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DayTrippers Open Source Rules

This document provides the rules for playing DayTrippers, an open source science fiction RPG where characters explore surreal alternate realities and dimensions using colorful lunar lander-like ships. Each ship has enough fuel for one day of dimensional slipping and exploring strange new worlds to find riches, though danger abounds. Character creation involves selecting a class, stats, skills, items, and a crew/ship. Combat and healing rules are also outlined. The game encourages surrealism and offers optional subsystems to customize missions. Contributors include Tod Foley, Mike Burrell, Erik Battle, and others.

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Gabriella Belt
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© © All Rights Reserved
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0% found this document useful (0 votes)
187 views17 pages

DayTrippers Open Source Rules

This document provides the rules for playing DayTrippers, an open source science fiction RPG where characters explore surreal alternate realities and dimensions using colorful lunar lander-like ships. Each ship has enough fuel for one day of dimensional slipping and exploring strange new worlds to find riches, though danger abounds. Character creation involves selecting a class, stats, skills, items, and a crew/ship. Combat and healing rules are also outlined. The game encourages surrealism and offers optional subsystems to customize missions. Contributors include Tod Foley, Mike Burrell, Erik Battle, and others.

Uploaded by

Gabriella Belt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DayTrippers

A Science Fiction Surreal Future Reality-Hopping OSR RPG


Table of Contents
CHARACTER GENERATION....................................................2
Step 1. Character Class ..........................................................2
Source Rules Collection | Version 3.0 | 25 Jul 2017
Step 2. Character Building .....................................................2
2.1 Stats.................................................................................2
In a su n -b lea che d ba r n ou ts ide 2.2 Skills.................................................................................2
S a cra me n to, CA cir ca 2017, a gr ou p of 2.3 Items................................................................................3
phys icis ts , s ha dy g-men , gra d- s tu de n ts , 2.4 Crew ...............................................................................3
tou r is ts a n d an a r ra y of a ma te u r 2.5 Fame.................................................................................3
e xplor e rs a n d n ü -gonz o- re v iva lis t wr ite r - 2.6 Ship..................................................................................4
du de s ga ther a r oun d a colle ction of 2.7 Debt..................................................................................4
s tr an ge ve hicle s tha t re s e mb le lu n ar ACTION RESOLUTION.........................................................5
la n der s . Ea ch is pa in te d a ga r is h colou r Difficulty Levels.........................................................................5
a n d pre ppe d to "s hift" a lon g an a n gle of
Unopposed Actions...................................................................5
s lippa ge in to a cr a z y ne w pla ne of
Opposed Actions.......................................................................5
e x is te n ce . T he ir mis s ion , in the wor ds of
Standard Modifiers................................................................5
Ge ne Rodde n b er r y, is to e xplor e s tr a n ge
n e w wor lds , to se e k ou t n e w life a n d ne w Combat.....................................................................................6
civ iliz a tion s , to b oldly go whe re n o ma n Combat Rolls..........................................................................6
ha s gone b e for e . T hes e a re the v oyage s of Interpreting Combat Rolls......................................................6
the Da yT r i pper s . TAKING HARM.................................................................7
HEALING........................................................................7
Ea ch s hip is e qu ippe d with e n ou gh fu e l to
Order of Healing.......................................................................7
s u ppor t its cr e w a n d dime n s ion a l-s hift
e n gine s for , pr e dicta b ly en ou gh, on e da y. EXPERIENCE POINTS...........................................................7
T he ide a is s imple : s lip in to alte r na te SPENDING EXPERIENCE.......................................................7
u n iv er s e s an d pocke t dime n s ion s , whe r e Stat Improvements................................................................7
you ’ll s tea l, tra de or plu n de r e n ou gh Skill Improvements................................................................7
goodie s to pa y for the n ex t tr ip, s hip New Skills...............................................................................7
u pgra de s a n d your s tu de n t loan s . T he Inventions and Applications..................................................8
othe r e n d of the u n ive r s e is a cr a z y pla ce , Fortune...................................................................................8
fille d with s tra n ge , da r k citie s , glowin g Fame......................................................................................8
s wa mps a n d cr ys ta l spir e s un de r
YOUR AUTOMATED SURVIVAL SUIT........................................8
mys te r iou s s tar s . Da n ger b ou n ds , b u t s o
Your Suit’s Power...................................................................8
do the r iche s . T ime to z ip- up tha t
Burn 1kW of Suit Power when...............................................8
Au toma te d S u rv iv a l S u it a n d se a l thos e
pods tight! Le t's s lip- n -s lide ! SHIP’S POWER COSTS........................................................9
Burn 1 mW of power when...................................................9
The DayTrippers source rules are owned by everyone and no Burn 1 mW per Ton when......................................................9
one. They are assembled publicly and made available under DAYTRIPPING..................................................................9
the Creative Commons 3.0 Unported License (Cc By 3.0). Mission Types.........................................................................9
http://creativecommons.org/licenses/by/3.0/
Slip Types.............................................................................10
CONTRIBUTORS AND ADVISORS TO THE DAYTRIPPERS SOURCE Node Types..........................................................................10
RULES INCLUDE: TOD FOLEY (CORE RULES), MIKE BURRELL
DAYTRIP GENERATION.....................................................11
(CONCEPT), ERIK BATTLE, JENS MATTSSON, PAULO RIVAS, PAUL
TALIESIN, EERO TUOVINEN AND THE SUPPORTIVE FOLKS AT Determining Missions Available: The Big Board ...................11
STORY-GAMES.COM. Determining Node Type..........................................................11
DISCUSSION SOURCE URL: Dream Worlds – Vectors of Slip..............................................11
HTTP :// STORY - GAMES.COM / FORUMS / DISCUSSION /19304/ DAYTRIPPERS - Dream Worlds – Slip Distance................................................11
OPENSOURCE - GAME- DEVELOPMENT
MORE SURREALISM!........................................................12
COMPILED SOURCE URL:
OPTIONAL SUBSYSTEMS....................................................12
HTTP :// ASIFPRODUCTIONS .COM / SITES / DEFAULT / FILES / DAYTRIPPERS _ RULES _ CU
RRENT _ VERSION .PDF
Selecting Mission Aspects....................................................14
Mission Perks.......................................................................14
NOTE: This mark  indicates that an optional rule exists. Mission Complications.........................................................15
See the Optional Subsystems section. Conversion Tables................................................................16
Character Generation 2.2 Skills
Here’s how to create your DayTrippers character. Skill Levels are rated on similar scale of 1 to 6, with 6
representing the epitome of human accomplishment. The
Skill Levels are:
Step 1. Character Class  1 = trained
Choose a Character Class from the list below. This may also 2 = journeyman
tell us your character’s profession or type of work, and the 3 = expert
GM may infer all sorts of relations, locations and obligations 4 = master
from this fact. You can make up a lot of these personal 5 = innovator
details too, subject to GM ruling. 6 = legend
Amateur Explorer Celebrity/Entertainer All Skills are based on a Stat (some are based on two, either
of which may be used depending on the circumstances). For
Gonzo Writer Government Agent all relevant Action Resolutions, your Skill Level will be added
to the total rolled using the base dice from that Stat.
Grad Student Physicist
Politician/Nobility Soldier Example: A character with a MIGHT of 2 and Fighting Skill
Level 1 would roll 2d6, take the highest, and add 1 when
Special Forces Tourist fighting.

