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  A Surreal Science Fiction Reality-Hopping RPG 
  CORE RULES 
  by Tod Foley 
  
   
  1 
   
  Version 1.4.2 | As If Productions | 7 June 2015 
  In a sun-bleached barn outside of Sacramento, a group of 
  physicists, shady g-men, grad-students, tourists, and an 
  array of amateur explorers and nü-gonzo-revivalist writer-
  dudes gather around a collection of strange vehicles that 
  resemble lunar landers. Each is painted a garish colour and 
  prepped to "slip" into a crazy new plane of existence. 
  The time is shortly after the year 2100, the location is the 
  first world. Massive megacorporations dominate the 
  economic landscape and incredible advances in technology 
  make the most miraculous things possible, from genetic 
  modification to medical nanotechnology and microfusion 
  power generators. But the most earth-shaking development 
  of the 21st century is one we’re just beginning to see the 
  ramifications of. 
  As the 22nd century enters its second decade, the inner and 
  outer realities of SlipSpace are opening up to human 
  exploration thanks to the development of the Slip 
  Capacitor, based on the groundbreaking work of Zayim 
  Diaspora. This amazing device allows travel to other 
  dimensions in vehicles known as SlipShips. 
  The bold explorers who pilot these vehicles face a multiverse 
  of physical and psychological dangers to bring back 
  priceless knowledge and powerful artifacts from far-flung 
  dimensions and other realities. They’re called DayTrippers, 
  and you’re one of them. 
  THE DAYTRIPPERS SOURCE RULES WERE ASSEMBLED PUBLICLY AND 
  MADE AVAILABLE UNDER THE CREATIVE COMMONS 3.0 UNPORTED 
  LICENSE (CC BY 3.0).  THEY ARE OWNED BY EVERYONE AND NO ONE. 
   HTTP://CREATIVECOMMONS.ORG/LICENSES/BY/3.0/ 
  CONTRIBUTORS AND ADVISORS TO THE DAYTRIPPERS SOURCE RULES 
  INCLUDE: MIKE BURRELL (CONCEPT), TOD FOLEY (CORE RULES), ERIK 
  BATTLE, JENS MATTSSON, PAULO RIVAS, PAUL TALIESIN, EERO 
  TUOVINEN AND THE SUPPORTIVE FOLKS AT STORY-GAMES.COM.   
  THE DAYTRIPPERS CORE RULES ARE A DERIVATIVE WORK BY TOD FOLEY, 
  BASED ON THE SOURCE RULES AND PUBLISHED 2015 BY AS IF 
  PRODUCTIONS 
  UNDER 
  THE CREATIVE COMMONS ATTRIBUTION-
  NONCOMMERCIAL LICENSE 3.0.   
   HTTP://CREATIVECOMMONS.ORG/LICENSES/BY-NC/3.0/ 
  SPECIAL THANKS TO THE AS IF COLLECTIVE: 
  Torey Holmquist, Jaylen Productions, Shawn Koch, 
  Abstract Machine, Cassie Rae, David Schirduan & Terry Willitts 
  http://patreon.com./asif 
  http://DayTrippersRPG.com 
   
  Table of Contents 
  Introduction ........................................................................ 2 
  Zayim Diaspora – The First DayTripper .................................... 2 
  “Sunday Driver, Yeah” – A Visit to Tracy Island ......................... 4 
  SlipSpace ................................................................................. 5 
  The World of DayTrippers ..................................................... 6 
  MegaCorps & Companies ......................................................... 6 
  Luxury Items ............................................................................ 7 
  Technology .............................................................................. 7 
  Character Building ............................................................... 8 
  Character Class ........................................................................ 8 
  Stats ........................................................................................ 8 
  Skills ........................................................................................ 8 
  Gear ........................................................................................ 9 
  Crew ...................................................................................... 10 
  Rank ...................................................................................... 10 
  Fame ..................................................................................... 10 
  Debt ...................................................................................... 10 
  The PC Sheet ......................................................................... 11 
  Skill Descriptions ................................................................... 12 
  Creative Actions .................................................................... 13 
  Character Development ....................................................... 14 
  Rounding Out Your Character ................................................ 14 
  Progressive Character Generation .......................................... 14 
  LifeShaping ........................................................................... 15 
  Character Development Scenes ............................................. 15 
  Sample Characters ................................................................. 16 
  Generic Characters .................................................................17 
  Action Resolution ............................................................... 18 
  Difficulty Levels ..................................................................... 18 
  Unopposed Actions................................................................ 18 
  Opposed Actions ................................................................... 18 
  Dialog Actions ....................................................................... 19 
  Interpreting Action Rolls ........................................................ 19 
  Combat .............................................................................. 20 
  Combat Actions ..................................................................... 20 
  Interpreting Combat Rolls ...................................................... 20 
  Helping .............................................................................. 21 
  Taking Harm ....................................................................... 22 
  Subjective Dissonance Shock ............................................... 22 
  Resisting the Chao .............................................................. 22 
  Toxins & Diseases ............................................................... 22 
  Drugs ................................................................................. 22 
  Healing .............................................................................. 23 
  Vehicular Action ................................................................. 23 
  Ship’s Power Costs ................................................................. 23 
  Vehicular Combat .................................................................. 24 
  Structural Damage ................................................................. 25 
  Vector Slipping ................................................................... 26 
  Your Automated Survival Suit .............................................. 29 
  Experience Points ............................................................... 30 
  Spending Experience ............................................................. 30 
  SlipShip Construction .......................................................... 32 
  Sample SlipShips ................................................................... 35 
  Mission Types ..................................................................... 37 
  Collaborative Missions ......................................................... 37 
  System Conversion ............................................................. 40 
  Credits ............................................................................... 40 
  Index ................................................................................. 41 
  
   
  2 
   
   
  Introduction 
  ZAYIM DIASPORA – THE FIRST 
  DAYTRIPPER 
  MARCH 21, 2097 
  Savant microfusion technologist and open-source homefab 
  guru Zayim Diaspora completes construction on his unique 
  vision for a "Temporal Resistance Amplification Pod" at his 
  home workshop in Sacramento, California. The inner workings 
  of the vehicle, a matter of highly contested debate in certain 
  circles, are an application of Diaspora's radically new theories 
  on the nature of reality. If it works as Diaspora claims, an 
  onboard pilot will effectively direct the vehicle in "slipping" 
  relative to the fourth dimension while shielding the vehicle 
  from all other dimensional vectors of force. Few people in the 
  world, even among his followers, claim to fully understand his 
  work or its implications. 
  Over the last three years Diaspora has been working in an 
  almost sleepless frenzy. His auto-broadcasted efforts have 
  been unceasingly observed, recorded and archived, then 
  meticulously annotated and endlessly debated by a global 
  audience of several thousand high-tech home-based tinkerers, 
  many of whom see him as a role model; an exemplary 
  champion of human technology and Promethean progress. 
  The inventor has come under constant scrutiny and occasional 
  threat by energy companies and investigative bodies both 
  governmental and private, a fact which he not only admits but 
  celebrates and lampoons. Unmarked black drones are seen 
  frequently in the area of his 20-acre ranch. 
  APRIL 3, 2097 
  First Full-System test of TRA Pod 1, which due to its spindly 
  appearance has been dubbed "Ariadne" by popular vote on 
  DSource (the unofficial fancast of Diaspora Labs). The network 
  audience watches astonished as the pod disappears in an 
  explosion of red sparks... 
  ...and then reappears two minutes and thirteen seconds later, 
  facing in the opposite direction, its position displaced by a 
  little more than a meter, the left side of its carbonex casing 
  streaked with deep gashes and burns. The Ariadne lurches 
  momentarily over a bent forestrut and then collapses, rolling 
  onto its side upon the cement floor, billowing smoke. The 
  support crew rushes in to examine the vehicle. High levels of 
  gamma and exotic spectral signatures radiate from the 
  twisted pile, necessitating emergency security measures.  
  As the crew dons hazmat suits and the overhead sprinklers 
  shoot into action, Diaspora's arm slowly emerges from the 
  vehicle. His quivering fingers tightly clutch something 
  astonishingly black and highly reflective, roughly the size of an 
  eightball. Upon extraction the eccentric inventor is incoherent 
  and incontinent. He is quickly hospitalized. 
  Many weeks pass during which no news is heard. Speculation 
  runs wild on all the major tech talknets. 
  The mainstream media, encouraged by advertisers to dismiss 
  Diaspora's theories, denounce the experiment as a ridiculous 
  stunt, then quickly stop talking about it altogether. Jealous 
  rivals and science pundits lambaste Diaspora on the talknets 
  for failure to adhere to professionally-recommended safety 
  practices and professionally accredited peer reviews. 
  Someone points out that he never went to college. Conspiracy 
  theories begin to circulate regarding the inventor's state of 
  health, the reasons for his continued silence, the parties for 
  whom he is suspected to have been working, and most 
  especially, the nature of the object he brought back from 
  wherever he was for two minutes and thirteen seconds on 
  April third. 
  The pod disappears in an explosion of red sparks … 
  and then reappears two minutes and thirteen 
  seconds later, facing the opposite direction. 
  JUNE 27, 2097 
  Shortly before midnight in an unscheduled transmission from 
  his bedroom, surrounded by medical equipment and beeping 
  machines, Diaspora opens up a broadcast talknet and 
  addresses the world. DIY technicians and armchair physicists 
  all over the world flip on their recording software. In the short 
  but historical broadcast Diaspora announces that he will never 
  again pilot a TRA Pod: His body is riddled with cancer, he is not 
  long for this world. He speaks in convoluted sentences, 
  between heavily-drawn breaths. 
  His fondest wish, he pleads of the open-source community, is 
  to see his theories successfully implemented. For this reason, 
  he has decided to release the archive of fragmentary research 
  and pure theory - some symbolic, some speculative - that 
  fueled his mad dash during the creation of the ill-fated 
  Ariadne. He provides a URL. 
  Throughout the Summer, threadlines on DSource experience 
  record-breaking amounts of traffic; server slices are cloned 
  repeatedly as freeventors and curious intellectuals rush to 
  download the mysterious archive. Many thousands of copies 
  are distributed to who-knows-where; most as digital 
  souvenirs, never to be unpacked. But some are actually put to 
  use. Several hundred crowdsourcing projects, technology 
  corporations, independent labs and lone enthusiasts quickly 
  ramp up to begin unit testing their own variations on the 
  Diaspora Device. 
  
   
  3 
   
  With a renewed sense of vigor the mainstream media, assisted 
  by government mouthpieces and corporate scientists wearing 
  power ties and class rings, publicly discredit the man and his 
  theories. Naysayers disparage his state of mind, calling his 
  sanity into question. Defenders insist that he always talked 
  that way. Conspiracy theorists wonder out loud whether the 
  man in the broadcast was the real Zayim Diaspora at all. 
  OCTOBER 6, 2097 
  Diaspora Labs hosts a gathering of microfusion enthusiasts 
  and temporal shift experimenteurs at the California ranch, for 
  what is expected to be the great man's final public 
  appearance. Dozens of well-known independent talknet hosts 
  and a few mainstream news reporters are present, minicams 
  and backholo projectors at the ready. 
  The ranch takes on a carnival-like atmosphere of techno-
  excitement. Diasporans of all types have brought prototypes 
  of their own designs to set up throughout the rambling grassy 
  area, interspersed with food booths and merch vendors. The 
  black drones are noted to be in buzzing attendance, and 
  sunglassed men in groups of two and three walk calmly and 
  observantly around the buzzing grounds, speaking quietly into 
  their lapels. 
  Shortly before sundown, Diaspora is pushed slowly out onto 
  the main stage in a wheelchair, surrounded by his technical 
  assistants and support crew. He is pale, wan, and speaks with 
  great difficulty. His words are instantaneously transmitted 
  around the world, to be streamed to storage units in 
  geekdorms and tech-filled basements everywhere. 
  "My fellow Prometheans," he says to the quieting crowd, "in a 
  manner of speaking, precisely although not completely, it 
  shall there-then appear evident that in this arrangement of 
  forces seeming to be a place-time which you call today, the 
  metaphorical I-here-now shall appear to pass from one 
  superstructural set of bounded frequencies into another which 
  is equally stability-generating via the naturally-arisingness of 
  its own heuristic feedback mechanisms as inverted and 
  perceived from the exterior along a selected or determined 
  angle-duration of slip - this is only relative to the dynamic 
  tendencies of the positions to which its elements appear, of 
  course - and yet, never have I not been here-now with you. 
  And so."  
  He holds his bony hand aloft, gripping the eightball. 
  "The seeming appearance of what you will discover to have 
  recognized within your own inverted perception after what 
  seems to be the event," he says, "is nothing but the selected or 
  determined proof that it itself cannot be, and yet is, itself as it 
  were providing subjective validation of all tendencies selected 
  or determined by your own stability-generating feedback 
  mechanisms as operating or operated under the imperative of 
  your naturally-arisingness as perceived along a selected or 
  determined angle-duration of slip, which by then-place you 
  will, of course, have unrecognized." 
  Withdrawing his hand, he fumbles for the walking-stick laying 
  across his lap. 
  The mysterious black sphere remains where he left it, 
  hovering in mid-air. 
  NOTES: 
  1. Diaspora (think Buckminster Fuller + Douglas Coulter) 
  died soon after.  What was the eightball?  You tell me. 
  2. He was wrong about temporal slip: there isn’t just one 
  direction of time, there is a large (maybe infinite) number 
  of potential slip-vectors along various axes. 
  3. He was not properly shielded from the massive influx of 
  radiation that his body endured during his journey into the 
  unknown. This is what caused his cancer, and this 
  imminent danger will later inspire DayTripper and 
  homebrew inventor Demetrius Jackson  to create the 
  Automated Survival Suit. 
  4. Diaspora didn’t know this at the time, but later 
  DayTrippers discovered: You must return within twenty-
  four hours of your original starting-point in Home-
  Earth's timeline. Failure to do so will result in your being 
  “ceased” – i.e., utterly and permanently eradicated from 
  this reality. Your vehicle's resistance fields can offset no 
  more than twenty-four hours of shift. This means that 
  from an observer's perspective on Earth, the duration of 
  your trip must be less than 1 Earth day. 
   
  
   
  4 
   
   
  “SUNDAY DRIVER, YEAH” – A 
  VISIT TO TRACY ISLAND 
  by Kim E. Bruller for Rolling Stone, Aug 2099 
  Tracy Island, also known as Diaspora Ranch, is a modest 
  holding nestled in California’s arid central valley, a little 
  under an hour out of Sacramento. The journey soon exits 
  the freeway, and my editor and I are forced to follow the 
  satnav on manual steer.  As we creep slowly towards the 
  checkpoint, an audible hum draws our attention to the 
  military drones casting shadows over the road ahead. 
  Were it not for the inhospitable terrain and reception, “the 
  Hangar” – the Ranch’s main building, clearly visible over 
  the top of the squat patrol hut – might well be the most 
  photographed barn in America. It’s the perfect picture of 
  old timey rural America, hidden away in the golden grasses 
  of historic Yolo County, but inside is the most outlandish 
  cutting edges of intra-space technology – and today 
  they’re taking me along. 
  Am I nervous? You betcha! Who knows what’s going to 
  befall this plucky reporter? I was there at Diaspora’s last 
  press conference and I saw first-hand the ruined little man 
  and his amazing treasure, the flying eightball. 
  The smooth, dark glass of the rock out of space-time distorts 
  my reflection as it floats in a special alcove on the far wall of 
  the plasterboard reception office. Beneath it is a small plaque 
  bearing Diaspora’s name. Despite the armed security at the 
  gate the first impression is of a low rent law firm, executive 
  embellishments gone faded and dusty. The secretary chews 
  gum and directs us lazily into the hangar. She does not offer to 
  answer our questions. It’s all very hush-hush. Only the floor of 
  the reception area hints at the busting hive of activity beyond 
  the quaint wooden doors, where the nylon carpet has been 
  worn nearly bare by the daily passing of what rightwing 
  pundits have denounced as “madmen, terrorists and cosmic 
  saboteurs.” 
  “Your own space collapses into you!” 
  says Yoshitomo excitedly. 
  Nigel Wainwright, chief engineer of the British-backed craft 
  ‘Merlin 7,’ grins at me as he gives me the tour. “We’re relatively 
   comfortable compared to some of the other engines in the 
  field.” He gestures around at the bright team colours of the 
  slip-pods, dappled under the strip-lighting and obscured by 
  the barn’s low beams. Each ship is sunken into a 6 foot 
  concrete well, but even then the tallest and more advanced 
  designs have to had the ceiling cut away to accommodate 
  them. Tracy Island was the fictional south-pacific base of the 
  futuristic do-gooders International Rescue in the Thunderbirds 
  TV show, a hidden base filled with underground rocket silos 
  and secret gadgets feels like a suitable call-name for this 
  place. The sound of arc welders and NPR mingles with the calls 
  of ground crew in prefight preparation and the loudspeaker 
  announcements blare imminent departures off the timetable. 
  There are only four windows for slippage today and I get to 
  know the order well: 
  “1316 hours craft designation Yamato, vector Russel, point-oh-
  two; 1324 hours craft designation Shenzhou, vector Lazuli, six-
  point-oh-nine; 1459 hours craft designation Ariadne 9, vector 
  Tempus, two-point-nine-nine; 1902 hours craft designation 
  Merlin 7, vector Descartes, point-oh-oh-two.” That last one is 
  us, I’m told.  We’re early, but Nigel’s happy with the prep so far 
  and agrees to guide us around what he describes as his “home 
  away from home”.  He gives us a look at “Bay X”, an empty 
  landing pad which is kept RA-fielded at all times in case of 
  emergency returnees.   “It comes in handy when damaged or 
  out-of-phase vehicles pop in unexpected,” he says. 
  “The RA field must be stable and the craft must be 
  hermetically sealed.  The slightest leak in the hull 
  and the whole thing is Annihilated without trace!” 
  Merlin 7 itself is a 23 foot tall craft that looks a lot like a big 
  blue lunar lander. Large white stars have been painted on by 
  the crew in the style of the Disney character’s robes. Thick 
  cables connect Merlin to a bank of computers and it whirrs 
  continuously, undercutting the general hangar din. It takes 12 
  hours to charge up for a slip and perform the required math. A 
  platoon of khaki-shorts-wearing techies chat over coffee, e-
  cigs and clipboards. It’s going well, it seems. My attention is 
  drawn to a whiteboard covered in equations and a large 
  intricate drawing of a tesseract.  Soon I’m getting a lecture on 
  N-dimensional slippage. 
  “Your own space collapses into you,” says Nara Yoshitomo 
  excitedly, “but by the time it gets there, you’re already gone!” 
  Dr. Yoshitomo, recently of the Tokyo Institute of Aerospace 
  Technology, draws a line from the perimeter to the center of a 
  blue circle and strikes the marker against the board for 
  emphasis. “The atoms of the craft are accelerated beyond the 
  speed of light along with anything within the radius of the 
  field, and wham! – before you can blink, you’re in another 
  universe!”  The marker skitters across the board beneath his 
  fast-moving hand, leaving a trail of dots that implies a 
  trajectory into a green circle several feet away. “But it makes 
  just as much sense to say that you remain in place the whole 
  time, while entire universes re-arrange themselves around 
  you.  Remember, the closest we can come to understanding is 
  a metaphor.”  He gestures at the tesseract as proof of this 
  unsettling fact and continues speaking at his frenetic pace. 
  
   
  5 
   
  “Mind you, the RA field must be stable and the craft must be 
  hermetically sealed.  The slightest leak in the hull and the 
  whole thing is Annihilated without trace!”  I can hear the 
  capital “A” in “Annihilated” fall into place. In this business 
  annihilation is a technical term, a real occupational hazard. “Of 
  course, it means we never have to worry about trash disposal. 
  Just tether it to the outside of the craft and it’s instantly 
  atomised. The smell’s bad but it’s good for the planet.” 
  “Or planets, rather,” chips in Nigel. He’s confided in me that he 
  must have seen at least nine of the eleven Alternate Earths 
  that have been discovered in SlipSpace, and is wildly regarded 
  as an expert on the subject. “There’s Jungle World, Nazi 
  World, Water World, Silicon Earth, Earth Thirteen, 
  Zombieland…” he counts off on his fingers… 
  The prospect of Alternate Earths seems suddenly intimidating, 
  but I’m told such missions are actually much easier than those 
  reaching deeper and darker places in the multiverse. 
   
  SLIPSPACE 
  It turns out we all live in SlipSpace, and we always have.  
  Every Slip Destination or “Node” has its own Coordinates in 
  this hyperdimensional space.  Some Coordinates are well-
  known, some are traded freely, and some are highly secret. 
  SLIP TYPES 
  So far, five different types of slip have been discovered: 
  CARTESIAN SLIPS result in nearly-instantaneous space travel 
  within our universe, similar to traveling via wormhole or 
  teleportation. These journeys include slips to known and 
  unknown planets within our galaxy and other galaxies within 
  the universe of Home-Earth. 
  PARATERRAN SLIPS are traversed to visit “Alternate Earths” 
  in which major changes have occurred relative to our timeline, 
  usually descended from a single pivotal bifurcation in history. 
  These timelines may be pictured as four-dimensional “cords” 
  running parallel to our own history, with occasional branches, 
  bridges and offshoots between them. The philosophical 
  implications are immense. 
  TEMPORAL SLIPS travel forward or backward within the 
  timeline of our own Home-Earth.  [This is what Zayim Diaspora 
  was intending to do.] The ramifications of time travel are only 
  beginning to be understood, and temporal slippage is 
  regarded as a major ontological risk by conservative theorists. 
  Some DayTrippers refuse to take these missions. 
  SUBJECTIVE SLIPS are journeys into manifestations of 
  subjective realities such as Dream Worlds; the most common 
  type of Node [this is what Diaspora actually did]. Subjective 
  slips are among the least understood of all intraspace 
  dynamics. It is theorized that the interplay between subjective 
  and objective perceptions causes waves of uncollapsed 
  potential to ripple throughout the multiverse, resulting in 
  millions of “pocket universes” with their own laws of physics 
  and varying degrees of stability. 
  COMPOUND SLIPS – multiple Slips at once – are rarely 
  attempted except by the most experienced pilots.  They 
  sometimes happen due to Flux Storms, and may result in your 
  ship being dropped into the Multiversal Chao. 
   
