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	<id>http://falcon.depht.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BreeLightfoot</id>
	<title>WikiName - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://falcon.depht.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BreeLightfoot"/>
	<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Special:Contributions/BreeLightfoot"/>
	<updated>2026-06-19T09:47:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://falcon.depht.com/index.php?title=The_Cosmic_Dancer&amp;diff=3286</id>
		<title>The Cosmic Dancer</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=The_Cosmic_Dancer&amp;diff=3286"/>
		<updated>2025-06-22T17:18:36Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cosmic Dancer came into the possession of [[The Prancing Privateers]] as payment for a service done for the [[King of Drinax]] (pardon, the emperor of the Sindalian Empire). &lt;br /&gt;
&lt;br /&gt;
She is over 200 years old, has a 200 ton capacity and was created at TL15, meaning that she is both extremely antique and extremely advanced. This beautiful grand dame was re-christened and re-outfitted.&lt;br /&gt;
Upon taking command, the Prancing Privateers immediately placed her in dry-dock at Drinax and invested in repairs. Before the first round of repairs could be completed, they were called upon to bring some pirates to justice. Thus, at the start of their first mission only the Powerplant and Holographic Hull had been repaired. &lt;br /&gt;
&lt;br /&gt;
Compared to the ship stats in the handout, these are the modifications:&lt;br /&gt;
&lt;br /&gt;
* Powerplant: 190 &amp;gt; 260&lt;br /&gt;
* Holographic Hull: functional&lt;br /&gt;
* Ventral Turret: functional&lt;br /&gt;
* Maintenance cost: 8000 cr/m&lt;br /&gt;
&lt;br /&gt;
Additional repairs and refitting were conducted after [[The Prancing Privateers]] raised additional funds from the sale of the [[Janal Torsk]].&lt;br /&gt;
&lt;br /&gt;
* 10MCr repairing the manoeuvre drive&lt;br /&gt;
* 5MCr repairing microfractures&lt;br /&gt;
&lt;br /&gt;
The breakdown of her standard operating costs can be found on her sheet in the [https://docs.google.com/spreadsheets/d/1_FLefwjB172lbjEwwMGhfB4EkabNZb_a8X340uCp5No/edit#gid=449682838 expenses overview].&lt;br /&gt;
&lt;br /&gt;
Crew duties and the watch rotation schedule are covered in [[The Cosmic Dancer Shiply Duties]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|PCs &amp;amp; their Ships]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Heloise&amp;diff=3285</id>
		<title>Heloise</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Heloise&amp;diff=3285"/>
		<updated>2025-06-22T17:12:27Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heloise is a female character in the Traveller [[Pirates of Drinax Campaign]].&lt;br /&gt;
&lt;br /&gt;
==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Heloise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 41&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Female, Woman, &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 4 || 4 || -1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 6 || 6 || 0 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 13 || 13 || +2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 13 || 13 || +2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 9 || 9 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Jack of All Trades 2&lt;br /&gt;
:Animals 0&lt;br /&gt;
:Diplomat 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics / Computers 1&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Gun Combat 0&lt;br /&gt;
:Gun Combat / Energy Weapons 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Language 0&lt;br /&gt;
:Medic 2&lt;br /&gt;
:Seafarer 0&lt;br /&gt;
:Science / Chemisty 2&lt;br /&gt;
:Science / Biology 2&lt;br /&gt;
:Science / Xenobiology 1 &lt;br /&gt;
:Science / Psychology 1 ???&lt;br /&gt;
:Steward 0&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
:Cr31,600&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Study Period===&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Heloise is a genius medic and science officer. They&#039;re good friends with [[Brick]].&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Hank&amp;diff=3275</id>
		<title>Hank</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Hank&amp;diff=3275"/>
		<updated>2025-06-19T11:59:40Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hank was a member of [[Treek]]&#039;s gang who knew a lot about the fleshipedes. He was responsible for bringing the fleshipedes fresh corpses and retrieving the mother&#039;s milk in return. Hank was in a fight with the Travellers along with [[Reggie]]. Hank escaped while [[Reggie]] was killed.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Hank&amp;diff=3274</id>
		<title>Hank</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Hank&amp;diff=3274"/>
		<updated>2025-06-19T11:58:35Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Created page with &amp;quot;Hank was a member of Treek&amp;#039;s gang who knew a lot about the fleshipedes. He was responsible for bringing the fleshipedes fresh corpses and retrieving the mother&amp;#039;s milk in return.  ------------------- Campaign Main Page || All PCs ||  All NPCs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hank was a member of Treek&#039;s gang who knew a lot about the fleshipedes. He was responsible for bringing the fleshipedes fresh corpses and retrieving the mother&#039;s milk in return.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_Non-Player_Characters&amp;diff=3273</id>
		<title>Murdok Madness Non-Player Characters</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_Non-Player_Characters&amp;diff=3273"/>
		<updated>2025-06-19T11:55:26Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Met on Drinax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Character Contacts ==&lt;br /&gt;
&lt;br /&gt;
[[William Bowers]]&lt;br /&gt;
&lt;br /&gt;
[[Laura Breet]]&lt;br /&gt;
&lt;br /&gt;
[[Julia Claudet]]&lt;br /&gt;
&lt;br /&gt;
[[Ray Hartman]]&lt;br /&gt;
&lt;br /&gt;
== Met on Marduk ==&lt;br /&gt;
&lt;br /&gt;
[[Holly Ezrahm]]&lt;br /&gt;
&lt;br /&gt;
[[Dalglee Hahsh]]&lt;br /&gt;
&lt;br /&gt;
[[Karine Lukowiac]]&lt;br /&gt;
&lt;br /&gt;
[[Rhys Peters]]&lt;br /&gt;
&lt;br /&gt;
[[Stigo Peters]]&lt;br /&gt;
&lt;br /&gt;
[[Evan Sanderson]]&lt;br /&gt;
&lt;br /&gt;
[[Haris Slocombe]]&lt;br /&gt;
&lt;br /&gt;
[[Pent Stavro]]&lt;br /&gt;
&lt;br /&gt;
[[Phynen Trevix]]&lt;br /&gt;
&lt;br /&gt;
[[Jan Vartha]]&lt;br /&gt;
&lt;br /&gt;
== Met on Drinax ==&lt;br /&gt;
&lt;br /&gt;
[[King of Drinax | Oleb XVI, King of Drinax]]&lt;br /&gt;
&lt;br /&gt;
[[Cassius Belli]]&lt;br /&gt;
&lt;br /&gt;
[[Buck]]&lt;br /&gt;
&lt;br /&gt;
[[Hank]]&lt;br /&gt;
&lt;br /&gt;
[[Director Laris Spitral | Laris Spitral]]&lt;br /&gt;
&lt;br /&gt;
[[Princess Rao]]&lt;br /&gt;
&lt;br /&gt;
[[Reggie]]&lt;br /&gt;
&lt;br /&gt;
[[Treek]]&lt;br /&gt;
&lt;br /&gt;
[[Duke Willoughby]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Treek&amp;diff=3272</id>
		<title>Treek</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Treek&amp;diff=3272"/>
		<updated>2025-06-19T10:46:03Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Created page with &amp;quot;Leader of a gang involved in drug manufacturing, drug distribution, and union extortion on Drinax.  ------------------- Campaign Main Page || All PCs ||  All NPCs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leader of a gang involved in drug manufacturing, drug distribution, and union extortion on Drinax.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Reggie&amp;diff=3271</id>
		<title>Reggie</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Reggie&amp;diff=3271"/>
		<updated>2025-06-19T10:45:16Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Created page with &amp;quot;Second in command of Treek&amp;#039;s crew killed by the Travellers.  ------------------- Campaign Main Page || All PCs ||  All NPCs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Second in command of [[Treek]]&#039;s crew killed by the Travellers.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Princess_Rao&amp;diff=3270</id>
		<title>Princess Rao</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Princess_Rao&amp;diff=3270"/>
		<updated>2025-06-19T10:44:33Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Created page with &amp;quot;Daughter of King Oleb and intensely loyal to him.  ------------------- Campaign Main Page || All PCs ||  All NPCs&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Daughter of King Oleb and intensely loyal to him.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Karine_Lukowiac&amp;diff=3269</id>
		<title>Karine Lukowiac</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Karine_Lukowiac&amp;diff=3269"/>
		<updated>2025-06-19T10:43:49Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;She crashed into [[Murdok]] on a shuttle that took damage from raiders after it left [[Murdok Starport]]. She then stayed with the Travellers until they were rescued, but decided to stay and fight with the locals against the miners. She is originally from Marduk having grown up there, but left for her education.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Director_Laris_Spitral&amp;diff=3268</id>
		<title>Director Laris Spitral</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Director_Laris_Spitral&amp;diff=3268"/>
		<updated>2025-06-19T10:43:36Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laris is a director on Drinax who is regularly delegated assignments from the King. He is a loyal functionary who keeps the station running in addition to handling more routine functions at the court. He is a fixer, a dignitary, and a manager in the employment of the crown.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Age || Sex || Str || Dex || End || Int || Edu || Soc&lt;br /&gt;
|-&lt;br /&gt;
| 52 || M || 7 (0) || 10 (1) || 8 (0) || 8 (0) || 7 (0) || 11 (1)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;8&amp;quot;| Fake, Abusive&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
== Skills ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|Admin || 1&lt;br /&gt;
|-&lt;br /&gt;
|Advocate || 2&lt;br /&gt;
|-&lt;br /&gt;
|Carouse || 1&lt;br /&gt;
|-&lt;br /&gt;
|Deception || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy || 1&lt;br /&gt;
|-&lt;br /&gt;
|Diplomat || 1&lt;br /&gt;
|-&lt;br /&gt;
|Drive || 0&lt;br /&gt;
|-&lt;br /&gt;
|Electronics (Computer) || 1&lt;br /&gt;
|-&lt;br /&gt;
|Electronics (Computers) || 1&lt;br /&gt;
|-&lt;br /&gt;
|Flyer || 0&lt;br /&gt;
|-&lt;br /&gt;
|Gambler || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gun Combat (Archaic) || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gun Combat (Energy) || 1&lt;br /&gt;
|-&lt;br /&gt;
|Investigate || 2&lt;br /&gt;
|-&lt;br /&gt;
|Language || 0&lt;br /&gt;
|-&lt;br /&gt;
|Leadership || 3&lt;br /&gt;
|-&lt;br /&gt;
|Recon || 0&lt;br /&gt;
|-&lt;br /&gt;
|Science (Robotics) || 1&lt;br /&gt;
|-&lt;br /&gt;
|Streetwise || 0&lt;br /&gt;
|-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Career ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Career	|| Assignment || Title || Rank || Terms&lt;br /&gt;
|-&lt;br /&gt;
|Agent || Corporate Agent || Field Agent || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Noble || Administrator || Director || 5 || 5&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! Term || History&lt;br /&gt;
|-&lt;br /&gt;
|1 || Became a Corporate Agent at age 18&lt;br /&gt;
|-&lt;br /&gt;
|1 || Advanced training in a specialist field.&lt;br /&gt;
|-&lt;br /&gt;
|1 || Promoted to rank 1&lt;br /&gt;
|-&lt;br /&gt;
|1 || Is now a Agent&lt;br /&gt;
|-&lt;br /&gt;
|2 || Continued as Corporate Agent at age 22&lt;br /&gt;
|-&lt;br /&gt;
|2 || Go undercover to investigate an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|2 || Advanced training in a specialist field.&lt;br /&gt;
|-&lt;br /&gt;
|2 || Promoted to rank 2&lt;br /&gt;
|-&lt;br /&gt;
|2 || Is now a Field Agent&lt;br /&gt;
|-&lt;br /&gt;
|3 || Continued as Corporate Agent at age 26&lt;br /&gt;
|-&lt;br /&gt;
|3 || Nearly killed. Fully recovered. Owe 8,750 for medical bills.&lt;br /&gt;
|-&lt;br /&gt;
|4 || Became a Administrator at age 30&lt;br /&gt;
|-&lt;br /&gt;
|4 || Is now a Assistant&lt;br /&gt;
|-&lt;br /&gt;
|4 || A new romantic starts. Gain an Ally.&lt;br /&gt;
|-&lt;br /&gt;
|4 || Forced to continue current assignment&lt;br /&gt;
|-&lt;br /&gt;
|4 || Promoted to rank 1&lt;br /&gt;
|-&lt;br /&gt;
|4 || Is now a Clerk&lt;br /&gt;
|-&lt;br /&gt;
|5 || Continued as Administrator at age 34&lt;br /&gt;
|-&lt;br /&gt;
|5 || You make an alliance with a powerful and charismatic noble, who becomes an Ally.&lt;br /&gt;
|-&lt;br /&gt;
|5 || Promoted to rank 2&lt;br /&gt;
|-&lt;br /&gt;
|5 || Is now a Supervisor&lt;br /&gt;
|-&lt;br /&gt;
|6 || Continued as Administrator at age 38&lt;br /&gt;
|-&lt;br /&gt;
|6 || Good fortune&lt;br /&gt;
|-&lt;br /&gt;
|6 || Promoted to rank 3&lt;br /&gt;
|-&lt;br /&gt;
|6 || Is now a Manager&lt;br /&gt;
|-&lt;br /&gt;
|7 || Continued as Administrator at age 42&lt;br /&gt;
|-&lt;br /&gt;
|7 || Become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain a Rival.&lt;br /&gt;
|-&lt;br /&gt;
|7 || Promoted to rank 4&lt;br /&gt;
|-&lt;br /&gt;
|7 || Is now a Chief&lt;br /&gt;
|-&lt;br /&gt;
|8 || Continued as Administrator at age 46&lt;br /&gt;
|-&lt;br /&gt;
|8 || You make an alliance with a powerful and charismatic noble, who becomes an Ally.&lt;br /&gt;
|-&lt;br /&gt;
