<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Home on Night Tripper</title><link>https://www.night-tripper.fun/</link><description>Recent content in Home on Night Tripper</description><generator>Hugo</generator><language>en</language><copyright>Wolf Leisure Simulations</copyright><atom:link href="https://www.night-tripper.fun/index.xml" rel="self" type="application/rss+xml"/><item><title>Foreword</title><link>https://www.night-tripper.fun/chapters/foreword/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/foreword/</guid><description>&lt;h1 id="foreword"&gt;Foreword&lt;a class="anchor" href="#foreword"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Night Tripper is a box of toys. Play with them as written only as long as they serve your goals and your fun. Hack, expand, and repurpose them without hesitation.&lt;/p&gt;
&lt;p&gt;Night Tripper is not original. If you are familiar with the earliest 2d6 interstellar role-playing games, you&amp;rsquo;ll recognize a lineage. Night Tripper aspires to that spirit of improvisation, open-endedness, and malleability.&lt;/p&gt;
&lt;p&gt;Roleplaying is best done with people you know, like, and trust. Talk with your group about safety and off-limits content. Both credit and responsibility for what happens at your table belong to you.&lt;/p&gt;</description></item><item><title>Game Modes</title><link>https://www.night-tripper.fun/chapters/rules-for-play/00-game-modes/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/00-game-modes/</guid><description>&lt;h1 id="game-modes"&gt;Game Modes&lt;a class="anchor" href="#game-modes"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;h2 id="campaign"&gt;Campaign&lt;a class="anchor" href="#campaign"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Several players create characters and pursue their own goals in a star cluster sketched out by a referee. Ideally, the referee follows the players&amp;rsquo; lead and responds to them, not the other way around.&lt;/p&gt;
&lt;p&gt;The characters might start without a ship of their own, scraping by to make their way from world to world. If they do start with access to a ship, they&amp;rsquo;ll be looking for patrons and trade routes to cover their monthly payments.&lt;/p&gt;</description></item><item><title>The Long Fall</title><link>https://www.night-tripper.fun/chapters/the-long-fall/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/the-long-fall/</guid><description>&lt;h1 id="the-long-fall"&gt;The Long Fall&lt;a class="anchor" href="#the-long-fall"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Ancient beyond memory, the Commonwealth’s kiloparsec reach exceeds its grasp.&lt;/p&gt;
&lt;p&gt;In the time of its long decline, stars at its edges slip towards isolation. Once-connected worlds struggle between themselves to survive the decay of a sclerotic empire.&lt;/p&gt;
&lt;p&gt;Isolation and strife beget danger and opportunity.&lt;/p&gt;
&lt;p&gt;“Most people’s experience of the fall of Rome was that one day a nearby bridge collapsed and no one came around to fix it.”&lt;/p&gt;</description></item><item><title>Core</title><link>https://www.night-tripper.fun/chapters/rules-for-play/01-core/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/01-core/</guid><description>&lt;h1 id="core"&gt;Core&lt;a class="anchor" href="#core"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;h2 id="fundamentals"&gt;Fundamentals&lt;a class="anchor" href="#fundamentals"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;A collection of rules and procedures for creating and playing interstellar adventure campaigns.&lt;/p&gt;
&lt;p&gt;For one referee and any number of players. Two to four players at one time is best.&lt;/p&gt;
&lt;p&gt;The referee creates several worlds stocked with opportunities to pursue, dangers to surmount, and organizations pursuing their own ends. During play, the referee describes environments and the actions of non-player characters and creatures. The players describe their characters&amp;rsquo; actions, and the referee adjudicates outcomes. If a disagreement comes up and the rest of the table thinks the referee is full of it, the referee is wrong.&lt;/p&gt;</description></item><item><title>Interstellar Cartography</title><link>https://www.night-tripper.fun/chapters/referee-tools/01-interstellar-cartography/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/referee-tools/01-interstellar-cartography/</guid><description>&lt;h1 id="interstellar-cartography"&gt;Interstellar Cartography&lt;a class="anchor" href="#interstellar-cartography"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;The Commonwealth divides the known worlds into administrative clusters five parsecs in diameter. Each world in a cluster is ranked on four characteristics: Habitability, Population, Authority, and Technology.&lt;/p&gt;
&lt;p&gt;To create an administrative cluster, begin with a blank hex flower, five hexes wide. One hex in the center, with two concentric layers of hexes around it.&lt;/p&gt;
&lt;p&gt;Starting with the center hex and working your way outward, roll 1d6 for each hex. On a 4-6, the hex contains a star system with a notable world. Draw a circle in the center of the hex.&lt;/p&gt;</description></item><item><title>Character Creation</title><link>https://www.night-tripper.fun/chapters/rules-for-play/02-character-creation/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/02-character-creation/</guid><description>&lt;h1 id="character-creation"&gt;Character Creation&lt;a class="anchor" href="#character-creation"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Use an index card to keep a record of your character.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;You are 20 years old&lt;/strong&gt;, with 20 maximum Endurance.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Roll a birth month&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Select a background&lt;/strong&gt; or roll 1D to leave it to fate. Your status is 0.