   
  A NOTE ON NODES AND COORDINATES 
  With each successful slip our knowledge of the multiverse grows, as does our ability to exploit this knowledge. Within the last decade, 
  a number of SlipSpace Nodes have become regular travel destinations – and for people who aren’t necessarily the technical type.  The 
  Big Model (a digital map of the multiverse) now includes assorted tourist resorts, corporate extraction zones, political theaters of 
  relation, ports of trade, etc.  The majority of Nodes are far less hospitable.  The Coordinates of newly-found Nodes are often closely-
  held corporate secrets, to be revealed as strategy demands. A new Node is usually valuable to someone, whether for raw resources or 
  for some other aspect of the reality it inhabits, and therefore it’s not surprising to find government and corporate agents working on 
  both sides of the launch console.  Unscrupulous DayTrippers will go far to acquire the Coordinates for a jealously-guarded Node. 
  
   
  6 
   
   
   
  The World of 
  DayTrippers 
  The world of DayTrippers is kinda dull, stupid and ridiculous, 
  punctuated by spectacle, festooned with advertising and 
  dripping with irony. It’s a place of technological progress and 
  rampant global capitalism, complete with continuous media 
  charades and enormous social inequity, somewhere between 
  “2001” and “Idiocracy”. 
  MEGACORPS & COMPANIES 
  Below are some of the largest organizations and most well-
  known SlipSpace transport companies in the world today. 
  Newly-minted DayTrippers may be contracted on long- or 
  short-terms by these organizations, and most veterans have 
  done the same at some point in the not-too-distant past. 
  ACADEMY OF INTRASPACE 
  TECHNOLOGY 
  AIT/West in Long Beach, California, is the university of choice 
  for students of Slip Dynamics and IntraSpace Technology, 
  with state-of-the-art labs, trillion-dollar test facilities and a 
  bevy of world-reknowned theorists.  The main campus tower – 
  a black stepped pyramid known as “The Ziggurat” – dominates 
  the Long Beach skyline. 
  BODINGA BAY 
  An upstart company in the interdimensional transport 
  business, Bodinga Bay’s fleet features three small, fast 
  interdimensional vessels called “SlipRippers” with a 
  horizontally-oriented design and excellent atmospheric 
  maneuverabilty. 
  CHURCH OF OMG 
  In 2085, the world's major organized religions united in 
  founding the multidenominational Church of OMG ("One 
  Miraculous God"). Thanks to new "user-friendly" integrative 
  belief systems and pleasant interfaces, religion is not only 
  more popular than ever in the west, it has become a growing 
  service industry for the stressed and depressed person-on-the-
  go.  OMGees (as they are called) use PSAs ("Personal Spiritual 
  Assistants") 
  for 
  spiritual 
  consulting 
  and 
  chemical 
  maintenance.  PSA kiosks can be found in convenient 
  locations throughout any major metropolis near you. 
  DEZLU DAYTRIPPING 
  Founded in 2098 by Slip Dynamics theorist Dez Tanner and 
  her lifepartner cyberathelete Ani Lu, the DezLu DayTripping 
  Corporation handles the majority of trade runs between 
  Home-Earth and Keefe II, from which the majority of the 
  world’s color-shifting plastics come today.  The company is 
  rumored to be expanding their fleet this year. 
  DIASPORA LABS 
  Founded by Zayim Diaspora, inventor of the Temporal 
  Resistance Amplification Field Generator (progenitor of 
  today’s Slip Capacitors), Diaspora Labs is an applied 
  technology company with all ten fingers in the pie of 
  intraspace.  Diaspora Ranch is a dozen cabins and barnlike 
  buildings on a 20-acre ranch outside of Sacramento, 
  California.  In the rough center is the converted industrial 
  farming facility called “Tracy Island” from which most 
  DayTrips are launched.  This facility never closes. Amenities at 
  Tracy Island include dorms and a commissary for DayTrippers, 
  as well as a world-famous emergency landing pad called “Bay 
  X”.  Regular upgrades, revolutionary engineering, round-the-
  clock pit crews and safety drills make Tracy Island the safest 
  place in the world to slip from, or to. 
  GLOBAL NATION PRODUCTS 
  The principal provider of cheap manufactured commercial 
  goods for the entire world, GNP owns thousands of semi-
  autonomous megastore chains and online retailers, vast 
  drone-based delivery stockhouses and secured shopping 
  districts of all types.  Practically everyone buys practically 
  everything from GNP.  Their fastest-growing division is In-Out 
  ("The Interactive Outlet"), a biophone-based interactive “best 
  friend” and shopping app with one-day drone-based delivery.  
  Their advertising slogan is "You Need What We Have." 
  MEGAMEDIA 
  The 
  dominant 
  provider 
  of 
  mainstream 
  news 
  and 
  entertainment programming for the world, with over 80% of 
  the world's microfreq, cable, satellite and interactive network 
  programming and advertising, bundled with the world's most 
  popular operating system - which they also own. The 
  megacorp controls tens of thousands of production studios 
  and tightly-licensed media distributors, who receive both 
  content and direction from the corporate center in New New 
  York.  Their advertising slogan is “Better Watch It”. 
  NODEX INTERDIMENSIONAL 
  TRANSPORT 
  The largest SlipSpace cargo firm in the business, employing 
  twenty pilots and a small fleet of nondescript cargo couriers 
  colloquially referred to as “Brown Boxes”.  NIT handles 
  interstellar waste management for the state of Alaska, in 
  addition to a wide variety of other contracts. 
  SCILLA SARDACIAN 
  Heiress to the Sardacian Hamloaf fortune and star of the 
  popular stalkshow “Follow My Ass”, Sardacian owns two 
  customized DynaLuxe SlipShips to transport herself, her 
  entourage and invited guests to intraspace destinations for 
  
   
  7 
   
  the show.  Throwing the net’s biggest bashes in the 
  multiverse’s most exotic locations is what she’s all about, and 
  many of the world’s most reknowned DayTrippers have 
  worked on at least one episode. 
  SLIPFISH 
  SlipFish is a new company staffed by young SlipSpace 
  theorists straight out of AIT, specializing in trips to known 
  planets for trade and tourism.  Their ship Schrodinger’s Can 
  possesses some highly unusual design features. 
  SLIPTRIP TRAVEL 
  The most well-known purveyor of SlipTrip tourist packages, 
  based in New New York with offices in every major 
  metropolitan area.  STT often finances research missions to 
  newly-discovered Nodes in search of hip travel destinations, 
  and hires DayTripper crews both permanent and temporary to 
  serve as pilots and guides for wealthy vacationers.  Their 
  flagship The Emerald City is the largest SlipShip ever 
  constructed. 
  VALDEZ AND CO 
  Hector Valdez runs a small, tight DayTripper company 
  comprised entirely of ex-military personnel. They focus almost 
  exclusively on government and military missions, but have 
  been known to take exploration jobs on the side. 
   
  LUXURY ITEMS 
  DayTrippers who strike paydirt may enjoy some affordances… 
  ITEM 
  COST 
  Exotic Car 
    - upkeep 
  4M 
  1M per year 
  Helicopter 
    - upkeep 
  65M 
  10M per year 
  Mansion, Small 
  50M 
  Mansion, Large 
  200M 
  Palatial Compound 
  2,000M 
  Personal Staff (1 Professional) 
  1M per Year 
  Private Island 
    - upkeep 
  500M 
  2M per year 
  Private Jet 
    - upkeep 
  500M 
  25M per year 
  Sports Car 
  1M 
  Yacht 
    - upkeep 
  60M 
  6M per year 
  TECHNOLOGY 
  The technology of the 22nd century has reached levels barely 
  imagined by the people of 100 years ago. The combination of 
  artificial intelligence systems and nanotechnology perfected 
  over the latter decades of the 21st century has yielded an 
  amazing array of secondary applications which we’re only 
  beginning to feel the effects of. Wireless and microfrequency 
  webs span the globe, connecting people with whole 
  communities of networked AI dataservers, and providing up-
  to-the-moment programming of the intelligent personal 
  assistants carried or worn by everyone, everywhere. 
  Any of the following technological wonders may be available  
  in your DayTrippers world, subject to the GM’s ruling and 
  interpretation. They are listed in their approximate 
  chronological order of development. Wherever appropriate, a 
  base price is included in parentheses.  You never know when 
  you might need to regrow a limb! 
   
  Digital Currency 
   
  Driverless Cars (5-10M) 
   
  Aquaculture 
   
  Embedded Biomonitors (1M) 
   
  Robotic Assistants (50M-100M) 
   
  Robotic Surgery (1-6M) 
   
  Embedded General-Purpose Computers (1M) 
   
  Global Automated Retail Delivery 
   
  Stem Cell Banks 
   
  Cloned Protein Farming 
   
  Fusion Power 
   
  Mecha Suits (160M) 
   
  Generalized Artificial Intelligence 
   
  Smart Bacteria 
   
  AI Advertising 
   
  Limb Regrowth (10M) 
   
  Holographic Entertainment 
   
  Programmable Textiles 
   
  Robotic Exoskeletons (20M) 
   
  Hydrogen Fuel Cells (1M/10mW) 
   
  Bionic Ears (10M) 
   
  Bionic Eyes (15M) 
   
  Medical Nanobots 
   
  Sensory Recording System (30M) 
   
  Artificial ESP System (40M) 
   
  Nano Suits (2M) 
   
  Aqualogies 
   
  Arcologies 
   
  Colony On Mars 
   
  Antarctic Cities 
   
  Dream Recordings 
   
  Enhanced Memory (Stat cost in CP) 
   
  Antigravity Powersources 
   
  Force Fields 
   
  Orbital Colonies & Factories 
   
  Mining On Titan 
  
   
  8 
   
   
  Character Building 
  You build your PC (Player Character) by spending Character 
  Points (CP).  Typical PCs begin with 100 CP (subject to GM 
  ruling) to spend on Stats, Skills, Gear, Crew, Rank, Fame and 
  potentially a Ship.  You may go into Debt to obtain more CP, 
  and the GM will assist you in creating the details of that deal.  
  Note that you do not need to spend all of your CP right now.  If 
  you wish, you can hold some back for Progressive Character 
  Generation later in the game. 
  CHARACTER CLASS 
  Choose a Character Class from the list below.  This may also 
  tell us your character’s profession or type of work, and the GM 
  may infer all sorts of relations, locations and obligations from 
  this fact.  You can make up a lot of these personal details, or 
  even invent a new character class, subject to GM ruling. 
  Amateur Explorer 
  Celebrity/Entertainer 
  Gonzo Writer 
  Government Agent 
  Grad Student 
  Scientist 
  Politician/Nobility 
  Soldier 
  Special Forces 
  Tourist 
  STATS 
  Your Stats tell us how well your character performs various 
  types of tasks without any special training or equipment.  They 
  are rated on a logarithmic scale of 1 to 6, with 6 representing  
  the apex of the human genome.  Normal unskilled people have 
  1 in every Stat.   
  The Stat Score indicates how many d6’s you’ll roll for Actions 
  relying on that Stat.  The Stats and their areas of effect are: 
  BRAINS – knowledge & perception functions 
  CHARM – social & communicative functions 
  GRACE – agility & dexterity functions 
  HEALTH – biophysical & immunity functions 
  MIGHT – strength & force functions 
  PSYCHE – sanity & integrative functions 
  BUYING STATS  
  Every Stat Score starts at 1. To begin the game with higher 
  Stat Scores, spend  Character Points as shown below: 
  To start a Stat at 2 = 5 CP 
  To start a Stat at 3 = 15 CP 
  To start a Stat at 4 = 40 CP 
  To start a Stat at 5 = 100 CP 
  To start a Stat at 6 = 200 CP 
  SKILLS 
  Your PC may possess any number of Skills, including Skills not 
  listed in this book (subject to GM approval). Think broadly: it is 
  possible to use a Skill you don’t possess.  (You’ll just be a total 
  noob at it, and you’ll probably need help as well as luck). 
  S K I L L S  T A B L E 
  SKILL NAME 
  BASE STAT 
  Acting † 
  Charm 
  Artform:_____ †* 
  Grace, Charm 
  Athletics:_____ * 
  Grace, Might 
  Camouflage † 
  Brains 
  Driving/Piloting:_____ * 
  Grace 
  Drug Tolerance:_____ * 
  Health, Psyche 
  Electronics † 
  Brains 
  Encryption 
  Brains 
  Fast-Talk 
  Charm, Psyche 
  Fighting/Weapon:_____ * 
  Grace, Might 
  Firearm:_____ * 
  Grace 
  Language:_____ * 
  Charm, Brains 
  Mechanics (repair) † 
  Brains, Psyche 
  Medicine † 
  Brains, Psyche 
  Mnemonics 
  Psyche, Brains 
  Mounted Weaponry 
  Grace 
  Psychology 
  Psyche, Charm 
  Rhetoric 
  Charm, Brains 
  Prestidigitation 
  Grace, Psyche 
  Programming 
  Brains 
  Science:_____ †* 
  Brains 
  Streetsmarts 
  Charm, Psyche 
  Slip Dynamics 
  Brains, Psyche 
  Stealth 
  Grace, Psyche 
  Stellar Navigation 
  Brains 
  Survival:_____ * 
  Brains, Health 
  * Select a specialty within this field (e.g.: 
  “Science:Biology”) 
  † A “Pro Kit” exists for this skill (see Gear, p.9) 
  All Skills are based on a Stat. Some are based on two Stats, 
  either of which may be used (depending on the fiction you 
  come up with). 
  
   
  9 
   
  Skill Levels are rated on scale of 1 to 6, with 6 representing the 
  epitome of human accomplishment, as shown below: 
  1 = trained 
  2 = journeyman 
  3 = expert 
  4 = master 
  5 = innovator 
  6 = legend 
  Skill Levels function as Bonuses to die rolls.  Whenever your 
  character attempts an Action, you will roll a number of dice 
  equal to the Base Stat, keep the highest one, and add your 
  Skill Level to that number (+1, +2, etc). 
  Example: If you have a MIGHT of 2 and Fighting Level 1 you 
  would roll 2d6, take the highest, and add 1 to that number. 
  Note that Action Resolution is based on narrative effect, rather 
  than any numerical value. Your rolls will be modified and your 
  results will be described based on whatever makes sense in 
  the context of the story at the time. 
  This means characters can use Skills in all sorts of creative 
  ways, whether or not those uses are literally “part of” the Skill. 
  The Skill of Prestidigitation, for instance, might be used for 
  pickpocketing. Athletics:Swimming might be used to hold your 
  breath in a toxic atmosphere. 
  Don’t hold back. Use your Skills creatively and interpret them 
  broadly. The GM can assign a DL (Difficulty Level) to any weird 
  thing you can imagine, so it’s really about the fiction that the 
  Skill permits. Sure, the Level measures how good the PC is at 
  using that Skill, but the creative ideas and applications of that 
  Skill will come from you. 
  BUYING SKILLS 
  To buy Skill Levels, spend CP as shown below: 
  To increase a Skill Level from 0 to 1 = 10 CP 
  To increase a Skill Level from 1 to 2 = 20 CP 
  To increase a Skill Level from 2 to 3 = 40 CP 
  To increase a Skill Level from 3 to 4 = 100 CP 
  To increase a Skill Level from 4 to 5 = 200 CP 
  To increase a Skill Level from 5 to 6 = 500 CP 
  ADDITIONAL SKILLS 
  Both PCs and NPCs may possess Skills which are not on the 
  Skill List (subject to GM approval).  For each new Skill named, 
  a governing Stat (or two) must be determined. 
  Example: The Prince has a Skill of “Petulant Frenzy +2”.  
  The GM decides it’s based on CHARM.  Just what is a 
  “petulant frenzy”?  It depends on the cause and the context, 
  which may differ every time it’s used.  But when it happens, 
  we’ll know how good he is at it, and what number someone 
  must roll against to resist it. 
  SHORT FORM CHARACTERS 
  For faster character building, you can choose one of the 
  following pre-assembled packages for Stats and Skills. 
  Remember that any unmodified Stat has a Score of 1. 
    4 in one Stat, 3 in one Stat, one Skill +2, 15 CP left 
   4 in one Stat, 2 in all other Stats, one Skill +2, 5 CP left 
   3 in all Stats, one Skill +1, 0 CP left 
   3 in two Stats, 2 in all other Stats, three Skills +1, 20 
  CP left 
   3 in one Stat, 2 in all other Stats, one Skill +2, two 
  Skills +1, 10 CP left 
   2 in all Stats, +2 in two Skills, 10 CP left 
  Once the assignment of Stats and Skills has been done, 
  you can spend whatever CP you have remaining on Gear, 
  or just hang on to it for later. 
   
  GEAR 
  All Gear (tools, weapons, equipment, “Pro Kits” and other 
  practical things) is rated on a scale of 1 to 6 called a Item Level. 
   The Item Levels are: 
  1 = superior/pure construction/components 
  2 = exceptional/customized/fine-tuned 
  3 = genius/exquisite/masterpiece 
  4 = revolutionary/legendary/mythic 
  5 = intelligent (literally a "smart device") 
  6 = inexplicable/magical (see Clarke's Third Law) 
  An Item adds its Level to the highest die rolled for all 
  applicable Action Resolutions. When using an Item and a Skill, 
  both bonuses are added. 
  Example: A character with a GRACE of 3 who has Fighting 
  Skill:Knives +2 and is using a custom knife (+2) would roll 
  3d6 and add 4 to the highest die rolled. 
  Gear, like Skills, is mostly a matter of narration. There is no 
  table of prices for a phased plasma rifle in the 40 watt range. 
  Instead, the cost of the item will indicate its Bonus when 
  rolling the dice, and you tell us the fictional reason why that is. 
  For example, a  firearm +2 might be a rare weapon inherited 
  from a gun collector or munitions artisan, but if I find myself in 
  possession of a +3 or +4 firearm, there’s definitely a story 
  behind it (perhaps it was manufactured by Samuel Colt 
  himself and can kill demons?) 
  A “Pro Kit” includes the typical gear required for professional 
  practice, and it’s basically a narrative device allowing us to 
  assume the existence of professional tools and basic 
  equipment. The contents of the kit vary depending on the 
  Skill. (a doctor’s medical bag, a masseuses’s folding table and 
  oils, etc). This gear is high-quality but ordinary (+0). 
  
   
  10 
   
  BUYING GEAR 
  Money is measured in Megas (short for Megabucks), which are 
  worth $1 million. Costs are abbreviated as “1M”, “2M”, etc.  
  During the Character Building phase, CPs  can be converted 
  into Megas at a 1:1 rate.  Gear costs are shown below: 
  “Pro Kit” = 1M 
  Automated Survival Suit = 2M 
  +1 item or weapon = 10M 
  +2 item or weapon = 20M 
  +3 item or weapon = 40M 
  Other items = 10 times today’s cost 
  An easy conversion rule to remember: 1M will get you 
  roughly $100k in early 21st-century dollars.  That’s 10 times 
  the prices you’re accustomed to today, so (for instance) a 
  PleasureMeal at McBurger costs about $50. 
  As a general rule, if a player pays 1M at the start of each 
  year, we can assume that they have the money for any 
  “normal” purchases they make in the course of that year 
  (rent, food, gas and utilities). 
  CREW 
  You can hire as many crewmembers or staffers as you wish. 
  These are NPCs (played by the GM but defined in part by you) 
  with a score of 1 in all Stats. You may purchase additional 
  Stats, Skills and Gear for them at the prices shown above. 
  A salaried crew or staff member may be hired for one year at a 
  cost of 1M up front (i.e., 1 CP).  Like your PC, they are assumed 
  to have an unglamorous but serviceable place to live. 
  RANK 
  Military personnel, diplomats, politicians and espionage 
  agents may possess a Rank Level rated from 1-6.  In addition, 
  they may have stated limits to their terms of office or tours of 
  duty. Rank Levels may be purchased at the same CP cost as 
  Skill Levels. Some suggestive terms for Rank Levels are: 
  Subject to GM ruling, your Rank Level 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 a 
  superior officer, make a requisition of materiel, or give an 
  order to a subordinate.  The other person’s Rank is the DL of 
  the action, and you make a CHARM roll +Rank against it. 
  If you are involved in a public scandal or return from a 
  mission that is deemed a total failure by the press, your 
  Rank is decreased by 1. 
  If you are convicted of a felony, you are discharged.  Your 
  Rank is removed completely and forever. 
  If your Rank is 2 or higher, you may retire at any time.  After 
  retiring, your Rank will continnue to work as described above, 
  but at -1 of its “active duty” value. 
  If your term of office expires without scandal, your Rank will 
  continue to work as described above, but at -1 of its “official 
  capacity” value.  Your Fame will become subject to the normal 
  rules (i.e., it may decrease all the way to 0 again). 
  FAME 
  It's alluring and desirable, but also fickle and short-lived. You 
  sell a book, do the lecture circuit, go on OprahNet (Oprah has 
  undergone extensive rejuvenication treatments since 2024), 
  and boom! you're nationally famous – at least for a while. But 
  turn your back for just a few weeks, some B-list celebrity has a 
  third breast implanted and boom, you're obscure again.  
  Them’s the breaks! 
  Fame Levels are rated on a scale of 1 to 6: 
  1 = local/professional 
  2 = regional 
  3 = national 
  4 = global 
  5 = historical 
  6 = cosmic 
  Fame can determine whether someone has heard of you.  It 
  may also be used to modify CHARM rolls anywhere you’re 
  famous, to impress someone or to get something you want for 
  free (subject to GM ruling, of course). But thyere’s a catch: in 
  order to retain your Fame, at least once per month you must 
  (a) make a public appearance or issue a press release, AND (b) 
  pay the price of your Fame Level in Megas.  If you fail to do 
  either of these things, your Fame will decrease by 1. That’s 
  what they call “The Price of Fame”. 
  BUYING FAME 
  Fame Levels cost the same as Skill Levels.  For starting PCs, 
  we assume you already have an agent, and you’ve done 
  something worthy of public attention.  It’s probably a 
  LifeShaper, whatever it is.  The specifics are for you and the 
  GM to decide. 
  DEBT 
  Don’t have enough to set yourself up the way you’d like?  
  Consider taking out a loan!  For every CP borrowed, you owe 1 
  Mega to some character or financial entity.  Your payment 
   
