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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MakeMake</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MakeMake"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/MakeMake"/>
	<updated>2026-05-15T01:59:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Harvey_Ellis&amp;diff=93742</id>
		<title>Harvey Ellis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Harvey_Ellis&amp;diff=93742"/>
		<updated>2008-10-20T20:20:13Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ellis is next to incompetent on anything more complicated than a hand truck. But he is strong, mean, and intimidating. He stands around 6 and half feet and is nearly as wide. He is useful around the ship loading and unloading, and when people need a little convincing to do what is right and just. Ellis is easily duped by Grimes and JJ to do their bidding both on the ship and planet side.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jim_Jeffries&amp;diff=93741</id>
		<title>Jim Jeffries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jim_Jeffries&amp;diff=93741"/>
		<updated>2008-10-20T20:17:35Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jim Jeffries, or JJ, is a man who love complex things, toys, engines, the markets. And he plays with them all. He will tweak the engines, try new fuel additives, play with the ratios and such to squeeze a little extra out of the engines. He&#039;ll play with small RC devices in his spare time, usually in the aft workroom, or an empty container if they have one. He likes to squirrel away a little of his paycheck each month into his business deals. He buys shares in the small markets, penny stocks and the like. He mostly loses his money, but he is convinced that one day his ship&#039;ll come in. Then he will buy his own ship and ferry rich folk around half the time, and tour the rest. He cuts corners on some of the ships expenditures, and uses these shaving to help fund his schemes.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Maven_%27Maverick%27_Delone&amp;diff=93740</id>
		<title>Maven &#039;Maverick&#039; Delone</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Maven_%27Maverick%27_Delone&amp;diff=93740"/>
		<updated>2008-10-20T20:13:03Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maverick is slightly overweight woman with dark skin and  black hair in tight braids. She tends to wear overall shorts and t-shirts with whimsical themes, and a large black cowboy hat. She smokes cigarettes, heavily, and blasts loud rock music in the bridge when she is doing complex maneuvers (helps her drown out distractions). When she gets to do some real flying, she is happy, but the rest of her time, she is grumpy and fairly lazy, she&#039;ll refuse to do any work short of putting out fires, other than pilot. She can be engaged into discussing her brief brush with greatness when she had to take control of her Independent Frigate during the war after the regular pilot got KO&#039;d. When things get testy, she goes &amp;quot;on strike.&amp;quot;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CREW&amp;diff=93739</id>
		<title>CREW</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CREW&amp;diff=93739"/>
		<updated>2008-10-20T20:06:30Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=PCs=&lt;br /&gt;
=NPCs=&lt;br /&gt;
*[[Josef Potemkin]] - Owner / Manager&lt;br /&gt;
*[[Ivan Potemkin]] - Owner / Captain&lt;br /&gt;
*[[Giles Grimes]] - Bosun&lt;br /&gt;
*[[Maven &#039;Maverick&#039; Delone]] - Pilot&lt;br /&gt;
*[[Jim Jeffries]] - Engineer&lt;br /&gt;
*[[Harvey Ellis]] - Able Spaceman&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
*&#039;&#039;&#039;[[The MakeMake]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Josef_Potemkin&amp;diff=93738</id>
		<title>Josef Potemkin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Josef_Potemkin&amp;diff=93738"/>
		<updated>2008-10-20T19:57:38Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Short, thin, balding black hair tied into a pony tail, with a long mustache. Josef is the brains behind Potemkin Colonial Services. He works from Bernadette in small office overlooking a warehouse, and the yards, which house the hundred or so specialized containers used in the business. Josef is always impeccably dressed and clean. He doesn&#039;t smoke or drink (in public) and maintains very accurate accounts, as well as a set of &#039;clean&#039; ones that meet all Alliance requirements.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ivan_Potemkin&amp;diff=93737</id>
		<title>Ivan Potemkin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ivan_Potemkin&amp;diff=93737"/>
