will often lease a commercial vehicle to an experienced captain or crew with the option to buy at a later date. A typical lease will cost you 2% of the ship’s total price per year. If your crew strikes it big on a particular job, you might find yourselves set up for life, if you play your cards right, of course. Independence is a luxury that most on the Frontier cannot afford, but it is one that many strive to achieve.
UA-102-20 Independently Targeting Particle Beam Phalanx

Back to Heavy Weapons

The UA-102-20 is a close-in weapon system (CIWS) composed of twenty independently targeting particle beams working in close formation. Similar to starship-to starship combat laser arrays, the particle beam phalanx is a vehicle combat scale offensive/defensive solution to multiple incoming aggressors. The UA102-20’s computer module can instantly calculate the probability of the phalanx taking a target out, as well as what fire rate and pattern is needed.

Like a shipboard laser array, the Particle Beam Phalanx can also be focused to fire on a single target with devastating results—base damage is increased by 3 (to 7) and range to Extreme, but without the full auto option. The twenty independent particle beams are limited by their power source—on its own battery power or that of a vehicle, the PBP must recharge for two Rounds between firing cycles and cannot safely draw the power needed for a concentrated blast.

If the user attempts to do this anyway, the UA-102-20 starts to emit a high-pitched whine. Roll a Stress Die. On a (facehugger), the weapon explodes, triggering a Blast Power 12 explosion. If not, it fires as planned (STRESS LEVEL +1 for the user). Tapped into a city’s power grid, the 102-20 is nigh unstoppable.

You can’t buy one of these. They are illegal for civilians to own in all territories. As the firing signature of each 102-20 is unique and traceable, even the black market doesn’t want to deal in them. Either your unit is assigned one or you steal it.
Goblet of Fire Book

Goblet of Fire Book is a female member on the Normal Pills SMP and is a secondry character, she is usually seen reading or sitting.

## Appearence

Goblet of Fire Book is a book with a blue cover, a wine glass with blue liquid in it with steam coming out of it is on the cover while a human hand holds it. She has a sharp fang also.

## Personality

Goblet of Fire Book is sassy but kind, she likes reading and spreading news to people.

## Trivia

Her pronouns are She/It/Vampself.

She hates garlic.

She always puts on 5 layers of sunscreen before she goes outside, even if it is cold.
UA Northridge Cheyenne UD-4L VTOL Dropship

Back to UD-4 Cheyenne Series VTOL Tactical Dropship

The pinnacle of USCMC battlefield supremacy, the Cheyenne dropship has an unparalleled success rate performing double duty as both a transport and gunship. While a strikeship like the Bearcat is more maneuverable, it lacks the versatility of the Cheyenne.

A Cheyenne is dropped from orbit into the fray from the ventral bay of any USCMC frigate or carrier, swiftly descending through the atmosphere like a meteor. The current model has been specifically augmented to carry the M577 into a combat zone, deploy the APC and its marine squad, and immediately assume an air support role for the squad.

The ship is mostly a transport bay with cockpit, weapons systems, and engines attached—there is little in the way of other accommodations aboard. While in supersonic descent, the Cheyenne’s weapons pods are retracted flush with its hull. These pods deploy for subsonic combat. With a proper satellite uplink, the Cheyenne is capable of being flown by remote from a portable terminal. Few pilots have the skill necessary for this maneuver, and the task is usually left to the squad’s android XO.
Plant Jar

Plant Jar is a secondary member in the Normal Pills SMP and is the sister of Fire Jar and Water Jar.

## Personality

Plant Jar seems kind and not mean at first, however as the "story" goes on, she is seen bullying other people in the SMP (mostly Red Flame and Purple Raspberry.)

Despite that, she actually isnt heartless.
Close Combat Weapons

Back to Weapons and Armor

Stun Baton - Basically a cattle prod, these electroshock devices are designed to keep pests and livestock in order on the Frontier. While the charge isn’t strong enough to kill a human, a touch can incapacitate the target. If you see something lurking underfoot, hit it with it. Shouldn’t damage the little bastard, unless its skin is thinner than ours…

Anyone hit by a stun baton who takes one or more points of damage must make an immediate STAMINA roll (doesn’t count as an action) or be stunned for one Round. After each attack, you need to make a Power Supply roll. The battery has a Power Supply level of 5 when fully charged.