|8 || Promoted to rank 5&lt;br /&gt;
|-&lt;br /&gt;
|8 || Is now a Director&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Cassius_Belli&amp;diff=3267</id>
		<title>Cassius Belli</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Cassius_Belli&amp;diff=3267"/>
		<updated>2025-06-19T10:43:16Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An arms dealer who supplies [[Murdok_Madness_Player_Characters|the Travellers]] with what they need to be successful in [[22_July_2023|Sinking on Sink]].&lt;br /&gt;
&lt;br /&gt;
Responsible for sending [[Shanti]] down to [[Theev]] to keep us out of trouble.&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the term &amp;quot;[https://en.wikipedia.org/wiki/Casus_belli casus belli]&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Duke_Willoughby&amp;diff=3266</id>
		<title>Duke Willoughby</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Duke_Willoughby&amp;diff=3266"/>
		<updated>2025-06-19T10:43:01Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Willoughby is in charge of maintenance on Drinax and helped the Travellers with [[Treek]] and the fleshipede adventures.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=King_of_Drinax&amp;diff=3265</id>
		<title>King of Drinax</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=King_of_Drinax&amp;diff=3265"/>
		<updated>2025-06-19T10:42:48Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oleb XVI, Regent of [[Asim]], King of [[Drinax]], and Grand Emperor of the Great [[Sindalian Empire]]&lt;br /&gt;
&lt;br /&gt;
[[The Prancing Privateers]] were [[8_October_2023 | granted an audience]] with the king, after which they were awarded command of the [[The Cosmic Dancer]] and granted a [[Prancing Privateers Sindalian Letter of Marque | Letter of Marque]].&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Buck&amp;diff=3264</id>
		<title>Buck</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Buck&amp;diff=3264"/>
		<updated>2025-06-19T10:42:15Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buck works for [[Duke Willoughby]] and assisted the Travellers when they needed to disable artificial gravitation to handle the fleshipedes.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || [[Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Buck&amp;diff=3263</id>
		<title>Buck</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Buck&amp;diff=3263"/>
		<updated>2025-06-19T10:41:59Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buck works for [[Duke Willoughby]] and assisted the Travellers when they needed to disable artificial gravitation to handle the fleshipedes.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]] || Murdok_Madness_Non-Player_Characters| All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Buck&amp;diff=3262</id>
		<title>Buck</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Buck&amp;diff=3262"/>
		<updated>2025-06-19T10:40:11Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Created page with &amp;quot;Buck works for Duke Willoughby and assisted the Travellers when they needed to disable artificial gravitation to handle the fleshipedes.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buck works for [[Duke Willoughby]] and assisted the Travellers when they needed to disable artificial gravitation to handle the fleshipedes.&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_Non-Player_Characters&amp;diff=3261</id>
		<title>Murdok Madness Non-Player Characters</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_Non-Player_Characters&amp;diff=3261"/>
		<updated>2025-06-19T10:39:21Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Met on Drinax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Character Contacts ==&lt;br /&gt;
&lt;br /&gt;
[[William Bowers]]&lt;br /&gt;
&lt;br /&gt;
[[Laura Breet]]&lt;br /&gt;
&lt;br /&gt;
[[Julia Claudet]]&lt;br /&gt;
&lt;br /&gt;
[[Ray Hartman]]&lt;br /&gt;
&lt;br /&gt;
== Met on Marduk ==&lt;br /&gt;
&lt;br /&gt;
[[Holly Ezrahm]]&lt;br /&gt;
&lt;br /&gt;
[[Dalglee Hahsh]]&lt;br /&gt;
&lt;br /&gt;
[[Karine Lukowiac]]&lt;br /&gt;
&lt;br /&gt;
[[Rhys Peters]]&lt;br /&gt;
&lt;br /&gt;
[[Stigo Peters]]&lt;br /&gt;
&lt;br /&gt;
[[Evan Sanderson]]&lt;br /&gt;
&lt;br /&gt;
[[Haris Slocombe]]&lt;br /&gt;
&lt;br /&gt;
[[Pent Stavro]]&lt;br /&gt;
&lt;br /&gt;
[[Phynen Trevix]]&lt;br /&gt;
&lt;br /&gt;
[[Jan Vartha]]&lt;br /&gt;
&lt;br /&gt;
== Met on Drinax ==&lt;br /&gt;
&lt;br /&gt;
[[King of Drinax | Oleb XVI, King of Drinax]]&lt;br /&gt;
&lt;br /&gt;
[[Cassius Belli]]&lt;br /&gt;
&lt;br /&gt;
[[Buck]]&lt;br /&gt;
&lt;br /&gt;
[[Director Laris Spitral | Laris Spitral]]&lt;br /&gt;
&lt;br /&gt;
[[Princess Rao]]&lt;br /&gt;
&lt;br /&gt;
[[Reggie]]&lt;br /&gt;
&lt;br /&gt;
[[Treek]]&lt;br /&gt;
&lt;br /&gt;
[[Duke Willoughby]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Duke_Willoughby&amp;diff=3260</id>
		<title>Duke Willoughby</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Duke_Willoughby&amp;diff=3260"/>
		<updated>2025-06-19T10:38:55Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Created page with &amp;quot;Duke Willoughby is in charge of maintenance on Drinax and helped the Travellers with Treek and the fleshipede adventures.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Willoughby is in charge of maintenance on Drinax and helped the Travellers with [[Treek]] and the fleshipede adventures.&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_Non-Player_Characters&amp;diff=3259</id>
		<title>Murdok Madness Non-Player Characters</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_Non-Player_Characters&amp;diff=3259"/>
		<updated>2025-06-19T10:36:14Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Character Contacts ==&lt;br /&gt;
&lt;br /&gt;
[[William Bowers]]&lt;br /&gt;
&lt;br /&gt;
[[Laura Breet]]&lt;br /&gt;
&lt;br /&gt;
[[Julia Claudet]]&lt;br /&gt;
&lt;br /&gt;
[[Ray Hartman]]&lt;br /&gt;
&lt;br /&gt;
== Met on Marduk ==&lt;br /&gt;
&lt;br /&gt;
[[Holly Ezrahm]]&lt;br /&gt;
&lt;br /&gt;
[[Dalglee Hahsh]]&lt;br /&gt;
&lt;br /&gt;
[[Karine Lukowiac]]&lt;br /&gt;
&lt;br /&gt;
[[Rhys Peters]]&lt;br /&gt;
&lt;br /&gt;
[[Stigo Peters]]&lt;br /&gt;
&lt;br /&gt;
[[Evan Sanderson]]&lt;br /&gt;
&lt;br /&gt;
[[Haris Slocombe]]&lt;br /&gt;
&lt;br /&gt;
[[Pent Stavro]]&lt;br /&gt;
&lt;br /&gt;
[[Phynen Trevix]]&lt;br /&gt;
&lt;br /&gt;
[[Jan Vartha]]&lt;br /&gt;
&lt;br /&gt;
== Met on Drinax ==&lt;br /&gt;
&lt;br /&gt;
[[King of Drinax | Oleb XVI, King of Drinax]]&lt;br /&gt;
&lt;br /&gt;
[[Cassius Belli]]&lt;br /&gt;
&lt;br /&gt;
[[Buck]]&lt;br /&gt;
&lt;br /&gt;
[[Director Laris Spitral | Laris Spitral]]&lt;br /&gt;
&lt;br /&gt;
[[Reggie]]&lt;br /&gt;
&lt;br /&gt;
[[Treek]]&lt;br /&gt;
&lt;br /&gt;
[[Duke Willoughby]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Karine_Lukowiac&amp;diff=3258</id>
		<title>Karine Lukowiac</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Karine_Lukowiac&amp;diff=3258"/>
		<updated>2025-06-19T10:27:39Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;She crashed into [[Murdok]] on a shuttle that took damage from raiders after it left [[Murdok Starport]]. She then stayed with the Travellers until they were rescued, but decided to stay and fight with the locals against the miners. She is originally from Marduk having grown up there, but left for her education.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok Madness Non-Player Characters|All NPCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3257</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3257"/>
		<updated>2025-06-14T10:29:38Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Travelling Between Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation. The referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
Effects on Task Chains require special consideration. If the final roll of a Task Chain is a natural 2 the task fails disastrously. Likewise if the final roll of a Task Chain is a natural 12 the task succeeds spectacularly. When it is not the last roll, a natural 2 applies DM-6 and a natural 12 applies DM+6 to the next roll. For more info on Task Chains see page 63 of the Core Rulebook 2022 edition.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in Traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points can be spent as follows&#039;&#039;&#039;&lt;br /&gt;
* Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
* Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
* Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a character advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
If the players find themselves in a particularly hairy situation a bane die may be applied by the ref. (e.g., damaged j-drive) Boon dice are less likely, but possible. Jumping in combat raises the difficulty to Difficult 10+.&lt;br /&gt;
&lt;br /&gt;
If the players succeed the jump is uneventful. However, if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We do not roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3256</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3256"/>
		<updated>2025-06-14T10:21:14Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Natural 2 and 12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation. The referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
Effects on Task Chains require special consideration. If the final roll of a Task Chain is a natural 2 the task fails disastrously. Likewise if the final roll of a Task Chain is a natural 12 the task succeeds spectacularly. When it is not the last roll, a natural 2 applies DM-6 and a natural 12 applies DM+6 to the next roll. For more info on Task Chains see page 63 of the Core Rulebook 2022 edition.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in Traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points can be spent as follows&#039;&#039;&#039;&lt;br /&gt;
* Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
* Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
* Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a character advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3255</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3255"/>
		<updated>2025-05-30T23:05:23Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Skills Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation. The referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in Traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points can be spent as follows&#039;&#039;&#039;&lt;br /&gt;
* Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
* Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
* Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a character advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3254</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3254"/>
		<updated>2025-05-30T23:05:13Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Skills Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation. The referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in Traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points can be spent as follows&#039;&#039;&#039;&lt;br /&gt;
* Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
* Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
* Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a character advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
&lt;br /&gt;
t&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3253</id>
		<title>Murdok Madness Play Sessions</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3253"/>
		<updated>2025-01-02T14:28:21Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| 000 || [[9 July 2022]] || Character Creation&lt;br /&gt;
|-&lt;br /&gt;
| 001 || [[7 August 2022]] ||  A Strange Proposition&lt;br /&gt;
|-&lt;br /&gt;
| 002 || [[26 August 2022]] ||  A Cold Fate&lt;br /&gt;
|-&lt;br /&gt;
| 003 || [[16 December 2022]] ||  The Last Quarter&lt;br /&gt;
|-&lt;br /&gt;
| 004 || [[6 January 2023]] ||  Unplanned Descent&lt;br /&gt;
|-&lt;br /&gt;
| 005 || [[20 January 2023]] ||  Midnight Snack&lt;br /&gt;
|-&lt;br /&gt;
| 006 || [[24 February 2023]] ||  Meet the Locals&lt;br /&gt;
|-&lt;br /&gt;
|007  || [[20 May 2023]] || Don&#039;t Shoot the Messenger&lt;br /&gt;
|-&lt;br /&gt;
|008  || [[25 June 2023]] || Travellers ... In Space&lt;br /&gt;
|-&lt;br /&gt;
|009  || [[22 July 2023]] || Sinking in Sink&lt;br /&gt;
|-&lt;br /&gt;
|010  || [[4 August 2023]] || Gone Fishin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|011  || [[8 September 2023]] || Rebel Rebel&lt;br /&gt;
|-&lt;br /&gt;
|012  || [[8 October 2023]] || Escape from Sink&lt;br /&gt;
|-&lt;br /&gt;
|N/A  || [[9 October 2023]] || Intermission (not a play session) &lt;br /&gt;
|-&lt;br /&gt;
|013  || [[17 November 2023]] || Pirates of Drinax Session Zero&lt;br /&gt;
|-&lt;br /&gt;
|014  || [[10 December 2023]] || Trail of Wanted Raiders&lt;br /&gt;
|-&lt;br /&gt;
|015  || [[17 December 2023]] || All Creatures Great and Small&lt;br /&gt;
|-&lt;br /&gt;
|016  || [[19 January 2024]] || We Meet in a Dive Bar&lt;br /&gt;
|-&lt;br /&gt;
|017  || [[16 February 2024]] || The Aspiring Fadoo&lt;br /&gt;
|-&lt;br /&gt;
|018  || [[14 March 2024]] || Finding Mirria&lt;br /&gt;
|-&lt;br /&gt;
|019  || [[3 May 2024]] || A little tickle&lt;br /&gt;
|-&lt;br /&gt;
|020  || [[21 June 2024]] || Captured Captain&lt;br /&gt;
|-&lt;br /&gt;
|021  || [[5 July 2024]] || Pomp and Circumstance&lt;br /&gt;
|-&lt;br /&gt;
|022  || [[2 August 2024]] || Flesh for Juice&lt;br /&gt;
|-&lt;br /&gt;
|023  || [[28 September 2024]] || Union Business&lt;br /&gt;
|-&lt;br /&gt;