		<updated>2008-10-20T19:53:41Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ivan &amp;quot;The Terrible&amp;quot; Potemkin is a large man with thick jowls, heavy eyebrows and muttonchops. He wears an ill-fitting uniform custom designed for the MakeMake. It was designed when Ivan was in somewhat leaner times, but he refuses to have it retailored. Potemkin, is captain and co-owner of the MakeMake and takes some pleasure at the authority that allows him. His relationship with his brother is not always convivial as his brother is better about finances and budgeting. &amp;lt;br&amp;gt;&lt;br /&gt;
Ivan is &amp;quot;Terrible&amp;quot; on occasion, bellowing orders, often impossible, or impractical ones, with an air of command, but he frequently forgets what his orders were and lets his crew do what they need to do. He isn&#039;t an idiot, and can be very shrewd with business deals, or ship management. He is prone to punitive measures against the disobedient crew, cleaning the &amp;quot;tanks&amp;quot;, or cutting rations when confronted with insubordination. He can be generous after successful missions, and unintentionally generous be giving vague instructions when securing goods (&amp;quot;Here&#039;s some cash, get us some fuel&amp;quot;)&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Giles_Grimes&amp;diff=93736</id>
		<title>Giles Grimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Giles_Grimes&amp;diff=93736"/>
		<updated>2008-10-20T19:43:09Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Giles Grimes comes from Dyton Colony. He has served on the MakeMake for four years and risen to the rank of Bosun by attrition and seniority. He is not much to look at. He is slim and wiery, with long arm hair and back hair poking out of his tank tops. He wears a tattered, grease-stained corporal&#039;s cap from the days of the Unification War. He is certainly competent at a variety of jobs on the ship from loading, to engineering, but he greatest talents lie in delegating tasks. Grimes has a taste for sour mash whiskey, but no sense of control enough to keep any for more than a day or so.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CREW&amp;diff=93735</id>
		<title>CREW</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CREW&amp;diff=93735"/>
		<updated>2008-10-20T18:33:12Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=PCs=&lt;br /&gt;
=NPCs=&lt;br /&gt;
*[[Josef Potemkin]]&lt;br /&gt;
*[[Ivan Potemkin]]&lt;br /&gt;
*[[Giles Grimes]] - Bosun&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
*&#039;&#039;&#039;[[The MakeMake]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93607</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93607"/>
		<updated>2008-10-18T01:04:09Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MakeMake=&lt;br /&gt;
(Pron. Mah&#039;kee Mah&#039;kee)&amp;lt;br&amp;gt;&lt;br /&gt;
Kuiper II Class Light Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx180Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 2 first-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  800&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kuiper II class widened amidship by 10 feet to add additional crew and passenger space, as well as provide more access to the cargo containers. It also lengthened the ship by another five feet to provide an aft hallway. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Deck Plans==&lt;br /&gt;
[[Image:MakeMakeD.jpg|750px|]]&lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br&amp;gt;&lt;br /&gt;
#Bridge &lt;br /&gt;
#Captain&#039;s Quarters&lt;br /&gt;
#Forward Lounge&lt;br /&gt;
#Galley&lt;br /&gt;
#Storage (Cold Locker)&lt;br /&gt;
#Staterooms&lt;br /&gt;
#Midship Lounge&lt;br /&gt;
#Crew Cabins&lt;br /&gt;
#Workspace/Crew Lounge&lt;br /&gt;
#Engine Room&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RULES&amp;diff=93601</id>
		<title>RULES</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RULES&amp;diff=93601"/>
		<updated>2008-10-18T00:05:03Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* Character Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Generation=&lt;br /&gt;
Character Picks a Level&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Greenhorn&#039;&#039;&#039; = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode&lt;br /&gt;
*&#039;&#039;&#039;Veteran&#039;&#039;&#039; = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Epsiode&lt;br /&gt;
*&#039;&#039;&#039;Big Damn Hero&#039;&#039;&#039; = 54 Attribute/Trait Points + 74 Skill Points &amp;amp; 0 Plot Points/Episode&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.&amp;lt;br&amp;gt;&lt;br /&gt;
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves. &amp;lt;br&amp;gt;&lt;br /&gt;
==Traits==&lt;br /&gt;