  MILITARY 
  POLITICAL 
  SECRET 
  1 
  Enlisted 
  Civic Office 
  Spy 
  2 
  Lieutenant 
  Mayor 
  Cell Leader 
  3 
  Captain 
  Governor 
  Chief 
  4 
  Major 
  President 
  Diplomat 
  5 
  General 
  Emissary 
  Initiate 
  6 
  Admiral 
  Ambassador 
  Illuminatus 
  
   
  11 
   
  schedule is 1 Mega per month.  Who gave you the money?  Is 
  this a LifeShaping Event? 
  PAYING YOUR DEBTS 
  Each month you fail to make a payment, bad things happen. 
  Your Fame will decrease by 1 (to a minimum of 0).  If your debt 
  is to a financial institution, you must make a CHARM roll to 
  avoid having your assets frozen.  If your debt is to a private 
  party, you must make a CHARM roll to avoid facing whatever 
  repercussions the GM has in store.  Broken kneecaps, possibly. 
  In both cases, the DL (Difficulty Level) of the roll will equal the 
  number of skipped payments. (See Action Resolution, p.18) 
  If you fail to make six consecutive payments you will be 
  subject to arrest and trial on Home-Earth, or (in the case of 
  certain private loans) a price will be put on your head, and 
  avoiding bounty hunters will become a thing in your life. 
  THE PC SHEET 
  Record your choices and totals on the PC Sheet. 
  STATS & SKILLS 
  The upper portion of the sheet is for recording Stats and Skills. 
  Write your beginning Stat Scores in the “Base” column. The 
  “Curr” column will be used later, should your PC suffer 
  damage. Write your Skills in the spaces to the right of their 
  governing Stats, as shown below:  
  FAME, RANK & MEGAS 
  Beneath your Stats and Skills are spaces for Base and Current 
  Fame, Rank and Megas.  To the right of these spaces are fields 
  where you can record any important details you may need to 
  remember. Your creditors will appreciate it. 
  OVERVIEW 
  Your character’s backstory is entirely up to you, even though 
  the GM and fellow Players may assist you in coming up with 
  ideas and connections to other characters. But then again, it’s 
  not very important to have a detailed backstory at the 
  beginning of the game. A one-sentence overview, even just a 
  few well-chosen words, oughta do the trick: “A something 
  something from something”. Or maybe “A something 
  something who wants to something”. Or something. 
  LIFESHAPING 
  At the beginning of play, your character may have undergone 
  one or more Lifeshaping Events which molded their persona. 
  You may even have some ideas about what those events were 
  already.  If you do have ideas about LifeShapers for your 
  character, see LifeShaping under Character Development 
  (p.15). Use this portion of the PC Sheet to record them.  
  If you don’t have any ideas for LifeShapers, that’s fine too. You 
  can get into all that stuff later. 
  POINT TOTALS 
  That cluster of rounded rectangles on the right side of the PC 
  Sheet is for keeping track of your point totals, including CP 
  and XP. Once you see how it works, it’s quite simple to use. 
  First, some definitions: 
   
  CP = Character Points (you already knew this one.) 
   
  XP = Experience Points (may be spent just like CP) 
   
  TCV = Total Character Value 
  So reading across each line: Your CP TOTAL minus your CP 
  SPENT equals your CP AVAIL.  Similarly, your XP TOTAL (the 
  total number of XP you have earned, which is zero at the 
  beginning of your character’s career) minus your XP SPENT 
  (also zero when starting out) equals your XP AVAIL. 
  Your TCV (Total Character Value) is the sum of CP SPENT plus 
  XP SPENT.  That’s the number the GM will use to determine 
  your character’s base effectiveness. 
  Finally, the total of all unspent points (CP AVAIL + XP AVAIL) 
  is called POTENTIAL. This is another number used by the GM; 
  it indicates the amount of character change or development 
  that might potentially occur in a near-future session. 
  NOTES 
  Incidental details about your character, or things you want to 
  remember for later, may be jotted down in this area. 
  SUIT POWER EXPENDITURE 
  The Suit Power Expenditure box contains ten rows of ten 
  circles each, for marking off all power used while wearing an 
  Automated Survival Suit on a mission. For more information 
  see Your Suit’s Power, p.29. 
  GEAR 
  This space is provided for any Gear your character carries or 
  owns. Your “Gear” includes not only your personal gear and 
  carry-on items but also houses, cars, and other possessions 
  that are important enough to take note of. 
  
   
  12 
   
  SKILL DESCRIPTIONS 
  A general description of common uses for each of the Basic 
  Skills is included below. These descriptions are intended to be 
  suggestive, not restrictive. 
  Some Skills may possess multiple Skill Families within them. 
  Your Speciality will come from within one of these Families. 
  When attempting to use a Skill outside of the Skill Family 
  you’re trained in, your Bonus will be decreased by 1. 
  Example: With a Firearm:Rifle Skill of 1, Marty is assumed 
  to be able to operate not only rifles but also carbines and 
  shotguns with the same Bonus (as they are all “Long 
  Guns”). But his Bonus goes down 1 point (becoming zero) 
  when he tries to use a handgun. When he gets his Rifle Skill 
  up to 2, his bonus with handguns will go up to +1. 
  ACTING - Portraying mood, pretending to belong to a group 
  or class you don’t, imitating people, lying, riffing in character. 
  Can also be used to tell when someone else is acting. 
  ARTFORM - Creating and understanding artistic expressions. 
  Physical: Designing, crafting or enhancing objects, or creating 
  objects using a physical medium. Performance: developing or 
  performing a live piece. Families: Physical, Performance. 
  ATHLETICS - Sports, acrobatics, performing physical activities 
  with great strength, speed or precision, using muscular control 
  to achieve a precise result. Name the sport. It matters. 
  CAMOUFLAGE - Concealing oneself or others from view, 
  concealing objects from view, making use of local features to 
  obscure detection while non-mobile. May also be used to 
  recognize typical indicators of concealment. 
  DRIVING/PILOTING - Controlling a specialized vehicle 
  (standard vehicles require no rolls under normal conditions), 
  pushing a vehicle beyond its intended limits. Families: Land 
  and Sea vehicles, Air and Space vehicles. 
  DRUG TOLERANCE – Understanding of effects and tolerance 
  to the negative effects of a specific drug. Families: Stimulants, 
  Depressants, Hallucinogens, Psychoactives. 
  ELECTRONICS - Wiring, understanding, connecting, building 
  or fixing electronic units and systems. 
  ENCRYPTION - Digital or mental calculation of codes and 
  cyphers, encrypting or decrypting messages of human origin. 
  For message beyond human origin, well, it depends. 
  FAST-TALK - Conning. Bamboozling. Convincing someone in 
  a way that temporarily confuses them into agreeing. Can also 
  be used to spot another's Fast-Talk. 
  FIGHTING/WEAPON - Using a specified fighting style 
  (including any martial arts style) or hand-held weapon 
  effectively in combat. Families: Martial Art, Hand Weapon, 
  Thrown Weapon. 
  FIREARM - Using a firearm. Families: Handgun, Long Gun. 
  LANGUAGE - Speaking, reading or writing a language. Level 1 
  is pedestrian, level 2 is conversational, level 3 is educated, 
  level 4 is authorial, level 5 is professorial and level 6 is 
  encyclopedic. Languages with the same roots (e.g., Latin-
  based Languages) may be considered related Families (-1). 
  MECHANICS - Designing, understanding, machining, building 
  or repairing mechanical devices. 
  MEDICINE - Diagnosing, understanding, curing, administering 
  or operating upon the physiology of the human body. 
  MNEMONICS - Committing long strings of information to 
  memory for later recall, and recalling things previously 
  consigned to mnemonic storage. 
  MOUNTED WEAPONRY - Operating a ship-mounted or 
  installation-mounted heavy armament or laser. 
  PSYCHOLOGY - Diagnosing, understanding, healing or 
  modifying the balance of the human mind; understanding, 
  prescribing 
  or 
  administering 
  neuroactive 
  chemicals; 
  recognizing and understanding psychological processes. 
  RHETORIC - Using language and its presentation to affect the 
  desired changes in the listener's attitude or opinion. May be 
  used for arguing, bantering, negotiating, orating, joking, 
  storytelling, rhapsodizing, proving, disproving, critiquing, 
  questioning, seducing or convincing. 
  PRESTIDIGITATION - Using dexterity and misdirection to 
  manipulate small objects while concealing or obscuring the 
  fact that you're doing it, or seeming to do something else. 
  PROGRAMMING - Controlling digital systems by writing 
  scripts and code in assorted computer languages. Designing, 
  understanding, modifying, writing or debugging code. 
  SCIENCE - Familiarity, understanding, experimentation, 
  theory, analysis and prediction of effects within the specified 
  scientific realm. Families: Physical Science (e.g.: geo, chem), Life 
  Science (bio), Social Science, Formal Science (math, logic). 
  STREETSMARTS - Familiarity, understanding, fitting in, or 
  successfully traversing features and characters in an urban 
  environment to attain desired objects, action or information. 
  Includes use of slang, contacts and "coolness" signifiers. 
  SLIP DYNAMICS - Familiarity, understanding, theory, 
  experimentation, analysis and prediction of effects in 
  IntraSpace, as well as the ability to calculate a slip vector for 
  IntraSpace travel. 
  STEALTH - Moving silently, hiding, or performing actions 
  without being noticed. 
  STELLAR NAVIGATION - Determining location of self and 
  landmarks, or plotting a course over land, sea or 
  interplanetary space, by using the stars. 
  SURVIVAL - Hunting, foraging, finding water, building shelter 
  and maintaining healthy conditions within a specified type of 
  environment. Families: Desert, Forest, Tundra. 
  
   
  13 
   
   
  CLASS ADVANCES 
  Under this optional rule, characters may begin play with one 
  or more of the following Class Advances. This represents 
  “experience points” that were earned and spent prior to play, 
  while the character pursued their current profession or 
  lifestyle of their choosing. 
  As a result of this early training, your PC’s class will give you a 
  choice of one free Stat boost, and may bring special rules into 
  play as shown below. When the rules below say “Take XP”, 
  that number should be added to the PC Sheet in three places: 
  your XP TOTAL, XP SPENT, and your TCV. 
  AMATEUR EXPLORER – Add 1 to GRACE or HEALTH.  Add 1 
  to a Science Skill.  You are in Debt for 15 M to your university, 
  equipment provider, or private investors. Take 15 XP. 
  CELEBRITY/ENTERTAINER – Add 1 to CHARM or GRACE.  
  Add 1 to any Artform or Musical Instrument.  Add 1 to FAME.  
  You are in Debt for 25 M to your agent, manager, or label. 
  Take 25 XP. 
  GONZO WRITER – Add 1 to CHARM or BRAINS.  Add 1 to 
  Artform:Writing.  You are in Debt for 15 M to your agent, 
  lawyer, drug dealer, or bookie. Take 15 XP. 
  GOVERNMENT AGENT – Add 1 to CHARM or PSYCHE.  Add 1 
  to any Firearm Skill, Hand Weapon or Fighting Style.  Add 1 to 
  RANK (see Rank rules).  You must obey all direct orders from 
  superior officers or face an investigation by internal affairs. 
  You are on a Top Secret Mission.  You are being entrusted not 
  to fail.  The GM will tell you all about it. Take 20 XP. 
  GRAD STUDENT – Add 1 to HEALTH and take Alcohol 
  Resistance +1, or add 1 to BRAINS and add 1 to any Science 
  Skill.  You are in debt for 15 M in student loans. Take 15 XP. 
  POLITICIAN/NOBILITY – Add 1 to CHARM or PSYCHE.  Add 1 
  to RANK (see Rank rules). You have the ability to enact laws 
  and issue communications as befitting your office.  As long as 
  you avoid scandal, your Fame will never drop lower than your 
  Rank. But you are in Debt to campaign financers or someone 
  behind the scenes.  This obligation could in theory be bought 
  off at any time – for your Rank times 100 M. Take 20 XP. 
  SCIENTIST – Add 1 to BRAINS and take any Science +1, or add 
  1 to PSYCHE and take Slip Dynamics +1.  You receive room 
  and board from the university or organization you work for. 
  You must create at least one Invention or publish at least one 
  “Application of a Major Discovery” per year, or lose your 
  position (and your rent-free existence). Take 15 XP. 
  TOURIST – You have no responsibilities on the ship 
  whatsoever, and cannot be ordered to do anything you don’t 
  want to do.  If you are ever inconvenienced or discomfitted in 
  any way, you have the right to demand service, behave 
  childishly, or complain.  If they treat you badly enough, you’ll 
  consider bringing about a Scandal. 
  SOLDIER – Add 1 to MIGHT or GRACE.  Add 1 to any Firearm 
  Skill or Fighting Style.  Add 1 to RANK (see Rank rules).  You 
  must obey all direct orders from superior officers or face court 
  martial. You must behave in a manner as befitting a soldier of 
  your unit and service branch. Take 25 XP. 
  SPECIAL FORCES – Add 1 to MIGHT or PSYCHE.  Add 1 to any 
  Firearm Skill or Hand Weapon.  Add 1 to any Fighting Style.  
  Add 1 to any other Skill.  Add 1 to RANK (see Rank rules).  You 
  must obey all direct orders from superior officers or face court 
  martial.  You are on a Covert Mission.  You are being entrusted 
  not to fail.  The GM will tell you all about it. Take 30 XP. 
  CREATIVE ACTIONS 
  The most exciting way to develop your character is by letting 
  us see them in action. But “action” doesn’t have to mean 
  bullets careening, vehicles crashing or bodies flying through 
  the air; it’s more like “attempting stuff with dramatic effects”. 
  Actions in DayTrippers are based on narrative intent, rather 
  than quantitative odds. This means each Skill may be applied 
  in many ways, not all of which are immediately apparent from 
  their names or common uses. For instance, a character with 
  Martial Arts Skill (“Fighting Style”) might conceivably apply 
  their Bonus to any maneuvers involving dodging, contortion, 
  balance, stealth, concentration or self-control. The 
  applicability of a Skill to an Action is up to the determination 
  of the GM, who will set a Difficulty Level and assign Mods 
  according to the specifics of the fictional situation. 
  Note that any character may attempt to use any Skill, whether 
  they’re trained in it or not. (They’ll roll with a +0 Bonus, but the 
  Base Stat will remain the same.) Any idea you have, the GM 
  can assign a DL to it. All you have to do is say it and grab the 
  dice. You can even get XP for pushing the story forward. 
  This fiction-driven approach encourages creative thinking and 
  allows for spontaneous inspiration while you’re narrating the 
  action, giving you a large amount of flexibility in the use and 
  application of your characters’ Skills. 
  Remember that the purpose of the game is to tell amazing 
  stories in the vein of surreal science fiction. This means that 
  creativity and new ideas are always welcomed. The goal of the 
  DayTrippers Action Resolution system is to create colorful and 
  unpredictable scenes with dramatic but not-impossible 
  outcomes, all of which adds up to an amazing Story. The GM 
  sets the scene and controls the NPCs, but you decide where 
  the Story goes and what your character does that makes them 
  so unique. The PCs are the stars of this story, and we want to 
  see them shine. 
  So. Got an idea for using a Skill or a piece of Gear in an unusual 
  way? That’s excellent. Say it and roll the dice! We’re telling a 
  collaborative story here, not fighting against the GM or 
  building a computer simulation. We want this story to be a 
  page-turner. We want to see your characters being the clever 
  protagonists we know they are. 
  
   
  14 
   
   
  Character 
  Development 
  Don’t be concerned about having no really high Stats and 
  Skills to start out with. In the typical DayTrippers campaign, 
  characters start out with very little practical experience – the 
  field of Slip Dynamics is barely a decade old – and part of the 
  fun is watching the character develop over time. A typical 
  starting DayTripper may have a score of 3 in a couple Stats, 
  or a handful of Skills at the +1 or +2 level, but that’s probably 
  about it. After all, you’re new at this. 
  Remember that you don’t need to spend all your CP before 
  play begins. In fact it’s a good idea to save some for later 
  character development. The following sections will explain 
  how that works. 
  ROUNDING OUT YOUR 
  CHARACTER 
  At the start of their career – just like the protagonists of most 
  books and movies – you don’t really know very much about 
  your DayTrippers character. Sure, you have Stats, some Skills, 
  a little Gear, a few ideas about appearance, and maybe even a 
  little personality.  But the real character of the character – the 
  stuff that really makes the character tick – is usually a mystery 
  at the start. 
  You know what?  That’s fine!  We don’t need to know their 
  whole life story yet; we’re interested in what they’re doing 
  right now.  We’ll get to know your character more deeply over 
  time just as you do: by watching them in action, by observing 
  the choices they make, by getting accustomed to their style… 
  and once in a while –perhaps once per session – we’ll learn a 
  little more about them in a special scene. 
  PROGRESSIVE CHARACTER 
  GENERATION 
  DayTrippers uses Progressive Character Generation (PCG).  This 
  means Players can “wear” their characters for a while before 
  determining a lot of details about their talents, capabilities, 
  backgrounds and values.  After all, there’s no rule saying you 
  must spend all your CP before play. 
  To begin play, you really just need some Stats and an Image.  
  Think of an actor, a fictional character or even a combination 
  of people that fits the general image of your character.  This 
  image might be visual: feel free to draw it, download a 
  photograph, or photocopy an illustration.  Let it soak in. 
  Buy whatever you know you want, but feel free to leave CP 
  unspent.  As you play out the first few sessions, you’ll have 
  opportunities to discover new aspects of your character and 
  bring them to light. If you still have CP, you can spend them on 
  Character Building and describe how it took place in the past. 
  Every time you do this, we get to know your character better, 
  and in a dramatic way.  Sometimes it’s a subtle thing like a +2 
  instead of a +1, sometimes it’s a big surprise like a radically 
  different life, long ago left behind. Perhaps your old military 
  training kicks in when the party finds themselves trapped.  
  “What – you never knew my character was in the military?”  
  (Neither did I, a minute ago, but as it turns out – she was!) 
  Stats, Skills, Gear, Crew, Rank and Fame can be bought this 
  way.  Note however, that after play has begun, the cost of a 
  Stat advance will equal the cost of a Skill advance (e.g., raising 
  a Stat from 1 to 2 will cost 20 CP, not 5). 
  In early sessions, it’s pretty easy to add new abilities and 
  inheritances to a character without stretching things too far.  
  Changes to a more well-known character are harder to 
  explain, but you can do it.  After all, no one follows a straight 
  line in life, people are multi-faceted.  Learning a whole new 
  angle on someone?  Happens all the time. 
  
   
  15 
   
  LIFESHAPING 
  There are twelve slots on the PC Sheet labeled “LifeShaping”.  
  This is where your character develops dramatically, where we 
  learn what drives them and gives their life meaning. 
  LifeShaping Events (or “LifeShapers”) can be introduced at 
  any time: before play, during play, or even in downtime.  
  Whenever you add a new LifeShaper to your character’s 
  background, note it on the PC Sheet.  CP costs during 
  LifeShaping Events are the same as during Character Building. 
  XP may not be spent on past events, only on new ones. 
  A good LifeShaper is something that motivates your 
  character, or drives them to behave in certain ways. There are 
  eight types of LifeShapers.  You may have no more than three 
  of a type.  Each type is denoted by its initial: 
   
  B = BELIEF (what the PC believes) 
   
  C = CONCEPT (what ideas the PC has) 
   
  D = DUTY (what the PC is obliged to do) 
   
  G = GOAL (what the PC wants to do) 
   
  H = HISTORY (what the PC has learned in life) 
   
  M = MISSION (what the PC’s orders are) 
   
  P = PROBLEM (stuff the PC has issues with) 
   
  R = RELATIONSHIP (people the PC interacts with) 
   
  T = THING (the PC’s most personal possessions) 
  Write the object of the LifeShaper in the left space.  Write the 
  initial inside the circle.  Write your reaction to it – what you 
  learned from it, what you think about it, what you must do 
  about it, etc  – in the right space.  For example: 
  TOUGH LOVE  
  (H) Taught to always hide my feelings 
  BECOME KING 
  (G) Vow: Seize the throne or die trying 
  RED BARCHETTA (T) Must take good care of it 
  Sometimes a LifeShaper can be used to help solve a problem.  
  Whenever you think this applies, a reasonable explanation 
  may grant you an extra die on the roll.  Ask the GM. 
   
  CHARACTER DEVELOPMENT 
  SCENES 
  Once per Session, each Player may call a Character 
  Development Scene.  This is a scene where we focus the 
  imaginary camera on their character for a while, getting inside 
  their head or learning about their life.  It may take little or no 
  game time. 
  This scene should yield vital facts about a character – people in 
  their life, memories of their past, lessons they’ve learned, 
  promises they’ve made, or momentous decisions they’re 
  making right now  – that help define who they are. 
  Character Development Scenes are best when they both (a) 
  explain or broaden  the character in a logical way, and (b) tie 
  into the character’s current situation (perhaps triggered by 
  something in the scene).  They may contain LifeShaping 
  Events and Progressive Character Generation (i.e. Character 
  Points spent in play for past character development). 
  Here are some common examples: 
  FLASHBACK SCENE – flashing back to an important lesson 
  or pivotal moment in your character’s life 
  RELATIONSHIP SCENE – showing your character in a 
  relationship of some kind, either currently or in the past 
  TRAINING SCENE – demonstrating some aspect of your 
  character’s training, capabilitiy or personal ethic 
  AH-HA SCENE – a sudden realization helps your character 
  to understand whatever they’re facing 
  VISION SCENE – a dream, vision or hallucination which 
  symbolizes or illuminates your character’s situation 
  A Character Development Scene might unlock a memory, 
  giving your character what they need to face an enemy, win a 
  debate, escape a trap, etc.  
  Every time you do this, we get to know your 
  character better, and in a dramatic way. 
  If your scene is logically linked to the present moment and 
  causes a problem to be solved or realization to be made, the 
  GM may award an experience point for it. 
  If your scene takes on a problematic aspect for your character 
  – a dependency, a weakness, an enemy or a piece of 
  information that an adversary might use against you, for 
  instance – the GM may award another experience point.  
  You’ve just given them a potentially valuable plot device! 
   