|024  || [[25 October 2024]] || Planning a Cattle Drive&lt;br /&gt;
|-&lt;br /&gt;
|025  || [[22 December 2024]] || Queen herding prep&lt;br /&gt;
|-&lt;br /&gt;
|026  || [[27 December 2024]] || Fleshistampede&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=25_October_2024&amp;diff=3223</id>
		<title>25 October 2024</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=25_October_2024&amp;diff=3223"/>
		<updated>2024-12-22T18:09:45Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Notes from Persy:&lt;br /&gt;
&lt;br /&gt;
On our way up from Treek, Persy gets called by Pent that work on the Cosmic Dancer had stopped and that Stigo is getting remarkably upset about it. We go over there and find Stigo yelling at some workmen. I walk Stigo off, and Randy takes point, but him, Shanti and Diogo do not figure out that they are being lied to. &lt;br /&gt;
&lt;br /&gt;
An old man takes pity on them and sends them to the Old Union Man at the Bar. We talk to him and he thinks Treek is behind this because he wants to remind us who is in charge. He lets Billy run interference and promises to solve the issue. We have a bit of a tense conversation.&lt;br /&gt;
&lt;br /&gt;
We report to Rao and Laris - they re-assess their idea of Treek in response to what we hear. &lt;br /&gt;
&lt;br /&gt;
Diogo pitches the idea of making a targeted virus for the fleshipedes to Heloise. &lt;br /&gt;
&lt;br /&gt;
We pitch the idea of a cattle drive. &lt;br /&gt;
&lt;br /&gt;
We will talk to the person who runs the incinerator, and to Laris about finding a ship. &lt;br /&gt;
&lt;br /&gt;
We need: &lt;br /&gt;
&lt;br /&gt;
* bodies&lt;br /&gt;
&lt;br /&gt;
* a ship&lt;br /&gt;
&lt;br /&gt;
* lasers&lt;br /&gt;
&lt;br /&gt;
* some kind fleshipede comms&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We learn that there was careful selection of the bodies - no viral infections, no fungal infections, not dehydrated. We make a deal with the incinerator guy to give us the bodies. He works with us, I give him 100 credits.&lt;br /&gt;
&lt;br /&gt;
We go to Treek with Laris - we explain the cattle drive project. He gets Hank in, who says we&#039;re insane. He tells us about the queen. She&#039;s bigger and smarter than the regular ones. He estimates there may be 10 or 20. Hank and Laris will get us floor plans / maps. &lt;br /&gt;
&lt;br /&gt;
We discuss ways to kill the creatures with some delay (maybe a month), should look accidental / not related to us.&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3221</id>
		<title>Murdok Madness Play Sessions</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3221"/>
		<updated>2024-12-22T12:59:05Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| 000 || [[9 July 2022]] || Character Creation&lt;br /&gt;
|-&lt;br /&gt;
| 001 || [[7 August 2022]] ||  A Strange Proposition&lt;br /&gt;
|-&lt;br /&gt;
| 002 || [[26 August 2022]] ||  A Cold Fate&lt;br /&gt;
|-&lt;br /&gt;
| 003 || [[16 December 2022]] ||  The Last Quarter&lt;br /&gt;
|-&lt;br /&gt;
| 004 || [[6 January 2023]] ||  Unplanned Descent&lt;br /&gt;
|-&lt;br /&gt;
| 005 || [[20 January 2023]] ||  Midnight Snack&lt;br /&gt;
|-&lt;br /&gt;
| 006 || [[24 February 2023]] ||  Meet the Locals&lt;br /&gt;
|-&lt;br /&gt;
|007  || [[20 May 2023]] || Don&#039;t Shoot the Messenger&lt;br /&gt;
|-&lt;br /&gt;
|008  || [[25 June 2023]] || Travellers ... In Space&lt;br /&gt;
|-&lt;br /&gt;
|009  || [[22 July 2023]] || Sinking in Sink&lt;br /&gt;
|-&lt;br /&gt;
|010  || [[4 August 2023]] || Gone Fishin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|011  || [[8 September 2023]] || Rebel Rebel&lt;br /&gt;
|-&lt;br /&gt;
|012  || [[8 October 2023]] || Escape from Sink&lt;br /&gt;
|-&lt;br /&gt;
|N/A  || [[9 October 2023]] || Intermission (not a play session) &lt;br /&gt;
|-&lt;br /&gt;
|013  || [[17 November 2023]] || Pirates of Drinax Session Zero&lt;br /&gt;
|-&lt;br /&gt;
|014  || [[10 December 2023]] || Trail of Wanted Raiders&lt;br /&gt;
|-&lt;br /&gt;
|015  || [[17 December 2023]] || All Creatures Great and Small&lt;br /&gt;
|-&lt;br /&gt;
|016  || [[19 January 2024]] || We Meet in a Dive Bar&lt;br /&gt;
|-&lt;br /&gt;
|017  || [[16 February 2024]] || The Aspiring Fadoo&lt;br /&gt;
|-&lt;br /&gt;
|018  || [[14 March 2024]] || Finding Mirria&lt;br /&gt;
|-&lt;br /&gt;
|019  || [[3 May 2024]] || A little tickle&lt;br /&gt;
|-&lt;br /&gt;
|020  || [[21 June 2024]] || Captured Captain&lt;br /&gt;
|-&lt;br /&gt;
|021  || [[5 July 2024]] || Pomp and Circumstance&lt;br /&gt;
|-&lt;br /&gt;
|022  || [[2 August 2024]] || Flesh for Juice&lt;br /&gt;
|-&lt;br /&gt;
|023  || [[28 September 2024]] || Union Business&lt;br /&gt;
|-&lt;br /&gt;
|024  || [[25 October 2024]] || Planning a Cattle Drive&lt;br /&gt;
|-&lt;br /&gt;
|025  || [[22 December 2024]] || ?&lt;br /&gt;
|-&lt;br /&gt;
|026  || [[27 December 2024]] || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=28_September_2024&amp;diff=3219</id>
		<title>28 September 2024</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=28_September_2024&amp;diff=3219"/>
		<updated>2024-10-25T17:13:32Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Willoughby, Princess Rao and Laris all hear our full report. &lt;br /&gt;
&lt;br /&gt;
Buck gets a commendation.&lt;br /&gt;
&lt;br /&gt;
Princess Rao is very concerned. There have been meetings of king Oleg with the Zhodhani. They have a [[lying cat]] a  mostly naked cat (https://en.wiktionary.org/wiki/File:Shabbat.jpg)&#039; the size of a puma). We are brought before the king (and the Zhodhani). &lt;br /&gt;
&lt;br /&gt;
Shanti recognizes one of the Zhodhani as the people who carried off the suitcase from Theev that we tracked in the mission from [[16 February 2024]].&lt;br /&gt;
&lt;br /&gt;
Laris wants us to figure out what goes on downstairs. We told him that he should find Treek and ask him. We are now asked to talk to Treek.&lt;br /&gt;
&lt;br /&gt;
We shall go to the Handy Man in Midtown to find Treek.&lt;br /&gt;
&lt;br /&gt;
Randy gets a message! He tells us about a resistance movement on Murdok. He wishes to investigate, to see if there is a viable movement there. &lt;br /&gt;
&lt;br /&gt;
Heloise fixes Persy and finds a tooth in one of the wounds. DNA analysis shows that the monsters have bits of human DNA. Heloise now tests the other samples. The air sample is inconclusive. The corpse sample is unusual - it is more dehydrated than expected. This occurred post-mortem. The plant sample pointed out that it died from lack of water. &lt;br /&gt;
&lt;br /&gt;
We go down to the shipyard, later meet the old man union rep. He helps us by sending &amp;quot;Billy&amp;quot; his nephew downstairs and tells Treek to expect him.&lt;br /&gt;
&lt;br /&gt;
We get directions to Treek&#039;s place. Get asked for weapons and are pat down. We talk to Treek. Treek tells us that he&#039;s in the Sikkerax business, which is made by the fleshipedes (in return for &#039;mothers milk&#039;. He also makes it absolutely clear that the lower deck CANNOT be exposed to vacuum.&lt;br /&gt;
&lt;br /&gt;
Randy leads most of the negotiations and convinces Treek to the extent that he would be open to cooperating with the plans of the King if the mid-deck people were to gain from this extensively and if he can see a fair replacement for his current business.&lt;br /&gt;
&lt;br /&gt;
The Travellers leave Treek&#039;s and make their way back topside.&lt;br /&gt;
&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || Previous: [[2 August 2024]] || Slithery things || [[Murdok_Madness_Play_Sessions|All Playsessions]] || Next: [[25 october 2024 | The Holodeck]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=28_September_2024&amp;diff=3217</id>
		<title>28 September 2024</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=28_September_2024&amp;diff=3217"/>
		<updated>2024-10-25T14:48:57Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Willoughby, Princess Rao and Laris all hear our full report. &lt;br /&gt;
&lt;br /&gt;
Buck gets a commendation.&lt;br /&gt;
&lt;br /&gt;
Princess Rao is very concerned. There have been meetings of king Oleg with the Jodhani. They have a [[lying cat]] a  mostly naked cat (https://en.wiktionary.org/wiki/File:Shabbat.jpg)&#039; the size of a puma). We are brought before the king (and the Zhodhani). &lt;br /&gt;
&lt;br /&gt;
Shanti recognizes one of the Jodhani as the people who carried off the suitcase from Theev that we tracked in the mission from [[16 February 2024]].&lt;br /&gt;
&lt;br /&gt;
Laris wants us to figure out what goes on downstairs. We told him that he should find Treek and ask him. We are now asked to talk to Treek.&lt;br /&gt;
&lt;br /&gt;
We shall go to the Handy Man in Midtown to find Treek.&lt;br /&gt;
&lt;br /&gt;
Randy gets a message! He tells us about a resistance movement on Murdok. He wishes to investigate, to see if there is a viable movement there. &lt;br /&gt;
&lt;br /&gt;
Heloise fixes Persy and finds a tooth in one of the wounds. DNA analysis shows that the monsters have bits of human DNA. Heloise now tests the other samples. The air sample is inconclusive. The corpse sample is unusual - it is more dehydrated than expected. This occurred post-mortem. The plant sample pointed out that it died from lack of water. &lt;br /&gt;
&lt;br /&gt;
We go down to the shipyard, later meet the old man union rep. He helps us by sending &amp;quot;Billy&amp;quot; his nephew downstairs and tells Treek to expect him.&lt;br /&gt;
&lt;br /&gt;
We get directions to Treek&#039;s place. Get asked for weapons and are pat down. We talk to Treek. Treek tells us that he&#039;s in the Sikkerax business, which is made by the fleshipedes (in return for &#039;mothers milk&#039;. He also makes it absolutely clear that the lower deck CANNOT be exposed to vacuum.&lt;br /&gt;
&lt;br /&gt;
Randy leads most of the negotiations and convinces Treek to the extent that he would be open to cooperating with the plans of the King if the mid-deck people were to gain from this extensively and if he can see a fair replacement for his current business.&lt;br /&gt;
&lt;br /&gt;
The Travellers leave Treek&#039;s and make their way back topside.&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=28_September_2024&amp;diff=3216</id>
		<title>28 September 2024</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=28_September_2024&amp;diff=3216"/>
		<updated>2024-10-25T14:46:03Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke Willoughby, Princess Rao and Laris all hear our full report. &lt;br /&gt;
&lt;br /&gt;
Buck gets a commendation.&lt;br /&gt;
&lt;br /&gt;
Princess Rao is very concerned. There have been meetings of king Oleg with the Jodhani. They have a &amp;quot;lying cat&amp;quot; (a &#039;[[naked cat]](https://en.wiktionary.org/wiki/File:Shabbat.jpg)&#039; the size of a puma). We are brought before the king (and the Jodhani). &lt;br /&gt;
&lt;br /&gt;
Shanti recognizes one of the Jodhani as the people who carried off the suitcase from Theev that we tracked in the mission from ?? (add in session report).&lt;br /&gt;
&lt;br /&gt;
Laris wants us to figure out what goes on downstairs. We told him that he should find Treek and ask him. We are now asked to talk to Treek.&lt;br /&gt;
&lt;br /&gt;
We shall go to the Handy Man in Midtown to find Treek.&lt;br /&gt;
&lt;br /&gt;
Randy gets a message! He tells us about a resistance movement on Murdok. He wishes to investigate, to see if there is a viable movement there. &lt;br /&gt;
&lt;br /&gt;
Heloise fixes Persy and finds a tooth in one of the wounds. DNA analysis shows that the monsters have bits of human DNA. Heloise now tests the other samples. The air sample is inconclusive. The corpse sample is unusual - it is more dehydrated than expected. This occurred post-mortem. The plant sample pointed out that it died from lack of water. &lt;br /&gt;
&lt;br /&gt;
We go down to the shipyard, later meet the old man union rep. He helps us by sending &amp;quot;Billy&amp;quot; his nephew downstairs and tells Treek to expect him.&lt;br /&gt;
&lt;br /&gt;
We get directions to Treek&#039;s place. Get asked for weapons and are pat down. We talk to Treek. Treek tells us that he&#039;s in the Sikkerax business, which is made by the fleshipedes (in return for &#039;mothers milk&#039;. He also makes it absolutely clear that the lower deck CANNOT be exposed to vacuum.&lt;br /&gt;
&lt;br /&gt;
Randy leads most of the negotiations and convinces Treek to the extent that he would be open to cooperating with the plans of the King if the mid-deck people were to gain from this extensively and if he can see a fair replacement for his current business.&lt;br /&gt;
&lt;br /&gt;
The Travellers leave Treek&#039;s and make their way back topside.&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3215</id>
		<title>Murdok Madness Play Sessions</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3215"/>
		<updated>2024-10-25T14:43:03Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| 000 || [[9 July 2022]] || Character Creation&lt;br /&gt;
|-&lt;br /&gt;
| 001 || [[7 August 2022]] ||  A Strange Proposition&lt;br /&gt;
|-&lt;br /&gt;
| 002 || [[26 August 2022]] ||  A Cold Fate&lt;br /&gt;
|-&lt;br /&gt;
| 003 || [[16 December 2022]] ||  The Last Quarter&lt;br /&gt;
|-&lt;br /&gt;
| 004 || [[6 January 2023]] ||  Unplanned Descent&lt;br /&gt;
|-&lt;br /&gt;
| 005 || [[20 January 2023]] ||  Midnight Snack&lt;br /&gt;
|-&lt;br /&gt;
| 006 || [[24 February 2023]] ||  Meet the Locals&lt;br /&gt;
|-&lt;br /&gt;
|007  || [[20 May 2023]] || Don&#039;t Shoot the Messenger&lt;br /&gt;
|-&lt;br /&gt;
|008  || [[25 June 2023]] || Travellers ... In Space&lt;br /&gt;