Use Cortex System rules for traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
As per Cortex rules, except for the following:&lt;br /&gt;
The combat sequence goes.&lt;br /&gt;
# All participants declare their actions before anyone resolves them.&lt;br /&gt;
# No initiative is rolled†&lt;br /&gt;
# Actions are resolved (including all dice from actions such as dodge and parry.)&lt;br /&gt;
# Determine effects.&lt;br /&gt;
# Repeat as necessary.&lt;br /&gt;
Assume all actions take place simultaneously unless one action would preclude another, then make an initiative check.&amp;lt;br&amp;gt;&lt;br /&gt;
†If who goes first is an issue, then make initiative rolls. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn a character can declare up to three actions:&amp;lt;br&amp;gt;&lt;br /&gt;
* Ranged Attack&lt;br /&gt;
* Melee Attack&lt;br /&gt;
* Dodge at +2 Step Bonus (One action applies to all attacks)&lt;br /&gt;
* Parry at +2 Step Bonus (One action applies to all melee attacks)&lt;br /&gt;
* Run 30 feet&lt;br /&gt;
* Other action (Draw Weapon, Aim, Grapple, Disarm, Grapple, etc.)&lt;br /&gt;
If you take more than one action, each action is at a step penalty equal to the total number actions.&lt;br /&gt;
(2 actions = -2 Step Penalty, 3 actions -3 Step Penalty)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Plot Points=&lt;br /&gt;
A character gets the starting plot points every episode. &amp;lt;br&amp;gt;&lt;br /&gt;
in addition to these points you can earn plot points by any of the following:&lt;br /&gt;
* Roleplaying&lt;br /&gt;
* Take one for the team. Getting hit, failing an important skill role etc.. where interesting.&lt;br /&gt;
* Moving the Story (pushing the plot in an interesting direction)&lt;br /&gt;
* Confessionals (respond to a scene with interesting commentary or back story)&lt;br /&gt;
* Adding story elements to the wiki&lt;br /&gt;
* Creating props or other tools which enhance roleplay.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RULES&amp;diff=93600</id>
		<title>RULES</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RULES&amp;diff=93600"/>
		<updated>2008-10-18T00:04:27Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Generation=&lt;br /&gt;
Character Picks a Level&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Greenhorn&#039;&#039;&#039; = 42 Attribute/Trait Points + 62 Skill Points + 9 Plot Points/Episode&lt;br /&gt;
*&#039;&#039;&#039;Veteran&#039;&#039;&#039; = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Epsiode&lt;br /&gt;
*&#039;&#039;&#039;Big Damn Hero&#039;&#039;&#039; = 54 Attribute/Trait Points + 74 Skill Points &amp;amp; 3 Plot Points/Episode&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.&amp;lt;br&amp;gt;&lt;br /&gt;
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves. &amp;lt;br&amp;gt;&lt;br /&gt;
==Traits==&lt;br /&gt;
Use Cortex System rules for traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
As per Cortex rules, except for the following:&lt;br /&gt;
The combat sequence goes.&lt;br /&gt;
# All participants declare their actions before anyone resolves them.&lt;br /&gt;
# No initiative is rolled†&lt;br /&gt;
# Actions are resolved (including all dice from actions such as dodge and parry.)&lt;br /&gt;
# Determine effects.&lt;br /&gt;
# Repeat as necessary.&lt;br /&gt;
Assume all actions take place simultaneously unless one action would preclude another, then make an initiative check.&amp;lt;br&amp;gt;&lt;br /&gt;
†If who goes first is an issue, then make initiative rolls. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn a character can declare up to three actions:&amp;lt;br&amp;gt;&lt;br /&gt;
* Ranged Attack&lt;br /&gt;
* Melee Attack&lt;br /&gt;
* Dodge at +2 Step Bonus (One action applies to all attacks)&lt;br /&gt;
* Parry at +2 Step Bonus (One action applies to all melee attacks)&lt;br /&gt;
* Run 30 feet&lt;br /&gt;
* Other action (Draw Weapon, Aim, Grapple, Disarm, Grapple, etc.)&lt;br /&gt;
If you take more than one action, each action is at a step penalty equal to the total number actions.&lt;br /&gt;
(2 actions = -2 Step Penalty, 3 actions -3 Step Penalty)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Plot Points=&lt;br /&gt;
A character gets the starting plot points every episode. &amp;lt;br&amp;gt;&lt;br /&gt;
in addition to these points you can earn plot points by any of the following:&lt;br /&gt;
* Roleplaying&lt;br /&gt;
* Take one for the team. Getting hit, failing an important skill role etc.. where interesting.&lt;br /&gt;
* Moving the Story (pushing the plot in an interesting direction)&lt;br /&gt;
* Confessionals (respond to a scene with interesting commentary or back story)&lt;br /&gt;
* Adding story elements to the wiki&lt;br /&gt;