SKILLS LIST (COMMON EXAMPLES ONLY)


Step 2. Character Building  SKILL NAME BASE STAT
You build a character by spending Character Points (CP). A Acting † Charm
typical beginning character gets 100 CP to spend on Stats, Artform †* Grace
Skills, Gear, Crew, Fame and a Ship*. You may also choose to
go into Debt to obtain more CP. All of these options are Athletics * Grace, Might
detailed below; just go through the steps in order. Camouflage † Brains
* The GM may choose to raise this limit in order to run high- Driving/Piloting * Grace
powered or more experienced characters. The total CP value Drug Tolerance * Health, Psyche
of all characters in a party should ideally be roughly similar,
but again, this is left to the GM's discretion Electronics † Brains
Encryption Brains
2.1 Stats Engineering (design) † Brains
Fast-Talk Charm
Stats tell us how well your character performs various types
of tasks without any training or equipment. The Stat Score is Fighting/Weapon * Grace, Might
a logarithmic scale of 1 to 6, with 6 representing the apex of Firearm * Grace
the human genome. Normal unskilled people have 1 in every Language * Charm, Brains
Stat. Your Stat Score indicates how many d6s you’ll roll
during Action Resolutions relying on that Stat. The Stats are Mathematics Brains
: Mechanics (repair) † Brains
BRAINS – knowledge & perception functions Medicine † Brains
CHARM – social & communicative functions Mnemonics Brains, Psyche
GRACE – agility & dexterity functions Mounted Weaponry Grace
HEALTH –biophysical & immunity functions Programming Brains
MIGHT – strength & force functions Psychology Psyche, Charm
PSYCHE – sanity & integrative functions Rhetoric Charm, Brains
Science †* Brains
Buying Stats 
Streetsmarts Charm, Psyche
Every Stat Score begins at 1. To raise a Stat Score, spend
Character Points as shown below: Slip Dynamics Brains
Stealth Grace, Psyche
To start a Stat at 2 = 5 pts
Stellar Navigation Brains
To start a Stat at 3 = 15 pts
Survival * Brains, Health
To start a Stat at 4 = 40 pts
To start a Stat at 5 = 100 pts * For this skill, specify the area or subskill you specialize in
To start a Stat at 6 = 200 pts (e.g.: “Science:Biology” or “Firearm:Rifle”).
† A “Pro Kit” exists for this skill (see Gear).
Additional Skills 2.4 Crew 
The GM may decide to allow both PCs and NPCs to possess You can hire as many crewmembers as you have capacity for
Skills which are not on the Skill List. For each Skill thus (see Ship below). Crewmembers are NPCs who start with 1 in
created, a governing Stat must be determined. all their Stats. You may purchase Stats, Skills and Gear for
them at the same prices shown above.
Example: The Prince has a Skill Level of +2 in “Petulant
Frenzy”. What exactly is a “petulant frenzy”? It depends
on the cause, the surroundings, it differs every time. But if Hiring Crew
it does happen, at least we know how good this character
is at it, and what other characters will need to roll against One crewmember can be hired for one year at a cost of 1
to resist or defuse it. Character Point.

Buying Skills
To buy Skill Levels, spend CP as shown below:
2.5 Fame
To increase a Skill Level from 0 to 1 = 10 pts Fame Levels are, of course, rated on a scale of 1 to 6:
To increase a Skill Level from 1 to 2 = 20 pts 1 = local/professional
To increase a Skill Level from 2 to 3 = 40 pts 2 = regional
To increase a Skill Level from 3 to 4 = 100 pts 3 = national
To increase a Skill Level from 4 to 5 = 200 pts 4 = global
5 = historical
To increase a Skill Level from 5 to 6 = 500 pts
6 = cosmic
Fame can be useful. Your Fame Level may be used to
determine if someone has heard of you: If they come from
2.3 Items your locality or share your profession, the DL of that roll is 1;
If they come from your general region, the DL is 2, etc. Roll
All Items (gear, tools, weapons, “pro kits” and other practical 1d6 and add your Fame Level.
things) are rated on a scale of 1 to 6 called a Item Level. The Fame may be used to modify any CHARM roll in an area
Item Levels are: where you’re famous, to impress or get something you want
1 = well-made/superior/pure out of someone (subject to GM ruling, of course).
2 = customized/exceptional/fine-tuned
3 = exquisite/masterpiece Buying Fame
4 = legendary/revolutionary/mythic Fame Levels are purchased just like Skill Levels. For starting
5 = intelligent (literally a "smart device") characters, we assume that you already have an agent, that
6 = inexplicable/magical (see Clarke's Third Law) you have done something (or do something) worthy of
attention, and that somehow the public knows about you.
An Item adds its Level to the total rolled for all applicable The specifics will be up to you and the GM to decide.
Action Resolutions. Alas, the public’s attention quickly fades if you don’t keep
“paying the price of Fame”. You must pay the cost of your
Example: A character with a HEALTH of 1 who takes a dose
of Exceptional Antibiotics (+3) would roll 1d6 and add 3 to Fame Level each month, or it will decrease by 1.
resist infection.

Buying Items
“Pro Kit” or normal weapon (no bonus) = 1 pt
+1 item or weapon = 10 pts
+2 item or weapon = 20 pts
+3 item or weapon = 50 pts
Automated Survival Suit = 2 pts
2.6 Ship Ship’s Power
Here’s the part where we build your SlipShip. First, decide on Calculate the Tonnage of your ship:
your ship's Capacity (i.e., how many crewmembers, including (2 + Outer Hull Bonus) x Capacity.
yourself, it can hold). The Power Requirements of your ship are:
(1 mW x Tonnage) per Hour.
Core Ship Components This basic power requirement covers all regular activity (life
Your ship must possess the following basic components, the support, scanning, limited jet propulsion). Plan for your ship’s
cost of which will depend on Capacity: power use wisely. If you run out of power on a trip, you’ll be
stranded in intra-space - and we know you don’t want that!
Frame/Body = 2 pts x Capacity
Slip Capacitor = 1 pt x Capacity
Powersource = 1 pt per mW (megawatt)
Outer Hull (select bonus): 2.7 Debt
+1 = 2 pts x Capacity
+2 = 4 pts x Capacity Don’t have enough to set yourself up the way you’d like?
Consider taking out a loan! For every Character Point
+3 = 8 pts x Capacity
borrowed, you will owe 1 Mega to some character or
+4 = 16 pts x Capacity financial entity. Your payment schedule is 1 Mega per month
+5 = 32 pts x Capacity (on Home-Earth).
+6 = 64 pts x Capacity
Each month you fail to make a payment, bad things will
happen. Your Fame will decrease by 1 (to a minimum of 0). If
Optional Ship Components your debt is to a financial institution, you must make a static
The following components may be purchased at your option. CHARM roll against skipped payments (as a DL) to avoid
Airlock = 3 pts having all your assets frozen. If your debt is to a private
ViewPort = 1 pt party, you must make a static CHARM roll against skipped
Headlights = 1 pt payments (as a DL) to avoid facing whatever repercussions
Spotlight = 1 pt the GM has in store. Broken kneecaps, possibly.
Grappler = 1 pt If you fail to make six consecutive payments you will subject
Winch = 1 pt to arrest and trial on Home-Earth, or (in the case of certain
MF Radio = 1 pt private loans) a price will be put on your head and avoiding
Cabin (sleeping space for 1) = 2 pts bounty hunters will become a thing in your life.
Galley = 4 pts
MedBay = 5 pts >>> END OF CHARACTER GENERATION
Cargo Hold = 1 pt per cubic meter
Laser Beam = 3 pts (drains 1 mW per shot)
Tractor Beam = 3 pts x max tonnage (drains target
tonnage in mW per minute)
Ion Cannon = 5 pts (drains 1 mW per shot)
Torpedo Launcher = 3 pts
Concussion Torpedo (select bonus):
+1 = 1 pt
+2 = 2 pts
+3 = 5 pts
+4 = 10 pts
+5 = 20 pts
+6 = 50 pts
ForceField (select bonus):
+1 = 2 pts
+2 = 5 pts
+3 = 10 pts
+4 = 20 pts
+5 = 50 pts
+6 = 100 pts
Action Resolution Example: Marty wants to convince Choco, an NPC, to
invest in his pyramid scheme. Since Marty has no
Rhetoric skill, he will use his CHARM Stat (which is 3).
There are two types of Actions that can be performed: And because there is no innate DL (it depends on the
Unopposed Actions and Opposed Actions. For each you’ll roll target’s stats), the GM calls it an Opposed Action vs the
a number of d6s and keep the best one. NPC’s BRAINS Stat (which is 1). So the GM rolls 1d6 for
Your Action Roll (highest die) is then modified by Skill Levels, Choco and gets a 4. Marty will roll 3d6 and take the best
Item Bonuses and any applicable Mods. one, trying to beat 4.