Mechanical Cutting Torch - A utilitarian blowtorch used for both welding and cutting through metal. In a pinch, a cutting torch can be used as a weapon. The Rexim EVA pistol started life as a laser cutting torch. You want to stay alive? You need to improvise. You need to make a Power Supply roll after every use. Its battery has a Power Supply level of 5 when fully charged.
Pink Rock Candy

> WAH!
>
>

Pink Rock Candy is a minor character in The Normal Pills SMP, many of the members (mostly Blue Dye, Mexican Dream Mask, and Chocolate Chip Muffin) think she is working for Sour Apple Lolipop.

## Appearence

Pink Rock Candy appears as the Rare Rock Candy from Miitopia, she has all limbs. Unlike other female characters, she has no eyelashes.
Normal Pills SMP Wiki

**Welcome to the Normal Pills SMP Wiki!**
fictional smp where objects do some stuff

We're a collaborative community website about Normal Pills SMP 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

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
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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.
Normal Pills

Normal Pills is the leader and one of the main characters of the Normal Pills SMP.

## Appearence

Normal Pills as a capsule of pills with pinkish words on it saying, "Normal Pills"

She also wears a mask with cracks on it due to Blue Dye cracking it.

## Personality

Normal Pills is chaotic but usually calm, she is a daredevil and never gives up.
Purple Raspberry

Purple Raspberry is a "other member" of the Normal Pills SMP.

## Appearence

Purple Raspberry appears as a raspberry that is colored purple.

## Personality

Despite the fact he was hired by Sour Apple Lolipop to take over the SMP, he betrayed her and her minions to join the SMP with Red Flame. He has anger issues however and can be ticked off easily.
White Muffin

White Muffin is a minor antagonist of the Normal Pills SMP and is a corrupted version of Chocolate Chip Muffin

## Appearence

Despite being a muffin, he looks more like a vanilla flavored cupcake with white frosting. He is usually seen angry along with this.

## Personality

He is chaotic, harsh, and rude. He is murderous and usually insults and harms Diamond Block.
Vehicles in Combat

Back to Vehicle Combat

To operate a vehicle in combat, you use the drive action. Driving is a fast action, and it will move you a number of zones up to the Speed rating of your ride. Note that driving is a fast action just like running, meaning that you can drive twice in the same Round.

VEHICLE WEAPONS: Some vehicles are fitted with mounted heavy weapons, fired by the crew (and in some cases, the driver). You’ll find a list of vehicle weapons on page 147.

RAMMING ENEMIES: Most vehicles can be used as weapons—i.e. to simply ram your enemy. It counts as a close combat attack, but roll for PILOTING instead of CLOSE COMBAT. Don’t forget the vehicle’s Maneuverability. The base Damage rating of the attack equals your vehicle’s Hull rating divided by five, rounded up.
Watatsumi DV-303 Bolt Gun

Back to Pistols, Tools

The DV-303 is a construction tool that uses expanding bolts to make emergency hull repairs. The DV-303 can be turned into an improvised weapon—firing bolts like a single round shotgun—a trick first used by Frontier rebels in the early 2100s. This weapon must be reloaded (slow action) after each shot.

When used as a tool, the bolt gun gives a +2 modification to HEAVY MACHINERY in relevant situations.
Weyland NR-9 Series All Terrain Vehicle

Back to Vehicles

While somewhat out of date, the century old NR series Weyland ATV is still in use on the Frontier. The little vehicles are tough and reliable, making them essential for life in the outer colonies. The NR series seats two people back-to-back under a protective roll cage and uses four tri-bogie wheeled treads to negotiate even the most difficult terrain.
Little Einsteins/A Little Einsteins Halloween

**A Little Einsteins Halloween** was the 11th episode of season 1.

## Gallery

A Little Einsteins Halloween E-MU PROTEUS-2 (Orchestral) BassoonA Little Einsteins Halloween E-MU PROTEUS-2 (Orchestral) BassoonA Little Einsteins Halloween Yamaha CS-5 ThereminA Little Einsteins Halloween Mendini by Cecilio ViolinA Little Einsteins Halloween Mendini by Cecilio CelloA Little Einsteins Halloween E-MU PROTEUS-2 (Orchestral) BassoonA Little Einsteins Halloween E-MU PROTEUS-2 (Orchestral) ClarinetA Little Einsteins Halloween Mendini by Cecilio ViolinA Little Einsteins Halloween E-MU PROTEUS/2 (Orchestral) TimpaniA Little Einsteins Halloween E-MU PROTEUS-2 (Orchestral) Gong-Cymbal
Isca

Back to GL259

A massive gas giant whose atmosphere is comprised mostly of hydrogen, helium, argon, and methane, Isca is the only true planet in the entire GL259 system. The planet's many gaseous and liquid elements give varying degrees of blue, purple, and gray coloring depending on the lighting from its star.