* Creating props or other tools which enhance roleplay.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RULES&amp;diff=93599</id>
		<title>RULES</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RULES&amp;diff=93599"/>
		<updated>2008-10-18T00:03:16Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* Character Generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Generation=&lt;br /&gt;
Character Picks a Level&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Greenhorn&#039;&#039;&#039; = 42 Attribute/Trait Points + 62 Skill Points + 9 Plot Points/Episode&lt;br /&gt;
*&#039;&#039;&#039;Veteran&#039;&#039;&#039; = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Epsiode&lt;br /&gt;
*&#039;&#039;&#039;Big Damn Hero&#039;&#039;&#039; = 54 Attribute/Trait Points + 74 Skill Points &amp;amp; 3 Plot Points/Episode&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.&amp;lt;br&amp;gt;&lt;br /&gt;
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves. &amp;lt;br&amp;gt;&lt;br /&gt;
==Traits==&lt;br /&gt;
Use Cortex System rules for traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
As per Cortex rules, except for the following:&lt;br /&gt;
The combat sequence goes.&lt;br /&gt;
# All participants declare their actions before anyone resolves them.&lt;br /&gt;
# No initiative is rolled†&lt;br /&gt;
# Actions are resolved (including all dice from actions such as dodge and parry.)&lt;br /&gt;
# Determine effects.&lt;br /&gt;
# Repeat as necessary.&lt;br /&gt;
Assume all actions take place simultaneously unless one action would preclude another, then make an initiative check.&lt;br /&gt;
†If who goes first is an issue, then make initiative rolls. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn a character can declare up to three actions:&amp;lt;br&amp;gt;&lt;br /&gt;
* Ranged Attack&lt;br /&gt;
* Melee Attack&lt;br /&gt;
* Dodge at +2 Step Bonus (One action applies to all attacks)&lt;br /&gt;
* Parry at +2 Step Bonus (One action applies to all melee attacks)&lt;br /&gt;
* Run 30 feet&lt;br /&gt;
* Other action (Draw Weapon, Aim, Grapple, Disarm, Grapple, etc.)&lt;br /&gt;
If you take more than one action, each action is at a step penalty equal to the total number actions.&lt;br /&gt;
(2 actions = -2 Step Penalty, 3 actions -3 Step Penalty)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Plot Points=&lt;br /&gt;
A character gets the starting plot points every episode. &amp;lt;br&amp;gt;&lt;br /&gt;
in addition to these points you can earn plot points by any of the following:&lt;br /&gt;
* Roleplaying&lt;br /&gt;
* Take one for the team. Getting hit, failing an important skill role etc.. where interesting.&lt;br /&gt;
* Moving the Story (pushing the plot in an interesting direction)&lt;br /&gt;
* Confessionals (respond to a scene with interesting commentary or back story)&lt;br /&gt;
* Adding story elements to the wiki&lt;br /&gt;
* Creating props or other tools which enhance roleplay.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RULES&amp;diff=93598</id>
		<title>RULES</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RULES&amp;diff=93598"/>
		<updated>2008-10-18T00:02:50Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Generation=&lt;br /&gt;
Character Picks a Level&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Greenhorn&#039;&#039;&#039; = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode&lt;br /&gt;
*&#039;&#039;&#039;Veteran&#039;&#039;&#039; = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Epsiode&lt;br /&gt;
*&#039;&#039;&#039;Big Damn Hero&#039;&#039;&#039; = 54 Attribute/Trait Points + 74 Skill Points &amp;amp; 0 Plot Points/Episode&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.&amp;lt;br&amp;gt;&lt;br /&gt;
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves. &amp;lt;br&amp;gt;&lt;br /&gt;
==Traits==&lt;br /&gt;
Use Cortex System rules for traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
As per Cortex rules, except for the following:&lt;br /&gt;
The combat sequence goes.&lt;br /&gt;
# All participants declare their actions before anyone resolves them.&lt;br /&gt;
# No initiative is rolled†&lt;br /&gt;
# Actions are resolved (including all dice from actions such as dodge and parry.)&lt;br /&gt;
# Determine effects.&lt;br /&gt;
# Repeat as necessary.&lt;br /&gt;
Assume all actions take place simultaneously unless one action would preclude another, then make an initiative check.&lt;br /&gt;
†If who goes first is an issue, then make initiative rolls. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn a character can declare up to three actions:&amp;lt;br&amp;gt;&lt;br /&gt;
* Ranged Attack&lt;br /&gt;
* Melee Attack&lt;br /&gt;