Difficulty Levels Standard Modifiers


The relative difficulty of an Action is rated on a scale of 1-10. The following Mods are applied depending on circumstance:
The Difficulty Levels are:
+ applicable Bonuses for Skills and Items
1 = no-brainer 6 = very hard +1 for superior position or advantageous condition
2 = easy 7 = unlikely +1 for Character Development that provides insight
3 = challenging 8 = ridiculous -1 if wounded for 2 hits or more
4 = difficult 9 = absurd -1 for each Frame defeated in a dialog exchange
5 = hard 10 = insane -2 if attempting two Actions at once (applies to both)
Sometimes a difficult task can be broken down into two or
more easier ones. Actions of DL 7 or higher are impossible Interpreting Action Rolls
for an unskilled and unequipped human to perform without
help. Everyone involved rolls dice only once per Frame. Mods are
applied to the highest die rolled. Finally, opposed rolls are
compared on the Action Resolution Table and resolved. If the
Unopposed Actions highest natural roll in an Opposed Action was rolled by a
Only one character is involved. The GM sets a Difficulty Level Player (or in case of a tie), the PCs resolve their actions first.
for the attempted maneuver, and the Player rolls against this If it was rolled by the GM, the NPCs resolve their actions first.
number on the Action Resolution Table below. To succeed
completely in the task, you need to roll higher than the DL. Yes & No
Any result of “YES” indicates that the character succeeded in
Example: Chaz wants to write a program to shut the doing whatever were trying to do. Any result of “No” means
broken airlock door. The GM decides this is DL 4. Chaz they didn’t. After that, it’s all ANDs and BUTs.
has no programming skill, so he must rely on BRAINS (2).
The GM says “Roll 2 dice and keep the best. You’re trying And & But
to beat 4.”
Any result of “AND” or “BUT” indicates a tactical mishap, a
stroke of good luck or bad luck, a gain or loss of advantage,
Opposed Actions damage to something worn or carried, a character taking
control of an object or situation, or whatever else makes the
One character is acting upon another character, and the most sense, depending on the situation and the GM’s ruling.
outcome depends on how well both of them roll. In an The GM interprets all NPC and “negative” results. Players
Opposed Action, the Defensive Roll sets the Difficulty Level of suggest their own “positive” results. Be creative, but keep it
the task, and the Active Roll tries to beat that number. within the reality of the gameworld (subject to GM's ruling).
Combat Example: Chaz and Marty are confronted by four Goons in
the control room of a Type IV Flying Head. The Goons are
Combat is handled in Frames. Combat Frames do not on the other side of a console that nearly spans the width
represent any fixed period of time. They’re more like panels of the room. Our heroes want to get out the side door on
in a comic strip; they don’t represent every single move made the left. That door is locked by a with a keypad security
by each character. Instead, they represent those pivotal device DL 4. The Goons draw their guns.
moments that capture the story of the fight sequence. First Frame: Chaz declares that he is running to the door,
tumbling and zigzagging. The GM will rule this as
Defending. Marty declares he will be laying down covering
Combat Rolls fire, trying to force the Goons to duck behind the console.
Two Goons will shoot at Marty and two at Chaz. Everyone
For each Frame of combat, all involved characters declare rolls their dice. The results are:
what they want to focus on: Attacking, Defending, or Doing
Something Else. They also name the skills or Items they’ll be Chaz (GRACE 3 Judo +1) = 6
using to do it (whether fighting or not). All actions will then Marty (GRACE 3 Rifle +2) = 5
be resolved simultaneously.
Goons vs Chaz (GRACE 1 Firearms +1) = 4, 2
Attacking
For weapons or firearms, roll GRACE. Goons vs Marty (GRACE 1 Firearms +1) = 5, 6
For hand-to-hand or brawling, roll GRACE or MIGHT. Resolution: Chaz runs across the room, weaving as he
+ Fighting Level + Item Bonus + Armor Bonus goes. Since Marty’s shots are targeted at the entire group
Defending (dodging, parrying or seeking cover) of goons, the GM calls for a Contest Action vs a single
GRACE roll for all of them, and rolls a 4. Marty’s 5 vs 4
Roll GRACE. gives him a YES result. The GM rules that Marty has
+ Fighting Level + Armor Bonus + Cover Bonus succeeded in his goal: the goons’ next Frame will be spent
Doing Something Else diving for cover. But while he was doing that, they were
Make a normal roll for whatever action you are attempting. shooting, so we resolve their actions as well. The two
The DL for any attacks against you will be 1 + your Armor Goons shooting at Chaz compare their 4 and 2 against his
Bonus. 6. This gives them each a “NO AND” result. The GM rules
that they both miss, AND they both empty their clips. The
two Goons shooting at Marty compare their 5 and 6 to his
Interpreting Combat Rolls 5. That’s a “YES BUT” and a “YES”. The GM rules that
Marty takes two hits, choosing to decrement his CHARM
Defending rolls are only used to determine the DL for attacks. and MIGHT Stats, BUT then one of the Goons fumbles and
Attacking rolls are compared to the Defender’s or Target’s DL. drops his weapon.
A result of “YES” indicates that damage has occurred. A Second Frame: Chaz declares he’s fiddling with the keypad
result of “AND” or “BUT” indicates a mishap, a positional device. This will be a Static Action vs DL 4. Marty declares
modifier, a gain or loss of advantage, or one character taking he’ll run across the room to join Chaz. The Goons are busy
control of an object or space (depending on GM’s ruling). diving behind the console. Everyone rolls their dice. The
results are:
Harm is described by the GM based on what the attack was
trying (or expected) to do, and on the fictional positioning of Chaz (BRAINS 2) = 4
the character involved. Marty (GRACE 3 and Rifle +2) = 5
Goons (GRACE 1) = 4
Resolution: Chaz compares his 4 to the security keypad’s
DL of 4. That’s a “YES BUT”. While the Goons dive for
cover, Chaz succeeds in bypassing the security system BUT
the door doesn’t open automatically. Marty makes it to his
side.
Third Frame: Chaz declares he’s laying down suppressive
fire while Marty opens the door and runs out. The Goon
with ammo pops up and fires at Chaz. Another presses the
alarm button behind the console. Everyone rolls their dice.