Gain two Skills from that background&amp;rsquo;s Skill lists at rank 1. Roll on one of the tables for the first Skill, then choose one other Skill from the background. Players take turns developing their characters&amp;rsquo; backgrounds to gain Skills and find out about their characters&amp;rsquo; lives before play begins. Take the following steps on each background turn:
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Roll 2D on the Background Events table.&lt;/strong&gt; On any result other than death, apply the results.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Roll for one or two Skills, as prompted.&lt;/strong&gt; Choose one of the Background&amp;rsquo;s skill lists, or the Personal Development skill list, which all backgrounds share. Roll 1D. On a 1-5, gain the indicated Skill at Rank 1, or increase its Rank by 1 if you already have the Skill. On a 6, choose one of the five Skills to gain or increase. Italicized words are equipment. Add equipment to your possessions if you don&amp;rsquo;t already own it.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Age 1D years&lt;/strong&gt;.
&lt;ol&gt;
&lt;li&gt;If you enter a new decade (30s, 40s, etc), lose 1 Endurance, then roll 1D. If the result is less than the tens digit of your age, roll a misfortune and finish character creation.&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Decide if you will take another turn&lt;/strong&gt;. If not, roll a misfortune and finish character creation.&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Get starting credits.&lt;/strong&gt; Add your status plus the tens digit of your age. Roll that many dice, add them together, and begin with that many credits.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Get a terminal&lt;/strong&gt;. A terminal is a portable personal computer that enables a user to connect to local networks. Terminals vary wildly across cultures and tech levels. Terminals can be embedded in jewelry or clothes, implanted in the body, or be a more obvious piece of hardware with a screen. Decide what yours looks like.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Consipire&lt;/strong&gt;. Before the game starts, discuss goals with the other players to help drive the initial action. Give the referee something to respond to. If you start with a ship (and a mortgage on it), you may want to figure out how to make next month&amp;rsquo;s payment.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Skill ranks may not be raised higher than 4. When you would raise a skill to rank 5, select a different skill from the same list instead.&lt;/p&gt;</description></item><item><title>Trade Goods</title><link>https://www.night-tripper.fun/chapters/referee-tools/02-trade-goods/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/referee-tools/02-trade-goods/</guid><description>&lt;h1 id="trade-goods"&gt;Trade Goods&lt;a class="anchor" href="#trade-goods"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Use these tables to randomize a world&amp;rsquo;s imports or exports based on its characteristics, or to determine the contents of a ship&amp;rsquo;s hold.&lt;/p&gt;
&lt;h3 id="agricultural-goods"&gt;Agricultural Goods&lt;a class="anchor" href="#agricultural-goods"&gt;#&lt;/a&gt;&lt;/h3&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;11 - 12&lt;/td&gt;
					&lt;td&gt;Arachnid silks&lt;/td&gt;
					&lt;td&gt;41 - 42&lt;/td&gt;
					&lt;td&gt;Fruit juice&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;13 - 14&lt;/td&gt;
					&lt;td&gt;Tea&lt;/td&gt;
					&lt;td&gt;43 - 44&lt;/td&gt;
					&lt;td&gt;Live Aurochs&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;15 - 16&lt;/td&gt;
					&lt;td&gt;Tobacco&lt;/td&gt;
					&lt;td&gt;45 - 46&lt;/td&gt;
					&lt;td&gt;Fortified rice&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;21 - 22&lt;/td&gt;
					&lt;td&gt;Flowers&lt;/td&gt;
					&lt;td&gt;51 - 52&lt;/td&gt;
					&lt;td&gt;Refined snuff&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;23 - 24&lt;/td&gt;
					&lt;td&gt;Spices&lt;/td&gt;
					&lt;td&gt;53 - 54&lt;/td&gt;
					&lt;td&gt;Mushrooms&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;25 - 26&lt;/td&gt;
					&lt;td&gt;Essential oils&lt;/td&gt;
					&lt;td&gt;55 - 56&lt;/td&gt;
					&lt;td&gt;Bean curd&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;31 - 32&lt;/td&gt;
					&lt;td&gt;Aurochs milk&lt;/td&gt;