  
   
  16 
   
   
   
  SAMPLE CHARACTERS 
  Chaz and Marty (from the examples throughout the text) are 
  both standard 100-point PCs.  No optional rules were used. 
   
  PILOT: CHAZ MODINE 
  STATS: (30 CP) 
  BRAINS 
  2 
  CHARM 
  2 
  GRACE 
  3 
  HEALTH 
  1 
  MIGHT 
  2 
  PSYCHE 
  1 
  SKILLS: (40 CP) 
  SlipShip Pilot +1 
  Slip Dynamics +1 
  Mounted Weaponry +1 
  Fighting: Judo +1 
  GEAR: (22 CP) 
  Automated Survival Suit 
  Repair Kit +1 
  DEBT: 
  23 M 
  SLIPSHIP: THE BLUE BEETLE (30 CP) 
  Construction Quality: Standard 
  Capacity 2 
  Reinforced Hull +1 
  Slip Capacitor 
  Computer Mk 1 
  Tonnage: 4 
  Powersource: 100 mW (25 hrs) 
  Viewport 
  Force Shield +1 
  Laser Beam 
  Cargo 1m cu 
   
   
  EXPLORER: MARTY MCDARE 
  STATS: (50 CP) 
  BRAINS 
  2 
  CHARM 
  3 
  GRACE 
  3 
  HEALTH 
  2 
  MIGHT 
  2 
  PSYCHE 
  2 
  SKILLS: (30 CP) 
  SlipShip Pilot +1 
  Fighting: Brawling +1 
  Firearm: Rifle +1 
  GEAR: (22 CP) 
  Pro Repair Kit 
  Rifle +1 
  Service Revolver 
  Survival Kit +1 
  DEBT: 
  2 M 
   
   
   
  
   
  17 
   
   
   
  PILOT 
  BRAINS 3 
  Slip Dynamics+1 Stellar Nav+1 
  CHARM 2 
  GRACE 3 
  SlipShip Pilot +2 
  HEALTH 1 
  MIGHT 1 
  PSYCHE 1 
  GEAR: 
  Rifle +1 
  2 Automated Survival Suits 
  Electronics Pro Kit 
   
  MERCENARY 
  BRAINS 2 
  CHARM 2 
  GRACE 3 
   Rifle+1 
  Karate+1 
  HEALTH 3 
  MIGHT 3 
  PSYCHE 2 
  GEAR: 
  Pro Sniper Kit (scope, silencer, nightvision) 
  Pro Survival Kit 
  Rifle +1 
  Kevlar Armor +1 
  Service Revolver 
  Field Radio 
  Field Radio 
  Field Radio 
  Automated Survival Suit 
  DEBT: 8 M to loan shark 
   
  ENGINEER 
  BRAINS 3  
  Electronics+1 
  Engineer+1 
  Mech+1 
  CHARM 2 
  GRACE 3 
  HEALTH 3 
  MIGHT 1 
  PSYCHE 3 
  GEAR: 
  Pro Engineering Kit 
  Pro Mechanical Kit 
  Pro Electronics Kit 
  Automated Survival Suit 
   
  DOCTOR 
  BRAINS 3 
  Medicine+2 
  Org.Chemistry+1 
  CHARM 2 
  GRACE 3 
  HEALTH 2 
  MIGHT 2 
  PSYCHE 3 
  GEAR: 
  Pro Medical Kit 
  Chemical Analysis Unit +1 
  DEBT: 11M to Financial Institution 
   
  DIPLOMAT 
  BRAINS 3 
  CHARM 3 
  Rhetoric+2 
  Fast Talk+1 
  GRACE 2 
  HEALTH 1 
  MIGHT 1 
  PSYCHE 2 
  FAME: 2 
  RANK: Mayor (2) 
  You have a Political Rank of "Mayor" or its equivalent (see 
  Rank, p.10), and the ability to enact laws and issue 
  communiques as befitting your office. As long as you avoid 
  scandal your Fame will never drop lower than your Rank. But 
  you’re in Debt for 30M to campaign financers or someone 
  behind the scenes who pressures you to make certain 
  decisions or pursue certain priorities. This obligation can be 
  bought off at any time – for your Rank times 100M. 
   
  SCHOLAR 
  BRAINS 3 
  Programming+1  Slip Dynamics+2 Math+1 
  CHARM 1 
  GRACE 3 
  HEALTH 2 
  MIGHT 1 
  PSYCHE 3 
  FAME: Regional (2) 
  DEBT: 10M to Financial Institution 
  NOTE: You must publish at least one “Application of a Major 
  Discovery” per year, or lose your professorial position and 
  academic access. 
  GENERIC CHARACTERS 
  The following generic 100-point characters are lacking names, backgrounds, lifeshapers, etc. That's up to you.  These characters were 
  created for quick setup and one-shot play, and may be used as PCs or NPCs.  The position of Stat Scores or the specific Skills shown 
  may be swapped or exchanged for others; as long as the totals remain the same, the character will be worth the same number of CP.  
  The last two characters (Diplomat and Scholar) were built using the optional rules for Class Advances (see Character Building). 
  
   
  18 
   
   
  Action Resolution 
  There are two types of Actions that can be performed: 
  Unopposed Actions and Opposed Actions.  For each you’ll roll a 
  number of d6s and keep the best one.  At the GM’s discretion, 
  each pertinent LifeShaper (which is not already reflected by a 
  Skill or Stat) will grant you an extra die. 
  Your Action Roll (highest die) is then modified by Skill Levels, 
  Item Bonuses and any applicable Mods. 
  DIFFICULTY LEVELS 
  The Difficulty Level (DL) of an Action is rated on a scale of 1-10: 
  1 = no-brainer 
  2 = easy 
  3 = challenging 
  4 = difficult 
  5 = hard 
  6 = very hard 
  7 = unlikely 
  8 = ridiculous 
  9 = absurd 
  10 = insane 
  Sometimes a difficult task can be broken down into two or 
  more easier ones.  Actions of DL 7 or higher are impossible for 
  an unskilled and unequipped human to perform without help. 
   
   
  UNOPPOSED ACTIONS 
  Only one character is involved.  The GM sets a Difficulty Level 
  for the attempted maneuver, and the Player rolls against this 
  number on the Action Resolution Table below.  To succeed in 
  the task, you need to roll higher than the DL. 
  Example: Chaz wants to write a program to shut the broken 
  airlock door.  The GM decides this is DL 4.  Chaz has no 
  programming skill, so he must rely on BRAINS (2).  The GM 
  says “Roll 2 dice and keep the best.  You’re trying to beat 4.” 
  OPPOSED ACTIONS 
  One character is acting upon another character, and the 
  outcome depends on how well both of them roll.  In an 
  Opposed Action, the Defensive Roll sets the Difficulty Level of 
  the task, and the Active Roll tries to beat that number. 
  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).  And because 
  there is no innate DL (it depends on the target’s stats), the 
  GM calls it an Opposed Action vs the NPC’s BRAINS Stat 
  (which is 1).  So the GM rolls 1d6 for Choco and gets a 4.  
  Marty will roll 3d6 and take the best one, trying to beat 4. 
  STANDARD MODIFIERS 
  The following Mods are applied depending on circumstance: 
  + applicable Bonuses for Skills and Items 
  +1 for superior position or advantageous condition 
  +1 for Character Development that provides insight 
  -1 if wounded for 2 hits or more 
  -1 for each Frame defeated in a dialog exchange 
  -2 if attempting two Actions at once (applies to both) 
  Action Resolution Table 
  Once the dice are rolled, the Active Roll (plus Modifiers) is compared to the Difficulty Level or Defensive Roll (plus Modifiers), and 
  the table below is consulted to determine the results.  Results with an asterisk (*) may result in experience points. 
    DICE RESULT 
  FICTIONAL RESULT 
   
   MISS BY MORE THAN 1  
  NO, AND (something negative happens) * 
   
   MISS BY 1  
  NO, BUT (something positive happens) 
   
   HIT EXACTLY  
  YES, BUT (something negative happens) 
   
   EXCEED BY 1  
  YES (nailed it precisely) 
   
   EXCEED BY MORE THAN 1  
  YES, AND (something positive happens) * 
   
   
  
   
  19 
   
   
  DIALOG ACTIONS 
  Dialog Actions – such as arguments and verbal manipulations 
  – are a type of Opposed Action.  They may be Simple 
  Exchanges or Complex Exchanges.  Simple Exchanges can be 
  handled with a single Opposed Action. 
  It’s not necessary to speak every word your character says, 
  unless you want to.  Your skill as an actor is not an issue here. 
  All that really needs to be decided is the gist of what your 
  character is saying, or how they’re responding.  You can speak 
  it literally, or you can summarize it. 
  Once each character’s “argument” or “position” is known, 
  dialog is  just like any other action: the “Defender” rolls to set 
  the DL and the “Actor” rolls to beat it.  Modifiers may apply. 
  But sometimes a conversation involves multiple points, or 
  occurs in stages, like a court trial or a business negotiation.  
  Often there’s a lot at stake in these conversations: individual 
  goals or points to be made.  If the goals can be named and 
  listed – e.g. “Prove there was (1) motive, (2) means and (3) 
  opportunity” – this is a Complex Exchange.  Actions like these 
  require more effort, which means additional rolls will be 
  required. 
  Complex Exchanges are handled in Frames.  Frames don’t 
  represent any fixed period of time.  They’re like panels in a 
  comic strip: they condense dialog down to its vital 
  requirements, and they represent the pivotal statements in 
  the overall exchange. 
  The difference is that in a Complex Exchange, early failures 
  will undermine later attempts.  This represents one character 
  “losing their footing” as their position or argument is 
  undermined by their clever opponent.  Each time you lose a 
  Frame in a Complex Exchange, you receive a cumulative -1.  
  This modifier applies only to this exchange. 
   
   
  INTERPRETING ACTION ROLLS 
  Everyone involved will roll 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 highest natural roll in an Opposed Action was rolled by a 
  Player (or in case of a tie), the PCs resolve their actions first.  If 
  it was rolled by the GM, the NPCs resolve their actions first. 
  YES AND NOS 
  Any result of “YES” indicates that the character succeeded in 
  doing whatever were trying to do.  Any result of “No” means 
  they didn’t. After that, it’s all ANDs and BUTs. 
   
  Example: In a job negotiation with X Industries, Chaz has 
  two main points on his agenda: (1) He wants the client to 
  provide the ship, and (2) he needs at least 10M to cover 
  Marty and pay down some debt.  His counter-negotiator is 
  Maxina Rholfe, a disciplined contract specialist. 
  Frame 1: Chaz explains why, given the particulars of the 
  mission,  it’s only fair and customary that the vessel be 
  provided by the client.  Maxina points out that Chaz has not 
  been very fortunate with clients’ ships in the past.  The dice 
  are rolled.  The results are: 
  Chaz (CHARM 2d6) = 5 
  Maxina (CHARM 2d6, Rhetoric +2) =  5 
  Resolution: “YES BUT”.  Chaz gets Maxina to agree on 
  providing the ship, BUT he must agree to pay for any 
  damages that may be incurred.  “No problem”, he thinks. 
  Frame 2: Maxina has lost ground due to her defeat in the 
  first Frame.  A modifier of -1 will be applied to her roll this 
  Frame. Chaz decides to tell her that there are some 
  important expenses he’ll have to cover in preparing for the 
  mission, and that he can accept no less than 10M.  Maxina 
  is imagining more like 6M.  The dice are rolled. The results 
  are: 
  Chaz = (CHARM 2d6) = 1 
  Maxina = (CHARM 2d6, Rhetoric +2, Dialog -1) = 4 
  Resolution: “NO AND”.  Chaz has lost this Frame, and 
  badly.  Maxina stares him down. Her offer will go no higher 
  than 6M, AND just then Chaz gets a text message from his 
  bookie saying “You have two days to get me the money you 
  owe me”. Chaz swallows hard and says “Get the ship ready 
  for a slip tonight. We’ll take the job.” 
   
  ANDS & BUTS 
  Any result of “AND” or “BUT” indicates a tactical mishap, a 
  stroke of good luck or bad luck, a gain or loss of advantage, 
  damage to something worn or carried, a character taking 
  control of an object or situation, or whatever else makes the 
  most sense, depending on the situation and the GM’s ruling. 
  The GM interprets all NPC and “negative” results.  Players 
  suggest their own “positive” results.  Be creative with it, but 
  try to keep it within the reality of the gameworld.  The GM 
  will work with your idea to whatever degree is possible 
  (within the reality of the gameworld and the Node Type). 
  
   
  20 
   
   
   
  Combat 
  Combat is a series of Opposed Actions handled in Frames.  
  Frames don’t represent a fixed period of time, and they don’t 
  represent every move made by each character.  Instead, they 
  represent those pivotal moments – like panels in a comic strip 
  – that capture the dramatic and unpredictable conflict. 
  COMBAT ACTIONS 
  Each Frame, every character has one main Focus: Attacking, 
  Defending or Doing Something Else.  They name the Skills and 
  Items they’re using, and describe their intended movements.  
  Defending includes any type of dodging, moving, tumbling, 
  deflecting, parrying, etc., which might make you harder to hit. 
   If you have no applicable Skill, Defending is a GRACE roll. 
  In each Frame you roll only once.  You may attack more than 
  one target in a Frame if your weapon or fighting style allows 
  for it and the fictional positioning supports it.  For NPCs acting 
  as a group or targeted as a group, the GM will roll once for all 
  members. Attacking and Defending simultaneously counts as 
  two Actions (-2 Mod to both). 
  IF FOCUSED  ON ATTACKING OR DEFENDING: 
  Your Active Roll will be based on your GRACE, Fighting 
  Skill or Weapon Skill.  This is also your base DL vs attacks. 
  IF FOCUSED  ON DOING  SOMETHING  ELSE: 
  Make a roll for the Action you’re attempting (at a DL set 
  by the GM). Your base DL vs attacks is 2 (EASY). 
  COMBAT MODS 
  In addition to Skill Bonuses and Standard Mods (see p.18), the 
  following Combat Mods apply.  Note that you can attack and 
  be attacked in the same Frame.  The same roll is used for both 
  resolutions, but the Mods will differ. 
  MODS  FOR ACTIVE  ROLLS: 
  + Item Bonus 
  MODS  FOR DEFENSIVE  ROLLS: 
  + Armor Bonus 
  + Cover Bonus 
  +2 if Focused on Defending 
  COVER  BONUS: 
  The Cover Bonus applies to anyone whose body is partially 
  obstructed from their attacker’s view, subject to GM’s ruling… 
  Up to 1/3rd covered = +1 
  1/3 to 2/3 covered = +2 
  More than 2/3 covered = +3 
  INTERPRETING COMBAT ROLLS 
  Combat rolls are handled just like any other Opposed Actions. 
  Defenders’ rolls (including Mods) are used to determine the DL 
  for any attacks coming in against them.  Attackers’ rolls 
  (including Mods) are then compared to that number, using the 
  Action Resolution Table. 
  If any question arises about order, compare rolls, then 
  compare Skill Bonuses, then compare Stats. 
  For attackers, a result of “YES” indicates that a hit has been 
  dealt. A result of “NO” is a complete miss. 
  Any result of “AND” or “BUT” indicates an additional hit, a 
  mishap, a stroke of luck, a positional modifier, a gain or loss of 
  advantage, a damaged survival suit, or a character taking 
  control of an object or space (depending on GM’s ruling). 
  Harm is described by the GM based on what the attack was 
  trying (or expected) to do, on the weapon used, and on the 
  fictional positioning of the characters involved.  You may call 
  your shots. 
  Example: Chaz and Marty confront four Goons in the 
  control room of a Type IV Flying Head.  The Goons are 
  behind a console that spans the width of the room.  Our 
  heroes want to get out the side door on the left.  That door 
  is locked with a keypad security device DL 4.  The Goons 
  draw their guns. 
  Frame 1: Chaz declares that he is running to the door,  
  tumbling and zigzagging using Judo skills.  The GM rules 
  this is Defending.  Everybody else is Attacking.  Marty will 
  be laying down covering fire, trying to force the Goons down 
  behind the console.  Two Goons will shoot at Marty and two 
  at Chaz (the GM will consider them as two groups).  
  Everyone rolls their dice.  The results are:  
  Marty (GRACE roll 5, Firearms + 1, Rifle +1) = 7 
  Chaz (GRACE roll 2, Judo +1, Defending+2) = 5 
  Goons vs Chaz (GRACE roll 5, Cover +2) = 7 
  Goons vs Marty (GRACE roll 3, Cover +2) = 5 
  Resolution: Note that since the PCs will be resolving first, 
  the Goons’ Cover Bonus is shown above instead of their 
  Firearms Bonus (which we’ll get to in a moment).  That 
  means Marty’s 7 vs the Goons’ 7 and 5 gives him results of 
  “YES BUT” and “YES AND”. Both succeeded, so the Goons’ 
  next Frame will be spent diving for cover. The GM agrees 
  with a suggestion that one of the Goons takes a hit, 
  stunning him for a Frame.  BUT… Marty’s out of ammo. 
  Chaz runs across the room, weaving as he goes. But while 
  all that’s happening the Goons are shooting back, and so 
  the GM must resolve their actions next. 
  (continued…) 
  
   
  21 
   
  Resolution, Continued: Note that in order to resolve the 
  Goons’ attacks, the GM disregards the +2 they got for 
  Cover, and adds in their +1 for Firearms Skill.  This means 
  their totals (for purposes of attacking) are: 
  Goons vs Chaz (GRACE roll 5, Firearms + 1) = 6 
  Goons vs Marty (GRACE roll 3, Firearms + 1) = 4 
   
  Note: The dice have not been rolled a second time.  Only 
  the Mods have been changed. 
  The two Goons shooting at Marty compare their 4 to his 7.  
  That’s a “NO AND” for each of them. The GM rules that the 
  wounded Goon stumbles into the other one, knocking their 
  weapon to the floor. Meanwhile the two Goons shooting at 
  Chaz compare their 6 to his 5.  This gives them each a “YES” 
  result.  Chaz has been hit twice.  The GM rules one hit to 
  GRACE and one to MIGHT.  Chaz’s Player marks these 
  “Curr” values on the PC Sheet, but Chaz  isn’t stunned yet, 
  and he’s finally made it to the door. 
  Frame 2: Chaz declares he’s fiddling with the keypad 
  device. This will be an Unopposed Action vs DL 4.  Marty 
  declares he’ll run across the room to join Chaz.  The Goons 
  are busy diving behind the console.  Chaz’s Player is the 
  only one who needs to roll dice: 
  Chaz (BRAINS roll 4) = 4 
  Resolution: Chaz compares his 4 to the security keypad’s 
  DL of 4.  That’s a “YES BUT”.  Chaz succeeds in bypassing 
  the security system BUT the door doesn’t open 
  automatically. Marty makes it to Chaz’ side. 
  Frame 3: Marty declares that he’ll be laying down more 
  suppressive fire while the wounded Chaz opens the heavy 
  but unlocked door and runs out of the room (a DL 1 
  maneuver).  One Goon pops up and fires at Marty, while 
  another presses the alarm button behind the console.  
  Everyone rolls their dice.  The results are: 
  Marty (GRACE roll 5) =5 
  Chaz (GRACE roll 2) = 2 
  Goon (GRACE roll 3, Firearms +1) = 4 
  Resolution: Marty compares his 5 to the Goons’ 4.  This 
  gives him a result of “YES”.  The GM rules that Marty has 
  succeeded in picking off that Goon.  But not before the 
  Goon’s shot was squeezed off in the exchange, so the GM 
  will be resolving that action as well.  Meanwhile, comparing 
  his 2 to the DL of 1 for a result of “YES”, Chaz opens the 
  door and makes it out into the adjoining hallway.  Finally, 
  the attacking Goon compares his 4 to Marty’s 5.  This yields 
  a “NO BUT”.  The GM rules that Marty is not hit, BUT… the 
  door slides shut again behind Chaz’ fleeing form, leaving 
  Marty on the inside.  The Frame ends.  
   Just then, the alarm goes off. 
   