The results are:
Chaz (GRACE 2 and Rifle +1) = 5
Marty (GRACE 3 and -1 for moving) =5
Goon (GRACE 1 and Firearms +1) = 4
Resolution: Marty opens the door and runs out. Chaz
compares his 5 to the Goons’ 4. This gives him a “YES”.
The GM rules that Chaz has succeeded in picking off that
Goon. But not before the Goon’s shot was squeezed off, so
we resolve that action as well. The Goon compares his 4 to
Chaz’ 5. This yields a “NO BUT”. The GM rules that Chaz is
not hit, BUT the door slides shut again. Just then, the
alarm goes off.
Taking Harm Experience Points
When you take harm, you suffer a -1 penalty to one Stat Subject to GM ruling, Experience Points (XP) are awarded to
(chosen by the GM as befits the situation). The first -1 can be PCs at pivotal moments during the adventure and upon each
healed by resting for one day. Subsequent harm will require return from a DayTrip.
weeks to heal. If three of your Stats reach zero, you’re dead. FOR EACH NODE VISITED VIA SLIP, each PC onboard receives
The nature of the harm will suggest the Stat affected: 1 XP.
FOR EACH SUCCESSFUL RETURN TO HOME-EARTH, each PC
BRAINS – damage to the head or sensory systems onboard receives 1 XP.ON A MISS BY more THAN 1, if the
CHARM – damage to the face , neck, mouth or skin defending character is a PC, they receive 1 XP.
GRACE – damage to limbs, phalanges, joints or spine ON AN EXCEED BY MORE THAN 1, if the acting character is a
HEALTH – damage to major organs or intestines PC, they receive 1 XP.
MIGHT– damage to muscles, bones or nerves FOR EACH NEAR-DEATH EXPERIENCE (reduction to “dying”
PSYCHE– damage to the brain, drugs, pain, duress status or five minutes from death), receive 1 XP.
If the Attacker doesn’t call a particular location, the GM will FOR EACH LIFE SAVED (i.e., for every character who would
apply the damage to a logical area of the body affecting the have died if the PC hadn’t done what they did), all PCs who
highest remaining Stat possible. played a determining role in the outcome get 1 XP.
FOR EACH ENEMY DEFEATED (i.e., for every NPC who would
Example: The first time Marty swings at Chaz, he calls out have succeeded in some evil plan if the PC hadn’t done what
a shot to the face, and hits. The GM rules that the punch they did), all PCs who played a determining role in the defeat
indeed strikes Chaz in the face, giving him a split lip, and get 1 XP.
this is reflected by decrementing Chaz’ CHARM (from 2 to
1). Chaz’ player writes the new “Harmed Stat” of CHARM 1 FOR EACH VALUABLE ARTIFACT OR MAJOR DISCOVERY
on the character sheet. The second time Chaz takes a hit BROUGHT HOME, a number of XPs equal to its Level or Item
(same fight), Marty’s player doesn’t call a location. The Bonus is given to each PC who played a determining role in
GM decides to take the point from GRACE, ruling that Chaz retrieving it, discovering it, or getting it back home.
suffers a broken finger while defending himself. ADDITIONAL XP: The GM may decide to grant XP for events
which are not listed above if it seems like a lesson has been
learned, the plot has been significantly advanced, or a
Healing significant obstacle has been overcome.
The first hit is free. Well, almost. If you take no more than a
single hit, it can be healed by resting for one day. Spending Experience
This capability is lost when you take a second hit. When
Harm has been determined and you’ve suffered more than 1 XP can be spent to enhance your character in many ways,
hit, your wounds will require weeks to heal. A rough including Stat Scores, Skill Levels, Inventions, Applications,
approximation is one week per hit, given access to 21 st- Fortune and Fame. Experience Points can only be spent
century medical technology, or two weeks per hit without it. during Downtime (either on Home-Earth between missions,
or while remaining in a suitable Destination for an extended
Here’s the thing, though: Each week of rest, you’ll have to stay with the proper materials). This represents "sped-up"
make a HEALTH roll against your current damage total in consecutive time during which your character is studying,
order to actually remove a point of Harm. This means it could training, inventing things, getting rich, or appearing on
take significantly longer than expected for you to heal. If national talknets. A video montage, if you will.
your HEALTH is zero then you’re in a coma or in critical
condition, and you’re going to require surgery before your
body’s healing process can begin. Stat Improvements
1 XP = 1 CP for buying advances in Stat Scores. After play has
Order of Healing begun, the cost of a Stat advance equals the cost of a Skill
Level advance (e.g., raising a Stat from 1 to 2 costs 20 CP).
All harm heals in alphabetical order (you didn’t know that?) Assuming full-time training, the time required for a Stat
Example: Chaz takes 3 hits (CHARM, GRACE and MIGHT), advance is the CP cost of the Score you’re attaining, in weeks.
and ends up in the infirmary. He’ll be here for roughly 3
weeks. At the end of the first week he makes a HEALTH roll Skill Improvements
(1 die for a HEALTH of 1) against a DL of 3. He gets a 5. On
the Action Resolution Table, this yields a result of "YES 1 XP = 1 CP for buying advances in Skill Levels. The amount of
AND". The "YES" means one point of Harm will be healed. time required for a one-point Skill level increase is the cost of
The GM rules that the “AND” means an extra point of
Harm will be removed, and applies the healing to CHARM the Skill Level you’re trying to attain, times one week.
and GRACE. (Notice this is in Alphabetical Order)
New Skills
1 XP = 1 CP for buying new Skills.
Inventions and Applications Your Automated Survival Suit
Subject to GM ruling, any character with the appropriate skills It’s automated. You wear it to stay alive. Sheesh.
can prototype a new Invention or create an application for a
Major Discovery. This can only happen during Downtime
(either on Home-Earth between missions, or while remaining
in a Destination for an extended stay with the proper
materials and equipment). Note that this only happens when
a player specifically asks for it and describes the device or
application they have in mind.
The XP cost of an Invention or Application is equal to the
Item Bonus cost for the thing you're creating. There is also a
development cost in Megas equal to the Item Bonus itself,
and the time required is equal to the XP cost times one week.
Example: inventing a +3 Item will cost 8 XP and 3 Megas,
and will take 8 weeks.