* Dodge at +2 Step Bonus (One action applies to all attacks)&lt;br /&gt;
* Parry at +2 Step Bonus (One action applies to all melee attacks)&lt;br /&gt;
* Run 30 feet&lt;br /&gt;
* Other action (Draw Weapon, Aim, Grapple, Disarm, Grapple, etc.)&lt;br /&gt;
If you take more than one action, each action is at a step penalty equal to the total number actions.&lt;br /&gt;
(2 actions = -2 Step Penalty, 3 actions -3 Step Penalty)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Plot Points=&lt;br /&gt;
A character gets the starting plot points every episode. &amp;lt;br&amp;gt;&lt;br /&gt;
in addition to these points you can earn plot points by any of the following:&lt;br /&gt;
* Roleplaying&lt;br /&gt;
* Take one for the team. Getting hit, failing an important skill role etc.. where interesting.&lt;br /&gt;
* Moving the Story (pushing the plot in an interesting direction)&lt;br /&gt;
* Confessionals (respond to a scene with interesting commentary or back story)&lt;br /&gt;
* Adding story elements to the wiki&lt;br /&gt;
* Creating props or other tools which enhance roleplay.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RULES&amp;diff=93537</id>
		<title>RULES</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RULES&amp;diff=93537"/>
		<updated>2008-10-17T01:31:33Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Character Generation=&lt;br /&gt;
Character Picks a Level&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Greenhorn&#039;&#039;&#039; = 42 Attribute/Trait Points + 62 Skill Points + 12 Plot Points/Episode&lt;br /&gt;
*&#039;&#039;&#039;Veteran&#039;&#039;&#039; = 48 Attribute/Trait Points + 68 Skill Points + 6 Plot Points/Epsiode&lt;br /&gt;
*&#039;&#039;&#039;Big Damn Hero&#039;&#039;&#039; = 54 Attribute/Trait Points + 74 Skill Points &amp;amp; 0 Plot Points/Episode&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Greenhorns lack the skills and training of more seasoned crew, but they have an uncanny luck which seems to carry them through the day.&amp;lt;br&amp;gt;&lt;br /&gt;
Veterans possess skills and training, and invaluable experience that prepares them for the dangers in the Black or on the Rim.&amp;lt;br&amp;gt;&lt;br /&gt;
Big Damn Heroes are ready for anything, but years chasing death have worn out most of their luck. Any luck they have, they make for themselves. &amp;lt;br&amp;gt;&lt;br /&gt;
==Traits==&lt;br /&gt;
Use Cortex System rules for traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
As per Cortex rules, except use the following sequence:&lt;br /&gt;
# All participants declare their actions before anyone resolves them.&lt;br /&gt;
# No initiative is rolled†&lt;br /&gt;
# Actions are resolved (including all dice from actions such as dodge and parry.&lt;br /&gt;
# Determine effects.&lt;br /&gt;
# Repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
†If who goes first is an issue, then make initiative rolls. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Plot Points=&lt;br /&gt;
A character gets the starting plot points every episode. &amp;lt;br&amp;gt;&lt;br /&gt;
in addition to these points you can earn plot points by any of the following:&lt;br /&gt;
* Roleplaying&lt;br /&gt;
* Take one for the team. Getting hit, failing an important skill role etc.. where interesting.&lt;br /&gt;
* Moving the Story (pushing the plot in an interesting direction)&lt;br /&gt;
* Confessionals (respond to a scene with interesting commentary or back story)&lt;br /&gt;
* Adding story elements to the wiki&lt;br /&gt;
* Creating props or other tools which enhance roleplay.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93530</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93530"/>
		<updated>2008-10-16T20:59:36Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* MakeMake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MakeMake=&lt;br /&gt;
(Pron. Mah&#039;kee Mah&#039;kee)&amp;lt;br&amp;gt;&lt;br /&gt;
Kuiper II Class Light Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx180Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 2 first-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  800&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&amp;lt;br&amp;gt;&lt;br /&gt;
The Kuiper II class widened amidship by 10 feet to add additional crew and passenger space, as well as provide more access to the cargo containers. It also lengthened the ship by another five feet to provide an aft hallway. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Deck Plans==&lt;br /&gt;
[[Image:MakeMakeD.jpg|750px|]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93529</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93529"/>