					&lt;td&gt;61 - 62&lt;/td&gt;
					&lt;td&gt;Raptor eggs&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;33 - 34&lt;/td&gt;
					&lt;td&gt;Insect protein patties&lt;/td&gt;
					&lt;td&gt;63 - 64&lt;/td&gt;
					&lt;td&gt;Fish roe&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;35 - 36&lt;/td&gt;
					&lt;td&gt;Saplings&lt;/td&gt;
					&lt;td&gt;65 - 66&lt;/td&gt;
					&lt;td&gt;Bee hives&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3 id="consumer-products"&gt;Consumer Products&lt;a class="anchor" href="#consumer-products"&gt;#&lt;/a&gt;&lt;/h3&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;11 - 12&lt;/td&gt;
					&lt;td&gt;Grav skiff hood ornaments&lt;/td&gt;
					&lt;td&gt;41 - 42&lt;/td&gt;
					&lt;td&gt;Collectible figurines&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;13 - 14&lt;/td&gt;
					&lt;td&gt;Shoes&lt;/td&gt;
					&lt;td&gt;43 - 44&lt;/td&gt;
					&lt;td&gt;Musical instruments&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;15 - 16&lt;/td&gt;
					&lt;td&gt;Fashionable clothes&lt;/td&gt;
					&lt;td&gt;45 - 46&lt;/td&gt;
					&lt;td&gt;Shelf-stable snack pastries&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;21 - 22&lt;/td&gt;
					&lt;td&gt;Plastic prayer beads&lt;/td&gt;
					&lt;td&gt;51 - 52&lt;/td&gt;
					&lt;td&gt;Skincare products&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;23 - 24&lt;/td&gt;
					&lt;td&gt;Flash-frozen haute cuisine meals&lt;/td&gt;
					&lt;td&gt;53 - 54&lt;/td&gt;
					&lt;td&gt;Sleek but uncomfortable furniture&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;25 - 26&lt;/td&gt;
					&lt;td&gt;Model kits&lt;/td&gt;
					&lt;td&gt;55 - 56&lt;/td&gt;
					&lt;td&gt;Silverware&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;31 - 32&lt;/td&gt;
					&lt;td&gt;Ceramic housewares&lt;/td&gt;
					&lt;td&gt;61 - 62&lt;/td&gt;
					&lt;td&gt;Lighting fixtures&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;33 - 34&lt;/td&gt;
					&lt;td&gt;Sports equipment&lt;/td&gt;
					&lt;td&gt;63 - 64&lt;/td&gt;
					&lt;td&gt;New year festival decorations&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;35 - 36&lt;/td&gt;
					&lt;td&gt;Stuffed toys&lt;/td&gt;
					&lt;td&gt;65 - 66&lt;/td&gt;
					&lt;td&gt;Board games&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3 id="contraband"&gt;Contraband&lt;a class="anchor" href="#contraband"&gt;#&lt;/a&gt;&lt;/h3&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;11 - 12&lt;/td&gt;
					&lt;td&gt;Subversive zines&lt;/td&gt;
					&lt;td&gt;41 - 42&lt;/td&gt;
					&lt;td&gt;Books of heretical mantras&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;13 - 14&lt;/td&gt;
					&lt;td&gt;Obscene holotapes&lt;/td&gt;
					&lt;td&gt;43 - 44&lt;/td&gt;
					&lt;td&gt;Astral mushrooms&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;15 - 16&lt;/td&gt;
					&lt;td&gt;Moonshine&lt;/td&gt;
					&lt;td&gt;45 - 46&lt;/td&gt;
					&lt;td&gt;Organs&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;21 - 22&lt;/td&gt;
					&lt;td&gt;Stolen artifacts&lt;/td&gt;
					&lt;td&gt;51 - 52&lt;/td&gt;
					&lt;td&gt;Whale fur&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;23 - 24&lt;/td&gt;
					&lt;td&gt;Invasive plant species&lt;/td&gt;
					&lt;td&gt;53 - 54&lt;/td&gt;
					&lt;td&gt;Illegal pets&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;25 - 26&lt;/td&gt;
					&lt;td&gt;Gun parts&lt;/td&gt;
					&lt;td&gt;55 - 56&lt;/td&gt;
					&lt;td&gt;Joltleaf powder&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;31 - 32&lt;/td&gt;
					&lt;td&gt;Vials of slowdown&lt;/td&gt;
					&lt;td&gt;61 - 62&lt;/td&gt;
					&lt;td&gt;Combat stim hyposprays&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;33 - 34&lt;/td&gt;
					&lt;td&gt;Endangered reptile sausages&lt;/td&gt;
					&lt;td&gt;63 - 64&lt;/td&gt;
					&lt;td&gt;Dream tea&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;35 - 36&lt;/td&gt;
					&lt;td&gt;Restricted tech&lt;/td&gt;
					&lt;td&gt;65 - 66&lt;/td&gt;
					&lt;td&gt;Unredacted histories&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;h3 id="high-tech"&gt;High-tech&lt;a class="anchor" href="#high-tech"&gt;#&lt;/a&gt;&lt;/h3&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
					&lt;th&gt;Roll(d66)&lt;/th&gt;
					&lt;th&gt;Good&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;11 - 12&lt;/td&gt;
					&lt;td&gt;Self-sealing stem bolts&lt;/td&gt;