   
  Helping 
  A character may spend their Frame Helping another character 
  perform an action.  In order to do this, you must be able to 
  describe what you’re doing, and how it’s supposed to help.  
  The applicability of the suggestion is up to the GM. 
  The Helping roll is resolved before any other rolls in the Frame. 
   If successful, it adds either a bonus or an extra die to the roll of 
  the person being helped. 
  The Helping Roll is made at 2 DLs lower than the actual 
  difficulty, but uses the same Skills and Stats.  (The GM may 
  rule that a different Skill or Stat can be used for Helping, 
  depending on the situation and actions described by the 
  Player). 
  Consult the Help Table below to adjudicate this roll.  A result of 
  “YES” indicates that the help is worth something.  A result of 
  “NO” means the effort was of no assistance, or perhaps even 
  hindered the other person. 
  H E LP  TA B LE 
  ROLL RESULT 
   
  HELP RESULT 
  MISS BY 2 OR 
  MORE 
  NO AND 
  Help gets in the way -1 
  MISS BY 1 
  NO BUT 
  Help doesn’t help 
  HIT EXACTLY 
  YES BUT 
  Help is worth 1 extra die 
  EXCEED BY 1 
  YES 
  Help is worth +1 
  EXCEED BY 2 
  OR MORE 
  YES AND 
  Help is worth +2 
   
  Example: Chaz and Marty are on either side of an 
  depowered sliding metal door, and Chaz is wounded.  Marty 
  yanks at the door from his side, attempting to shove it open 
  by brute force.  The GM rules this is a VERY HARD (DL6) roll 
  vs MIGHT.  Meanwhile Chaz is Helping by doing the same 
  thing from the other side of the door.  For Chaz, helping is at 
  DL4. The dice are rolled.  The results are: 
  Marty: (MIGHT roll 5) = 5 
  Chaz: (MIGHT roll 5) = 5 
  Resolution: Chaz’ Help Roll is resolved first, as we compare 
  his 5 against DL 4 (two less than the base DL of 6).  Since he 
  exceeded the target by 1, his efforts have helped, and Marty 
  will get a +1.  Good thing, because when we compare 
  Marty’s adjusted total of 6 to the DL of 6, we get a “YES 
  BUT”.  One pip lower and it would have been a “NO BUT”!  
  The GM rules that the door does indeed yield, BUT not 
  before two more guards appear in the hallway behind Chaz 
  with their weapons drawn, barring the way to the Blue 
  Beetle. 
   
  
   
  22 
   
   
  Taking Harm 
  When you take harm, you suffer a -1 penalty to one Stat 
  (chosen by the GM as befits the situation).  This is called one 
  “hit”.  Whenever one of your Stats reaches zero, you’re 
  seriously hurt and will be stunned, totally inactive for one 
  Frame.  If three of your Stats reach zero, you’re dead. 
  The nature of the harm will suggest the Stat affected: 
  BRAINS – damage to the head or sensory systems 
  CHARM – damage to the face, neck, mouth or skin 
  GRACE – damage to limbs, phalanges, joints or spine 
  HEALTH – damage to major organs or intestines 
  MIGHT– damage to muscles, bones or nerves 
  PSYCHE– damage to the brain, drugs, pain, duress 
  If the Attacker doesn’t call a particular location, the GM will 
  apply the damage to a logical area of the body, choosing the 
  highest remaining Stat that can be reasonably affected. 
  Example: Marty and Chaz get into a brawl in the Mars II 
  commissary over the intentions of a certain green-skinned 
  alien girl.  The first time Marty swings at Chaz, he calls out 
  a shot to the face, and hits.  The GM rules that the punch 
  indeed strikes Chaz in the face, giving him a split lip, and 
  this is reflected by decrementing Chaz’ CHARM (from 2 to 
  1).  Chaz’ player writes the new “Curr” (current) value of 
  CHARM 1 on the PC Sheet.  The second time Chaz takes a 
  hit (same fight), Marty’s player doesn’t call a location.  The 
  GM decides to take the point from GRACE, ruling that Chaz 
  suffers a broken finger while defending himself. 
   
   
  Subjective 
  Dissonance Shock 
  Some weird things happen in Dream Worlds, needless to say.  
  The experience can be rattling to even the most experienced 
  DayTripper, leading to what veterans call “SDS”.  Whenever 
  anything strange or uncanny is witnessed for the first time, the 
  GM may ask Players to make PSYCHE rolls to maintain their  
  self-control. The DL of the roll depends on the level of 
  weirdness set by the GM. 
  Resisting the Chao 
  Every Frame spent in the Multiversal Chao forces characters to 
  make a DIFFICULT (DL4) Unopposed Action vs PSYCHE to 
  avoid freaking out.  Should a PC fail this roll, the GM will 
  determine their actions for this Frame.  Typical responses 
  include: crying, screaming, quaking in fear, lashing out, 
  paralysis, catatonia, emptying the bladder, running at full 
  speed in a random direction, and curling up into a foetal ball. 
   
  Toxins & Diseases 
  Toxins and Diseases possess a Difficulty Level, a Resisting Stat 
  (usually HEALTH), at least one Effect (usually negative) and a 
  Duration. If no Duration is given, healing time will be required 
  (see Healing).  A result of “BUT” indicates mild symptoms only. 
  Some examples are provided below: 
  COMMON COLD 
  DL 3 vs HEALTH. 
  Effects: -1 on all rolls, onsets 3 days after exposure.  
  Extremely contagious.  Dur: 3 days. 
  INFLUENZA 
  DL 4 vs HEALTH. 
  Effects: -1 GRACE, -1 MIGHT, -1 on all rolls, onsets 3 days 
  after exposure.  Extremely contagious.  Dur: 1d6 days. 
  MILD VENOM 
  DL 3 vs HEALTH. 
  Effects: -1 GRACE.  Dur: 2d6 hours. 
  POWERFUL VENOM 
  DL 5 vs HEALTH. 
  Effects: -1 GRACE, -1 HEALTH. 
  FATAL VENOM 
  DL 6 vs HEALTH. 
  Effects: -1 GRACE, -1 HEALTH.  Damage accumulates on 
  subsequent fails, once per hr until antidote is administered. 
   
  Drugs 
  Drugs are described in the same fashion as toxins and 
  diseases, but they generally possess a positive potential effect 
  as well as a negative one, and a shorter Duration.  When taking 
  a drug for its positive effect, you want to succeed in the 
  resistance roll. Some examples are provided below: 
  ALCOHOL 
  DL 3 vs MIGHT. 
  Effects on Fail: -1 GRACE, -1 CHARM. 
  Effects on Success: -1 GRACE, +1 MIGHT. 
  Dur: 2 hours. 
  CANNABIS 
  DL 3 vs PSYCHE. 
  Effects on Fail: -1 GRACE, -1 PSYCHE. 
  Effects on Success: +1 GRACE, +1 PSYCHE. 
  Dur: 2 hours. 
  ZOOMZOOM 
  DL 4 vs HEALTH. 
  Effects on Fail: -1 PSYCHE, unable to sleep. 
  Effects on Success: +1 GRACE, +1 PSYCHE, no need to 
  sleep. 
  Dur: 24 hours. 
  
   
  23 
   
   
  Healing 
  The first hit is free.  Well, almost.  If you take no more than a 
  single hit, it can be healed by simply relaxing for three days. 
  This capability is lost when you take a second hit.  When Harm 
  has been determined and you’ve suffered more than 1 hit, 
  your wounds will require a number of weeks to heal unless you 
  receive medical attention.  A rough approximation is one hour 
  per hit of damage with access to 21st-century medical 
  technology, or one week per hit without it. The exception is 
  PSYCHE, which must be treated differently  (see below). 
  After each week of rest, you’ll have to make a HEALTH roll 
  against your damage total in order to remove a point of Harm 
  (your damage total is the total difference between your Curr 
  Stats and your Base Stats, PSYCHE included). This means it 
  could take significantly longer than expected for you to heal. 
  If your HEALTH is at zero, you’re in a coma or critical 
  condition, and you’re going to require surgery before your 
  body’s healing process can begin. 
  COST OF HEALING 
  Medical attention in DayTrippers, although astounding in its 
  capabilities, is not cheap.  Access to modern medical 
  technology costs 1 M per hit healed. 
  ORDER OF HEALING 
  All harm heals in alphabetical order (you didn’t know that?).  
  Example: Chaz takes 3 hits (CHARM, GRACE and MIGHT), 
  and ends up in the infirmary. The doctors say he’ll be here 
  for roughly 3 weeks. At the end of the first week he makes a 
  HEALTH roll (HEALTH 1) against a DL of 3. He gets a 5. On 
  the Action Resolution Table this yields a result of "YES 
  AND". The "YES" means one hit will be healed. The GM 
  rules that the “AND” means an extra hit will be removed, 
  and applies the healing to CHARM and GRACE. (Notice this 
  is in Alphabetical Order.)  If Chaz rolls well next week, his 
  MIGHT will be back to normal, and the doctors will be 
  impressed with themselves. 
  HEALING THE PSYCHE 
  Damage to PSYCHE cannot be healed by nanotech or robotic 
  surgeons. It typically requires an intensive amount of therapy 
  and/or medication, and could take months or years. 
  After each month of rest, you’ll have to make a HARD (DL5) 
  PSYCHE roll in order to remove a point of PSYCHE harm. This 
  roll can be aided by a regimen of drugs, therapy, religious 
  practice, or a visit to the nearest OMG Church kiosk. 
  If your PSYCHE reaches zero you’re totally insane; the reality 
  you live in is not the one everybody else does. 
   
  Vehicular Action 
  SlipShips with the capability to maneuver in atmosphere or 
  space rely heavily on Piloting skills.  Any time careful handling 
  of the ship’s controls are required, the pilot will need to make 
  an Unopposed Action roll using their Vehicle/Piloting skill.  If 
  the ship possesses a computer with a Mk Bonus, extra dice are 
  added to the roll. 
  MAKE A PILOTING SKILL ROLL WHEN... 
  Taking off from a pad or runway = DL2 
  Turning the ship = DL3 
  Landing the ship = DL4 
  Maneuvering in combat or pursuit = DL5 
  ADD DICE FOR COMPUTER… 
  Roll 1 extra die for each Mk of ship’s computer 
  APPLY THE FOLLOWING MODIFIERS: 
  –2 if pilot doesn’t possess Piloting skill 
  –1 if Hull Bonus is greater than Piloting Skill Level 
  –1 if thick or turbulent atmosphere 
  –1 if flying by sight in low visibility 
  –1 if Cargo Holds are full 
  SHIP’S POWER COSTS 
  Your SlipShip will use its own Tonnage in power for every 
  hour of standard operation.  The same amount of power is 
  used in every Vector Slip the ship performs, either outbound 
  or homebound.  Other actions incur additional power costs:  
  emergency repairs, force shields, energy weapons, long-range 
  scans, communicating with Earth, etc., all will cost you power. 
  BURN 1 MW OF POWER PER TON WHEN... 
   
  You operate the ship for 1 hour. 
   
  You perform a Vector Slip. 
  BURN 1 MW OF POWER WHEN... 
   
  You use the ship’s Longrange Scanners. 
   
  You activate the ship’s Force Shields. 
   
  You maneuver while all Cargo Holds are full. 
   
  You activate the ship’s Tractor Beam. 
   
  You utilize Automated Repair Systems. 
   
  You launch Automated Probes. 
   
  You activate a Winch or heavy equipment. 
   
  You fire an Ion Cannon or ship’s Laser. 
   
  You activate the Medical Response Tank. 
   
  You broadcast upvector  to Home-Earth. 
   
  You recharge up to 10 Survival Suits. 
   
  You maneuver within an atmosphere. 
  
   
  24 
   
  VEHICULAR COMBAT 
  Vehicular combat, like the personal variety, is handled in 
  Frames: pivotal moments that capture the story of the battle.  
  In every Frame of Vehicular Combat… 
   A Piloting roll must be made if the vehicle is in 
  motion. 
  The pilot must say what they’re doing: Closing, 
  Pursuing, Maintaining Course, Changing Course, Taking 
  Off, Landing, Evading, Retreating, or Doing Something 
  Else. 
   Any character may fire a mounted weapon. 
  For non-pilots, this is a Firing Action (see below).   For 
  pilots who are firing and piloting simultaneously, it’s a 
  Piloting Action, and the roll will be at -2.  Each mounted 
  weapon can only be used by one character at a time. 
   Someone may activate or deactivate a Force Shield. 
  This free action can be taken by anyone onboard, 
  including the pilot.  It requires no roll, although it may 
  be affected by ANDs or BUTs from other rolls. 
   Other characters may declare their own actions. 
  These actions may be interrupted or modified by any 
  ship-level events that occur. 
  PILOTING ACTIONS 
  Make a Vehicle/Piloting skill roll with the following modifiers.  
  If you’re pursuing or evading, specify the vessel or weapon 
  you’re pursuing or evading. 
  + Driving/Piloting Skill Bonus 
  + Aerodynamics Bonus (if applicable) 
  + Atmospheric Engine Bonus (if applicable) 
  + Reinforced Hull Bonus (if applicable) 
  + Force Shield Bonus (if shields are up) 
  –1 if ship’s Hull Bonus is greater than your Skill Level 
  –2 if Firing or Doing Something Else while piloting 
  FIRING ACTIONS 
  Specify the vessel or target you’re attacking, and make a 
  Mounted Weaponry skill roll with the following modifiers: 
  + Mounted Weaponry Skill Bonus (if applicable) 
  + Weaponry skill of Program in Computer (if applicable) 
  +2 if target is stationary 
  –2 if target is smaller than a compact car 
  INTERPRETING VEHICULAR COMBAT 
  ROLLS 
  All rolls are made simultaneously. 
  If the highest roll  (including Modifiers) is made by a Player, 
  PCs resolve their actions first.  If it is made by the GM, NPCs 
  resolve their actions first. 
  Just like in regular combat, the modified Piloting roll sets the 
  DL for any incoming attacks on that vehicle. All Firing rolls are 
  compared to their own Target’s DL. 
  Piloting and Firing rolls are resolved by comparing them on 
  the Vehicular Combat Table below.  The damage incurred 
  depends on the roll result: 
  V E H ICU LA R  C OMB A T  TA B LE 
  ROLL RESULT 
   
  COMBAT RESULT 
  MISS BY 2 OR 
  MORE 
  NO AND 
  The attack misses.  The 
  defending vehicle escapes 
  OR gains a +1 advantage 
  next Frame (defending 
  pilot’s choice). 
  MISS BY 1 
  NO BUT 
  The attack misses but 
  attacker gains a +1 
  advantage next Frame. 
  HIT EXACTLY 
  YES BUT 
  The defending vehicle 
  takes 1 point of damage 
  but escapes OR gains a 
  +1 advantage next Frame 
  (defending pilot’s choice). 
  EXCEED BY 1 
  YES 
  The defending vehicle 
  takes 1 hit. 
  EXCEED BY 2 
  OR MORE 
  YES AND 
  The defending vehicle 
  takes 1 hit AND a Critical 
  Strike.  The attacker may 
  choose any effect equal 
  to or lower than the 
  amount by which they 
  beat the DL on the list 
  below. 
  CRITICAL STRIKES 
  0. 
  An additional hit is taken by the defending vehicle. 
  1. 
  External System (Airlock, Winch, Light, etc).  Attacker 
  chooses one external system on the defending vehicle to 
  destroy. 
  2. 
  Weapon System. Attacker may choose to destroy any 
  weapon system on the defending vehicle. 
  3. 
  Slip Capacitor/Motive System. If the defending vehicle is 
  a SlipShip, Attacker may choose to destroy its Slip 
  Capacitor.  Otherwise, this hit destroys the wings, 
  rudders, wheels, landing gear or motive system. 
  4. 
  Engine/Powersource. If the defending vehicle is battery-
  powered (like a SlipShip), this hit destroys the fuel cell.  
  Otherwise this hit destroys the engine or power system.  
  The vehicle may explode. 
  5. 
  Computer/Electronic System. Attacker may choose to 
  destroy the defending vehicle’s onboard Computer, 
  Radio, or Force Shield Generator. 
  6. 
  Crewmember. The nearest crewmember is hit directly. 
  Example: Escaping the Flying Head in the Blue Beetle, Chaz 
  and Marty are trailed by a one-seat Bubble Cruiser with a 
  mounted laser.  Marty is piloting, Chaz mans the laser. 
  
   
  25 
   
  First Frame: Declarations are made. Marty wants to 
  activate the Force Shields and take evasive action, sending 
  the ship into a twisting roll.  Chaz will be firing the laser at 
  the first chance he gets.  The cruiser wants to activate its 
  own +1 Force Shield and fire as well.  Everyone rolls their 
  dice.  Because the cruiser pilot is both piloting and firing this 
  Frame, that roll will be interpreted twice.  The results are:  
  Chaz (GRACE 3 Weaponry+1) = 7 
  Marty (GRACE 3 Pilot+1, -1 for tonnage) = 4 
  Cruiser Piloting (GRACE 1 Pilot +1, -2 for firing) = 5 
  Cruiser Firing (GRACE 1 Weaponry+1) = 4 
  Resolution: Chaz’ 7 is compared to the cruise pilot’s 5, 
  yielding a “YES AND”.  The GM rules that Chaz hits and 
  does damage, AND has taken out the cruiser’s Force Shield 
  generator.  Marty’s 4 is compared to the cruiser gunner’s 4, 
  yielding a “YES BUT”.  The GM rules that Marty sends the 
  Beetle into an evasive roll, BUT he fails to raise the shield 
  before the cruiser’s laser is fired. 
  Finally the cruiser takes his shot.  Comparing the gunner’s 4 
  to Marty’s 4 yields a “YES BUT”.  The GM rules that the 
  Beetle takes a hit – this destroys the Beetle’s Reinforced 
  Hull; one more hit like that and it’s all over – BUT Marty 
  gets a choice of either escaping or taking a superior position 
  for +1 next Frame.  Marty prudently decides to escape. 
  PIERCING THE HULL 
  When a vehicle takes its last hit of Hull damage, it loses 
  integrity and cabin pressure.  If flying, it goes down, and the 
  pilot must succeed in a RIDICULOUS (DL8) action  to land it 
  successfully.  If land-based, its occupants are exposed.  If the 
  Hull is destroyed, the nearest crewmember is hit directly. 
   
  DAMAGE TO INDIVIDUALS INSIDE 
  When a vehicle is hit, any characters standing in the vehicle 
  will need to make a GRACE roll vs the weapon’s Bonus to 
  remain on their feet.  A poorly-timed “BUT” or “AND” result 
  could end up causing harm from falling debris, collisions with 
  blunt objects or sharp edges, etc. 
  INDIVIDUALS HIT BY LARGE-SCALE WEAPONS 
  Character and creatures are on a whole different scale than 
  ship hulls and mounted weaponry. If a character or creature 
  (including the occupant of a vehicle who is hit directly by a 
  large-scale weapon such as a torpedo or mounted laser), that 
  character takes 1d6 hits for each point of weapon Bonus.  No 
  additional roll is allowed or required. 
  Example: A Laser+3 scores a Hit on a vehicle whose Hull 
  has already been reduced to zero.  The character closest to 
  the point where the beam strikes the vehicle will take 3d6 in 
  Hits.  Ouch! 
   
  STRUCTURAL DAMAGE 
  The rules for structural damage depend on what’s being 
  destroyed, and whether human-scale or large-scale weapons 
  are being used.  Vehicles and buildings have “Structural Hit 
  Points” which can withstand 20 times a human-scale hit. 
  DAMAGE TO BUILDINGS & STRUCTURES 
  Damage to buildings and structures is handled like damage to 
  vehicles.  The number of Structural Hits a surface can take 
  before breech or collapse is based on its construction: 
  Stone wall = 1 
  Steel plate/sheet = 2 
  Thick steel plate/sheet = 3 
  Titanium plate/sheet = 4 
  If attacked by small-scale weapons (personal weapons or 
  firearms), 20 human-scale hits equals 1 Structural Hit. 
  Structures may have Item Bonuses for exceptional materials, 
  as well as defenses like Force Shields and Reinforced Plate 
  shielding. 
  DAMAGE TO INDIVIDUALS INSIDE 
  Whenever a building takes a hit, any characters standing 
  inside must make a GRACE roll vs the weapon’s Bonus to 
  remain on their feet.  A poorly-timed “BUT” or “AND” result 
  could end up causing harm from falling debris, collisions with 
  blunt objects or sharp edges, etc. 
  If an occupant of a building or structure is hit directly by a 
  large-scale weapon (such as a torpedo or ship-to-ship 
  weapons), they take 1d6 hits for each point of weapon Bonus.  
  No additional roll is allowed or required. 
  