		<updated>2008-10-16T20:56:55Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* MakeMake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MakeMake=&lt;br /&gt;
(Pron. Mah&#039;kee Mah&#039;kee)&amp;lt;br&amp;gt;&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 2 first-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  800&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Deck Plans==&lt;br /&gt;
[[Image:MakeMakeD.jpg|750px|]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93466</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93466"/>
		<updated>2008-10-16T00:14:29Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=MakeMake=&lt;br /&gt;
(Pron. Mah&#039;kee Mah&#039;kee)&amp;lt;br&amp;gt;&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 1 second-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  720&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Deck Plans==&lt;br /&gt;
[[Image:MakeMakeD.jpg|750px|]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93465</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93465"/>
		<updated>2008-10-16T00:13:52Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* Deck Plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;=MakeMake=&#039;&#039;&#039; (Mah&#039;kee Mah&#039;kee)&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 1 second-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  720&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Deck Plans==&lt;br /&gt;
[[Image:MakeMakeD.jpg|750px|]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93464</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93464"/>
		<updated>2008-10-16T00:13:27Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* Deck Plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;=MakeMake=&#039;&#039;&#039; (Mah&#039;kee Mah&#039;kee)&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 1 second-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  720&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Deck Plans==&lt;br /&gt;
[[Image:MakeMakeD.jpg|500px|]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93463</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93463"/>
		<updated>2008-10-16T00:12:51Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;=MakeMake=&#039;&#039;&#039; (Mah&#039;kee Mah&#039;kee)&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 1 second-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  720&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Deck Plans==&lt;br /&gt;
[[Image:MakeMakeD.jpg]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:MakeMakeD.jpg&amp;diff=93462</id>
		<title>File:MakeMakeD.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:MakeMakeD.jpg&amp;diff=93462"/>
		<updated>2008-10-16T00:11:37Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93461</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93461"/>
		<updated>2008-10-15T23:41:57Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;=MakeMake=&#039;&#039;&#039; (Mah&#039;kee Mah&#039;kee)&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 1 second-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  720&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. &amp;lt;br&amp;gt;&lt;br /&gt;
The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93460</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93460"/>
		<updated>2008-10-15T23:32:40Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;=MakeMake=&#039;&#039;&#039; (Mah&#039;kee Mah&#039;kee)&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&amp;lt;br&amp;gt;&lt;br /&gt;
Crew: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&amp;lt;br&amp;gt;&lt;br /&gt;
Passengers: 1 second-class in the standard cargo configuration&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*Agility d2&lt;br /&gt;
*Strength d4&lt;br /&gt;
*Vitality d10&lt;br /&gt;
*Alertness d4&lt;br /&gt;
*Intelligence d2&lt;br /&gt;
*Willpower d4&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Initiative d4+d4&lt;br /&gt;
*Life 8&lt;br /&gt;
*Pilot d2, Perception d2&lt;br /&gt;
*Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
&lt;br /&gt;
*Complexity:  Very Low&lt;br /&gt;
*Price:   180,000&lt;br /&gt;
*Maintenance Cost:  720&lt;br /&gt;
*Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93459</id>
		<title>Summer&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Summer%27s_Gift&amp;diff=93459"/>
		<updated>2008-10-15T23:30:12Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;=MakeMake=&#039;&#039;&#039; (Mah&#039;kee Mah&#039;kee)&lt;br /&gt;
Kuiper Class Small Transport&amp;lt;br&amp;gt; &lt;br /&gt;
[[Image:makemakeb.jpg|300px|right]]&lt;br /&gt;
Dimensions 50Wx175Lx40H&amp;lt;br&amp;gt;&lt;br /&gt;
Tonnage: 900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Speed Class:  5 cruise/ No Hard Burn&lt;br /&gt;
