DayTrippers Open Source Rules
DayTrippers Open Source Rules
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.
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.