   
  26 
   
   
  Vector Slipping 
  Vector Slipping (or simply “Slipping”) requires a Slip Dynamics 
  action to program the course, and then the ship’s computer 
  handles the actual slip.  If the return slip time is known 
  beforehand, the course can be pre-calculated for later 
  activation at the push of a button or shout of a command. 
  Regardless of when the course is plotted, the actual Vector 
  Slip roll is not made until the program is activated. Until then, 
  the pilot won’t know how well they did. 
  The DL of the roll is shown below, along with the 
  consequences of failure.  For Compound Slips, the DLs are 
  added together.  Calculating a Slip from the Chao to anywhere 
  is DL9.  
  S L I P  D I F F I C U L T Y  T A B L E   
  NODE TYPE 
  SLIP DIFFICULTY 
  SLIP FAILURE 
  Alternate Earth 
  Challenging (DL 3) 
  Wrong Earth 
  Time Travel 
  Challenging (DL 3) 
  Wrong Time 
  Known Planet 
  Challenging (DL 3) 
  Wrong Place 
  Unknown Planet 
  Difficult (DL 4) 
  Wrong Place 
  Dream World 
  Hard (DL 5) 
  Wrong Universe 
  Multiversal Chao 
  Absurd (DL 9) 
  Wrong Universe 
  The following Modifiers will be applied to the roll: 
  + Slip Dynamics skill 
  + Slip Dynamics skill of Computer Program (if applicable) 
  –2 if pilot doesn’t possess Slip Dynamics skill 
  +1 if pilot has performed this type of Slip before 
  +1 if pilot has traversed this route before 
   
  INTERPRETING VECTOR SLIP ROLLS 
  Vector Slip rolls are interpreted on the table below: 
  S L I P  R E S U L T S  T A B L E 
  ROLL RESULT 
   
  SLIP RESULT 
  MISS BY 2 OR 
  MORE 
  NO AND 
  Ship is hit by Flux Storm 
  AND pulled into the Chao. 
  MISS BY 1 
  NO BUT 
  The SLIP FAILURE indicated 
  above occurs. 
  HIT EXACTLY 
  YES BUT 
  The ship is hit by a Flux 
  Storm. All must roll vs The 
  Fuzzies and the Pilot must 
  roll to control the vehicle. 
  See Flux Storms at right. 
  EXCEED BY 1 
  YES 
  Successful Slip 
  EXCEED BY 2 
  OR MORE 
  YES AND 
  Successful Slip and the Pilot 
  gains 1 XP 
   
  FLUX STORMS 
  Flux Storms are dangerous and unpredictable occurrences, the 
  cause of which has not been determined.  They move like 
  interdimensional hurricanes throughout the multiverse and 
  can easily toss a SlipShip off course, or pull it into the Chao. 
  There is a small chance of encountering a Flux Storm on every 
  trip; it’s an occupational hazard.   
  Should you ever encounter a Flux Storm in SlipSpace, two 
  things will happen: 
  All characters onboard will need to make a PSYCHE roll vs DL 
  3 to avoid suffering The Fuzzies (symptoms include -1 to 
  GRACE and -1 to BRAINS for 1d6 hours)… and: 
  The pilot will need to manually control the vehicle, making a 
  VERY HARD (DL6) Piloting action to keep the ship from being 
  knocked off course. Resolve this action on the Flux Storm 
  Results Table below: 
  F LU X ST O R M RE S U LT S  TA B LE 
  ROLL RESULT 
   
  FLUX RESULT 
  MISS BY 2 OR 
  MORE 
  NO AND 
  Ship is tossed into a 
  random Node. 
  MISS BY 1 
  NO BUT 
  The SLIP FAILURE 
  indicated above occurs. 
  HIT EXACTLY 
  YES BUT 
  Escape the storm and 
  Slip succeeds BUT Ship 
  takes 1 hit of damage. 
  EXCEED BY 1 
  YES 
  Escape the storm and 
  Slip succeeds. 
  EXCEED BY 2 OR 
  MORE 
  YES AND 
  Escape the storm and 
  Slip succeeds AND the 
  Pilot gains 1 XP 
   
   
  
   
  27 
   
   
  NODE TYPES 
  Based on accumulated reports, all known SlipNodes have 
  been classified into the following six categories: 
   
  Known Planets (Cartesian Slip) 
   
  Unknown Planets (Cartesian Slip) 
   
  Time Travels (Temporal Slip) 
   
  Alternate Earths (ParaTerran Slip) 
   
  Dream Worlds (Subjective Slip) 
   
  The Multiversal Chao (Compound Slip) 
  KNOWN PLANETS 
  The GM may use the DayTrippers GameMasters Guide or 
  another system to generate these destinations.  They’ve 
  already been visited by at least one DayTripper team, which 
  means there must be a good reason to go back, right? 
  UNKNOWN PLANETS 
  The stuff of classic sci-fi, these destinations are created just 
  like Known Planets, except of course – no humans have ever 
  been there before. 
  TIME TRAVELS 
  Home-Earth in another time period; watch out for paradox! 
  ALTERNATE EARTHS 
  You’re still on the third planet from Sol, but something caused 
  history to go in another direction.  Alternate Earths are the 
  second-most commonly discovered type of SlipNode. 
  DREAM WORLDS 
  Dream Worlds are the most commonly-discovered type of 
  SlipNode.  Theories abound, but the truth is, no one really 
  knows how a Dream World comes to be.  Technically 
  speaking, Dream Worlds are not “Worlds” but Pocket 
  Universes, with their own internally-consistent laws of matter, 
  energy, time and causality. Although Dream Worlds are 
  among the most terrifying and incomprehensible of all 
  SlipNodes, they have also been the sources of some of the 
  most powerful artifacts and innovative concepts ever brought 
  back from SlipSpace. 
  THE MULTIVERSAL CHAO 
  A whirling pandimensional maelstrom comprised of every 
  type of energy from all universes, some collapsed into 
  physicality, some in various phases of morphogenesis or 
  demorphication.  Here in the Chao, the laws of physics flux 
  wildly from moment to moment, logic and proportion have 
  fallen softly dead, the falcon cannot hear the falconer, and 
  your mind?  It’s gone. 
   
  SLIP COORDINATES 
  Though the multiverse is considered to be infinite, the point of 
  all this exploration is to map as much of it as we can.  To date 
  we’ve discovered dozens of Vectors and over a hundred 
  Nodes. 
  Now in a gigantic crowd-sourced effort, hundreds of individual 
  explorers and theorists are collaboratively piecing together a 
  vast digital map of the multiverse called The Big Model – one 
  DayTrip at a time.  The model includes a multidimensional 
  dataset called Slip Coordinates for each discovered Node. 
  Slip Coordinates are more complex than 3space coordinates, 
  obviously.  Since a 3D grid can’t capture all the required 
  complexity, DayTrips are measured by "Slippage" along one or 
  more “Vectors” of reality. 
  We consider our own familiar "Cartesian Space" (also known 
  as "3space") as the universe of “Home-Earth”. According to 
  this new way of picturing existence, the three dimensions of 
  our own Cartesian Space are actually Slip Vectors, commonly 
  called 3x, 3y and 3z.  In 3space, “0/0/0” represents the 
  Coordinates of our own galactic center. 
  Beyond 3space, many of the more well-known Vectors and 
  Nodes have unique names: their discoverers, typically; 
  spouses and kids, second favorite; ancient deities, scientific or 
  literary figures, also common. 
  Adventurous PCs can get a Slip Vector or a Pocket Universe 
  named after them! 
   
  MISSING THE WINDOW 
  The slang term for exceeding the 24-hour limit on a DayTrip is 
  “missing the window”.  You really don’t want to miss your 
  window.  Here’s why. 
  While you’re outslipped from this reality, the RA field 
  surrounding the space just occupied by your ship prevents 
  Home-Earth’s timeline from being affected by your absence.  
  The timeline continues to resolve as though you were in it, 
  fooled into “seaming” around your absence. 
  But the RA fields we’ve developed today can’t hold up for 
  more than 24 hours.  When the field collapses, the timeline of 
  Home-Earth accommodates to your absence, and you cease 
  to exist as an indigenous and integral component of this 
  reality.  The slang term for this is “getting ceased”. 
  No DayTripper has ever re-entered the timeline of Home-
  Earth after getting ceased.  All skilled ‘trippers know: it’s 
  better to attempt a “CTS” – a Compound Temporal Slip – than 
  to come home late. 
  
   
  28 
   
   
  DREAM WORLDS IN THEORY AND PRACTICE 
  As reported by DayTrippers who returned with their sanity 
  intact, everything in a Dream World has a “veiled” quality and 
  apparent common-sense conclusions are not always logical, 
  even in regard to such fundamentals as the size and shape of 
  your own body, the persistence of matter, or the laws of 
  physics.  Subjective realities become objective realities. 
  The cognitive dissonance of this experience can lead to 
  feelings of anxiety, intense frustration, overwhelming stress, 
  self-loathing, or emotional outbursts. It might feel like a 
  pleasant dream.  It might feel like a bad drug trip.  It might feel 
  as if your perception of “objective” reality is doggedly veiled 
  by another, unseen reality of equal or greater cognitive 
  impact.  The feeling has been described as similar to “beta 
  stage disorientation”, in which sleepers cannot tell whether 
  they’re dreaming or awake, and therefore experience a 
  confusing, co-mingled awareness of both states. 
  Dr. Howard Belknap Barker, Professor Emeritus of SlipSpace 
  Dynamics at the Western Academy of Intraspace Technology - 
  that famous hall known by alumni as “The Ziggurat” - has 
  championed a theory which proposes a radical vision of bi-
  causality in the relation between subjective and consensus 
  realities at both interpersonal and intra-personal levels. On 
  Barker’s view, there exists: 
   
  a world for every dream or nightmare ever had by 
  Edgar Allan Poe 
   
  a world for the sum of all dreams and nightmares ever 
  had by Edgar Allan Poe 
   
  a world for the conscious experience of the historical 
  reality of Edgar Allan Poe 
   
  a world for the unconsciousness contents of the mind 
  of Edgar Allan Poe, and 
   
  an "unfinished" world for every half-baked idea that 
  ever arose in the mind of Edgar Allan Poe 
  In this much all conscious minds seem to be similar – i.e., there 
  exists a whole set of Dream Worlds based on your personal 
  dreams and your own consciousness, as well as mine, etc. But 
  since Poe has affected so many people with ideas springing 
  from his fertile mind, he has managed to spawn additional 
  Dream Worlds corresponding to these deeply-imagined and 
  oft-reiterated works. Thus we have: 
   
  a world for every story ever written by Edgar Allan Poe 
   
  a world for the gestalt sum of all stories ever written 
  by Edgar Allan Poe 
   
  a world for the sum of all impressions ever drawn by all 
  readers of all stories written by Edgar Allan Poe, and 
  even 
   
  a world for the sum of all impressions ever drawn by all 
  readers of all stories which have a similarity or 
  connection to stories written by Edgar Allan Poe but 
  weren't actually written by Edgar Allan Poe 
  Perhaps the most unsettling theories about Dream Worlds are 
  those which point out – correctly – that we can’t prove beyond 
  the shadow of a doubt that our own reality isn’t one of them. 
  "Since we know there to be sentient individuals in 
  the multiverse who are not human, and since we 
  know that Dream Worlds are linked to the 
  unconscious awareness of sentient individuals, we 
  must assume that there are Dream Worlds arising 
  from non-human minds." 
  - Dr. Viktor Belark, The Ziggurat 
   
   
  LUCID DREAMING 
  It is sometimes possible to influence events in unstable 
  realities. Whenever a Player attempts an Action in a Dream 
  World, they may try to modify the outcome with their mind, in 
  a “magical” way. They may also attempt to “make something 
  happen” with their mind at any time. This is done by making a 
  Lucid Dreaming roll, pitting the character’s PSYCHE against 
  the World’s STABILITY (rated on a scale of 1 to 6). The cost of 
  failure is Subjective Dissonance Shock (losing control of your 
  character to the GM for one Frame), with no resistance roll. 
  TO MODIFY AN ACTION 
  You must make a Lucid Dreaming roll (a Skill based on 
  PSYCHE) while performing the Action. No Help may be 
  provided. The Lucidity dice you roll should be of a different 
  color, or rolled away from the others, but at the same time as 
  the other Action. These dice will be matched against the GM’s 
  STABILITY roll (using a number of dice equal to the World’s 
  STABILITY rating, typically 4 or 5 on a scale of 1-6).  This roll is 
  resolved before the other Action roll. If the Lucidity roll obtains 
  a “YES”, a +1 will be applied to the other Action. If the Lucidity 
  roll obtains a “YES AND”, the other Action automatically 
  succeeds AND you will get to narrate what happens next for all 
  NPCs and Obstacles, effectively “becoming the GM” for one 
  Frame. 
  TO MAKE SOMETHING HAPPEN 
  Your character must focus on controlling the dream. No Help 
  may be provided, and no other Actions may be attempted. 
  Your Lucid Dreaming roll will be matched against the GM’s 
  STABILITY roll (using a number of dice equal to the World’s 
  STABILITY rating). Unless the dreamer of the world is 
  somehow distracted or attenuated, the GM will get a +1 Mod 
  for “Advantageous Position”. On a result of “YES” you may 
  influence the outcome of one Frame, “becoming the GM” 
  momentarily. On a result of “YES AND” you will retain control 
  of the dream until the Dream World – or the dreamer? – 
  succeeds in a similar roll against you. 
  
   
  29 
   
   
  Your Automated 
  Survival Suit 
  It’s automated.  You wear it to stay alive.  Sheesh. 
  YOUR SUIT’S SUBSYSTEMS 
  Besides shielding the wearer from dangerous radiation, the 
  Automated Survival Suit possesses a variety of systems 
  designed to make your life as a DayTripper easier and safer. 
  Strength Augmentation – Servo-mechanisms and internal 
  supports strengthen the suit’s limbs and core.   This adds a +1 
  when carrying weight or exerting yourself (such as by running 
  or leaping).  This bonus does not apply to Combat Actions. 
  Jumpjets – The suit’s jumpjets allow you to take a +1 to all 
  climbing, jumping and running maneuvers.  When traversing 
  relatively open terrain, using the jumpjets will effectively 
  double your movement speed.  
  Armor Bonus and Automated Repairs –  The suit grants an 
  Armor Bonus of +1 against physical harm (not energy 
  weapons).  It will defend you against 1 hit of physical damage 
  by absorbing the damage itself.  It will then attempt to repair 
  its own damage. See Damage to your Suit. 
  Medical Administration – The suit possesses a medical 
  administration system capable of healing 1 hit of GRACE, 
  HEALTH or MIGHT damage per hour.  This system must be 
  activated manually, by the suit wearer or other personnel.  
  This system will sedate the wearer, who will remain relatively 
  motionless while the medical procedures take place. 
  Broadcast Capability – The suit can send microfrequency 
  broadcasts back to the ship, up to a range of 100 kilometers, 
  and possesses external speakers which allow the wearer’s 
  voice to be heard at any amplification level up to 75 decibels. 
  YOUR SUIT’S POWER 
  Your Automated Survival Suit possesses its own powersource, 
  which typically is filled from the Ship’s reserve.  The suit’s 
  battery capacity allows for 100 kW of power. 
  Of course, that power tends to get used up.  As that happens, 
  mark it off by filling in the circles on your PC Sheet. 
  BURN 1KW OF SUIT POWER WHEN... 
   
  You sleep in the suit for one full day. 
   
  You spend one hour in a hazardous atmosphere or 
  vacuum. 
   
  You use the suit to carry heavy loads (greater than you 
  could carry without it) for 10 minutes. 
   
  You wear the suit while under physical exertion (deep 
  breath, high heartrate) for 5 minutes. 
   
  You wear the suit while suffering a major wound, 
  illness or trauma for 5 minutes. 
   
  The suit undergoes automated emergency repair. 
   
  You use the suit’s medical administrators. 
   
  You broadcast large data packets or over great range. 
   
  You activate the suit’s energy shielding, +1 kW for 
  every 5 minutes thereafter. 
   
  You use the suit’s jumpjets. 
   
  You use the suit’s scanners. 
  DAMAGE TO YOUR SUIT 
  As mentioned above, your Automated Survival Suit will 
  defend you against 1 hit of physical damage by absorbing the 
  damage itself.  When this happens, you must roll 2d6 on the 
  Suit Damage Table below to determine the system affected: 
  SU IT  D A MA G E  TA B LE 
  ROLL 
  DAMAGE 
  2-6 
  Suit torn: Radiation shielding & atmospheric 
  integrity is lost. 
  7 
  Jumpjets inoperable. 
  8 
  Broadcast capability inoperable. 
  9 
  Medical Administrator inoperable. 
  10 
  Scanners inoperable. 
  11 
  Automated repair system inoperable. Uh-oh. 
  12 
  Powersource destroyed. All systems inoperable. 
   
  Once damaged, the suit’s emergency repair systems will kick 
  into action, taking 10 minutes to complete the repair (unless of 
  course it is the automated repair system that got hit, in which 
  case you’re out of luck). 
  While automated repairs are underway, the damaged system 
  will be offline and no bonuses at all will be conveyed to the 
  wearer.  Any hits suffered before the suit has completed its 
  repairs will take affect without modification. 
  
   
  30 
   
   
   
  Experience Points 
  Subject to GM ruling, Experience Points (XP) are awarded to 
  PCs at pivotal moments during the adventure and upon each 
  return from a DayTrip.  Fresh Experience Points are added to 
  the XP TOTAL and the XP AVAIL values on the PC Sheet. 
  WHEN A ROLL IS MISSED BY MORE THAN 1, if the 
  defending character is a PC, they receive 1 XP. 
  WHEN A ROLL IS EXCEEDED BY MORE THAN 1, if the 
  acting character is a PC, they receive 1 XP. 
  FOR EACH SLIPNODE VISITED, each PC receives 1 XP. 
  FOR EACH SUCCESSFUL RETURN TO HOME-EARTH, each 
  PC onboard receives 1 XP. 
  FOR EACH NEAR-DEATH EXPERIENCE (reduction to “dying” 
  status or five minutes from death), receive 1 XP. 
  FOR EACH LIFE SAVED (i.e., for every character who would 
  have died if the PC hadn’t done what they did), all PCs who 
  played a role in the outcome get 1 XP (maximum 100 XP). 
  FOR EACH ENEMY DEFEATED (i.e., for every NPC who 
  would have succeeded in some evil plan if the PC hadn’t done 
  what they did), all PCs who played a role in the defeat get 1 XP 
  (maximum 100 XP). 
  FOR EACH VALUABLE ARTIFACT OR MAJOR DISCOVERY 
  BROUGHT HOME, a number of XPs equal to its Level or Item 
  Bonus is given to each PC who played a role in retrieving it,  
  discovering it, or getting it back home. 
  FOR EACH CHARACTER DEVELOPMENT SCENE, The GM 
  may grant 1 or more XP.  See Character Development Scenes, 
  p.15. 
  ADDITIONAL XP: The GM may decide to grant XP for events 
  not listed above if it seems like a major lesson has been 
  learned, the plot has been significantly advanced, or a 
  significant obstacle has been overcome. 
  SPENDING EXPERIENCE 
  A typical mission might gain you 10-20 XP. These points can 
  be spent to advance your character in many ways, including 
  Stat Scores, Skill Levels, Inventions, Applications, Fortune and 
  Fame.  Experience Points are typically spent during Downtime 
  (either on Home-Earth between missions, or while remaining 
  in a suitable Destination for an extended stay with the proper 
  materials). This represents "sped-up" consecutive time during 
  which your character is studying, training, inventing things, 
  getting rich, or appearing on national talknets.  A video 
  montage, if you will. 
  Spent XP are added to the XP SPENT value on the PC Sheet.  
  This will lower the character’s XP AVAIL and raise their TCV. 
  STAT IMPROVEMENTS 
  1 XP = 1 CP for buying Stat Scores.  Note that after play has 
  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). 
  Assuming full-time training, the time required for a Stat 
  advance is the CP cost of the Score you’re attaining, in weeks. 
  Example: Raising Marty’s MIGHT from 2 to 3 would cost 40 
  XP and take 40 weeks. He’ll be doing some downtime… 
  SKILL IMPROVEMENTS 
  1 XP = 1 CP for buying advances in Skill Levels.  Assuming full-
  time training, the time required for a one-point Skill level 
  increase is the cost of the Skill Level you’re attaining, in days. 
  DRAMA TOKENS 
  If you’re using the rules for Collaborative Missions (see p.37), 1 
  XP can be traded for 1 Drama Token. 
  INVENTIONS AND APPLICATIONS 
  Subject to GM ruling, any character with the appropriate skills 
  can prototype a new Invention or application.  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 40 XP and 3 Megas, 
  and will take 40 weeks. 
  At the end of the project, you’ll need to make an Unopposed 
  Action roll (typically involving BRAINS) vs a DL equal to 4 + the 
  Bonus Level of the invention (or a DL determined by the GM). 
  Example: The above +3 Item would typically require its 
  inventor to succeed in a BRAINS roll vs DL 7. 
  FORTUNE 
  1 XP = 1 Mega for purposes of Fortune.  This 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. 
  
   
  31 
   
   
  LUXURY ITEMS 
  DayTrippers who strike it rich may be interested in purchasing 
  some of the finer things in life. The following table provides 
  guidelines for expenditures on luxury items. 
  L U X U R Y  I T E M  C O S T S  T A B L E 
  ITEM 
  COST 
  Exotic Car 
    - upkeep 
  4M 
  1M per year 
  Helicopter 
    - upkeep 
  65M 
  10M per year 
  Mansion, Small 
  50M 
  Mansion, Large 
  200M 
  Palatial Compound 
  2,000M 
  Personal Staff (1 Professional) 
  1M per Year 
  Private Island 
    - upkeep 
  500M 
  2M per year 
  Private Jet 
    - upkeep 
  500M 
  25M per year 
  Sports Car 
  1M 
  Yacht 
    - upkeep 
  60M 
  6M per year 
  RANK 
  Your Rank can only be increased if you have suffered no 
  scandals (if you have, the GM will let you know, I’m sure). 
   
  MILITARY 
  POLITICAL 
  SECRET 
  1 
  Enlisted 
  Civic Office 
  Spy 
  2 
  Lieutenant 
  Mayor 
  Cell Leader 
  3 
  Captain 
  Governor 
  Chief 
  4 
  Major 
  President 
  Diplomat 
  5 
  General 
  Emissary 
  Initiate 
  6 
  Admiral 
  Ambassador 
  Illuminatus 
  The cost of a Rank Level is the same as a Skill Level. Rank 
  can only be increased when the PC is  in a location where a 
  superior officer is present to grant a promotion. This is 
  typically on Home-Earth, or on a known planet where we 
  (Home-Earthlings) have a political presence or military base, 
  but could take place on a ship, an orbital station, or anywhere 
  a superior officer might be found.  
  An increase or decrease in Rank always requires a Character 
  Development Scene. We want to see the PC being recognized 
  for whatever it is that they’ve done to warrant a promotion. 
  (What, you didn’t think you could do it for nothing at all, did 
  you?) You determine the reason for your promotion, and the 
  GM will portray the superior officer. Once the Character 
  Development Scene is completed, your new Rank takes effect 
  immediately. 
  FAME 
  Your Fame Level can only be increased while your character 
  remains in a location where they have a reason to be famous. 
  In order to retain this Fame, at least once during the  month 
  they must make public appearances, grant interviews, give 
  performances, throw festivals, support causes, attend 
  conferences, pose for photos, speak to the press, or otherwise 
  reach out to the public. 
  The cost of a Fame Level is the same as a Skill Level. If your 
  character has been on a publicized DayTrip or done something 
  notorious within the last month, the time required to attain 
  your Fame is the cost of the Fame Level you’re 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 campaign. 
  The price of Fame must be paid monthly or it begins 
  decreasing.  For every month of gametime you go without 
  paying the price of Fame, your Fame Level decreases by 1 (to 
  a minimum of 0). 
  If you are ever involved in a public scandal, convicted of a 
  felony, or return from a mission that is deemed a Total Failure 
  by the press, your Fame Level gets set back to 0 again. 
  