					&lt;td&gt;41 - 42&lt;/td&gt;
					&lt;td&gt;Hydrospanners&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;13 - 14&lt;/td&gt;
					&lt;td&gt;Holodisplays&lt;/td&gt;
					&lt;td&gt;43 - 44&lt;/td&gt;
					&lt;td&gt;Antimatter injectors&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;15 - 16&lt;/td&gt;
					&lt;td&gt;Graviton projectors&lt;/td&gt;
					&lt;td&gt;45 - 46&lt;/td&gt;
					&lt;td&gt;Plasma valves&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;21 - 22&lt;/td&gt;
					&lt;td&gt;Gene-engineered pets&lt;/td&gt;
					&lt;td&gt;51 - 52&lt;/td&gt;
					&lt;td&gt;Spools of tetryon relay cabling&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;23 - 24&lt;/td&gt;
					&lt;td&gt;Gyrostablizers&lt;/td&gt;
					&lt;td&gt;53 - 54&lt;/td&gt;
					&lt;td&gt;Power converters&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;25 - 26&lt;/td&gt;
					&lt;td&gt;Bio-neural gel packs&lt;/td&gt;
					&lt;td&gt;55 - 56&lt;/td&gt;
					&lt;td&gt;Tachyon shunts&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;31 - 32&lt;/td&gt;
					&lt;td&gt;Pattern buffers&lt;/td&gt;
					&lt;td&gt;61 - 62&lt;/td&gt;
					&lt;td&gt;Photic lenses&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;33 - 34&lt;/td&gt;
					&lt;td&gt;Silicate lattices&lt;/td&gt;
					&lt;td&gt;63 - 64&lt;/td&gt;
					&lt;td&gt;Phase inverters&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;35 - 36&lt;/td&gt;
					&lt;td&gt;Degaussing canisters&lt;/td&gt;
					&lt;td&gt;65 - 66&lt;/td&gt;
					&lt;td&gt;Quantum condensers&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;</description></item><item><title>People, Places, and Jobs</title><link>https://www.night-tripper.fun/chapters/referee-tools/03-people-places-jobs/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/referee-tools/03-people-places-jobs/</guid><description>&lt;h1 id="people-places-and-jobs"&gt;People, Places, and Jobs&lt;a class="anchor" href="#people-places-and-jobs"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Use these tables to develop the elements of an adventure or a patron job.&lt;/p&gt;
&lt;h2 id="npcs"&gt;NPCs&lt;a class="anchor" href="#npcs"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Roll once for a fellow passenger or other NPC. Roll twice to get a patron and their opposition.&lt;/p&gt;
&lt;table&gt;
	&lt;thead&gt;
			&lt;tr&gt;
					&lt;th&gt;d66&lt;/th&gt;
					&lt;th&gt;NPC&lt;/th&gt;
					&lt;th&gt;d66&lt;/th&gt;
					&lt;th&gt;NPC&lt;/th&gt;
			&lt;/tr&gt;
	&lt;/thead&gt;
	&lt;tbody&gt;
			&lt;tr&gt;
					&lt;td&gt;11&lt;/td&gt;
					&lt;td&gt;Politician&lt;/td&gt;
					&lt;td&gt;41&lt;/td&gt;
					&lt;td&gt;Con Artist&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;12&lt;/td&gt;
					&lt;td&gt;Bounty Hunter&lt;/td&gt;
					&lt;td&gt;42&lt;/td&gt;
					&lt;td&gt;Tourist&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;13&lt;/td&gt;
					&lt;td&gt;Revolutionary&lt;/td&gt;
					&lt;td&gt;43&lt;/td&gt;
					&lt;td&gt;Poet&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;14&lt;/td&gt;
					&lt;td&gt;Refugee&lt;/td&gt;
					&lt;td&gt;44&lt;/td&gt;
					&lt;td&gt;Poacher&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;15&lt;/td&gt;
					&lt;td&gt;Noble&lt;/td&gt;
					&lt;td&gt;45&lt;/td&gt;
					&lt;td&gt;Rancher&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;16&lt;/td&gt;
					&lt;td&gt;Executive&lt;/td&gt;
					&lt;td&gt;46&lt;/td&gt;
					&lt;td&gt;Peasant&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;21&lt;/td&gt;
					&lt;td&gt;Crime Syndicate Lieutenant&lt;/td&gt;
					&lt;td&gt;51&lt;/td&gt;
					&lt;td&gt;Prospector&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;22&lt;/td&gt;
					&lt;td&gt;Singer&lt;/td&gt;
					&lt;td&gt;52&lt;/td&gt;
					&lt;td&gt;Smuggler&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;23&lt;/td&gt;
					&lt;td&gt;Archaeologist&lt;/td&gt;
					&lt;td&gt;53&lt;/td&gt;
					&lt;td&gt;Doctor&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;24&lt;/td&gt;
					&lt;td&gt;Military Officer&lt;/td&gt;
					&lt;td&gt;54&lt;/td&gt;
					&lt;td&gt;Spy&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;25&lt;/td&gt;
					&lt;td&gt;Laborer&lt;/td&gt;
					&lt;td&gt;55&lt;/td&gt;
					&lt;td&gt;Academic&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;26&lt;/td&gt;
					&lt;td&gt;Brewer&lt;/td&gt;
					&lt;td&gt;56&lt;/td&gt;