Fortune
1 XP = 1 Mega for purposes of Fortune. This income
represents money made by selling the rights to your story,
publishing a book, sponsoring a commercial product, getting
a grant, receiving a donation from a wealthy patron, etc.
Subject to GM ruling, this money may be spent on anything
the player wishes to buy. Characters may decide to purchase
homes, vehicles, antique thumbdrive collections, or whatever
else the GM allows in the world. The GM should base the
cost of typical items on today’s prices multiplied by 10.
Roughly speaking, 1M will get you an awesome car or a
crappy house.
Your Suit’s Power
Fame Your Automated Survival Suit possesses its own powersource,
which typically is filled from the Ship’s reserve. The suit’s
Fame can only be increased while your character remains in a
battery capacity allows for 100 kW of power.
location where they have a reason to be famous, and at least
once during the month they must make public appearances, Of course, that power tends to get used up.
grant interviews, give performances, throw festivals, support
causes, attend conferences, pose for photos, speak to the Burn 1kW of Suit Power when...
press, or otherwise reach out to the public.
The cost of a Fame Level is the same as a Skill Level. If your • You sleep in the suit for one full day.
character has been on a publicized DayTrip or done • You wear the suit while entering a hazardous
something notorious within the last month, the time required atmosphere or vacuum, and for every hour
to attain your Fame is the cost of the Fame Level you’re thereafter.
attaining, multiplied by one day. If not, it’s multiplied by one
month, and you must pay 1 Mega for an agent and a PR • You use the suit to carry heavy loads (greater than
campaign. you could carry without it) for 10 minutes.
The price of Fame must be paid monthly or it begins • You wear the suit while under physical exertion
decreasing. For every month of gametime you go without (deep breath, high heartrate) for 5 minutes.
paying the price of Fame, your Fame Level decreases by 1 (to • You wear the suit while suffering a major wound,
a minimum of 0).
illness or trauma for 5 minutes.
If you are ever involved in a public scandal, convicted of a
felony, or return from a mission that is deemed a Total • The suit undergoes automated emergency repair.
Failure by the press, your Fame Level gets set back to 0 again. • You use the suit’s medical scanners and
administrators.
• You broadcast large data packets or broadcast over
great range.
• You activate the suit’s energy shielding, and for
every 5 minutes thereafter.
• You use the suit’s jumpjets.
• You use the suit’s longrange scanning.
Ship’s Power Costs DayTripping
Special actions or events onboard can incur power costs:
Emergency repair, return-slipping, defensive shielding or Mission Types
cloaking, mining, long-range scans, communicating with
Earth, etc., all will cost you power. A variety of contracts and missions, both public and private,
may be available at any given time. These mission types
include:
Burn 1 mW of power when... • Exploration/Into the Unknown
• You use the ship’s longrange scanners. • Emergency/Rescue
• You activate energy shields or cloaking.
• Sightseeing/Tourism
• You travel with all cargo holds full
(x2 Fuel costs for slipping/maneuvering) • Surveying/Fact-Finding
• You use the ship’s tractionpulse beams. • Acquisition/Trade
• You utilize automated repair systems. • Politics/Diplomacy
• You launch probes.
• You activate mining equipment/research pods/FTL Exploration/Into the Unknown
drives.
Goal: To explore a specific set of Slip Coordinates for the first
• You activate the Medical Response Tank. time ever, in order to help complete our knowledge of the
• You broadcast upangle to Earth. multiverse.
• You charge the fuel reserves of a Survival Suit.
Emergency/Rescue
Burn 1 mW per Ton when... Goal: To return a stranded DayTripper or vessel from a
dangerous location or Node.
• You return to Earth.
• You use the ship’s retrothrusters. Sightseeing/Tourism
• You maneuver within an atmosphere.
Goal: To safely transport a ship full of paid vacationers to a
well-known and mapped destination, show them a good
time, and get them back home again.

Surveying/Fact-Finding
Goal: To flesh out or complete the mapping of a previously-
visited but still largely unknown Node, to augment our
existing knowledge of its inhabitants and cultures, or to
discover whether any resources can be traded or extracted
from the Node.

Acquisition/Trade
Goal: To acquire a shipment of some desired resource or
valuable commodity, either in exchange for provided cargo,
or via some other means.

Politics/Diplomacy
Goal: To represent an Earth government or corporation in
negotiation with representatives of the destination Node.
Slip Types • a world for every dream or nightmare ever had by
Edgar Allan Poe
So far, five different types of Slippage have been discovered: • a world for the sum of all dreams and nightmares
Cartesian Slips result in nearly-instantaneous space travel ever had by Edgar Allan Poe
within our universe, similar to traveling via wormhole or • a world for the conscious experience of the
teleportation. historical reality of Edgar Allan Poe
ParaTerran Slips lead the way to “Alternate Earths” in which • a world for the unconsciousness contents of the
major changes have occurred relative to our timeline, usually mind of Edgar Allan Poe, and
descended from a single pivotal bifurcation in history.
• an "unfinished" world for every half-baked idea
Temporal Slips take you forward or backward in the timeline that ever arose in the mind of Edgar Allan Poe
of Home-Earth. [This is what Zayim Diaspora was intending
to do.] In this much all conscious minds seem to be similar – i.e.,
there exists a whole set of Dream Worlds based on your
Subjective Slips are sometimes comfortable and sometimes personal dreams and your own consciousness, as well as
very not, they are among the least understood of all slip mine, etc. But since Poe has affected so many people with
dynamics. [This is what Diaspora actually did.] ideas springing from his fertile mind, he has managed to
Compound Slips are dangerous, unpredictable, and are rarely spawn additional Dream Worlds corresponding to these
attempted deliberately. They sometimes happen due to Flux deeply-imagined and oft-reiterated works. Thus we have:
Storms, and may result in your ship being dropped into the • a world for every story written by Edgar Allan Poe
Multiversal Chao.
• a world for the sum of all stories written by Edgar
Allan Poe
Node Types • a world for the sum of all impressions drawn by all
Based on accumulated reports, all known DayTrip Nodes have readers ever from all stories written by Edgar Allan
been classified into the following six categories, each of which Poe, and even
is detailed below: • a world for the sum of all impressions drawn by all
• Known Planets (Cartesian Slip) readers ever from all stories which have some
• Unknown Planets (Cartesian Slip) similarity or connection to stories written by Edgar
• Time Travels (Temporal Slip) Allan Poe but weren't written by Edgar Allan Poe
• Alternate Earths (ParaTerran Slip) Technically speaking, Dream Worlds are not “Worlds” but
• Dream Worlds (Subjective Slip) Pocket Universes, with their own internally-consistent laws of
matter, energy, time and causality. As reported by
• Multiversal Chao (Compound Slip) DayTrippers who have returned with their sanity intact,
everything in a Dream World has a “veiled” quality to it and
Known Planets apparent common-sense conclusions are not always logical,
If desired, the GM may use some existing system, like the even in regard to such fundamentals as the size and shape of
Traveler or SpaceMaster rules, to generate these your own body, the persistence of matter, or the law of
destinations. gravity.