|-&lt;br /&gt;
|009  || [[22 July 2023]] || Sinking in Sink&lt;br /&gt;
|-&lt;br /&gt;
|010  || [[4 August 2023]] || Gone Fishin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|011  || [[8 September 2023]] || Rebel Rebel&lt;br /&gt;
|-&lt;br /&gt;
|012  || [[8 October 2023]] || Escape from Sink&lt;br /&gt;
|-&lt;br /&gt;
|N/A  || [[9 October 2023]] || Intermission (not a play session) &lt;br /&gt;
|-&lt;br /&gt;
|013  || [[17 November 2023]] || Pirates of Drinax Session Zero&lt;br /&gt;
|-&lt;br /&gt;
|014  || [[10 December 2023]] || Trail of Wanted Raiders&lt;br /&gt;
|-&lt;br /&gt;
|015  || [[17 December 2023]] || All Creatures Great and Small&lt;br /&gt;
|-&lt;br /&gt;
|016  || [[19 January 2024]] || We Meet in a Dive Bar&lt;br /&gt;
|-&lt;br /&gt;
|017  || [[16 February 2024]] || The Aspiring Fadoo&lt;br /&gt;
|-&lt;br /&gt;
|018  || [[14 March 2024]] || Finding Mirria&lt;br /&gt;
|-&lt;br /&gt;
|019  || [[3 May 2024]] || A little tickle&lt;br /&gt;
|-&lt;br /&gt;
|020  || [[21 June 2024]] || Captured Captain&lt;br /&gt;
|-&lt;br /&gt;
|021  || [[5 July 2024]] || Pomp and Circumstance&lt;br /&gt;
|-&lt;br /&gt;
|022  || [[2 August 2024]] || Flesh for Juice&lt;br /&gt;
|-&lt;br /&gt;
|023  || [[28 September 2024]] || Union Business&lt;br /&gt;
|-&lt;br /&gt;
|024  || [[25 October 2024]] || ?&lt;br /&gt;
|-&lt;br /&gt;
|025  || [[?]] || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3214</id>
		<title>Murdok Madness Play Sessions</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_Play_Sessions&amp;diff=3214"/>
		<updated>2024-10-25T14:42:38Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| 000 || [[9 July 2022]] || Character Creation&lt;br /&gt;
|-&lt;br /&gt;
| 001 || [[7 August 2022]] ||  A Strange Proposition&lt;br /&gt;
|-&lt;br /&gt;
| 002 || [[26 August 2022]] ||  A Cold Fate&lt;br /&gt;
|-&lt;br /&gt;
| 003 || [[16 December 2022]] ||  The Last Quarter&lt;br /&gt;
|-&lt;br /&gt;
| 004 || [[6 January 2023]] ||  Unplanned Descent&lt;br /&gt;
|-&lt;br /&gt;
| 005 || [[20 January 2023]] ||  Midnight Snack&lt;br /&gt;
|-&lt;br /&gt;
| 006 || [[24 February 2023]] ||  Meet the Locals&lt;br /&gt;
|-&lt;br /&gt;
|007  || [[20 May 2023]] || Don&#039;t Shoot the Messenger&lt;br /&gt;
|-&lt;br /&gt;
|008  || [[25 June 2023]] || Travellers ... In Space&lt;br /&gt;
|-&lt;br /&gt;
|009  || [[22 July 2023]] || Sinking in Sink&lt;br /&gt;
|-&lt;br /&gt;
|010  || [[4 August 2023]] || Gone Fishin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|011  || [[8 September 2023]] || Rebel Rebel&lt;br /&gt;
|-&lt;br /&gt;
|012  || [[8 October 2023]] || Escape from Sink&lt;br /&gt;
|-&lt;br /&gt;
|N/A  || [[9 October 2023]] || Intermission (not a play session) &lt;br /&gt;
|-&lt;br /&gt;
|013  || [[17 November 2023]] || Pirates of Drinax Session Zero&lt;br /&gt;
|-&lt;br /&gt;
|014  || [[10 December 2023]] || Trail of Wanted Raiders&lt;br /&gt;
|-&lt;br /&gt;
|015  || [[17 December 2023]] || All Creatures Great and Small&lt;br /&gt;
|-&lt;br /&gt;
|016  || [[19 January 2024]] || We Meet in a Dive Bar&lt;br /&gt;
|-&lt;br /&gt;
|017  || [[16 February 2024]] || The Aspiring Fadoo&lt;br /&gt;
|-&lt;br /&gt;
|018  || [[14 March 2024]] || Finding Mirria&lt;br /&gt;
|-&lt;br /&gt;
|019  || [[3 May 2024]] || A little tickle&lt;br /&gt;
|-&lt;br /&gt;
|020  || [[21 June 2024]] || Captured Captain&lt;br /&gt;
|-&lt;br /&gt;
|021  || [[5 July 2024]] || Pomp and Circumstance&lt;br /&gt;
|-&lt;br /&gt;
|022  || [[2 August 2024]] || Flesh for Juice&lt;br /&gt;
|-&lt;br /&gt;
|023  || [[28 September 2024]] || Union Business&lt;br /&gt;
|-&lt;br /&gt;
|024  || [[?]] || ?&lt;br /&gt;
|-&lt;br /&gt;
|025  || [[?]] || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Franky&amp;diff=3213</id>
		<title>Franky</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Franky&amp;diff=3213"/>
		<updated>2024-10-17T18:10:40Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Other Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Franky&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Male, Man&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 9 || 9 || +1 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 7 || 7 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 8 || 8 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics 0&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Explosives 1&lt;br /&gt;
:Flyer 0&lt;br /&gt;
:Gun Combat / Energy 1&lt;br /&gt;
:Gun Combat / Slug 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Melee / Blade 1&lt;br /&gt;
:Profession 0&lt;br /&gt;
:Recon 0&lt;br /&gt;
:Stealth 0&lt;br /&gt;
:Streetwise 1 &lt;br /&gt;
:Tactics / Naval 1&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11 || 30m || 3D+3 || 1 || Cr3000 || 100 || Cr3000 || Zero-G&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 12 || 600m || 4D || 4 || - || 80 || Cr200 || AP5&lt;br /&gt;
|-&lt;br /&gt;
| Knife || NA || melee || 1D + 2 || NA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
Half-kleptomaniac half-hoarder.&lt;br /&gt;
&lt;br /&gt;
On a difficult success (INT 10+) Franky can produce small low cost items at random from his overfilled pockets.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
== A new star burns in the nighttime sky. ==&lt;br /&gt;
&lt;br /&gt;
The creature looked up, gazing in wonder at this unfamiliar sight. &amp;lt;br /&amp;gt;&lt;br /&gt;
Around it, the alien world seemed unimpressed by the sudden appearance of a bright ball of fire up in the air. &lt;br /&gt;
&lt;br /&gt;
But then again, why would it be?&lt;br /&gt;
&lt;br /&gt;
The alien creature rotated in place, unsure if the object in the sky was Predator or Prey. The object did not seem to care, it merely existed for its own sake.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whilst the fire slowly faded, the object itself grew in size. From a mere speck, farther up than even the clouds, to something resembling a small pebble.&amp;lt;br /&amp;gt;&lt;br /&gt;
All the while remaining in place, unmoving. It grew and grew, faster and faster until, in but a few moments, it became clear that this was not in fact Prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new crater smolders in the blackened soil. ====&lt;br /&gt;
&lt;br /&gt;
In its center, a metallic shape rests. The emergency landing rocket engines now spent and silent.&amp;lt;br /&amp;gt;&lt;br /&gt;
The cooling ceramic hull plates gently plinking as they radiate their heat. The only other sounds come from the nearby vegetation, crackling as they burn to ashes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something pulses from the top of this escape pod, calling for help in a broad selection of frequencies of the electromagnetic spectrum.&amp;lt;br /&amp;gt;&lt;br /&gt;
From visible light to radio waves; &amp;quot;Please Assist, One Survivor onboard. Please Assist, One Survivor onboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new life takes his first breath on an unfamiliar world. ====&lt;br /&gt;
&lt;br /&gt;
The emergency cryochamber opens, following the ministrations of a Sternmore Rescue Technician, revealing a human figure within.&amp;lt;br /&amp;gt;&lt;br /&gt;
As with any birth, this one too brings many discomforts. The man groans, hacks, coughs and spits. Falling to his knees as he vomits up the preserving fluids.&amp;lt;br /&amp;gt;&lt;br /&gt;
Questions slowly form in his head, though not very good ones... &amp;quot;What..? Where..? ... Who am I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Res-Tech disconnects their terminal from the cryopod and stands up. &amp;quot;Frankly, I don&#039;t care. Come with us, please.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Something clicks into place in the newborns mind. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Frankly? &#039;&#039;&#039;Franky&#039;&#039;&#039;... I can work with that..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Franky&amp;diff=3212</id>
		<title>Franky</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Franky&amp;diff=3212"/>
		<updated>2024-10-17T18:10:18Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Other Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Franky&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Male, Man&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 9 || 9 || +1 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 7 || 7 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 8 || 8 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics 0&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Explosives 1&lt;br /&gt;
:Flyer 0&lt;br /&gt;
:Gun Combat / Energy 1&lt;br /&gt;
:Gun Combat / Slug 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Melee / Blade 1&lt;br /&gt;
:Profession 0&lt;br /&gt;
:Recon 0&lt;br /&gt;
:Stealth 0&lt;br /&gt;
:Streetwise 1 &lt;br /&gt;
:Tactics / Naval 1&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11 || 30m || 3D+3 || 1 || Cr3000 || 100 || Cr3000 || Zero-G&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 12 || 600m || 4D || 4 || - || 80 || Cr200 || AP5&lt;br /&gt;
|-&lt;br /&gt;
| Knife || NA || melee || 1D + 2 || NA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
Half-kleptomaniac half-hoarder.&lt;br /&gt;
&lt;br /&gt;
On a difficult success (INT 10+) Franky can produce small items at random from his overfilled pockets.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
== A new star burns in the nighttime sky. ==&lt;br /&gt;
&lt;br /&gt;
The creature looked up, gazing in wonder at this unfamiliar sight. &amp;lt;br /&amp;gt;&lt;br /&gt;
Around it, the alien world seemed unimpressed by the sudden appearance of a bright ball of fire up in the air. &lt;br /&gt;
&lt;br /&gt;
But then again, why would it be?&lt;br /&gt;
&lt;br /&gt;
The alien creature rotated in place, unsure if the object in the sky was Predator or Prey. The object did not seem to care, it merely existed for its own sake.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whilst the fire slowly faded, the object itself grew in size. From a mere speck, farther up than even the clouds, to something resembling a small pebble.&amp;lt;br /&amp;gt;&lt;br /&gt;
All the while remaining in place, unmoving. It grew and grew, faster and faster until, in but a few moments, it became clear that this was not in fact Prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new crater smolders in the blackened soil. ====&lt;br /&gt;
&lt;br /&gt;
In its center, a metallic shape rests. The emergency landing rocket engines now spent and silent.&amp;lt;br /&amp;gt;&lt;br /&gt;
The cooling ceramic hull plates gently plinking as they radiate their heat. The only other sounds come from the nearby vegetation, crackling as they burn to ashes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something pulses from the top of this escape pod, calling for help in a broad selection of frequencies of the electromagnetic spectrum.&amp;lt;br /&amp;gt;&lt;br /&gt;
From visible light to radio waves; &amp;quot;Please Assist, One Survivor onboard. Please Assist, One Survivor onboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new life takes his first breath on an unfamiliar world. ====&lt;br /&gt;
&lt;br /&gt;
The emergency cryochamber opens, following the ministrations of a Sternmore Rescue Technician, revealing a human figure within.&amp;lt;br /&amp;gt;&lt;br /&gt;
As with any birth, this one too brings many discomforts. The man groans, hacks, coughs and spits. Falling to his knees as he vomits up the preserving fluids.&amp;lt;br /&amp;gt;&lt;br /&gt;
Questions slowly form in his head, though not very good ones... &amp;quot;What..? Where..? ... Who am I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Res-Tech disconnects their terminal from the cryopod and stands up. &amp;quot;Frankly, I don&#039;t care. Come with us, please.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Something clicks into place in the newborns mind. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Frankly? &#039;&#039;&#039;Franky&#039;&#039;&#039;... I can work with that..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Franky&amp;diff=3211</id>
		<title>Franky</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Franky&amp;diff=3211"/>
		<updated>2024-10-17T18:06:49Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Other Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Franky&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Male, Man&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 9 || 9 || +1 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 7 || 7 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 8 || 8 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics 0&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Explosives 1&lt;br /&gt;
:Flyer 0&lt;br /&gt;
:Gun Combat / Energy 1&lt;br /&gt;
:Gun Combat / Slug 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Melee / Blade 1&lt;br /&gt;
:Profession 0&lt;br /&gt;
:Recon 0&lt;br /&gt;
:Stealth 0&lt;br /&gt;
:Streetwise 1 &lt;br /&gt;
:Tactics / Naval 1&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11 || 30m || 3D+3 || 1 || Cr3000 || 100 || Cr3000 || Zero-G&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 12 || 600m || 4D || 4 || - || 80 || Cr200 || AP5&lt;br /&gt;
|-&lt;br /&gt;
| Knife || NA || melee || 1D + 2 || NA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
Half-kleptomaniac half-hoarder.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
== A new star burns in the nighttime sky. ==&lt;br /&gt;
&lt;br /&gt;
The creature looked up, gazing in wonder at this unfamiliar sight. &amp;lt;br /&amp;gt;&lt;br /&gt;