					&lt;td&gt;Athlete&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;31&lt;/td&gt;
					&lt;td&gt;Chef&lt;/td&gt;
					&lt;td&gt;61&lt;/td&gt;
					&lt;td&gt;Diplomat&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;32&lt;/td&gt;
					&lt;td&gt;Information Broker&lt;/td&gt;
					&lt;td&gt;62&lt;/td&gt;
					&lt;td&gt;Convict&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;33&lt;/td&gt;
					&lt;td&gt;Merchant&lt;/td&gt;
					&lt;td&gt;63&lt;/td&gt;
					&lt;td&gt;Journalist&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;34&lt;/td&gt;
					&lt;td&gt;Zealot&lt;/td&gt;
					&lt;td&gt;64&lt;/td&gt;
					&lt;td&gt;Pirate&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;35&lt;/td&gt;
					&lt;td&gt;Mutant&lt;/td&gt;
					&lt;td&gt;65&lt;/td&gt;
					&lt;td&gt;Hijacker&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;
					&lt;td&gt;36&lt;/td&gt;
					&lt;td&gt;Artist&lt;/td&gt;
					&lt;td&gt;66&lt;/td&gt;
					&lt;td&gt;Academic&lt;/td&gt;
			&lt;/tr&gt;
	&lt;/tbody&gt;
&lt;/table&gt;
&lt;h2 id="port--city-locations"&gt;Port / City Locations&lt;a class="anchor" href="#port--city-locations"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Places where a random encounter, patron meeting, or adventure might happen.&lt;/p&gt;</description></item><item><title>Skill Descriptions</title><link>https://www.night-tripper.fun/chapters/rules-for-play/03-skill-descriptions/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/03-skill-descriptions/</guid><description>&lt;h1 id="skill-descriptions"&gt;Skill Descriptions&lt;a class="anchor" href="#skill-descriptions"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;This list is permanently and necessarily incomplete. Characters can become skilled at any task, and careers may have skills not listed below. Given uses for skills are examples. The referee adjudicates the use of skills during play.&lt;/p&gt;
&lt;p&gt;A character with Rank 1 in a Skill is proficient enough to perform it at a professional level. Rank 4 is a rare level of mastery.&lt;/p&gt;
&lt;p&gt;Beyond adding a DM to Task Throws, skill ranks indicate a level of general knowledge and experience with a subject. A character with any ranks in Helm, for example, will be able to find their way around most common starships without much trouble. A character with Drive can credibly talk shop with street racers.&lt;/p&gt;</description></item><item><title>Encounters</title><link>https://www.night-tripper.fun/chapters/referee-tools/04-encounters/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/referee-tools/04-encounters/</guid><description>&lt;h1 id="encounters"&gt;Encounters&lt;a class="anchor" href="#encounters"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Use these to get started. Over time, replace them with encounters that better suit your particular corner of the Known Worlds.&lt;/p&gt;
&lt;p&gt;Use the &lt;a href="https://www.night-tripper.fun/chapters/Rules-for-Play/Social-Manipulation-Reaction-Status/#reactions#reactions"&gt;reaction table&lt;/a&gt; when an encountered NPC or starship&amp;rsquo;s disposition to the PCs is not known or obvious.&lt;/p&gt;
&lt;h2 id="port-encounters"&gt;Port Encounters&lt;a class="anchor" href="#port-encounters"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Assume skill rank 1 in any weapons carried, unless otherwise noted. Most won&amp;rsquo;t be carrying illegal weapons without good reason, even if listed with them. Use law level, reaction, and good judgment.&lt;/p&gt;</description></item><item><title>Inspirations</title><link>https://www.night-tripper.fun/chapters/inspirations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/inspirations/</guid><description>&lt;h1 id="inspirations-and-recommendations"&gt;Inspirations and Recommendations&lt;a class="anchor" href="#inspirations-and-recommendations"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Things I&amp;rsquo;ve played and read that have their fingerprints all over Night Tripper.&lt;/p&gt;
&lt;h2 id="role-playing"&gt;Role-playing&lt;a class="anchor" href="#role-playing"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="www.drivethrurpg.com/product/80192/CTTTBThe-Traveller-Book?term=The&amp;#43;Traveller&amp;#43;book?term=The&amp;#43;Traveller&amp;#43;book"&gt;&lt;em&gt;Traveller&lt;/em&gt;&lt;/a&gt;, by Marc Miller&lt;/li&gt;
&lt;li&gt;&lt;a href="r-rook.itch.io/sherwood"&gt;Sherwood&lt;/a&gt; by Richard Ruane&lt;/li&gt;