Unknown Planets Such cognitive dissonance can lead to a subjective experience


of displaced anxiety, intense frustration, overwhelming
Same as Known Planets, but the PCs don't necessarily know stress, self-loathing, or emotional outbursts. It feels as if your
which universe they're in. perception of “objective” reality is constantly and doggedly
veiled by another, unseen reality of equal or greater cognitive
Time Travels impact. This feeling has been described subjectively as being
Home-Earth in another time, watch out for paradox! similar to “beta stage disorientation”, in which sleepers
cannot tell whether they’re dreaming or awake, and
Alternate Earths experience a confusing, co-mingled awareness of both states.
You’re on the third planet from Sol, but something has
caused world history to go in another direction. Although Dream Worlds are certainly among the most
terrifying and incomprehensible of all SlipNodes, they have
Dream Worlds also been the sources of some of the most powerful artifacts
and innovative concepts ever brought back from SlipSpace.
Theories about the mysterious "Dream Worlds" of SlipSpace
abound but the truth is, no one really knows how a Dream The Multiversal Chao
World comes to be. Dr. Howard Belknap Barker, Professor
Emeritus of SlipSpace Dynamics at the Western Academy of A whirling maelstrom comprised of every type of energy from
Intraspace Technology - that famous hall known by alumni as all universes, some collapsed into physicality, some in various
“The Ziggurat” - has championed a theory which proposes a phases of morphogenesis or demorphication. Here in the
radical vision of bi-causality in the relation between Chao, the laws of physics flux wildly from moment to
subjective and consensus realities at both interpersonal and moment, logic and proportion have fallen softly dead, the
intra-personal levels. On Barker’s view, there exists (for falcon cannot hear the falconer, and your mind? It’s gone.
example):
DayTrip Generation Dream Worlds – Vectors of Slip
The following rules are deliberately sketchy and suggestive. For Dream Worlds, roll 2d6 on the table below:
They are intended to assist the GM in creating destinations
and adventures for DayTrippers. The GM should be able to ROLL WHAT HAS SLIPPED?
generate a few teasers quickly and easily, and then allow the 2-5 Appearance
players to select one. The selected mission is then quickly
roughed out, and play proceeds. 6-8 Behavior
9-12 Meaning
To Create a Daytrip, follow these steps:
Determine the Mission Type Doubles Multiple: as rolled & roll again
Determine the Node Type Appearance refers to observable physical details. Behaviour
Determine the Vector(s) of Slippage * refers to mechanical functions (skills, rolls, etc), and Meaning
refers to narrative/thematic purpose.
Determine the Slip Distance for each Vector *
Determine details, obstacles and maguffins Example: If you roll two 2s, that would mean Appearance
has slipped (4) AND roll again. This process may repeat
Create Locations/NPCs/Objects/Events until the same vector is rolled twice.
* For Alternate Earths and Dream Worlds only.
Dream Worlds – Slip Distance
Determining Missions Available: The For Dream Worlds, the Distance of Slip must also be
Big Board  determined. Simply put, for each of the Slip Vectors
determined above, we must ask How far has this vector
The working assumption here is that there exists some sort of slipped from the PCs’ expected reality? Roll 2d6 for each
“Big Board” or grapevine through which DayTripper Teams Vector of Slip:
become aware of contracts currently accepting applications
or bids. At any given time there are 1d6 missions on the Big ROLL SLIP DISTANCE
Board.
2-4 Very slightly; only small divergences
The GM may certainly make any desired missions available,
5-6 One major divergence
but in a pinch, the following table may be used to generate
missions for the Big Board: 7 Direct allegory: it has become symbolic
Obscure connection (line from a song,
ROLL MISSION TYPE NODE MOD 8-10 antiquated figure of speech, free
2-4 Exploration +0 association, linguistic confusion)
5-6 Emergency/Rescue +0 11-12 Totally random, will never be explained.
7-8 Sightseeing/Tourism +6
9-10 Survey/Fact-Finding +2 Example: Assuming “Appearance” has slipped, a roll of 7
would indicate that the slip was directly allegorical. The
11 Acquisition/Trade +4 GM might decide to make people into animals in this
12 Politics/Diplomacy +6 Dream World, and the animal they became would
represent their role in society, but in all other ways they
would still behave as regular people.
Determining Node Type
The following table may be used to generate a Node Type for
each mission. For a typical mission board result, roll 2d6 and
add the NODE MOD from above. (If your players prefer high
weirdness, roll 1d6 or 1d8 instead.) Then consult the
following chart:

RESULT NODE TYPE


2-3 Multiversal Chao
4-5 Unknown Planet
6-7 Dream World
8-9 Alternate Earth
10-11 Time Travel
12+ Known Planet
More Surrealism! Optional Subsystems
To create a surreal destination, you’ll need to tweak some The following rules are suggested for alternate setups and
aspects of reality, but not all. Subtlety and non-sequiter can different styles of play.
be chillingly effective. The following subsystems may help in
brainstorming this out. They can be applied to places,
characters or things. ■ Class Matters
Tweaking the natural world Replaces the “Character Classes” section
Think of a natural law or process, or look at the natural laws
and processes which are at play in the scene and choose one. Your PC’s class gives you a choice of one free Stat boost, and
Then… may bring special rules into play as shown below. Class and
Stat choices are applied before any Character Points are
• Reverse it or degrade it spent.
• Make it work on different elements or objects Amateur Explorer – Add 1 to GRACE or HEALTH. Add 1 to any
• Have it be controlled by a person/some people Science Skill. You are in Debt for 1d6 Megas to your
university, equipment provider, or private investors.
• Have it be controlled by a machine or a system
Celebrity/Entertainer – Add 1 to CHARM or GRACE. Add 1 to
• Think of an impossible way to exploit it and do it any Artform or Musical Instrument Skill. Add 1 to FAME. You
• Make it produce the wrong things are in Debt for 2d6 Megas to your agent, manager, or label.
• Make it produce inorganic things Government Agent – Add 1 to CHARM or PSYCHE. Add 1 to
any Firearm Skill, Hand Weapon or Fighting Style. You have a
Tweaking the constructed world Secret Rank (see Rank rules). You must obey all direct orders
Think of a type of common machine or device, or look at the from superior officers or face an investigation by internal
machines and devices which are at play in the scene and affairs. You are on a Mission. You are being entrusted not to
choose one. Then… fail. The GM will tell you all about it.
Gonzo Writer – Add 1 to CHARM or BRAINS. Add 1 to
• Give it different input or from a difference source
Artform:Writing. You are in Debt for 1d6 Megas to your
• Make it create a different kind of output agent, lawyer, drug dealer, or bookie.
• Make it run on an impossible fuel source Grad Student – Add 1 to HEALTH and take Alcohol Resistance
• Make it produce organic things +1, or add 1 to BRAINS and add 1 to any Science Skill. You are
in debt for 1d6 Megas in student loans.
• Make it intelligent, emotional, or communicative
Physicist – Add 1 to BRAINS and take Science:Physics +1, or
• Have it be controlled by a natural law or process add 1 to PSYCHE and take Slip Dynamics +1. You must publish
• Make it ridiculously large or small at least one “Application of a Major Discovery” per year, or
lose your position.
Tweaking characters Politician/Nobility – Add 1 to CHARM or PSYCHE. You have a
Think of a person, archetype, or character, or look at the Political Rank (see Rank rules), and the ability to enact laws
characters in the scene and choose one. Then…. and issue communications as befitting your office. As long as
• Alter their age you avoid scandal, your Fame will never drop lower than your
Rank. But you are in Debt to campaign financers or someone
• Alter their gender behind the scenes. This obligation could in theory be bought
• Give them an animal part off at any time – for your Rank times 100 Megas.
• Give them a machine or tool part Tourist – Add 1 to CHARM or PSYCHE. You have no
responsibilities on the ship whatsoever, and cannot be
• Put a machine inside them ordered to do anything you don’t want to do. If you are ever
• Give them a purely symbolic part inconvenienced or discomfitted in any way, you have the
• Fuse them with another person or role right to demand service, behave childishly, or complain. If
they treat you badly enough, you’ll consider bringing about a
• Take away their greatest asset Scandal.
• Turn their emotions up to 11 or down to 0 Soldier – Add 1 to MIGHT or GRACE. Add 1 to any Firearm
• Enhance one of their skills to Revolutionary (+6) Skill or Fighting Style. You have a Military Rank (see Rank
rules). You must obey all direct orders from superior officers
• Swap their function with another person or type
or face court martial.
• Invert, replace or conflict their core motivation Special Forces – Add 1 to MIGHT or PSYCHE. Add 1 to any
• Put them inside something symbolic or alive Firearm Skill or Hand Weapon. Add 1 to any Fighting Style.
• Remove something important from them Add 1 to any other Skill. You have a Military Rank (see Rank
rules). You must obey all direct orders from superior officers
or face court martial. You are on a Mission. You are being
entrusted not to fail. The GM will tell you all about it.
■ Better, Stronger, ■ Rank
Faster Optional Mechanic
Modifies the “Character Building” step of Character
Generation Politicians, Government Agents, Military Personnel and
Espionage Agents possess a Rank score. Rank may be
The GM sets a different base number of CP for character purchased at the same cost as Skills. Some suggestive terms
generation. 100 is the recommended minimum, but you can for Rank Levels are:
always go higher. MILITARY POLITICAL SECRET
1 = Enlisted Civic Office Spy
■ Not Legendary Yet 2 = Lieutenant Mayor Cell Leader
3 = Captain Governor Chief
Modifies the “Stats” step of Character Generation 4 = Major President Diplomat
5 = General Emissary Initiate
Starting Stats higher than 3 are not allowed. Stats may be
purchased with Experience Points in a manner similar to 6 = Admiral Ambassador Illuminatus
Skills. Subject to GM ruling, your Rank score may be used when
dealing with fellow enlisted to assert your authority, state
your opinion to a superior officer, propose a plan of action to
■ Crew Designations a superior officer, make a requisition of materiel, or give an
order to a subordinate. The other person’s Rank is the DL of
Replaces the “Crew” step of Character Generation. a static action. Make a CHARM roll +Rank against it.
1. Each SlipShip may have 1 crewmember per point of If you are involved in a public scandal or return from a
capacity. Each player should generate and play one mission that is deemed a Total Failure by the press, your Rank
crewmember before generating a second or an Escort. is decreased by 1.
2. Each crewmember should assign themselves a designation, If you are convicted of a felony, you are discharged. Your
this is their "base stat-block." Rank is removed completely and forever.
Command - Communication, Intrastral Navigation, If your Rank is 2 or higher, you may retire at any time. After
Appraisal retiring, your Rank will continnue to work as described above,
Engineering - Repairs & Maintenance, Propulsion Flight, but at -1 of its “active duty” value.
Landing If your term of office expires without scandal, your Rank will
Systems - Scanning & Telephony, Data interpretation, continue to work as described above, but at -1 of its “official
Repairs & Maintenance capacity” value. Your Fame will become subject to the
Research - Scientific Field, Observation, Exploration normal rules (i.e., it may decrease all the way to 0 again).
Medical - Treatment, Diagnosis, Psychology
You can have multiples of the same designation, but this will ■ Getting the Job
make the crew more specialised. Each designation gives
bonus dice to related skills. Optional Mechanic