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.
Learning With Pibby Wiki

**Welcome to the Learning With Pibby Wiki!**
We're a collaborative community website about an Adult Swim series called Learning With Pibby that anyone, including you, can build and expand.

## Important articles

PlaceholderAbout the ShowMain CharactersPlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

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*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.
Little Einsteins/Farmer Annie

**Farmer Annie** was the 10th episode of season 1.

## Instruments and Electronics

#### **Roland SR-JV80-02 Orchestral**

* 196 Harpsichord (Used for Music Piece, Piggy, Rain Cloud and Harpsichord Plant)

#### **Mendini By Cecilio**

* Violin
* Viola

## Gallery

Farmer Annie Roland SR-JV80-02 Orchestral 196 HarpsichordFarmer Annie Roland SR-JV80-02 Orchestral 196 HarpsichordFarmer Annie Mendini By Cecilio ViolinFarmer Annie E-MU PROTEUS-2 (Orchestral) FluteFarmer Annie Roland SR-JV80-02 Orchestral 196 HarpsichordFarmer Annie Mendini By Cecilio ViolaFarmer Annie Mendini By Cecilio ViolinFarmer Annie E-MU PROTEUS-2 (Orchestral) FluteFarmer Annie Roland SR-JV80-02 Orchestral 196 Harpsichord
UA Northridge AD-19C/D Bearcat VTOL Strikeship

Back to Assault Craft

A subsidiary of Weyland-Yutani following the ’67 Buy Out, UA Northridge designed the Bearcat strikeship to take the role of a light assault helicopter in combat. These VTOL attack craft often escort Cheyenne dropships over a battlefield. Strikeships are designed to scout an area and offer air-to-ground fire support to troops. They can be fitted with armored underslung MEDIVAC panniers that carry up to six wounded. While they can operate equally well in space or in an atmosphere, they do not have the engine power to reach escape velocity unassisted. They are usually deployed planetside only. The C model’s cockpit accommodates a crew of two, but the D has a larger cabin that holds four.
Little Einsteins/The Good Knight and the Bad Knight

**The Good Knight and the Bad Knight** was the 14th Episode of Season 1.

## Gallery

TGKATBK Casio CTK-3000 French HornTGKATBK Casio CTK-3000 French HornThe Good Knight and the Bad Knight Casio CTK-3000 ViolinThe Good Knight and the Bad Knight Casio CTK-3000 ViolinThe Good Knight and the Bad Knight E-MU PROTEUS 2 Orchestral FluteThe Good Knight and the Bad Knight Casio CTK-3000 ViolinThe Good Knight and the Bad Knight E-MU PROTEUS 2 Orchestral Trombone 1The Good Knight and the Bad Knight Mendini by Cecilio CelloThe Good Knight and the Bad Knight Casio CTK-3000 ViolinTGKATBK Yamaha DX7 1 Brass 1, Roland D-50 15 Horn Section and MKS 70 E6 Horn SectionTGKATBK Casio CTK-3000 French Horn
Little Einsteins

**Little Einsteins** was a TV Show

## Season 1 Episodes

* Ring Around the Planet
* Hungarian Hiccups
* Pirate's Treasure
* The Birthday Balloons
* The Legend of the Golden Pyramid
* Go West, Young Train
* Farmer Annie
* A Little Einsteins Halloween
* Annie's Solo Mission
* The Mouse and the Moon
* The Good Knight and the Bad Knight
* The Christmas Wish
* How We Became the Little Einsteins: The True Story
* Jump for Joey
* Knock On Wood
* A Galactic Goodnight
* The Birthday Machine

## Season 2 Episodes

* Carmine's Big Race
* The Music Monsters
* The Music Robot from Outer Space
SCP-294

SCP-294 is a object in the Normal Pills SMP and mostly used by the owner of the SMP, Normal Pills.

## Personality

Despite being a inanimate coffee machine, it has a personality.

It is friendly and not that rude to the smp members, it is mostly nice to Normal Pills and always gives her what she wants (such as coffee and other liquids). Other then that, it is sometimes rude and once used it's screen to flip off Diamond Block, angering CCM.

## Trivia

It uses it/its/itself, but is sometimes called a he by Normal Pills and Gogy Sunglasses.