&lt;li&gt;&lt;a href="www.tuesdayknightgames.com/pages/mothership-rpg"&gt;&lt;em&gt;Mothership&lt;/em&gt;&lt;/a&gt; by Sean McCoy&lt;/li&gt;
&lt;li&gt;&lt;a href="www.troikarpg.com/"&gt;&lt;em&gt;Troika&lt;/em&gt;&lt;/a&gt;, by Daniel Sell&lt;/li&gt;
&lt;li&gt;&lt;a href="www.bastionland.com/"&gt;&lt;em&gt;Into the Odd&lt;/em&gt;&lt;/a&gt;, by Chris McDowall&lt;/li&gt;
&lt;li&gt;&lt;a href="natetreme.itch.io/tunnelgoons"&gt;&lt;em&gt;Tunnel Goons&lt;/em&gt;&lt;/a&gt; by Nate Treme&lt;/li&gt;
&lt;li&gt;&lt;a href="lucasrolim.itch.io/pactsandblades"&gt;&lt;em&gt;Pacts &amp;amp; Blades&lt;/em&gt;&lt;/a&gt; by Lucas Rolim&lt;/li&gt;
&lt;li&gt;&lt;a href="classless-kobolds.itch.io/any-planet-is-earth"&gt;&lt;em&gt;Any Planet is Earth&lt;/em&gt;&lt;/a&gt; by Classless Kobolds&lt;/li&gt;
&lt;li&gt;&lt;a href="[www.tuesdayknightgames.com/pages/mothership-rpg]%28www.torchbearerrpg.com/%29"&gt;&lt;em&gt;Torchbearer&lt;/em&gt;&lt;/a&gt; by Thor Olavsrud &amp;amp; Luke Crane&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="blogs"&gt;Blogs&lt;a class="anchor" href="#blogs"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="talestoastound.wordpress.com/traveller-out-of-the-box/"&gt;The &lt;em&gt;Traveller out of the Box&lt;/em&gt;&lt;/a&gt; series by Chris Kubasik, especially &lt;a href="talestoastound.wordpress.com/2016/05/31/traveller-out-of-the-box-the-casual-and-improvisatory-nature-of-early-traveller-play/"&gt;&lt;em&gt;The Casual and Improvisatory Nature of Early Traveller Play&lt;/em&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Luke Gearing&amp;rsquo;s &lt;a href="lukegearing.blot.im/"&gt;blog&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="novels"&gt;Novels&lt;a class="anchor" href="#novels"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The &lt;em&gt;Dumarest of Terra&lt;/em&gt; novels by E.C. Tubb.&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Consider Phlebas&lt;/em&gt; by Iain M. Banks&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Ancillary Justice&lt;/em&gt; by Ann Leckie&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Ninefox Gambit&lt;/em&gt; by Yoon-Ha Lee&lt;/li&gt;
&lt;li&gt;&lt;em&gt;A Memory Called Empire&lt;/em&gt; by Arkady Martine&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="video-games"&gt;Video Games&lt;a class="anchor" href="#video-games"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;em&gt;No Man&amp;rsquo;s Sky&lt;/em&gt; by Hello Games&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Escape Velocity&lt;/em&gt; by Ambrosia Software&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Heat Signature&lt;/em&gt; by Suspicious Developments&lt;/li&gt;
&lt;li&gt;&lt;em&gt;House of the Dying Sun&lt;/em&gt; by Marauder Interactive&lt;/li&gt;
&lt;li&gt;&lt;em&gt;Sid Meier&amp;rsquo;s Pirates!&lt;/em&gt; (2004) by Firaxis Games&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Logistics and Ports</title><link>https://www.night-tripper.fun/chapters/rules-for-play/04-logistics/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/04-logistics/</guid><description>&lt;h1 id="logistics-and-ports"&gt;Logistics and Ports&lt;a class="anchor" href="#logistics-and-ports"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;h2 id="time"&gt;Time&lt;a class="anchor" href="#time"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;Play proceeds in one-week turns. It takes one week to make a gate core jump between adjacent star systems. It takes one week to perform a significant action in a port or other settlement.&lt;/p&gt;
&lt;p&gt;One month is four weeks, and one year is 12 months. The referee keeps a calendar of the current week, month, and year.&lt;/p&gt;
&lt;p&gt;Zoom in on a particular moment in time as needed to resolve an action or encounter, or for an extended period for a detailed adventure. If you need to determine on which day of the week an event occurs, roll 1d6 + 1.&lt;/p&gt;</description></item><item><title>Resources</title><link>https://www.night-tripper.fun/chapters/resources/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/resources/</guid><description>&lt;h1 id="resources"&gt;Resources&lt;a class="anchor" href="#resources"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;h2 id="additional-formats"&gt;Additional Formats&lt;a class="anchor" href="#additional-formats"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a target="blank" href="https://www.night-tripper.fun/downloads/night-tripper.md"&gt;Markdown&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a target="blank" href="https://www.night-tripper.fun/downloads/night-tripper.pdf"&gt;PDF&lt;/a&gt;