The GM may wish to make applicants go through a screening


process when applying or bidding for a mission. If so, the DL
of getting the job is equal to the number shown below. The
PC may roll against this number using their Charm, Rank or
Fame Level (their choice):
MISSION TYPE DL TO GET JOB
Exploration 1
Emergency/Rescue 2
Sightseeing/Tourism 3
Survey/Fact-Finding 4
Acquisition/Trade 5
Politics/Diplomacy 6
ON AN EXCEED BY 1, the player selects the Node Type, or
■ Mission Aspects takes one Perk and rolls again.
Replaces “The Big Board”in DayTrip Generation ON AN EXCEED BY MORE THAN 1, the player selects the
Node Type, and may also remove one Complication or add
This approach allows players and GMs to collaborate on one Perk.
designing the Mission. Every Mission has three Aspects: Node
Type, Mission Type and Opposition Type. A fully prepared Step 3. Opposition Type
Mission will have one Node Type and one Mission Type, and A mission may include any number of Opposition Types. The
any number of Opposition Types. Missions may also possess Opposition Types are shown below:
any number of optional Perks and Complications. Finally,
every Mission has a Clearance Level (CL), a rough indicator of • Dangerous People
client standards for jobs of this type. • Dangerous Environment
• Dangerous Object
Selecting Mission Aspects • Monster/Enemy
The PCs are assumed to have cherry-picked this offer from • Rival DayTrippers
many others, but of course low-CL offers are easier to cherry- • Wildlife/Animals
pick than high ones. In addition, the “sweetest” missions tend
to be brought to the attention of the most well-known, well- • Technical Challenges
regarded and experienced characters. In general, the higher • Psychological Challenges
the CL, the harder it is to find an offer that perfectly matches • Flux Storms
your personal desires, and therefore the less you get to say
about mission design. To determine the Best Offer the PCs To determine the Opposition Type, the player must make a
have received lately, follow the three steps below: Contest Action using Charm, Brains, Rank or Fame (their
choice) against a number of dice equal to the Mission’s CL. If
Step 1. Mission Type an Opposition Type has already been determined by the GM,
the player must still make this roll. The results of this roll are
First the player (or players) selects a Mission Type from the interpreted as shown:
list below. The type of mission the PCs have been looking for
will determine the CL of the mission. ON A MISS BY MORE THAN 1, the GM adds one
• Exploration/Unknown CL 1 Complication. Roll again for the Opposition Type.
• Emergency/Rescue CL 2 ON A MISS BY 1, the GM selects the Opposition Type, or
removes one Perk and player rolls again.
• Sightseeing/Tourism CL 3
ON AN EXACT HIT, the player selects the Opposition Type
• Surveying/Fact-Finding CL 4 and the GM adds one Complication.
• Acquisition/Trade CL 5 ON AN EXCEED BY 1, the player selects the Opposition
• Politics/Diplomacy CL 6 Type, or takes one Perk and rolls again.
ON AN EXCEED BY MORE THAN 1, the player selects the
Base Pay is the CL times the number of crewmembers. This Opposition Type, and may also remove one Complication
may be increased by Perks (see below). or add one Perk.
Step 2. Node Type
The Node Types are shown below:
Mission Perks
• Known Planet (Cartesian Slip) A mission may include any number of Perks. Possible Perks
• Unknown Planet (Cartesian Slip) are shown below:
• Time Travel (Temporal Slip) • Fortune: +1M per Crewmember *
• Alternate Earth (ParaTerran Slip) • Fame: +1 Fame Level for one Crewmember *
• Dream World (Subjective Slip) • Advancement: +1 Rank for one Crewmember *
• Multiversal Chao (Compound Slip) • Training: +1 Skill Level for one Crewmember
To determine the Node Type, the player must make a Contest • One +1 Item per Crewmember
Action using Charm, Brains, Rank or Fame (their choice) • Two +2 Items (ship inventory)
against a number of dice equal to the Mission’s CL, • One +3 Item (ship inventory)
interpreting the results as shown:
ON A MISS BY MORE THAN 1, the GM adds one Opposition
* Upon successful return to Home-Earth
or Complication. Roll again for the Node Type.
ON A MISS BY 1, the GM selects the Node Type, or
removes one Perk and player rolls again.
ON AN EXACT HIT, the player selects the Node Type and
the GM adds one Opposition or Complication.
Mission Complications ■ Opposition Levels
A mission may include any number of Complications. Optional Mechanic for use with Mission Aspects
Possible Complications are shown below:
• No Intel (automatic for exploration missions) The Opposition Level is the dice bonus that will be applied to
every roll for each Opposition in the Mission. The player may
• Scant Intel decide to increase it, decrease it, or leave it alone.
• Bad Intel For each point by which the player increases the Opposition
• Bad Odds Level, XP for this mission will be multiplied by 10.
• Deadline For each point by which the player decreases the Opposition
• Narrow Window of Opportunity Level, the GM gets to choose a Mission Surprise.
• No Rescue Available Mission Surprises
• Must be Kept Secret A Mission Surprise is a Complication or Opposition which is
not revealed to the players until it affects them. This Surprise
• Involves Criminal Motives may or may not override previous Aspects or simply add new
• Stealth Required traits to an Aspect, subject to the GM’s ruling.
• Object of Mission will Refuse
>>> END OF OPTIONAL SUBSYSTEMS
• War Zone