Around it, the alien world seemed unimpressed by the sudden appearance of a bright ball of fire up in the air. &lt;br /&gt;
&lt;br /&gt;
But then again, why would it be?&lt;br /&gt;
&lt;br /&gt;
The alien creature rotated in place, unsure if the object in the sky was Predator or Prey. The object did not seem to care, it merely existed for its own sake.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whilst the fire slowly faded, the object itself grew in size. From a mere speck, farther up than even the clouds, to something resembling a small pebble.&amp;lt;br /&amp;gt;&lt;br /&gt;
All the while remaining in place, unmoving. It grew and grew, faster and faster until, in but a few moments, it became clear that this was not in fact Prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new crater smolders in the blackened soil. ====&lt;br /&gt;
&lt;br /&gt;
In its center, a metallic shape rests. The emergency landing rocket engines now spent and silent.&amp;lt;br /&amp;gt;&lt;br /&gt;
The cooling ceramic hull plates gently plinking as they radiate their heat. The only other sounds come from the nearby vegetation, crackling as they burn to ashes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something pulses from the top of this escape pod, calling for help in a broad selection of frequencies of the electromagnetic spectrum.&amp;lt;br /&amp;gt;&lt;br /&gt;
From visible light to radio waves; &amp;quot;Please Assist, One Survivor onboard. Please Assist, One Survivor onboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new life takes his first breath on an unfamiliar world. ====&lt;br /&gt;
&lt;br /&gt;
The emergency cryochamber opens, following the ministrations of a Sternmore Rescue Technician, revealing a human figure within.&amp;lt;br /&amp;gt;&lt;br /&gt;
As with any birth, this one too brings many discomforts. The man groans, hacks, coughs and spits. Falling to his knees as he vomits up the preserving fluids.&amp;lt;br /&amp;gt;&lt;br /&gt;
Questions slowly form in his head, though not very good ones... &amp;quot;What..? Where..? ... Who am I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Res-Tech disconnects their terminal from the cryopod and stands up. &amp;quot;Frankly, I don&#039;t care. Come with us, please.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Something clicks into place in the newborns mind. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Frankly? &#039;&#039;&#039;Franky&#039;&#039;&#039;... I can work with that..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Franky&amp;diff=3210</id>
		<title>Franky</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Franky&amp;diff=3210"/>
		<updated>2024-10-17T18:04:57Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Possessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Franky&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Male, Man&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 9 || 9 || +1 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 7 || 7 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 8 || 8 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics 0&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Explosives 1&lt;br /&gt;
:Flyer 0&lt;br /&gt;
:Gun Combat / Energy 1&lt;br /&gt;
:Gun Combat / Slug 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Melee / Blade 1&lt;br /&gt;
:Profession 0&lt;br /&gt;
:Recon 0&lt;br /&gt;
:Stealth 0&lt;br /&gt;
:Streetwise 1 &lt;br /&gt;
:Tactics / Naval 1&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11 || 30m || 3D+3 || 1 || Cr3000 || 100 || Cr3000 || Zero-G&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 12 || 600m || 4D || 4 || - || 80 || Cr200 || AP5&lt;br /&gt;
|-&lt;br /&gt;
| Knife || NA || melee || 1D + 2 || NA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
== A new star burns in the nighttime sky. ==&lt;br /&gt;
&lt;br /&gt;
The creature looked up, gazing in wonder at this unfamiliar sight. &amp;lt;br /&amp;gt;&lt;br /&gt;
Around it, the alien world seemed unimpressed by the sudden appearance of a bright ball of fire up in the air. &lt;br /&gt;
&lt;br /&gt;
But then again, why would it be?&lt;br /&gt;
&lt;br /&gt;
The alien creature rotated in place, unsure if the object in the sky was Predator or Prey. The object did not seem to care, it merely existed for its own sake.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whilst the fire slowly faded, the object itself grew in size. From a mere speck, farther up than even the clouds, to something resembling a small pebble.&amp;lt;br /&amp;gt;&lt;br /&gt;
All the while remaining in place, unmoving. It grew and grew, faster and faster until, in but a few moments, it became clear that this was not in fact Prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new crater smolders in the blackened soil. ====&lt;br /&gt;
&lt;br /&gt;
In its center, a metallic shape rests. The emergency landing rocket engines now spent and silent.&amp;lt;br /&amp;gt;&lt;br /&gt;
The cooling ceramic hull plates gently plinking as they radiate their heat. The only other sounds come from the nearby vegetation, crackling as they burn to ashes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something pulses from the top of this escape pod, calling for help in a broad selection of frequencies of the electromagnetic spectrum.&amp;lt;br /&amp;gt;&lt;br /&gt;
From visible light to radio waves; &amp;quot;Please Assist, One Survivor onboard. Please Assist, One Survivor onboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new life takes his first breath on an unfamiliar world. ====&lt;br /&gt;
&lt;br /&gt;
The emergency cryochamber opens, following the ministrations of a Sternmore Rescue Technician, revealing a human figure within.&amp;lt;br /&amp;gt;&lt;br /&gt;
As with any birth, this one too brings many discomforts. The man groans, hacks, coughs and spits. Falling to his knees as he vomits up the preserving fluids.&amp;lt;br /&amp;gt;&lt;br /&gt;
Questions slowly form in his head, though not very good ones... &amp;quot;What..? Where..? ... Who am I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Res-Tech disconnects their terminal from the cryopod and stands up. &amp;quot;Frankly, I don&#039;t care. Come with us, please.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Something clicks into place in the newborns mind. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Frankly? &#039;&#039;&#039;Franky&#039;&#039;&#039;... I can work with that..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Franky&amp;diff=3209</id>
		<title>Franky</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Franky&amp;diff=3209"/>
		<updated>2024-10-17T18:04:46Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Possessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Franky&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Male, Man&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 9 || 9 || +1 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 7 || 7 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 8 || 8 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics 0&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Explosives 1&lt;br /&gt;
:Flyer 0&lt;br /&gt;
:Gun Combat / Energy 1&lt;br /&gt;
:Gun Combat / Slug 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Melee / Blade 1&lt;br /&gt;
:Profession 0&lt;br /&gt;
:Recon 0&lt;br /&gt;
:Stealth 0&lt;br /&gt;
:Streetwise 1 &lt;br /&gt;
:Tactics / Naval 1&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11 || 30m || 3D+3 || 1 || Cr3000 || 100 || Cr3000 || Zero-G&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 12 || 600m || 4D || 4 || - || 80 || Cr200 || AP5 || NA&lt;br /&gt;
|-&lt;br /&gt;
| Knife || NA || melee || 1D + 2 || NA&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
== A new star burns in the nighttime sky. ==&lt;br /&gt;
&lt;br /&gt;
The creature looked up, gazing in wonder at this unfamiliar sight. &amp;lt;br /&amp;gt;&lt;br /&gt;
Around it, the alien world seemed unimpressed by the sudden appearance of a bright ball of fire up in the air. &lt;br /&gt;
&lt;br /&gt;
But then again, why would it be?&lt;br /&gt;
&lt;br /&gt;
The alien creature rotated in place, unsure if the object in the sky was Predator or Prey. The object did not seem to care, it merely existed for its own sake.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whilst the fire slowly faded, the object itself grew in size. From a mere speck, farther up than even the clouds, to something resembling a small pebble.&amp;lt;br /&amp;gt;&lt;br /&gt;
All the while remaining in place, unmoving. It grew and grew, faster and faster until, in but a few moments, it became clear that this was not in fact Prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new crater smolders in the blackened soil. ====&lt;br /&gt;
&lt;br /&gt;
In its center, a metallic shape rests. The emergency landing rocket engines now spent and silent.&amp;lt;br /&amp;gt;&lt;br /&gt;
The cooling ceramic hull plates gently plinking as they radiate their heat. The only other sounds come from the nearby vegetation, crackling as they burn to ashes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something pulses from the top of this escape pod, calling for help in a broad selection of frequencies of the electromagnetic spectrum.&amp;lt;br /&amp;gt;&lt;br /&gt;
From visible light to radio waves; &amp;quot;Please Assist, One Survivor onboard. Please Assist, One Survivor onboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new life takes his first breath on an unfamiliar world. ====&lt;br /&gt;
&lt;br /&gt;
The emergency cryochamber opens, following the ministrations of a Sternmore Rescue Technician, revealing a human figure within.&amp;lt;br /&amp;gt;&lt;br /&gt;
As with any birth, this one too brings many discomforts. The man groans, hacks, coughs and spits. Falling to his knees as he vomits up the preserving fluids.&amp;lt;br /&amp;gt;&lt;br /&gt;
Questions slowly form in his head, though not very good ones... &amp;quot;What..? Where..? ... Who am I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Res-Tech disconnects their terminal from the cryopod and stands up. &amp;quot;Frankly, I don&#039;t care. Come with us, please.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Something clicks into place in the newborns mind. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Frankly? &#039;&#039;&#039;Franky&#039;&#039;&#039;... I can work with that..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Franky&amp;diff=3208</id>
		<title>Franky</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Franky&amp;diff=3208"/>
		<updated>2024-10-17T18:03:18Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Study Period */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Franky&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Male, Man&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 9 || 9 || +1 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 7 || 7 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 8 || 8 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics 0&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Explosives 1&lt;br /&gt;
:Flyer 0&lt;br /&gt;
:Gun Combat / Energy 1&lt;br /&gt;
:Gun Combat / Slug 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Melee / Blade 1&lt;br /&gt;
:Profession 0&lt;br /&gt;
:Recon 0&lt;br /&gt;
:Stealth 0&lt;br /&gt;
:Streetwise 1 &lt;br /&gt;
:Tactics / Naval 1&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11 || 30m || 3D+3 || 1 || Cr3000 || 100 || Cr3000 || Zero-G&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 12 || 600m || 4D || 4 || - || 80 || Cr200 || AP5 ???&lt;br /&gt;
|-&lt;br /&gt;
| Knife || ??? || melee || 1D + 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
== A new star burns in the nighttime sky. ==&lt;br /&gt;
&lt;br /&gt;
The creature looked up, gazing in wonder at this unfamiliar sight. &amp;lt;br /&amp;gt;&lt;br /&gt;
Around it, the alien world seemed unimpressed by the sudden appearance of a bright ball of fire up in the air. &lt;br /&gt;
&lt;br /&gt;
But then again, why would it be?&lt;br /&gt;
&lt;br /&gt;
The alien creature rotated in place, unsure if the object in the sky was Predator or Prey. The object did not seem to care, it merely existed for its own sake.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whilst the fire slowly faded, the object itself grew in size. From a mere speck, farther up than even the clouds, to something resembling a small pebble.&amp;lt;br /&amp;gt;&lt;br /&gt;
All the while remaining in place, unmoving. It grew and grew, faster and faster until, in but a few moments, it became clear that this was not in fact Prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new crater smolders in the blackened soil. ====&lt;br /&gt;
&lt;br /&gt;
In its center, a metallic shape rests. The emergency landing rocket engines now spent and silent.&amp;lt;br /&amp;gt;&lt;br /&gt;
The cooling ceramic hull plates gently plinking as they radiate their heat. The only other sounds come from the nearby vegetation, crackling as they burn to ashes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something pulses from the top of this escape pod, calling for help in a broad selection of frequencies of the electromagnetic spectrum.&amp;lt;br /&amp;gt;&lt;br /&gt;
From visible light to radio waves; &amp;quot;Please Assist, One Survivor onboard. Please Assist, One Survivor onboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new life takes his first breath on an unfamiliar world. ====&lt;br /&gt;