Despite being mean to people other then Normal Pills, it respects Gogy Sunglasses and anyone who is friends with Normal Pills, but is rude to enemies of Normal Pills.

It is against the antagonists, like the other SMP members.
VP-153D Kremlin Class Hunter-Destroyer

Back to Spaceships of the 2180's

After the fleet engagements at Arcturus, Tiensen, and the Red Line, the UPP decided it was time to rethink their approach to warships. In a post Chinese Arm era, the UPP needed something that could dominate the space lanes and overpower the USCMC’s pet Conestoga.

The Kremlin fits the bill. The Kremlin has been called, “a large, smart, maneuverable, and heavily-armed warship designed to hunt and destroy other warships.” Its 1VAN/3 computer is comparable to an A.P.O.L.L.O. system. Seegson says it’s too comparable and insists the UPP stole their design (treat 1VAN/3 as an A.P.O.L.L.O. mainframe on page 130 of the core rulebook — but with a Russian accent). It carries four independently operated enhanced sensor suites and specialized “frigate buster” EMP missiles designed to cripple a Conestoga’s reactor.

While similar in length to the Conestoga, the Kremlin is radically different in design. Equipped with a spherical Rohrmann FTL drive at its rear, a bulbous cargo/weapons array amidship, and led by a forward command dart bristling with dorsal and ventral antennae, the Kremlin has been described as a “Christmas ornament impaled on a prickly drill bit.” Amongst the Marine Aerospace Wings, the profile of these destroyers has earned them the unceremonious nickname of “fatboy.”

In the event of a catastrophic drive or weapons array failure, the command or “komanda drotik” section can disengage as its own subluminal craft equipped with an aft-facing protective shield dish. In this manner, the Kremlin can also be equipped with mission specific cargo/weapons arrays. Because of this, the ship can sometimes be found in the role of a colony ship or military cargo carrier.

In its typical military configuration, the Kremlin carries a flight of six MiGs, four HAMPV troop transports, and two Krokodils. With its German FTL drive, Vietnamese weapons packages, and Russian 1VAN/3 computer, the Kremlin is a symbol of the great union of socialist nations that make up the UPP.
Randy and the Beanstalk

***Randy and the Beanstalk*** was the First Episode on Season 1

## Music Equipment and Stock Music

### Music Equipment

#### Alesis HR-16

* 12 CYM Crash
* 17 HClaps
* 25 Kick 24inch Power
* 30 OHH Half
* 31 OHH
* 34 Snare Ambient Wood
* 39 Snare Sidestick
* 48 Woodblock Large
* 49 Woodblock Small

#### BOSS Dr. Synth: DS-330

* BANK1 -> Piano: 5 E. Piano 1
* BANK2 -> Chromatic Percussion: 14 Xylophone

#### **E-MU Emax II**

* X031 Harpsichord
* X037 Big Horns
* X117 South American Pipes

#### **E-MU PROFORMANCE/1 +**

* PRESETS (Standard Unit): 02 Classic Grand
* PRESETS (Standard Unit): 05 Honky Tonk
* PROFORMANCE+ PRESETS: 13 Synth Tines

#### **E-MU Proteus/2 (Orchestral)**

* Bank 0: 009 Marcato 1
* Bank 0: 017 Pizzicato 1
* Bank 0: 024 Flute
* Bank 0: 025 Piccolo
* Bank 0: 026 Oboe
* Bank 0: 028 Clarinet
* Bank 0: 029 BassClarinet
* Bank 0: 030 Bassoon
* Bank 0: 031 Contrbassoon
* Bank 0: 036 FrenchHorn 1
* Bank 0: 042 Harmon Mute
* Bank 0: 043 Trombone 1
* Bank 0: 045 Tuba
* Bank 0: 050 Timpani
* Bank 0: 051 Gong-Cymbal
* Bank 0: 053 Temple Block
* Bank 0: 054 Xylophone
* Bank 0: 055 Glockenspiel
* Bank 0: 056 Celesta
* Bank 0: 057 TubularBells
* Bank 0: 060 Harp

#### **Ensoniq EPS**

* Essential Sound Disk ESD-1005 -> Pop Horn Section: BRASS BLASTS

#### **Roland D-50**

* Internal: 11 Fantasia
* Internal 12 Metal Harp
* Internal: 16 Living Calliope
* Internal: 32 Gamelan Bell
* Internal 36 Pipe Solo
* Internal: 58 Rock Organ
* Internal 86 Bottle Blower