   
  32 
   
   
  SlipShip Construction 
  Thanks to the open nature of Diaspora’s research methods, 
  the field of SlipShip Engineering includes everyone from 
  obsessive garage tinkerers and excitable grad students to 
  corporate technicians, government policymakers and the 
  occasional mad genius. 
  The vessels they build are as diverse as their personalities. 
  SlipShips come in all shapes and sizes, and are constructed 
  from a wide variety of parts and materials.  A glance down 
  the launch row at Tracy Island on any given day might reveal 
  a big white sphere with wings and waldos, fueling up beside 
  a horsey government-contracted “cube with legs” sitting next 
  to a tiny lunar-lander-looking thing built on a tiny budget 
  from recycled parts, and beyond that a sexy streamlined 
  intraspace yacht preparing for a slipsetting holiday. 
  Some of these machines are the most incredible vehicles ever 
  designed by human beings, and any ‘tripper would be proud 
  to serve onboard.  On the other hand, some of them are crazy 
  Rube Goldberg contraptions that look like they'll fall apart in 
  a good wind. 
  Here’s the part where we build your SlipShip. 
  SHIP’S CAPACITY 
  The first thing you need to decide on is your ship's Capacity 
  (i.e., how many people it can hold).  If your ship is intended to 
  serve as a passenger transport  or rescue vehicle, remember to 
  allow additional capacity for your passengers or rescuees. For 
  cargo vehicles, be sure you have enough cargo room to store 
  anything you might consider transporting. 
  CORE SHIP COMPONENTS 
  Your ship must possess the following core components, the 
  cost of which depends on Capacity: 
   
  Frame/Body = 1M x Capacity 
   
  Slip Capacitor = 2M x Capacity 
  Your ship must also possess two more core components: 
   
  Ship’s Computer = see cost at right 
   
  Powersource = 1M per 10 mW (megawatts) 
  Example: A small vessel with a capacity of 1, a Computer 
  Mk 1 and 100mW of power will cost 1 (for the frame and 
  body) + 2 (for the slip capacitor) + 5 (for the computer) + 10 
  (for power).  Total: 18M. 
  All costs are given in Megas.  If you’re using Character Points to 
  build your SlipShip, 1CP = 1M. 
  OPTIONAL SHIP COMPONENTS 
  The following components may be purchased at your option. 
  COMPONENT 
  COST 
  Aerodynamics 
  1 x tonnage 
  Airlock 
  2 
  Atmosphere Engine (select bonus): 
  +1 
  1 
  +2 
  2 
  +3 
  5 
  +4 
  10 
  +5 
  20 
  +6 
  50 
  Automated Probe 
  3 
  Automated Repair System 
  4 
  Exterior Spotlight 
  1 
  Force Shields (select bonus): 
   
  +1 
  2 
  +2 
  5 
  +3 
  10 
  +4 
  20 
  +5 
  50 
  +6 
  100 
  Grappler & Winch 
  2 
  Landing Gear 
  1 
  Longrange Scanner 
  2 
  Reinforced Hull (select bonus): 
  +1 
  2 x Capacity 
  +2 
  4 x Capacity 
  +3 
  8 x Capacity 
  +4 
  16 x Capacity 
  +5 
  32 x Capacity 
  +6 
  64 x Capacity 
  Ship’s Computer (select bonus): 
  Mk 1 
  5 
  Mk 2 
  10 
  Mk 3 
  25 
  Mk 4 
  50 
  Mk 5 
  100 
  Mk 6 
  250 
  Software (select Skill and Bonus): 
  +1 
  10 
  +2 
  20 
  +3 
  50 
  +4 
  100 
  +5 
  200 
  +6 
  500 
  UpVector (ship to Earth) Radio 
  4 
   
  
   
  33 
   
  AMENITIES 
  The following components may be purchased at your option.  
  Sometimes it’s all about the nicer things in life. 
  COMPONENT 
  COST 
  Cabin (sleeping space for 1) 
  2 
  Cargo Hold 
  1 per cubic meter 
  Dumbwaiter 
  1 
  Galley 
  2 
  Medical Response Tank 
  5 
  ViewPort 
  1 
  Waldos 
  1 
  MOUNTED WEAPONRY 
  The following components may be purchased at your option.  
  A little firepower might come in handy on certain missions. 
  COMPONENT 
  COST 
  Concussion Torpedoes (select bonus): 
  +1 
  1 
  +2 
  2 
  +3 
  5 
  +4 
  10 
  +5 
  20 
  +6 
  50 
  Laser Beam 
  2 
  Machine Gun 
  1 
  Torpedo Launcher 
  2 
  Tractor Beam 
  1 x max target tonnage 
  CONSTRUCTION QUALITY 
  The above costs assume a vessel of “standard” quality, as 
  defined by the Standards Board of the Academy of IntraSpace 
  Technology and required for certification with most 
  commercial intraspace transport and freight services.  
  However, not all ships are certified, and cutting a few corners 
  can be an effective way to stay on a budget.  The Construction 
  Quality of your ship will modify the total cost as shown below: 
  Exceptional 
  Cost plus 50% 
  Standard 
  Cost as calculated 
  Quirky 
  Cost minus 10% 
  Clunky 
  Cost minus 20% 
  EXCEPTIONAL – Features many customized state-of-the-art 
  components, and gives its pilot a +1 on all maneuvers. 
  QUIRKY – Has some odd behavior or occasional hiccup 
  related to a particular component, but once you “get to know” 
  it you figure out how to handle it.  Anyone piloting the ship will 
  be at a -1 until they succeed in a pilot action with a “YES AND” 
  result. 
  CLUNKY – Is constructed of old, recycled, home-made or 
  refitted components, and gives its pilot a -1 on all maneuvers. 
  A damaged vessel may also be deemed “clunky”. 
  SHIP’S TONNAGE 
  The Tonnage of your ship equals: 
  2 + ( Capacity x Reinforced Hull Bonus ) 
  SHIP’S POWER 
  The Basic Power Requirement of your ship equals Tonnage per 
  hour.  This covers all regular activity (life support, scanning, 
  computer, propulsion, etc). Plan your power use wisely. If you 
  run out of power on a trip, you’ll be stranded in intraspace - 
  and we know you don’t want that! 
  COMPONENT DEFINITIONS 
  AERODYNAMICS – Aerodynamically-designed vehicles 
  maneuver better and move faster in atmospheric conditions, 
  adding a +1 bonus to vehicle/piloting rolls. 
  AIRLOCK – A doubly-sealed entranceway allowing safe 
  ingress/egress between the ship’s interior and exterior. 
  ATMOSPHERE ENGINE – Provides thrust for maneuvering 
  within a planetary atmosphere.  Rated on a scale of 1-6, 
  adding 
  a 
  corresponding 
  bonus 
  to 
  in-atmosphere 
  vehicle/piloting rolls. 
  AUTOMATED PROBE – A self-contained robotic system 
  capable of directed flight and reporting back to the ship’s 
  computer via microfreq, probes can travel independently up to 
  100 kilometers from the ship and conduct all manner of 
  standard atmospheric, geological and spectroscopic tests on 
  demand. 
  AUTOMATED REPAIR SYSTEM – A networked system of 
  mini-techbots which can perform a variety of mechanical and 
  electrical repairs on any ship component when guided by the 
  ship’s computer; their capabilities are subject to GM approval 
  but in general can repair 1 unit of damage per hour if the ship’s 
  computer makes a successful roll vs the damage total as a DL. 
  CABIN – Sleeping space for one person, including storage of 
  personal items and clothing. 
  CARGO HOLD – 1 cubic meter of hermetically-sealed storage 
  space.  Multiple cargo holds may be combined or separate. 
  CONCUSSION TORPEDOS – Standard torpedoes (set of 5), 
  with an explosive capability rated on a scale of 1-6. 
  DUMBWAITER – A small sealed and radiation-shielded 
  compartment accessible from both inside and outside the 
  ship; often used in conjunction with waldos. 
  EXTERIOR SPOTLIGHT – Illuminates a triangular area up to 
  100 meters distant and 10 meters wide. 
  FORCE SHIELDS – An electromagnetic field generated 
  around the exterior of the vessel, defending the hull against 
  projectiles and energy attacks.  Rated on a scale of 1-6. 
  GALLEY – A kitchen and food replicator. 
  GRAPPLER & WINCH – Fired by an onboard crewmember 
  using Mounted Weapons Skill. The Grappler is an articulated 
  
   
  34 
   
  multi-digited “claw” which grasps whatever it’s fired at and 
  hangs on tight.  The Winch is capable of lifting or pulling 
  tonnage up to the ship’s own weight in tons at a DL of 4.  
  Range 100 meters. 
  LANDING GEAR – Required for landing by aerodynamic 
  vessels. 
  LASER BEAM – Issues a focused beam of light at targets 
  within 200 meters, causing vehicular/structural damage. 
  LONGRANGE SCANNER – Can perform all manner of 
  standard atmospheric, geological and spectroscopic analysis 
  of lifeforms and minerals at a range of up to 10 kilometers. 
  MACHINE GUN – High-density automatic mechanism for 
  machinegun rounds, firing at targets up to 100 meters distant. 
  MEDICAL RESPONSE TANK – A system of nanobots and 
  articulated devices which use organic and inert materials to 
  perform a wide variety of biophysical repairs upon the human 
  body.  Their capabilities are subject to GM approval, but in 
  general can repair 1 hit of damage per hour if the ship’s 
  computer makes a successful roll vs the damage total as a DL.  
  A Medical Response Tank cannot cure PSYCHE damage. 
  POWERSOURCE – The Slip Capacitor is powered by a bank of 
  hydrogen fuel cells, which are fed by tanks of compressed 
  hydrogen and oxygen.  Together these systems make up the 
  Powersource, which is fully charged upon purchase.  Refilling 
  the tanks takes 1 hour per 10 mW, and costs 1M (1pt). 
  REINFORCED HULL – Exterior plating of high-density 
  materials designed to withstand attacks, energy blasts, and 
  the radioactive dangers of intra-space.  Rated on a scale of 1-6. 
  SHIP’S COMPUTER – A verbally-controlled AI with a unique 
  personality, the computer is an NPC which will be played by 
  the GM. It has a name. Programmed to assist the pilot and 
  crew in vector slips and onboard tasks, it delivers a bonus 
  equal to its mark (Mk).  Rated on a scale of 1-6, treated as a 
  BRAINS Stat.  
  SLIP CAPACITOR – All SlipShips possess a Slip Capacitor (aka 
  Diaspora Device), enabling them to “slip” along a dimensional 
  vector and arrive at a programmed Destination Node. 
  SOFTWARE – Ship Computers may be loaded with software 
  enabling them to perform any BRAINS-based skill  or Mounted 
  Weaponry skill with an applicable bonus.  Example: A Mk 2 
  Computer with a Biology Program +1 will roll 2 dice and add 1 
  to the highest result for all Biology-related problems. 
  TORPEDO LAUNCHER – A firing mechanism for explosive 
  torpedoes, which are rated for blast potential and homing on a 
  scale of 1-6. 
  TRACTOR BEAM – An electromagnetic-kinetic beam 
  generator capable of lifting, pulling or halting movement of a 
  vehicle or object weighing many tons.  Rated on a scale of 1-6. 
   A Tractor Beam can only affect one object at a time. 
  UPVECTOR RADIO – A microfrequency communications 
  system delivering tiny bursts of data protected by packet-
  wrappers which protect the signal while directing it back 
  UpVector in the reverse direction of the current slip, allowing 
  one-way communication to Home-Earth from distant 
  SlipNodes.  These radios are notoriously faulty and 
  experimental, but have been known to save lives on occasion. 
  VIEWPORT – A small transparent portion of hull allowing crew 
  to see outside the vessel from within, with the unaided eye. 
  WALDOS – A pair of radiation-shielded extensible sleeves 
  projecting from the exterior of the ship, the manipulators of 
  which can be controlled by a crewmember on the inside. 
  WHO PAYS FOR IT 
  The construction of your ship may be paid for in various ways: 
  SOLO GAME: If there’s only one Player, the PC, ship and crew 
  all come out of the player’s CP as described above.  You may 
  wish to go into Debt to round out your setup expenditures. 
  GROUP GAME, SOLO OWNER: If there’s more than one 
  Player but only one PC owns the ship, that Player pays for the 
  ship out of their own CP.  By tradition and default (unless 
  stipulated otherwise), if anything retrieved from a mission is 
  ever divvied up among the crew, the ship owner gets a double 
  share. 
  GROUP GAME, GROUP OWNERS: If there’s more than one 
  Player who wishes to be a part owner, all concerned parties 
  must share in the expense of constructing the ship out of their 
  CP pools.  The division of ownership (and shares) should mirror 
  that of construction costs, but Players are of course free to 
  come to their own arrangements, even pooling Debt to do so. 
  BENEFACTOR/SPONSOR: At the GM’s discretion, certain 
  missions or Teams may be underwritten by institutions and 
  organizations who finance the ship or provide an existing 
  vessel for the team’s use.  The nature of the arrangement may 
  be academic (The Ziggurat or universities), commercial 
  (tourist companies and developers), military (including 
  corporate military), or secret.  The benefactor/sponsor will of 
  course do everything they can to ensure that they get a good 
  return on their investment, and any colossal failures will result 
  in a termination of the agreement. 
  
   
  35 
   
   
   
  DYNALUXE PASSENGER VESSEL (172 M) 
  The DynaLuxe has become the standard of quality for slip-
  travel agencies. With its exceptional construction and 
  stylishly-appointed cabins, it’s the most popular passenger 
  carrier in the business. The three-level conical design of the 
  hull includes six cabins for passengers and two more for 
  crewmembers. Media darling and HamLoaf heiress Scilla 
  Sardacian owns two customized DynaLuxe ships, which are 
  often featured in her hit stalkshow “Follow My Ass”. 
  Construction Quality: Exceptional (+1) 
  Capacity 10 
  Tonnage: 12 
  Reinforced Hull +1 
  Slip Capacitor 
  Powersource: 300 mW (25 hrs) 
  Automated Repair System 
  Ships Computer Mk 1 
  UpVector Radio 
  Cabins: 8 
  Cargo 10m cu 
  Galley 
  Medical Response Tanks: 2 
  Viewports: 9 
  THE EMERALD CITY (430 M) 
  The flagship vessel of SlipShip Travel and truly a one-of-a-kind 
  vehicle, The Emerald City has the honor of being the largest 
  SlipShip constructed to date. Coming in at a massive 24 tons 
  and containing spacious accommodations for eighteen guests 
  and a crew of four, the Emerald City also contains its own 
  onboard casino. With its ticket price of 430M, there’s little 
  chance that competitors will be in a big hurry to outspend 
  SlipTrip Travel tycoon Lotus Macarran any time soon. 
  Construction Quality: Exceptional (+1) 
  Capacity 22 
  Tonnage: 24 
  Reinforced Hull +1 
  Slip Capacitor 
  Powersource: 600 mW (25 hrs) 
  Automated Repair System 
  Exterior Spotlights: 2 
  Ships Computer Mk 1 
  Slip Dynamics Program +2 
  UpVector Radio 
  Cabins: 18 
  Casino 
  Cargo 10m cu 
  Galleys: 2 
  Medical Response Tanks: 2 
  Viewports: 19 
  KASHMERE EXPLORATORY VESSEL (92 M) 
  Manufactured by Kashmere Konstructs of Sigourney, Iowa, the 
  “KEV-1” is a sturdy if temperamental workhorse for basic 
  planetary exploration missions. 
  Construction Quality: Quirky (-1 until accustomed) 
  Capacity 4 
  Tonnage: 6 
  Reinforced Hull +1 
  Slip Capacitor 
  Powersource: 150 mW (25 hrs) 
  Aerodynamic Design 
  Atmospheric Engine +2 
  Airlock 
  Automated Probe 
  Automated Repair System 
  Exterior Spotlight 
  Landing Gear 
  Longrange Scanner 
  Ships Computer Mk 2 
  Biochemistry Program +1 
  UpVector Radio 
  Cabins: 4 
  Cargo 2m cu 
  Dumbwaiter 
  Galley 
  Medical Response Tank 
  Viewport 
  Waldos: 1 
  MAL BICHO (168 M) 
  Paramilitary vessel of Captain Hector Valdez. 
  Construction Quality: Standard 
  Capacity 7 
  Tonnage: 16 
  Reinforced Hull +2 
  Slip Capacitor 
  Powersource: 400 mW (25 hrs) 
  Airlock 
  Automated Probe 
  Exterior Spotlight 
  Grappler & Winch 
  Longrange Scanner 
  Ships Computer Mk 2 
  UpVector Radio 
  Cabins: 6 
  Cargo 3m cu 
  Medical Response Tank 
  Viewport 
  Torpedo Launcher & 5 Concussion Torpedoes +2 
  Laser Beam 
  SAMPLE SLIPSHIPS 
  Don’t feel like building a ship?  We’ve got you covered.  The following collection of SlipShips illustrates the wide range of designs and 
  costs you find in these extraordinary vehicles.  From tiny flying cargo vans to massive passenger liners, there’s a SlipShip for every job. 
  
   
  36 
   
  NODEX INTERDIMENSIONAL COURIER 
  (35 M) 
  The “Brown Box” of NIT’s interdimensional courier service 
  fame is a simple but effective design used for high-frequency 
  cargo transport runs. 
  Construction Quality: Standard 
  Capacity 1 
  Tonnage: 3 
  Reinforced Hull +1 
  Slip Capacitor 
  Powersource: 75 mW (25 hrs) 
  Aerodynamic Design 
  Atmospheric Engine +1 
  Airlock 
  Dumbwaiter 
  Exterior Spotlight 
  Landing Gear 
  Ships Computer Mk 1 
  Stellar Navigation Program +1 
  UpVector Radio 
  Cargo 1m cu 
  Viewport 
  Waldos: 1 
  SLIPRIPPER POWERCRUISER (224 M) 
  Designed by master aeronautical engineer Estress Kilo for Lars 
  Mango‘s Bodinga Bay transport company, there are currently 
  three of these fast, sleek, aerodynamically beautiful machines 
  in existence; all owned and operated by Bodinga Bay. 
  Construction Quality: Exceptional (+1) 
  Capacity 4 
  Tonnage: 10 
  Reinforced Hull +2 
  Slip Capacitor 
  Powersource: 250 mW (25 hrs) 
  Aerodynamic Design 
  Atmospheric Engine +4 
  Automated Repair System 
  Exterior Spotlight 
  Landing Gear 
  Ships Computer Mk 3 
  Slip Dynamics Program +2 
  UpVector Radio 
  Cabins: 2 
  Cargo 1m cu 
  Viewports: 2 
  XENONIKE AERO-RACER (73 M) 
  The latest design from Virgin-Bombardier is the fastest 
  atmospheric handler in the interdimensional racer class, with a 
  state-of-the-art multimode engine and its ray-like hull 
  configuration, it’s guaranteed to win attention for some lucky 
  atmo-racing sponsors this year. 
  Construction Quality: Standard 
  Capacity 2 
  Tonnage: 4 
  Reinforced Hull +1 
  Slip Capacitor 
  Powersource: 100 mW (25 hrs) 
  Aerodynamic Design 
  Atmospheric Engine +4 
  Landing Gear 
  Ships Computer Mk 2 
  Slip Dynamics Program +1 
  UpVector Radio 
  Cabins: 1 
  Cargo 1m cu 
  Viewport 
   
  
   
  37 
   
   
  Mission Types 
  A variety of contracts and missions, both public and private, 
  may be available at any given time.  Mission types include: 
  EXPLORATION/INTO THE UNKNOWN 
  Typical Objective: To explore a set of Slip Coordinates for the 
  first time or perform a partial planetary survey, in order to help 
  complete our knowledge of the multiverse. Deliverables will 
  often include maps and video at high and low resolution, 
  general descriptions of any lifeforms discovered, and a set of 
  atmospheric, geological and spectroscopic reports. 
  EMERGENCY/RESCUE 
  Typical Objective: To rescue a stranded DayTripper or vessel.  
  Deliverables include as much of the crew, equipment, and data 
  as can be retrieved.  If lost for more than 24 hours, the return 
  course will require a slip back in time followed by a slip to 
  Home-Earth, a drop-off of rescued personnel, and another slip 
  forward in time for the rescuers. 
  SIGHTSEEING/TOURISM 
  Typical Objective: 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.  
  Deliverables include being good hosts, serving as 
  knowledgeable guides, and returning your passengers safely 
  to Home-Earth without harm, loss, or threat of lawsuit. 
  SURVEYING/FACT-FINDING 
  Typical Objective: 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.  Deliverables will usually include detailed 
  sector maps, full field reports on all lifeforms and resources 
  discovered, and a set of xeno-demographic or economic data. 
  ACQUISITION/TRADE 
  Typical Objective: To acquire a shipment of some desired 
  resource or valuable commodity, either in exchange for 
  provided cargo, or via some other means.  Deliverables will of 
  course include safe transport of the cargo to Home-Earth 
  without harm, loss, or threat of interdimensional war. 
  POLITICS/DIPLOMACY 
  Typical Objective: To represent an Earth government or 
  corporation in negotiation with representatives of the 
  destination Node.  Deliverables tend to include representing 
  your species in a way that surely won’t be mistaken by your 
  alien hosts, and negotiating an arrangement that will prove 
  beneficial to some government or corporation. 
   