&lt;br /&gt;
The emergency cryochamber opens, following the ministrations of a Sternmore Rescue Technician, revealing a human figure within.&amp;lt;br /&amp;gt;&lt;br /&gt;
As with any birth, this one too brings many discomforts. The man groans, hacks, coughs and spits. Falling to his knees as he vomits up the preserving fluids.&amp;lt;br /&amp;gt;&lt;br /&gt;
Questions slowly form in his head, though not very good ones... &amp;quot;What..? Where..? ... Who am I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Res-Tech disconnects their terminal from the cryopod and stands up. &amp;quot;Frankly, I don&#039;t care. Come with us, please.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Something clicks into place in the newborns mind. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Frankly? &#039;&#039;&#039;Franky&#039;&#039;&#039;... I can work with that..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Franky&amp;diff=3207</id>
		<title>Franky</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Franky&amp;diff=3207"/>
		<updated>2024-10-17T18:03:05Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Current Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Franky&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Age&#039;&#039;&#039; || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Home world&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rads&#039;&#039;&#039; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species&#039;&#039;&#039; || Human&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sex, Gender, Orientation&#039;&#039;&#039; || Male, Man&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Characteristic&#039;&#039;&#039; || &#039;&#039;&#039;Healthy&#039;&#039;&#039; || &#039;&#039;&#039;Current&#039;&#039;&#039; || &#039;&#039;&#039;DM&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
| Strength || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity || 9 || 9 || +1 ||&lt;br /&gt;
|- &lt;br /&gt;
| Endurance || 6 || 6 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Intellect || 7 || 7 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| Education || 10 || 10 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Social || 8 || 8 || +1 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics 0&lt;br /&gt;
:Drive 0&lt;br /&gt;
:Electronics 0&lt;br /&gt;
:Engineer 0&lt;br /&gt;
:Explosives 1&lt;br /&gt;
:Flyer 0&lt;br /&gt;
:Gun Combat / Energy 1&lt;br /&gt;
:Gun Combat / Slug 1&lt;br /&gt;
:Investigate 1&lt;br /&gt;
:Melee / Blade 1&lt;br /&gt;
:Profession 0&lt;br /&gt;
:Recon 0&lt;br /&gt;
:Stealth 0&lt;br /&gt;
:Streetwise 1 &lt;br /&gt;
:Tactics / Naval 1&lt;br /&gt;
:Vacc Suit 1&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 11 || 30m || 3D+3 || 1 || Cr3000 || 100 || Cr3000 || Zero-G&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 12 || 600m || 4D || 4 || - || 80 || Cr200 || AP5 ???&lt;br /&gt;
|-&lt;br /&gt;
| Knife || ??? || melee || 1D + 2 || ???&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Augments&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Location&#039;&#039;&#039; || &#039;&#039;&#039;Improvement&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Equipment&lt;br /&gt;
&lt;br /&gt;
;Assets&lt;br /&gt;
&lt;br /&gt;
===Allies, Contacts, Enemies, and Rivals===&lt;br /&gt;
&lt;br /&gt;
===Study Period===&lt;br /&gt;
+10&lt;br /&gt;
&lt;br /&gt;
===Other Notes===&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
== A new star burns in the nighttime sky. ==&lt;br /&gt;
&lt;br /&gt;
The creature looked up, gazing in wonder at this unfamiliar sight. &amp;lt;br /&amp;gt;&lt;br /&gt;
Around it, the alien world seemed unimpressed by the sudden appearance of a bright ball of fire up in the air. &lt;br /&gt;
&lt;br /&gt;
But then again, why would it be?&lt;br /&gt;
&lt;br /&gt;
The alien creature rotated in place, unsure if the object in the sky was Predator or Prey. The object did not seem to care, it merely existed for its own sake.&amp;lt;br /&amp;gt;&lt;br /&gt;
Whilst the fire slowly faded, the object itself grew in size. From a mere speck, farther up than even the clouds, to something resembling a small pebble.&amp;lt;br /&amp;gt;&lt;br /&gt;
All the while remaining in place, unmoving. It grew and grew, faster and faster until, in but a few moments, it became clear that this was not in fact Prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new crater smolders in the blackened soil. ====&lt;br /&gt;
&lt;br /&gt;
In its center, a metallic shape rests. The emergency landing rocket engines now spent and silent.&amp;lt;br /&amp;gt;&lt;br /&gt;
The cooling ceramic hull plates gently plinking as they radiate their heat. The only other sounds come from the nearby vegetation, crackling as they burn to ashes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Something pulses from the top of this escape pod, calling for help in a broad selection of frequencies of the electromagnetic spectrum.&amp;lt;br /&amp;gt;&lt;br /&gt;
From visible light to radio waves; &amp;quot;Please Assist, One Survivor onboard. Please Assist, One Survivor onboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Time Passes&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== A new life takes his first breath on an unfamiliar world. ====&lt;br /&gt;
&lt;br /&gt;
The emergency cryochamber opens, following the ministrations of a Sternmore Rescue Technician, revealing a human figure within.&amp;lt;br /&amp;gt;&lt;br /&gt;
As with any birth, this one too brings many discomforts. The man groans, hacks, coughs and spits. Falling to his knees as he vomits up the preserving fluids.&amp;lt;br /&amp;gt;&lt;br /&gt;
Questions slowly form in his head, though not very good ones... &amp;quot;What..? Where..? ... Who am I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Res-Tech disconnects their terminal from the cryopod and stands up. &amp;quot;Frankly, I don&#039;t care. Come with us, please.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Something clicks into place in the newborns mind. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Frankly? &#039;&#039;&#039;Franky&#039;&#039;&#039;... I can work with that..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----------&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|All PCs]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3200</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3200"/>
		<updated>2024-09-09T12:32:52Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: /* Skills Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation. The referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in Traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points can be spent as follows&#039;&#039;&#039;&lt;br /&gt;
* Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
* Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
* Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a character advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=2_August_2024&amp;diff=3199</id>
		<title>2 August 2024</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=2_August_2024&amp;diff=3199"/>
		<updated>2024-08-24T11:28:57Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We get to pick more three ship shares worth repairs:&lt;br /&gt;
- 1 share on microfractures&lt;br /&gt;
- 2 share on the manoeuvre drive&lt;br /&gt;
&lt;br /&gt;
It will all take a week to complete.&lt;br /&gt;
&lt;br /&gt;
We still need to name the `nibbon&#039;.&lt;br /&gt;
&lt;br /&gt;
The next morning we are greeted by Princess Rao and Laris Spittral. There was a catastrophic chemical leak on the lower levels of the space station several decades ago, and now there are tremors being felt in the lower levels of the stations. It may be a grav engine. The nature of the leak is unknown. We may not get paid but we take the job. &lt;br /&gt;
&lt;br /&gt;
We meet Duke Willoughby, he tells us that the gas causes skin blistering. &lt;br /&gt;
&lt;br /&gt;
Franky, Shanti &amp;amp; Diogo each grab a combat armor. &lt;br /&gt;
Franky grabs a cutlass and an advanced combat rifle&lt;br /&gt;
Shanti grabs a cutlass. &lt;br /&gt;
Brick gets an combat armor + an advanced combat rifle + a cutlass.&lt;br /&gt;
Stigo gets an advanced combat armor.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
We take the elevator to the lower town - people look poor, sad, sus. There seems to be a kind of trafficking and / or a street hierarchy. Duke Willoughby seems unaffected. We discover that the airlock definitely has been opened recently. There are toxins in the air. &lt;br /&gt;
&lt;br /&gt;
We take some samples, but fail to analyze them. &lt;br /&gt;
&lt;br /&gt;
The power is out to the cargo lift, we find the emergency stairs. In the first two levels Diogo&#039;s drone fails to find monsters, but it does get caught in some trash. We make it all the way down four levels and then stand in front of a door. &lt;br /&gt;
&lt;br /&gt;
We enter into the former main habitation areas - it looks spacious. After a walk, we arrive at the central park. Diogo sends the drone ahead. WE sneak around the park and then a voice &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Human flesh, we had a deal. Human flesh for juice, no flesh we take.&amp;quot; This is a psionic effect.&lt;br /&gt;
&lt;br /&gt;
We make it to the doors to the grav engine, but they have been forced and won&#039;t open. Someone appeared to have cut a hole in the side wall, so we crawl in, Franky first. &lt;br /&gt;
&lt;br /&gt;
Once we are all in, we go to the control room - Diogo hacks into a computer and we find a map of the larger underground space. &lt;br /&gt;
&lt;br /&gt;
We move on towards the plant - Franky sets off a trip wire and in the room beyond we find a dead, human (middle-aged man) in a hide-out and rotten food. The corpse has a stab wound, and did not appear to have died here. We are not sure if the gas has damaged the corpse.&lt;br /&gt;
&lt;br /&gt;
We move along. Once Buck gets to work and we fortify our position. It takes four hours. &lt;br /&gt;
&lt;br /&gt;
We move out. At the exit, the drone is covered in liquid. We roll for initiative.&lt;br /&gt;
&lt;br /&gt;
I have been bitten (for 13 pts of damage) by a small flesh heap with a circular maw full of teeth. We shoot that creature and it and its companion run away. &lt;br /&gt;
&lt;br /&gt;
Once they are gone, we make a move back to the stairs. We activate the elevator, calling it down, and then climb the stairs.&lt;br /&gt;
&lt;br /&gt;
Once we are a flight up, the lights come on and the door opens. Someone hails us, calls us Reginald. Once he figures our who we are, and that his boss &amp;quot;Treek&amp;quot; did not authorize our excursion but the king did, they skedaddle. &lt;br /&gt;
&lt;br /&gt;
We make through the lower town, which is now strangely deserted. Once we make it to uptown, we end for the night.&lt;br /&gt;
&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || Previous: [[5 July 2024]] || Pomp and Circumstance || [[Murdok_Madness_Play_Sessions|All Playsessions]] || Next: [[?? | ??]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3198</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3198"/>
		<updated>2024-08-23T14:08:37Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation. The referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in Traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points can be spent as follows&#039;&#039;&#039;&lt;br /&gt;
* Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
* Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
* Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a charcter advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
  &lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3197</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3197"/>
		<updated>2024-08-23T14:05:38Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation the referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Points can be spent as follows&#039;&#039;&#039;&lt;br /&gt;
* Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
* Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
* Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a charcter advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
  &lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3196</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3196"/>
		<updated>2024-08-23T14:05:02Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Added Skills Progression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation the referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Skills Progression ==&lt;br /&gt;
&lt;br /&gt;
Skill progression changes from time based to adventure based. We do not roll for skills progression after a set amount of time. Instead the referee hands out points at logical ends to adventures. A typical 2-4 session adventure will generate 1 point.&lt;br /&gt;
&lt;br /&gt;
Points can be spent as follows:&lt;br /&gt;
-Skill from nothing to 0, or 0 to 1. (1 point)&lt;br /&gt;
-Skill from 1 to 2, or 2 to 3. (2 points)&lt;br /&gt;
-Multiply this by 3 for the Jack-of-all-Trades skill&lt;br /&gt;
&lt;br /&gt;
The skill a charcter advances in should be something they used during the adventure. It&#039;s important to be flexible, but we also do not want a character that never drove anything in an adventure to somehow increase their Drive score. The player must present a logical explanation for how their character advanced in their chosen skill. It requires a realistic story. Players should track unused points, but players don’t have to declare in advance what they plan on spending the points on.&lt;br /&gt;