&lt;em&gt;For some reason, the PDF opens in a tiny viewer on Chrome. A hard refresh (shift + refresh) seems to fix it.&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;&lt;a target="blank" href="https://www.night-tripper.fun/downloads/night-tripper.html"&gt;HTML&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>Social Manipulation</title><link>https://www.night-tripper.fun/chapters/rules-for-play/05-social/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/05-social/</guid><description>&lt;h1 id="social-manipulation-reaction-and-status"&gt;Social Manipulation, Reaction and Status&lt;a class="anchor" href="#social-manipulation-reaction-and-status"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;NPCs want to maintain their livelihoods and protect their status quo. If PCs want to convince an NPC to take a risk for them, they will have to come up with sufficient leverage.&lt;/p&gt;
&lt;p&gt;When a PC makes an offer or attempts to convince an NPC of something that they might reasonably agree to, the referee can roll on the reaction table to see how the NPC responds.&lt;/p&gt;</description></item><item><title>Skirmishes</title><link>https://www.night-tripper.fun/chapters/rules-for-play/06-skirmishes/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/06-skirmishes/</guid><description>&lt;h1 id="skirmishes"&gt;Skirmishes&lt;a class="anchor" href="#skirmishes"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;When a fight is simple, resolve it with a single throw. If the outcome is a foregone conclusion, just say what happens. For more complex skirmishes, use these rules.&lt;/p&gt;
&lt;h2 id="rounds"&gt;Rounds&lt;a class="anchor" href="#rounds"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;When a skirmish breaks out, divide game time into rounds. Each character may perform one action in a round. Resolve actions in the following order:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Talking&lt;/li&gt;
&lt;li&gt;Melee attacks&lt;/li&gt;
&lt;li&gt;Movement&lt;/li&gt;
&lt;li&gt;Miscellaneous&lt;/li&gt;
&lt;li&gt;Ranged attacks, in the order shown on the ranged attack chart&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Characters performing the same action do it simultaneously. Call out each action type in order, and announce which NPCs will act. The players may then announce if they are performing the current action.&lt;/p&gt;</description></item><item><title>Equipment</title><link>https://www.night-tripper.fun/chapters/rules-for-play/07-equipment/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/07-equipment/</guid><description>&lt;h1 id="equipment"&gt;Equipment&lt;a class="anchor" href="#equipment"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Characters have space for ten items on their person, representing bags, pockets, webbing, belts, holsters, etc. Each item occupies one space, unless noted.&lt;/p&gt;
&lt;p&gt;An item&amp;rsquo;s Tech is the minimum Tech rank at which it is commonly available. If an item has a Legality rating, it is the maximum Authority at which it is commonly available. An item may be available outside of these bounds, but it will be hard to find and at least twice as expensive. A character may spend their weekly action to throw to find a supplier. Failed attempts to seek illegal goods will likely mean attention from law enforcement or underworld organizations.&lt;/p&gt;</description></item><item><title>Starships and Travel</title><link>https://www.night-tripper.fun/chapters/rules-for-play/08-starships-travel/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/08-starships-travel/</guid><description>&lt;h1 id="starships-and-travel"&gt;Starships and Travel&lt;a class="anchor" href="#starships-and-travel"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Ships may be purchased at any Tech 5 or 6 spaceport. After a down payment of 10% of the ship&amp;rsquo;s cost, the remainder of the cost can be defrayed through debt, usually to the Trade Consortium, though even more predatory options exist.&lt;/p&gt;
&lt;p&gt;Standard repayment terms are 0.5% of the full ship cost, paid every month over 240 months.&lt;/p&gt;