#### **Roland Expansion Board - SR-JV80-02 / Orchestral**

* XP-X: 074 Pizzicato 1
* XP-X: 185 Classical Gt
* XP-X: 196 Harpsicord1
* XP-X: 209 Xylophone 2

#### Roland MKS-20

* VOICE 6 VIBRAPHONE
* VOICE 7 E. PIANO 1

#### Roland MKS-70 (Super JX)

* D4 CELESTA
* E3 CALLIOPE

#### Roland PN-D50-01

* 14 Warm Strings
* 48 Whistling Soldiers
* 55 Ocarina
* 77 Pipe Organ

#### Spectrasonic

* Distorted Reality 1 Partition A -> AMBIENT: Dreamers A04: Solia

#### Yamaha DX7

* ROM-1 -> Group B: Keyboard & Plucked: 28 BANJO
* ROM 2 -> Group A: Orchestral & Percussive: 18 HARMONICA1

### Stock Music

#### Associated Production Music

* Backporch Blues (A) by Richard Myhill (KPM 1374/KPM 10)
* Hillbilly Haydown by Chris Marshall, R Newton Matthews (BRR 27)
* Crack Of Dawn by Kay Hua Heng (SAS 034)
* Castles In The Air by Paul Martin [BRD 3/BRE 2]
* Buffoonery by Van Phillips [BM 106/KPM 1320]
* Striding Stomp by Keith Nichols [KPM 1149]
* Funny Face by Irving Martin and Brian Dee [BRF 2]
Randy's Music for TV Shows and More Wiki

**Welcome to the Randy's Music for TV Shows and More Wiki!**
We're a collaborative community website about Randy's Music for TV Shows and More 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

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
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*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.
Ambush

Back to Ambushes & Sneak Attacks

A special kind of sneak attack is an ambush. You lie in wait for your enemy and attack when they come close. When you ambush someone, you roll MOBILITY as described above, but with a modification of +2, since it is the target and not the attacker that is moving.

Ambushes can be carried out by a group and against a group of targets. This follows the usual rules for stealth—the character with the lowest MOBILITY skill level rolls for the attackers, while the target with highest OBSERVATION skill level rolls for the targets.
Little Einsteins/How We Became the Little Einsteins: The True Story

**How We Became the Little Einsteins: The True Story** was the 16th episode of season 1.

## Instruments and Electronics

#### **E-MU PROTEUS/2 (Orchestral)**

* 009 Marcato 1
* 017 Pizzicato 1
* 024 Flute
* 025 Piccolo
* 026 Oboe
* 027 English Horn
* 028 Clarinet
* 029 BassClarinet
* 030 Bassoon
* 031 Contrbassoon
* 036 FrenchHorn 1
* 042 Harmon Mute
* 043 Trombone 1
* 045 Tuba
* 050 Timpani
* 051 Gong-Cymbal
* 053 Temple Block
* 054 Xylophone
* 055 Glockenspiel
* 056 Celesta
* 057 TubularBells
* 058 Percussion 1
* 060 Harp
* 137 Jazz Bass
Little Einsteins/The Music Monsters

**The Music Monsters** was the 30th episode of season 2.

## Instruments and Electronics

#### **E-MU PROFORMANCE 1+**

* 02 Classic Grand (Heard in Music Sheet, Little Red Monster and Yellow Key)

#### **E-MU Proteus 2/Orchestral**

* 024 Flute (Heard in Green Monster)
* 030 Bassoon (Heard in Door Monster)
* 036 FrenchHorn 1 (Heard in Blue Key and Orange Monster)

#### **Roland MT-32**

* 053 Violin 1 (Heard in Blue Monster and the Red Key)

## Gallery

Music Monsters E-MU PROFORMANCE 1 02 Classic Grand
Zone Features

Back to Time & Space

Zones can have various features, which affect actions performed within them. Here are some examples:

* Cluttered - The zone is filled with debris or machinery. You must roll MOBILITY when you move into the zone (see page 89). Failure means you manage to get into the zone, but you fall down.

* Dark - The zone is dimly lit. OBSERVATION rolls in the zone get a –2 modification. Ranged attacks into the zone also suffer a –2 modification, and can’t pass through the zone.

* Cramped - A crawlspace or narrow tunnel. In a cramped zone, you can only crawl, not run (see page 89). You also cannot move or shoot past individuals next to you against targets behind them.