  &lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3195</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3195"/>
		<updated>2024-08-23T14:00:17Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Add Money&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation the referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
The 2022 Core Rule Book talks about training on page 55. We modify these rules a tiny bit. The first time a character attempts training in a skill they follow the standard rules. However, if they fail in this first attempt their next attempt requires half the number of study weeks. Every time they fail the number of study weeks required before the next check it halved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dudeface wants to improve his Streetwise skill from nothing to zero. They study for 8 weeks, make Average (8+) EDU check, and fail. They can make their next check for Streetwise after 4 weeks of study. If they fail the check a second time their next study period for Streetwise is reduced to 2 weeks. If Dudeface fails again their study period is reduced to 1 week. 1 week is the minimum it can be reduced to. A character must always study for at least 1 week before making the check.&lt;br /&gt;
&lt;br /&gt;
At anytime during this process if Dudeface wants to begin studying a different skill they have to start from the beginning of the process.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Money ===&lt;br /&gt;
We do not like thinking about money and tracking it. Money will henceforth have two states. If the party wants to do something that requires money they will either have enough or not enough. For small stuff(hotels, food, ammo) they will always have enough. For larger ticket items they may not have enough. At the referee&#039;s discretion a Broker|Streetwise/SOC check may be required to determine if the Travellers have enough money. Travelling between star systems generates some basic profit, so as the Travellers move around in-game they will gradually generate a small profit.&lt;br /&gt;
&lt;br /&gt;
If the Travellers wish to do something that requires money they may need to complete a side quest, or wait until a main adventure finishes and they receive their reward.&lt;br /&gt;
  &lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;&lt;br /&gt;
 * Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 * Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 * If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3194</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3194"/>
		<updated>2024-08-23T13:53:47Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: Added Travelling Between Systems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
In July of 2024 we had a big discussion around what was fun and what was boring. We decided as a group that we wanted less tracking of minutia and more narrative. We introduced three major changes as a result of this discussion tracked below in Money, Travelling Between Systems, and Skills Progression.&lt;br /&gt;
  &lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation the referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy, School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
The 2022 Core Rule Book talks about training on page 55. We modify these rules a tiny bit. The first time a character attempts training in a skill they follow the standard rules. However, if they fail in this first attempt their next attempt requires half the number of study weeks. Every time they fail the number of study weeks required before the next check it halved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dudeface wants to improve his Streetwise skill from nothing to zero. They study for 8 weeks, make Average (8+) EDU check, and fail. They can make their next check for Streetwise after 4 weeks of study. If they fail the check a second time their next study period for Streetwise is reduced to 2 weeks. If Dudeface fails again their study period is reduced to 1 week. 1 week is the minimum it can be reduced to. A character must always study for at least 1 week before making the check.&lt;br /&gt;
&lt;br /&gt;
At anytime during this process if Dudeface wants to begin studying a different skill they have to start from the beginning of the process.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Travelling Between Systems ===&lt;br /&gt;
Travelling between star systems requires a single Average difficulty task chain. If no passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft, if passengers are onboard, Astrogation -&amp;gt; Pilot/Spacecraft -&amp;gt; Steward.&lt;br /&gt;
&lt;br /&gt;
Nothing happens if the players succeed, but if they fail the referee will roll on a table for something bad to happen :) Failing should be rare. The random bad thing could be a ship problem, passenger problem, crew problem, cargo problem, etc. And, who knows, it might completely derail the session into dealing with this new problem.&lt;br /&gt;
&lt;br /&gt;
We will no longer roll for mail, cargo, or trade. We will assume the ship makes enough money travelling between systems to support itself and also a little profit. We will also assume ship passenger berths are full, cargo is legal, refueling happens, and general maintenance happens.&lt;br /&gt;
&lt;br /&gt;
_Exceptions_&lt;br /&gt;
 - Looted cargo may be an exception to this at the referee&#039;s discretion.&lt;br /&gt;
 - Ship damage and upgrades may be an exception to this.&lt;br /&gt;
 - If the Travellers are carrying any illegal cargo it will be handled separately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3193</id>
		<title>Murdok Madness House Rules</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Murdok_Madness_House_Rules&amp;diff=3193"/>
		<updated>2024-08-23T13:40:23Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: fixed CRs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the most part we follow the rules of Mongoose Traveller 2nd Edition. However, there are a few house rules we&#039;ve started using and this page documents them.&lt;br /&gt;
&lt;br /&gt;
== Philosophy ==&lt;br /&gt;
&lt;br /&gt;
=== Alignment, Morality &amp;amp; Death ===&lt;br /&gt;
Characters have no alignment in Traveller. There is no set definition of good and evil, nor is there guidance on your disposition towards societal institutions. You want to genocide a local population? Fine. However, the world will remember your actions, and there may be consequences down the line for your actions. You want to shoot your companion in the back of the head. Ok, but I doubt you’ll live long after that. Maybe if you help a poor farmer with his tractor he’ll help you later, or maybe his neighbor will hate you for it and try and harm you. There’s not a giant list of good and evil deeds that I’m going to keep track of. The referee is not Santa Claus keeping a naughty list, nor does karma always come to fruitition. But in general it is better to make friends instead of enemies. Especially if you wish to live a long life of adventuring.&lt;br /&gt;
&lt;br /&gt;
In short, players can make any choices you want in this galaxy, but it will react in ways that will be consistent, realistic, and proportional to the players’ actions.&lt;br /&gt;
&lt;br /&gt;
The galaxy is a dangerous place and the vacuum of space will kill you instantly. Players are not superheros and the referee has no problems with killing your character if that’s what happens. There is no magic in Traveller. When you’re dead you’re dead, and recovering from injuries can take weeks in a hospital.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
We will usually keep as true to the lore and setting as possible. It&#039;s easier to remember things that way. Sometimes it makes sense to deviate and these deviations will be noted on this wiki.&lt;br /&gt;
&lt;br /&gt;
== Natural 2 and 12 ==&lt;br /&gt;
&lt;br /&gt;
There should always be a chance for failure and a chance for success. At any time when rolling 2D6 a player will fail their roll if they roll a natural 2 and will succeed at their roll if they roll a natural 12. This goes for both skills checks and combat. However, general reason still applies and if the referee determines it is completely unreasonable to have a player succeed or fail in a given situation the referee always gets the final say.&lt;br /&gt;
&lt;br /&gt;
== Inspiration ==&lt;br /&gt;
The referee can reward players with an Inspiration Token for inspired role playing from the character. A player can never have more than one Inspiration Token at any time. A player can trade their Inspiration Token to reroll one of their dice rolls. The player must then take the new roll.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
Character creation in traveller is a group story telling exercise. It is not like DnD where a player designs a character by making a bunch of decisions up front. Character creation in Traveller weaves the character’s back story into the character and allows an opportunity to engage in group story telling before the adventure even begins. During character creation you need to flow with your dice rolls and choices. The choices you make and the dice rolls you succeed or fail at will cause you to take alternate paths. Just like actual life, you don’t have complete control over how things turn out and you often have to make the best of the bad situations you find yourself in.&lt;br /&gt;
&lt;br /&gt;
For our purposes we only allow human or vargr non-psionic characters. WRT psionics, we don’t need no stinkin space magic! Psionics feel unbalanced and they drastically change the galaxy away from being based in physics and physical laws to a fantasy adventure set in space.&lt;br /&gt;
&lt;br /&gt;
Character creation is broken up into four year terms. You start when you are 18 and continue going through terms until you feel you are&lt;br /&gt;
done and want to adventure. Once you are 34 you will begin to age, and with each successive term aging has a greater chance of negatively affecting your characteristics.&lt;br /&gt;
&lt;br /&gt;
=== Characteristics ===&lt;br /&gt;
The first step in character creation is to determine the six major characteristics of your character.&lt;br /&gt;
&lt;br /&gt;
1 Strength&lt;br /&gt;
&lt;br /&gt;
2 Dexterity&lt;br /&gt;
&lt;br /&gt;
3 Endurance&lt;br /&gt;
&lt;br /&gt;
4 Intellect&lt;br /&gt;
&lt;br /&gt;
5 Education&lt;br /&gt;
&lt;br /&gt;
6 Social&lt;br /&gt;
&lt;br /&gt;
Each player will roll 2D6 until they have two different numbers between 1-6. These two numbers correspond to the two characteristics that a player gets an additional boon die for. For these two characteristics the player rolls 3D6 and adds the two highest dice for the characteristic. For all other characteristics the player rolls 2D6 and uses that total. A boon die in Traveller is similar to advantage in ADnD, and a bane die is similar to disadvantage in ADnD.&lt;br /&gt;
&lt;br /&gt;
Characteristics are rolled and assigned in order. Players do not get to choose which number is for which characteristic.&lt;br /&gt;
&lt;br /&gt;
After all characteristics are rolled the player has an opportunity to do the entire process over again. You can repeat this process once. So it’s a risk that the second time is even worse. If a player chooses to reroll their characteristics they must take the new ones.&lt;br /&gt;
&lt;br /&gt;
These are your starting characteristics, and they may change during character creation. Characteristics may never go lower than zero or&lt;br /&gt;
higher than 15.&lt;br /&gt;
&lt;br /&gt;
=== Background Skills and pre-career Education ===&lt;br /&gt;
After your characteristics are determined you’ll choose background skills.&lt;br /&gt;
&lt;br /&gt;
You are now an 18 year old idiot. Bright eyed, bushy tailed, and naive to the world.&lt;br /&gt;
&lt;br /&gt;
Now you choose your pre-career education. It is possible to ignore pre-career education and go right into a career, you can also try and enter an education and fail. It is in your character’s best interest to attempt an education term.&lt;br /&gt;
&lt;br /&gt;
In addition to University and Military Academy from the Core Rule book, you may also choose Colonial Upbringing, Merchant Academy,&lt;br /&gt;
School of Hard Knocks, or Spacer Community from the Traveller’s Companion. I am not allowing Psionic Community.&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
Payers can choose from all of the available careers in the Core Rule book. In addition the Believer career is available either as a chosen career or as a fallback career. We are not allowing the Truther career from the Traveller’s Companion.&lt;br /&gt;
&lt;br /&gt;
Don’t feel bad if you fail to survive a career check or fail to enter your chosen career. Sometimes those can be the most interesting&lt;br /&gt;
characters. It really is what you make of it.&lt;br /&gt;
&lt;br /&gt;
=== Connections ===&lt;br /&gt;
Throughout character creation players may gain allies, contacts, rivals and enemies. For each of these we will use the optional Affinity/Enmity rules and Special Characteristic rules described in the Traveller’s Companion chapter 3. We don’t use the Power/Influence rules because the referee thinks they restrict story telling too much. If a player rolls on the Special Characteristic table and the effect is related to Power/Influence they will reroll.&lt;br /&gt;
&lt;br /&gt;
The player should have a story for each ally, contact, rival and enemy they gain during character creation. It doesn’t have to&lt;br /&gt;