Example: Chaz Modine has a crew of 2 and a Fame Level of


3, which he will use to determine his best mission offer. He
chooses to look for Emergency/Rescue Missions (CL 2). The
Base Pay will be 4M (2x2). We roll for Node Type. The GM
rolls 2 dice and the best is a 6. Chaz’ players rolls 3 dice and
the best is a 4 (miss by 2), so the GM adds a Complication
of “Scant Intel” and we must roll again for Node Type. This
time the GM rolls 2 dice and the best is a 4. Chaz’ player
rolls 3 dice and the best is 5 (exceed by 1), so Chaz’ player
selects a Perk of “+1M per crewmember” (total pay is now
6M), and we roll again. This time the GM rolls 2 dice and
the best is a 5. Chaz’ player rolls 3 dice and the best is 6
(exceed by 1), so Chaz’ player selects a Node Type of
“Known Planet”. Now it’s time to determine the Opposition
Type. The GM rolls 2 dice and the best is a 6. Chaz’ players
rolls 3 dice and the best is also a 6 (exact hit), so Chaz’
player selects “Monster/Enemy” and the GM adds another
Complication: “Involves Criminal Motives”.
RESULTING MISSION:
Mission Type: Emergency/Rescue
Node Type: Known Planet
CL: 2
Pay: 6M
Opposition: Monster/Enemy
Complications: Scant Intel + Criminal Motives
Conversion Tables DayTrippers Derivations
DayTrippers uses a descriptive scale which can be abstracted DAYTRIPPERS CORE RULES
to apply to other game systems. For d6-based systems, all
Stats, Skill Scores and Difficulty levels appearing in the The commercial derivation of DayTrippers by Tod Foley,
module may be used as indicated. Conversions are shown available in PDF or paperback format. Includes History &
below for other popular systems. “PbtA” = “Powered by the Setting Details, MegaCorporations & Companies, Sample
Apocalypse” (Apocalypse World, etc.) Characters, Generic Characters, Helping Rules, Vehicular
Combat Rules, Vector Slipping and sheets for PCs and Ships.
CONVERTING STATS DAYTRIPPERS GAMEMASTERS GUIDE
The Stat Score is a logarithmic scale of 1 to 6. Normal A radically new approach to designing and running
unskilled people have 1 in every Stat. For NPCs, any Stats that unforgettably immersive adventures in inner and outer space.
aren’t listed have a Score of 1. The Stats are: A valuable design aide for any GM, whether you run a home
BRAINS – knowledge & perception functions DayTrippers campaign, or use it as an adventure supplement
for other game systems. Includes 70 pages of random
CHARM – social & communicative functions
generators for everything you might imagine.
GRACE – agility & dexterity functions
What Critics Are Saying:
HEALTH –biophysical & immunity functions
"The generators were fantastic, and certainly some old-
MIGHT – strength & force functions
school writers could learn a thing or two from the
PSYCHE – sanity & integrative functions example."
- The RPG Pundit, author of Dark Albion
Stat Score PbtA d20 1-20 1-100
1 -1 10 8 40 "It's a game for good gamers. The rules aren't hard to
2 +0 12 10 50 figure out, and even with all the crazy stuff you can
3 +1 14 12 60 stumble across, there are plenty of generators to cover
4 +2 16 14 70 your ass..."
5 +3 18 16 80 - David Guyll, author of A Sundered World
6 +4 20 18 90
"So scientific and intellectually mature I'd wholeheartedly
recommend it for people smarter than me..."
CONVERTING SKILLS - Venger Satanis, author of Alpha Blue
Skill Levels are rated on a scale of 1 to 6, with 6 representing
the epitome of human accomplishment. "Though the book is written for the DayTrippers game,
Skill Level PbtA d20 1-20 1-100 this is a book I would recommend to any GM that wants
+1 = Trained Use -1 8 40 to cultivate great ideas and find useful suggestions on
+2 = Journeyman Stat +0 10 50 how to further develop their GM skills."
+3 = Expert Mod +1 12 60
- Keith Mageau, RollingBoxcars
+4 = Master For +2 14 70
"The goal of DayTrippers is to produce science fiction
+5 = Innovator Skill +3 16 80 adventures that encourage thought through the presence
+6 = Legend Roll +4 18 90 of surrealist ideas, objects and concepts. It achieves this
through flexible mechanics that sit in the background of
CONVERTING TASKS & DIFFICULTY LEVELS play, and through the wealth of supporting materials. This
The Difficulty of a task is stated as a “DL” (Difficulty Level) on is a game that is unafraid of philosophy and welcomes it
a scale of 1-10. The Difficulty Levels are: to the table."
- Jaye Foster, 6d6
Difficulty Level PbtA d20 1-20 1-100
1 = no-brainer +3 0 2 10 LESS LITTLE: A DAYTRIPPERS ADVENTURE
2 = easy +2 0 4 20 An introductory DayTrippers adventure with slightly adult
3 = challenging +1 5 6 30 themes and a sense of whimsey.
4 = difficult +0 10 8 40
VIDOME 123: A DAYTRIPPERS ADVENTURE
5 = hard +0 15 10 50
6 = very hard -1 20 12 60 A science fiction murder mystery on a far-flung planet.
7 = unlikely -2 25 14 70 BLACK HOLE RUN: A DAYTRIPPERS ADVENTURE
8 = ridiculous -3 30 16 80
The PCs are sent to an experimental space station orbiting a
9 = absurd -4 35 18 90 black hole.
10 = insane -5 40 20 100
If your game system uses descriptive difficulty levels (FUDGE, GOLDEN AGE ADVENTURES
Cypher, etc), it’s best to simply match up the DayTrippers DL An anthology of 16 roleplaying adventures based on "Golden
with the analogous term from your system. Age" stories by famous science fiction writers of the 1930s-
50s. Each comes with three scenarios, allowing them to be
dropped in to any science fiction roleplaying campaign.

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