Crew: 6&lt;br /&gt;
Fuel Capacity:  18 tons (600 Hours)&lt;br /&gt;
Cargo Capacity: 250 tons in 10 standard cargo containers, plus an additional 16 tons throughout.&lt;br /&gt;
Passengers: 1 second-class in the standard cargo configuration&lt;br /&gt;
&lt;br /&gt;
Agility d2&lt;br /&gt;
Strength d4&lt;br /&gt;
Vitality d10&lt;br /&gt;
Alertness d4&lt;br /&gt;
Intelligence d2&lt;br /&gt;
Willpower d4&lt;br /&gt;
&lt;br /&gt;
Initiative d4+d4&lt;br /&gt;
Life 8&lt;br /&gt;
Pilot d2, Perception d2&lt;br /&gt;
Slow Throttle (Major), Good Name (Minor)&lt;br /&gt;
&lt;br /&gt;
Complexity:  Very Low&lt;br /&gt;
Price:   180,000&lt;br /&gt;
Maintenance Cost:  720&lt;br /&gt;
Gear: 2 escape pods&lt;br /&gt;
&lt;br /&gt;
The Kuiper Class freighter is a simple design made to transport 10 standard cargo containers cheaply. While not a flashy ship, it is reasonably speedy, and easy to maintain. It is one of the first freighters to have been put into mass production since the Unification war, now that surpluses of wartime vessels are beginning to dwindle. The ship is designed with primary thrusters fixed aft, and must therefore perform atmospheric reentry aft-first. It possesses large air-breaking fins to assist in this, and the main sensor tower folds forward, protected by a bulkhead to decrease wear on the more delicate parts. This doesn’t really affect the ship’s sensor ability, since the sensors being shielded are those used to monitor pulse drive activity. Cargo modules can be unloaded to ground level even from the upper deck thanks to extending boom arms that run athwartship. ‘Garage’ modules can lower ground vehicles to the ground without detaching, but unless one such module is aboard, loading free cargo is a laborious activity requiring trudging up the stairs.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Makemakeb.jpg&amp;diff=93458</id>
		<title>File:Makemakeb.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Makemakeb.jpg&amp;diff=93458"/>
		<updated>2008-10-15T23:25:09Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: MakeMake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MakeMake&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CREW&amp;diff=93457</id>
		<title>CREW</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CREW&amp;diff=93457"/>
		<updated>2008-10-15T23:21:49Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=PCs=&lt;br /&gt;
=NPCs=&lt;br /&gt;
*[[Josef Potemkin]]&lt;br /&gt;
*[[Ivan Potemkin]]&lt;br /&gt;
=Ships=&lt;br /&gt;
*&#039;&#039;&#039;[[The MakeMake]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CREW&amp;diff=93456</id>
		<title>CREW</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CREW&amp;diff=93456"/>
		<updated>2008-10-15T23:20:54Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=PCs=&lt;br /&gt;
=NPCs=&lt;br /&gt;
*[[Josef Potemkin]]&lt;br /&gt;
*[[Ivan Potemkin]]&lt;br /&gt;
=Ships=&lt;br /&gt;
*&#039;&#039;&#039;[[MakeMake]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CREW&amp;diff=93455</id>
		<title>CREW</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CREW&amp;diff=93455"/>
		<updated>2008-10-15T23:20:23Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=PCs=&lt;br /&gt;
=NPCs=&lt;br /&gt;
*[[Josef Potemkin]]&lt;br /&gt;
*[[Ivan Potemkin]]&lt;br /&gt;
=Ships=&lt;br /&gt;
*[[&#039;&#039;&#039;MakeMake&#039;&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mutineers&amp;diff=93454</id>
		<title>Mutineers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mutineers&amp;diff=93454"/>
		<updated>2008-10-15T23:19:05Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: /* Game Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category:Serenity&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
This game is played in the &#039;Verse, based on Joss Whedon&#039;s Firefly TV series and Serenity Movie. It will use the Serenity RPG system with some house rules.&lt;br /&gt;
&lt;br /&gt;
*[[CREW]]&lt;br /&gt;
*[[&#039;VERSE]]&lt;br /&gt;
*[[EPISODES]]&lt;br /&gt;
*[[RULES]]&lt;br /&gt;
*[[UTILITIES]]&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mutineers&amp;diff=93453</id>
		<title>Mutineers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mutineers&amp;diff=93453"/>
		<updated>2008-10-15T22:46:50Z</updated>

		<summary type="html">&lt;p&gt;MakeMake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category:Serenity&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
This game is played in the &#039;Verse, based on Joss Whedon&#039;s Firefly TV series and Serenity Movie. It will use the Serenity RPG system with some house rules.&lt;/div&gt;</summary>
		<author><name>MakeMake</name></author>
	</entry>
</feed>