&lt;p&gt;A ship capable of interstellar travel is called a Starship. Starships are equipped with Gate Cores that enable them to punch a hole from realspace into gatespace, travel vast distances in weeks, and come back out again.&lt;/p&gt;</description></item><item><title>Speculative Trade</title><link>https://www.night-tripper.fun/chapters/rules-for-play/09-speculative-trade/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/09-speculative-trade/</guid><description>&lt;h1 id="speculative-trade"&gt;Speculative Trade&lt;a class="anchor" href="#speculative-trade"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Most interstellar trade and shipping is carried out by immense mass haulers, contracted by the Trade Consortium. However, small independent vessels can turn a profit by speculating on expensive goods, buying low and selling high.&lt;/p&gt;
&lt;p&gt;There are four broad categories of trade goods: Agricultural, Consumer Products, Contraband, and High-tech. Each category has a base price per load, modified by a die roll to get the current price.&lt;/p&gt;
&lt;p&gt;Agricultural goods tend to be cheapest on worlds with high Habitability. Consumer Products tend to be cheapest on worlds with a high Population. High-tech goods tend to be cheapest on worlds with a high Tech Class. When the relevant attribute is low, goods tend to be more expensive. Contraband is the exception. Contraband is more expensive on worlds with a high Authority rank.&lt;/p&gt;</description></item><item><title>Ship Engagements</title><link>https://www.night-tripper.fun/chapters/rules-for-play/10-ship-engagements/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/10-ship-engagements/</guid><description>&lt;h1 id="ship-engagements"&gt;Ship Engagements&lt;a class="anchor" href="#ship-engagements"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;At the beginning of the engagement, each side declares a goal. Combats are rarely to the death. Starship engagements are played in rounds.&lt;/p&gt;
&lt;p&gt;During a ship engagement, either one or neither of the ships has the Advantage. Each round, ships exchange fire and attempt to outmaneuver each other, jockeying for the Advantage.&lt;/p&gt;
&lt;p&gt;A ship accomplishes its goal if it has the Advantage at the end of a round and fulfills at least one other requirement. Requirements for common goals are listed below.&lt;/p&gt;</description></item><item><title>Complex Tasks and Projects</title><link>https://www.night-tripper.fun/chapters/rules-for-play/11-complex-tasks/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/11-complex-tasks/</guid><description>&lt;h1 id="complex-tasks-projects-and-crafting"&gt;Complex Tasks: Projects and Crafting&lt;a class="anchor" href="#complex-tasks-projects-and-crafting"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Tasks involving multiple steps, long-term work, or multiple collaborating characters can be resolved as a Project, at the referee&amp;rsquo;s discretion. The referee sets a project&amp;rsquo;s Complexity and Interval.&lt;/p&gt;
&lt;p&gt;Complexity is a measure of the required cumulative effort to complete the project, on a scale of 1-10. Interval is the time scale on which the project progresses. An Interval can be as short as a skirmish round, or as long as a year.&lt;/p&gt;</description></item><item><title>Skill Improvement</title><link>https://www.night-tripper.fun/chapters/rules-for-play/12-skill-improvement/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://www.night-tripper.fun/chapters/rules-for-play/12-skill-improvement/</guid><description>&lt;h1 id="skill-improvement"&gt;Skill Improvement&lt;a class="anchor" href="#skill-improvement"&gt;#&lt;/a&gt;&lt;/h1&gt;
&lt;p&gt;Characters can improve their Skill Ranks over time by gaining Experience in a Skill. Track Experience by drawing tally marks next to a Skill on your character card. When a Skill has Experience marks equal to its next Rank x 4, erase all the marks and increase the Skill Rank by 1.&lt;/p&gt;
&lt;p&gt;The maximum Rank for any Skill is 4.&lt;/p&gt;
&lt;h2 id="failure"&gt;Failure&lt;a class="anchor" href="#failure"&gt;#&lt;/a&gt;&lt;/h2&gt;
&lt;p&gt;When a character with an applicable Skill fails a Task Throw, they gain 1 Experience in the Skill. A character can gain a maximum of 1 Experience per Skill in a month through Failure.&lt;/p&gt;</description></item></channel></rss>