happen during the session, but it definitely can.&lt;br /&gt;
&lt;br /&gt;
If two players agree, then any event rolled for one Traveller can involve another if you can tell a good story about it. Also, if a&lt;br /&gt;
character gains an ally, contact or low enmity rival they can choose them to be another player character. For this both characters gain one extra skill that fits with the story. See The Connections Rule on page 19 of the Core Rule Book for details and limitations.&lt;br /&gt;
&lt;br /&gt;
=== Mustering Out &amp;amp; Benefits ===&lt;br /&gt;
For benefits players can take things from the either the Core Rulebook or the Supply Catalogue. These are described in more detail on page 46 of the Core Rulebook. Players can substitute stuff from the Supply Catalogue if it fits and we can work this out individually.&lt;br /&gt;
&lt;br /&gt;
The referee may assign a skills package for the party at the beginning of the adventure.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
The 2022 Core Rule Book talks about training on page 55. We modify these rules a tiny bit. The first time a character attempts training in a skill they follow the standard rules. However, if they fail in this first attempt their next attempt requires half the number of study weeks. Every time they fail the number of study weeks required before the next check it halved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dudeface wants to improve his Streetwise skill from nothing to zero. They study for 8 weeks, make Average (8+) EDU check, and fail. They can make their next check for Streetwise after 4 weeks of study. If they fail the check a second time their next study period for Streetwise is reduced to 2 weeks. If Dudeface fails again their study period is reduced to 1 week. 1 week is the minimum it can be reduced to. A character must always study for at least 1 week before making the check.&lt;br /&gt;
&lt;br /&gt;
At anytime during this process if Dudeface wants to begin studying a different skill they have to start from the beginning of the process.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
&lt;br /&gt;
=== Post Traumatic Stress Disorder (PTSD) ===&lt;br /&gt;
Players and NPCs can become afflicted with PTSD through traumatic acts occurring to them. Players afflicted with PTSD must succeed on an Simple (2+) END check at the beginning of every combat round or they remain frozen in place for that combat round and must pass their turn.&lt;br /&gt;
&lt;br /&gt;
At this time there is no known means to cure PTSD.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
House rules rework how the Tactics skill is used in both ground and naval combat.&lt;br /&gt;
&lt;br /&gt;
Page 73 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So long as they are not surprised, one Traveller (or character under the referee’s control) may make a Tactics check at the start of a combat. The Effect of this check is then applied to the Initiative of everyone on the same side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Page 165 of the Core Rule Book contains this text&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In addition, the commander of each spacecraft (or the commander of a fleet, if more than one ship is present) may make a Tactics (naval) check at the start of a battle. The Effect of this check is added to the Initiative of the spacecraft (or fleet).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In practice this single roll can have an incredibly powerful impact on the battle. In order to lessen this effect our house rule is to take the highest tactics skill in the party and add/subtract that from each combatant&#039;s initiative roll. This stacks with other modifiers to the initiative roll (e.g., ambush, pilot, thrust). If no combatant on one side of the combat has a Tactics skill the Jack-of-all-Trades modifier is applied like a normal skill check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party encounters a group of baddies on the ground and initiative is rolled. Neither party is ambushed. The highest Tactics Military skill in the party is 2 and the highest Tactics Military skill in the baddies is 1. In this case each party member would receive a DM+1 to their initiative roll. The baddies&#039; rolls would not be modified.&lt;br /&gt;
&lt;br /&gt;
=== Ground Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Space Combat ===&lt;br /&gt;
We ignore the Radiation trait of space based weapons.&lt;br /&gt;
&lt;br /&gt;
== NPC Interactions ==&lt;br /&gt;
&lt;br /&gt;
== Getting Around ==&lt;br /&gt;
The Core Rule book has no rules for finding transport between systems without a ship. As a house rule we roll a number of D3&#039;s based on the average starport quality rounded down. The result is the number of days Travellers must wait at the starport before available transport shows up to transport them to the next starport. A score of zero means no wait.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| Class A || 1D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class B || 2D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class C || 3D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class D || 4D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class E || 5D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class F || 6D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
| Class X || 7D3 - 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, our Travellers want to go from Acrid(2722) to Inurin(2724) in the Trojan Reach sector. Acrid has a starport quality of A and Inurin has a starport quality of E. Their average is C so the Travellers will wait 3D3 - 1 days until transport is available.&lt;br /&gt;
&lt;br /&gt;
=== Starport Housing ===&lt;br /&gt;
The standard starport night stay is a bunk in a shared room for 5Cr a night or a single room for 20Cr a night.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=The_Cosmic_Dancer&amp;diff=3192</id>
		<title>The Cosmic Dancer</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=The_Cosmic_Dancer&amp;diff=3192"/>
		<updated>2024-08-03T11:28:31Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cosmic Dancer came into the possession of [[The Prancing Privateers]] as payment for a service done for the [[King of Drinax]] (pardon, the emperor of the Sindalian Empire). &lt;br /&gt;
&lt;br /&gt;
She is over 200 years old, has a 200 ton capacity and was created at TL15, meaning that she is both extremely antique and extremely advanced. This beautiful grand dame was re-christened and re-outfitted.&lt;br /&gt;
Upon taking command, the Prancing Privateers immediately placed her in dry-dock at Drinax and invested in repairs. Before the first round of repairs could be completed, they were called upon to bring some pirates to justice. Thus, at the start of their first mission only the Powerplant and Holographic Hull had been repaired. &lt;br /&gt;
&lt;br /&gt;
Compared to the ship stats in the handout, these are the modifications once repairs are complete:&lt;br /&gt;
&lt;br /&gt;
* Powerplant: 190 &amp;gt; 260&lt;br /&gt;
* Holographic Hull: functional&lt;br /&gt;
* Ventral Turret: functional&lt;br /&gt;
* Maintenance cost: 8000 cr/m&lt;br /&gt;
&lt;br /&gt;
Additional repairs and refitting were conducted after [[The Prancing Privateers]] raised additional funds from the sale of the [[Janal Torsk]].&lt;br /&gt;
&lt;br /&gt;
* 10MCr repairing the manoeuvre drive&lt;br /&gt;
* 5MCr repairing microfractures&lt;br /&gt;
&lt;br /&gt;
The breakdown of her standard operating costs can be found on her sheet in the [https://docs.google.com/spreadsheets/d/1_FLefwjB172lbjEwwMGhfB4EkabNZb_a8X340uCp5No/edit#gid=449682838 expenses overview].&lt;br /&gt;
&lt;br /&gt;
Crew duties and the watch rotation schedule are covered in [[The Cosmic Dancer Shiply Duties]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|PCs &amp;amp; their Ships]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=The_Cosmic_Dancer&amp;diff=3191</id>
		<title>The Cosmic Dancer</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=The_Cosmic_Dancer&amp;diff=3191"/>
		<updated>2024-08-03T11:27:49Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Cosmic Dancer came into the possession of [[The Prancing Privateers]] as payment for a service done to the [[King of Drinax]] (pardon, the emperor of the Sindalian Empire). &lt;br /&gt;
&lt;br /&gt;
She is over 200 years old, has a 200 ton capacity and was created at TL15, meaning that she is both extremely antique and extremely advanced. This beautiful grand dame was re-christened and re-outfitted.&lt;br /&gt;
Upon taking command, the Prancing Privateers immediately placed her in dry-dock at Drinax and invested in repairs. Before the first round of repairs could be completed, they were called upon to bring some pirates to justice. Thus, at the start of their first mission only the Powerplant and Holographic Hull had been repaired. &lt;br /&gt;
&lt;br /&gt;
Compared to the ship stats in the handout, these are the modifications once repairs are complete:&lt;br /&gt;
&lt;br /&gt;
* Powerplant: 190 &amp;gt; 260&lt;br /&gt;
* Holographic Hull: functional&lt;br /&gt;
* Ventral Turret: functional&lt;br /&gt;
* Maintenance cost: 8000 cr/m&lt;br /&gt;
&lt;br /&gt;
Additional repairs and refitting were conducted after [[The Prancing Privateers]] raised additional funds from the sale of the [[Janal Torsk]].&lt;br /&gt;
&lt;br /&gt;
* 10MCr repairing the manoeuvre drive&lt;br /&gt;
* 5MCr repairing microfractures&lt;br /&gt;
&lt;br /&gt;
The breakdown of her standard operating costs can be found on her sheet in the [https://docs.google.com/spreadsheets/d/1_FLefwjB172lbjEwwMGhfB4EkabNZb_a8X340uCp5No/edit#gid=449682838 expenses overview].&lt;br /&gt;
&lt;br /&gt;
Crew duties and the watch rotation schedule are covered in [[The Cosmic Dancer Shiply Duties]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|PCs &amp;amp; their Ships]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
	<entry>
		<id>http://falcon.depht.com/index.php?title=Janal_Torsk&amp;diff=3183</id>
		<title>Janal Torsk</title>
		<link rel="alternate" type="text/html" href="http://falcon.depht.com/index.php?title=Janal_Torsk&amp;diff=3183"/>
		<updated>2024-08-02T17:09:23Z</updated>

		<summary type="html">&lt;p&gt;BreeLightfoot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Janal Torsk is a Far Trader (see page 196 of Core Rule Book) which has been modded to add a ventral and dorsal turret. Each turret has Twin Pulse Lasers.&lt;br /&gt;
&lt;br /&gt;
[[The Prancing Privateers]] captured the Janal Torsk after a battle in the Palindrome system.&lt;br /&gt;
&lt;br /&gt;
At the time of capture, the Janal Torsk had suffered the following damage&lt;br /&gt;
&lt;br /&gt;
* 2 hull points remaining from 80&lt;br /&gt;
* M-Drive 1 critical damage&lt;br /&gt;
* Armour 2 critical damage&lt;br /&gt;
* Power 2 critical damage&lt;br /&gt;
* Fuel 1 critical damage&lt;br /&gt;
&lt;br /&gt;
In addition to the ship, [[The Prancing Privateers]] captured all the crew, their gear, and the ship&#039;s cargo. The captain [[Ferrik Redthane]] was taken into custody and put into a cryo pod. The 9 crew members were taken into custody and released into the Palindrome spaceport. &lt;br /&gt;
&lt;br /&gt;
;Weapons&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Quantity&#039;&#039;&#039; || &#039;&#039;&#039;Weapon&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Range&#039;&#039;&#039; || &#039;&#039;&#039;Damage&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Magazine&#039;&#039;&#039; || &#039;&#039;&#039;Power Pack Cost&#039;&#039;&#039; || &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Adv Combat Rifle || 10 || 450m || 3D || 3 || Cr1000 || 40 || Cr15 || Auto 3, Scope&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Cutlass || 2 || melee || 3D || 2 || Cr200 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Body Pistol || 8 || 5m || 2D || 0 || Cr500 || 6 || Cr10 || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gauss Pistol || 13 || 20m || 3D || 1 || Cr500 || 40 || Cr20 || AP 3, Auto 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Armour&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Quantity&#039;&#039;&#039; || &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;TL&#039;&#039;&#039; || &#039;&#039;&#039;Rad&#039;&#039;&#039; || &#039;&#039;&#039;Protection&#039;&#039;&#039; || &#039;&#039;&#039;KG&#039;&#039;&#039; || &#039;&#039;&#039;Cost&#039;&#039;&#039; || &#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Combat Armour || 10 || 85 || 13 || 20 || Cr96000 ||&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Vacc Suit || 8 || 15 || 4 || 28 || Cr12000 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Cargo&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Tons&#039;&#039;&#039; || &#039;&#039;&#039;Type&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Pharmaceuticals || likely stolen&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Common Manufactured Goods || likely stolen&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After the battle, the [[Prancing Privateers]] stripped the Janal Torsk of its cargo and personal combat gear. They then sold it at the Palindrome Highport for 14,000,000Cr.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Campaign_Murdok_Madness|Campaign Main Page]] || [[Murdok_Madness_Player_Characters|PCs &amp;amp; their Ships]]&lt;/div&gt;</summary>
		<author><name>BreeLightfoot</name></author>
	</entry>
</feed>