  Collaborative 
  Missions 
  This optional system allows Players and GMs to cooperatively 
  design a Mission for a more collaborative approach to play. 
  When using these techniques the GM takes a lighter hand, 
  managing the mechanics but sharing creative agency with 
  the Players, and the responsibility for generating cool 
  fictional details is on everyone. Just as usual, the GM 
  improvises and adds detail, calling for dice rolls when Actions 
  are attempted, etc.  But when the party enters a new location 
  or it’s time for the plot to jump forward, the group as a whole 
  decides what it’s going to be. 
  If your group is adventurous enough, you can try other 
  experiments for spontaneous play: one Player may control 
  multiple PCs, a single PC may be shared by two or more 
  Players, all PCs may be shared (i.e. owned by no one in 
  particular), the GM role may even move around from person 
  to person with each new session. 
  DETERMINING MISSION ASPECTS 
  Every Mission has three Aspects: a Mission Type, a Node Type 
  and a number of Opposition Types. A Mission may also possess 
  any number of optional Perks and Complications. Finally, every 
  Mission has a Clearance Level (CL), a rough indicator of client 
  standards for jobs of this type. In the following three steps, we 
  will determine each of these factors. 
  STEP 1. MISSION TYPE 
  First the Player (or Players) selects a Mission Type from the list 
  below. The type of mission the PCs have been looking for will 
  determine the CL of the mission. It’s good to choose a Mission 
  Type everyone can agree on but in case of a tie, the GM will 
  pick the Mission Type from those suggested by the Players. 
  MISSION TYPE 
  CLEARANCE LEVEL 
  Exploration 
  1 
  Emergency/Rescue 
  2 
  Sightseeing/Tourism 
  3 
  Survey/Fact-Finding 
  4 
  Acquisition/Trade 
  5 
  Politics/Diplomacy 
  6 
   
  Whether the PCs have a SlipShip of their own or are using a 
  ship provided by the client, the GM must make the adventure 
  suitable for the ship’s capabilities. The GM will also determine 
  who the client is, and think of a reason they want this mission 
  performed. The Base Pay is the CL times the number of 
  crewmembers.  This may be increased by Perks. 
  
   
  38 
   
  STEP 2. NODE TYPE 
  Once the Mission Type has been established we can determine 
  what type of Node we’ll be visiting. The Node Types are: 
   
  Known Planet (Cartesian Slip) 
   
  Unknown Planet (Cartesian Slip) 
   
  Time Travel (Temporal Slip) 
   
  Alternate Earth (ParaTerran Slip) 
   
  Dream World (Subjective Slip) 
   
  Multiversal Chao (Compound Slip) 
  To determine the Node Type, the Player representing the 
  team in negotiations will roll using their Charm, Brains, Rank or 
  Fame (their choice) against a number of dice equal to the 
  Mission’s CL. Note that only one character may represent the 
  group during this step. Other PCs may Help on this roll. The 
  results are interpreted on the table at right: 
   
  STEP 3. OPPOSITION TYPE 
  The final Mission Aspect is the Opposition Type, which may be 
  multiple in number. The Opposition Types are shown below: 
   
  Dangerous People 
   
  Dangerous Environment 
   
  Dangerous Object 
   
  Monster/Enemy 
   
  Rival DayTrippers 
   
  Wildlife/Animals 
   
  Technical Challenges 
   
  Psychological Challenges 
   
  Flux Storms 
  To determine the Opposition Types to be faced, each Player 
  will roll using their Charm, Brains, Rank or Fame (their choice) 
  against a number of dice equal to the Mission’s CL.  The results 
  of each roll are interpreted on the table at right: 
   
  PERKS 
  Each Player who rolled a Perk selects it from the list below. 
   
  Additional Pay: 1M per Crewmember 
   
  Training: A new Skill at Level 1 for one Crewmember 
   
  One +1 Item per Crewmember 
   
  Two +2 Items (ship inventory) 
   
  One +3 Item (ship inventory) 
   
  One “Drama Token” per Player, worth +1 any time 
   
  Choose one Reward (see below) 
  REWARDS 
  A Perk can be swapped for a Reward. Unlike Perks, Rewards 
  are granted only upon your return to Home-Earth. 
   
  Fortune: +1d6M per Crewmember 
   
  Fame: +1 Fame Level for all Crewmembers 
   
  Promotion: +1 Rank for all Crewmembers 
   
  COMPLICATIONS 
  Each Player who rolled a Complication (including the GM) 
  selects it from the list below. 
   
  No Intel (automatic for exploration missions) 
   
  Scant Intel 
   
  Bad Intel 
   
  Bad Odds 
   
  Deadline 
   
  Narrow Window of Opportunity 
   
  No Rescue Available 
   
  Must be Kept Secret 
   
  Involves Criminal Motives 
   
  Stealth Required 
   
  Object of Mission will Refuse/Resist 
   
  War Zone 
  We now have all the information we need to prep the session.  
  NODE TYPE ROLL 
  RESULT 
  MISS BY 2 OR 
  MORE 
  NO AND 
  GM adds one Opposition or 
  Complication.  Roll again for 
  Node Type. 
  MISS BY 1 
  NO BUT 
  GM selects Node Type, or 
  removes one Perk and Player 
  rolls again. 
  HIT EXACTLY 
  YES BUT 
  Player selects Node Type and 
  GM adds one Opposition or 
  Complication. 
  EXCEED BY 1 
  YES 
  Player selects Node Type, or 
  adds one Perk and rolls again. 
  EXCEED BY 2 
  OR MORE 
  YES AND 
  Player selects Node Type, and 
  may add one Perk or remove 
  one Complication. 
   
  OPPOSITION TYPE ROLL 
  RESULT 
  MISS BY 2 OR 
  MORE 
  NO AND 
  GM adds one Complication. 
  Roll again for Opposition 
  Type. 
  MISS BY 1 
  NO BUT 
  GM selects Opposition Type, 
  or removes one Perk and 
  Player rolls again. 
  HIT EXACTLY 
  YES BUT 
  Player selects Opposition 
  Type and GM adds one 
  Complication. 
  EXCEED BY 1 
  YES 
  Player selects Opposition 
  Type, or takes one Perk and 
  rolls again. 
  EXCEED BY 2 
  OR MORE 
  YES AND 
  Player selects Opposition 
  Type, and may also remove 
  one Complication or add one 
  Perk. 
   
  
   
  39 
   
  Example: Chaz 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 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’ player rolls 3 dice and the best is a 
  4 (miss by 2), so the GM adds a Complication of “Scant 
  Intel” and we 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.  The GM rolls 2 dice and the best is a 5. Chaz’ player 
  rolls 3 dice and the best is a 6 (exceed by 1), so Chaz’ player 
  selects a Node Type of “Known Planet”. Now it’s time for 
  the Opposition Type. The GM rolls 2 dice and gets a 6. Chaz’ 
  player rolls 3 dice and gets a 6 (exact hit), so Chaz’ player 
  selects “Monster/Enemy” and the GM adds a 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 
   
  QUANTIFYING THE OPPOSITION 
  The GM now has Oppositions that need defining; typically one 
  per Player. Against starting PCs, the maximum DL for non-
  living Oppositions (traps, environments, etc) should be VERY 
  HARD (DL6). For Oppositions of the living variety (dangerous 
  people, monsters, etc), the maximum foe should have Stats 
  and Skill Levels slightly higher then the highest PC. But not all 
  Opposition is maximum. Instead, Opposition should be 
  graduated during play so that obstacles increase in difficulty 
  until the “maximum foe” level is reached in the climax. 
  COLLABORATIVE PLAY 
  Take a short break. During this time, the GM jots down some 
  ideas and quantifies the Opposition, while the Players each 
  write down a concept for a location, scene, or detail about the 
  upcoming adventure. This concept could be a single evocative 
  word or a complete sentence. As play progresses the GM will 
  try to draw on these ideas, bringing them into the story. Each 
  time the GM uses one of these ideas, two things happen: 
  1. The Player who wrote the idea gets to describe what 
  happens next (i.e., temporarily taking over the GM’s 
  descriptive function), and… 
  2. The GM gets one Drama Token (a coin, a polyhedral die, 
  anything you have a bunch of). At any time in play, the GM 
  may spend a Drama Token to increase the difficulty of an 
  Action by 1, or add a +1 Mod to the roll of an NPC/opponent. 
  (For Players, spending a Drama Token decreases the difficulty 
  of an Action by 1 or adds a +1 to the PC’s roll). Whenever you 
  spend a Token, you must make up what it represents. 
  When everyone’s ready to begin, the GM sets the scene and 
  play begins. At any time, Players may spend XP to buy Drama 
  Tokens on a 1:1 basis, and may spend Drama Tokens to affect 
  their rolls. A story will unfold, something like this: 
  CATCHUP & DOWNTIME – If any of the PCs are behind on the 
  campaign calendar, or if an appreciable amount of time has 
  passed since the last session, Players may want to do 
  Character Development Scenes or spend some of their 
  previously-earned XP. This is their chance to fill each other in 
  on what’s happening in their lives. After this, the GM will set 
  every scene. 
  GETTING THE JOB – The GM plays the client and the terms of 
  the contract are made clear. We already know the results of 
  the negotiation, so that’s not the important part here. This 
  scene is about exposition. This is where the GM explains who 
  the client is, tells where the mission is headed, details any 
  particulars about the terms of the contract, and drops any 
  other known information about where the PCs are going. 
  THE SLIP OUT – If the client provides the ship, we meet the 
  Ship’s Computer. The PCs acclimate themselves as necessary 
  and strap in. The pilot calculates the course (if the client hasn’t 
  already done this) and slips out to the Destination Node. 
  INTRODUCTION – The PCs get a first look at the place. The 
  story at this point is mainly about description and mood-
  setting: you want them to “soak” in the environment and meet 
  some NPCs (provided there are NPCs to meet). Everyone 
  helps illustrate the strangeness of the place with descriptive 
  language, probing questions and provocative answers. 
  CHALLENGE – Potential stories begin to emerge as the PCs 
  become more active. Local weirdness or drama will affect 
  them directly, leading to Opposition or Complication of some 
  kind. Something will require some sort of roll to succeed.  
  ESCALATION – The stakes get higher as the PCs encounter 
  more weirdness, including environmental dangers and 
  reactions to their activities. Important information may be 
  discovered, something that wasn’t obvious before, which 
  either solves a problem or creates one. Often both. A Second 
  Opposition or a Plot Twist at this point might seem to totally 
  defeat the PCs, pushing the story toward the Final Crisis (e.g., 
  captured, trapped, framed, etc). 
  CLIMAX – The complication reaches an all-time high and 
  things reach their darkest point: the PCs find themselves 
  forced to do something remarkable to solve the problem or 
  escape the danger.  This is where the GM will throw in the 
  biggest Oppositions or Complications, and maybe lay down a 
  few of those Tokens. 
  THE SLIP HOME – Finally there is the Slip Home, which can 
  always go wrong, dumping the PCs off in another universe. 
  DENOUEMENT – Provided they make it home, the PCs finally 
  regroup with the client, deliver the goods, reap the rewards or 
  face the consequences of the mission. Experience Points are 
  awarded and everybody goes home. 
  
   
  40 
   
   
  System Conversion 
  Conversions are shown below for popular systems. 
  CONVERTING STATS 
  The Stat Score is a logarithmic scale of 1 to 6.  Normal 
  unskilled people have 1 in every Stat.  For NPCs, any Stats that 
  aren’t listed have a Score of 1.  The Stats are: 
  BRAINS – knowledge & perception functions 
  CHARM – social & communicative functions 
  GRACE – agility & dexterity functions 
  HEALTH –biophysical & immunity functions 
  MIGHT – strength & force functions 
  PSYCHE – sanity & integrative functions 
  Stat Score 
  PbtA 
  d20 
  1-20 
  1-100 
  1 
  -1 
  10 
  8 
  40 
  2 
  +0 
  12 
  10 
  50 
  3 
  +1 
  14 
  12 
  60 
  4 
  +2 
  16 
  14 
  70 
  5 
  +3 
  18 
  16 
  80 
  6 
  +4 
  20 
  18 
  90 
  CONVERTING SKILLS 
  Skill Levels are rated on a scale of 1 to 6, with 6 representing 
  the epitome of human accomplishment. 
  Skill Level 
  PbtA 
  d20 
  1-20 
  1-100 
  +1 = Trained 
  Use 
  -1 
  8 
  40 
  +2 = Journeyman 
  Stat 
  +0 
  10 
  50 
  +3 = Expert 
  Mod 
  +1 
  12 
  60 
  +4 = Master 
  For 
  +2 
  14 
  70 
  +5 = Innovator 
  Skill 
  +3 
  16 
  80 
  +6 = Legend 
  Roll 
  +4 
  18 
  90 
  CONVERTING TASKS & DIFFICULTY LEVELS 
  The Difficulty of a task is stated as a “DL” (Difficulty Level) on 
  a scale of 1-10.  The Difficulty Levels are: 
  Difficulty Level 
  PbtA 
  d20 
  1-20 
  1-100 
  1 = no-brainer 
  +3 
  0 
  2 
  10 
  2 = easy 
  +2 
  0 
  4 
  20 
  3 = challenging 
  +1 
  5 
  6 
  30 
  4 = difficult 
  +0 
  10 
  8 
  40 
  5 = hard 
  +0 
  15 
  10 
  50 
  6 = very hard 
  -1 
  20 
  12 
  60 
  7 = unlikely 
  -2 
  25 
  14 
  70 
  8 = ridiculous 
  -3 
  30 
  16 
  80 
  9 = absurd 
  -4 
  35 
  18 
  90 
  10 = insane 
  -5 
  40 
  20 
  100 
  If your game system uses descriptive difficulty levels (FUDGE, 
  Cypher, etc), it’s best to simply match up the DayTrippers DL 
  term with the analogous term from your system. 
   
  Credits 
  Game Development by Tod Foley except as noted below: 
  GAME SETTING 
  Concept – Mike Burrell 
  “Sunday Driver, Yeah” – Mike Burrell & Tod Foley 
  GAME MECHANICS 
  Character Classes – Mike Burrell, Paul Taliesin & Tod Foley 
  SlipSpace Coordinates – Erik Battle & Tod Foley 
  Survival Suit & Ship’s Power Costs – Mike Burrell & Tod Foley 
  Collaborative Missions – Based on a concept by Jens Mattsson 
  PROOFING/EDITING 
  Melissa Fisher, David Guyll 
  READERS, REVIEWERS & PLAYTESTERS 
  Meguey Baker, Melissa Fisher, David Guyll, Shawn Koch, 
  Abstract Machine, Johnstone Metzger, David Schirduan, Todd 
  Thompson, Aidan Walsh 
  PATREON SUPPORTERS – THE COLLECTIVE 
  Torey Holmquist, Shawn Koch, Abstract Machine, 
  Cassie Rae, David Schirduan & Terry Willitts 
  SOURCE RULES 
  The DayTrippers source rules were assembled publicly and 
  made available under the Creative Commons 3.0 Unported 
  License (CC BY 3.0).  They are owned by everyone and no one. 
   http://creativecommons.org/licenses/by/3.0/ 
  DISCUSSION SOURCE URL: 
  http://story-games.com/forums/discussion/ 
  19304/daytrippers-opensource-game-development 
  ILLUSTRATIONS 
  All images licensed under the Creative Commons Attribution 
  License or Creative Commons Public Domain License. 
  F.C. “Space Landscape” by Anonymous 
  p.3 
  "Zayim Diaspora" by Enmanuel Martinez 
  p.5 "Metal Sphere" by Philippe Put 
  p.8  "Robot Face" by Anonymous 
  p.14  "Death Bird Zero" by Vitku, photo by Marcus Ranum 
  p.16 "Space Ship" by Philippe Put 
  p.18  Ron Miller, from "Last Enemy" by H. Beam Piper 
  p.25 “A Jagged Beam of Flame” by Fletcher Pratt 
  p.26 Anon, from "The Nothing Equation" by Tom Godwin 
  p.29  Fred Freeman, from "First Men to the Moon" by Wernher 
  von Braun 
  p.31  "Warrior Race" from "Galaxy Science Fiction" 
  p.34 "DayTripper Crew" by Enmanuel Martinez 
  p.36 "Space Ship 4" by Heather Miller of TexelGirl_Stock 
  
   
  41 
   
   
  Index 
   
   
  Academy Of Intraspace Technology, 6 
  Action Resolution, 13, 18, 19, 20, 23 
  Actions 
  Creative, 13 
  Interpreting, 19 
  Opposed, 18 
  Unopposed, 18 
  Alternate Earths, 5, 27 
  Ariadne, 2 
  Automated Survival Suits, 10, 17, 29 
  Damage to, 29 
  Power, 29 
  Bodinga Bay, 6, 36 
  Character Building, 8 
  Character Class, 8 
  Character Development Scenes, 15, 30, 31, 39 
  Character Points, 8, 15, 32 
  Church of OMG, 6 
  Class Advances, 13 
  Collaborative Missions, 37 
  Collaborative Play, 39 
  Combat, 20 
  Complications, 38 
  CP. See Character Points 
  Crew, 10 
  Damage 
  to Buildings & Structures, 25 
  to Individuals Inside, 25 
  Debt, 11 
  Dezlu DayTripping, 6 
  Dialog Actions, 19 
  Diaspora Device, 2, 34 
  Diaspora Labs, 2, 3, 6 
  Diaspora Ranch, 4, 6 
  Diaspora, Zayim, 1, 2, 3, 5, 6 
  Difficulty Levels, 18, 40 
  Diseases, 22 
  DL. See Difficulty Level 
  Drama Tokens, 30, 38, 39 
  Dream Worlds, 5, 22, 27, 28 
  Drugs, 22 
  Experience Points, 11, 30, 39 
  Spending, 30 
  Fame, 10, 31 
  Flux Storms, 5, 26, 38 
  Fortune, 30 
  Gear, 9 
  Global Nation Products, 6 
  Harm, 22 
  Healing, 23 
  Cost of, 23 
  of the Psyche, 23 
  Order of, 23 
  Helping, 21 
  Inventions and Applications, 30 
  Known Planets, 27 
  LifeShaping Events, 15 
  Luxury Items, 7, 31 
  MegaMedia, 6 
  Missing the Window, 27 
  Mission Aspects, 37 
  Mission Types, 37, 38, 39 
  Multiversal Chao, The, 5, 22, 26, 27, 38 
  Node Types, 27, 37, 38, 39 
  Nodex Interdimensional Transport, 6 
  NPCs, 40 
  Opposition Types, 38, 39 
  Perks, 38 
  Progressive Character Generation, 14, 15 
  Quantifying, 39 
  Rank, 10, 31 
  Resisting the Chao, 22 
  Rewards, 38 
  Sample Characters, 16 
  Sardacian, Scilla, 6, 35 
  Ship’s Power Costs, 23 
  Short Form Characters, 9 
  Skill Improvements, 30 
  Skills, 8, 9, 10, 11, 13, 14, 18, 20, 21, 40 
  Descriptions of, 12 
  Improvement of, 30 
  Skill Levels, 9, 18, 30, 39 
  Slip Coordinates, 27, 37 
  SlipFish, 7 
  SlipShips 
  Construction, 32 
  Samples, 35 
  SlipTrip Travel, 7, 35 
  Standard Modifiers, 18 
  Stat Improvements, 30 
  Stats, 8, 9, 10, 11, 14, 21, 22, 23, 39, 40 
  BRAINS, 8, 13, 17, 18, 21, 22, 26, 30, 34 
  CHARM, 8, 9, 10, 11, 13, 17, 18, 19, 22, 23 
  GRACE, 8, 9, 13, 17, 20, 21, 22, 23, 25, 26, 29 
  HEALTH, 8, 13, 17, 22, 23, 29 
  MIGHT, 8, 9, 13, 17, 21, 22, 23, 29, 30 
  PSYCHE, 8, 13, 17, 22, 23, 26, 34 
  Subjective Dissonance Shock, 22 
  System Conversion, 40 
  TCV. See Total Character Value 
  Technology, 7 
  Time Travels, 27 
  Total Character Value, 11 
  Toxins, 22 
  Tracy Island, 4, 6, 32 
  Unknown Planets, 27 
  Valdez and Co, 7 
  Vector Slipping, 26 
  Vehicular Action, 23 
  Vehicular Combat, 24 
  Interpreting, 24 
  XP. See Experience Points 
  
   
   
   
   DayTrippers PC Sheet 
  CP TOTAL - 
  CP SPENT 
  = CP AVAIL 
  XP TOTAL - 
  XP SPENT 
  = XP AVAIL 
   
  TCV 
  POTENTIAL 
  NOTES 
   
   
   
   
  LIFESHAPING 
   
  STATS 
  BASE 
  CURR 
  Skills 
  BRAINS 
   
   
  __________+__ 
  __________+__ 
  __________+__ 
  CHARM 
   
   
  __________+__ 
  __________+__ 
  __________+__ 
  GRACE 
   
   
  __________+__ 
  __________+__ 
  __________+__ 
  HEALTH 
   
   
  __________+__ 
  __________+__ 
  __________+__ 
  MIGHT 
   
   
  __________+__ 
  __________+__ 
  __________+__ 
  PSYCHE 
   
   
  __________+__ 
  __________+__ 
  __________+__ 
   
  FAME 
   
   
  WHERE: 
  WHAT FOR: 
  RANK 
   
   
  SERVICE: 
  MISSION: 
  MEGAS 
   
   
  DEBT/MO: 
  OWED TO: 
   
  NAME:  __________________________________________________ 
  CLASS:  __________________________________________________ 
  GEAR 
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  _________________
  SUIT POWER EXPENDITURE: 
   = 10 
   = 20 
   = 30 
   = 40 
   = 50 
   = 60 
   = 70 
   = 80 
   = 90 
   = 100 
  B=Beliefs C=Concepts D=Duties G=Goals H=History M=Missions 
   P=Problems  R=Relationships T=Things 
  OVERVIEW 
  _________________________________________________________________________________________________________________ 
   
  _________________________________________________________________________________________________________________ 
  
   
   
  DayTrippers Ship Sheet 
   
   
  PARAMETER 
  VALUE 
  COST 
  CAP AC I T Y 
   
  --- 
  F RAME 
  --- 
   
  S L I P  CAP AC I T OR 
  --- 
   
  POWE RS OURC E 
   
   
  R E I NF ORC E D  H UL L 
   
   
  COMPONENT 
  VALUE 
  COST 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SUBTOTAL 
   
  CONS T RUC T I ON QUA L I T Y 
   
   
  TOTAL  COST 
   
   
  SHIP NAME: ____________________________________ 
  OWNED BY: ____________________________________ 
  TONNAGE: ____________________________________ 
   
  REINFORCED HULL:   
  INNER HULL:  
  DAMAGE: 
  _____________________________________________ 
   
  _____________________________________________ 
   
  _____________________________________________ 
   
  _____________________________________________ 
   
  _____________________________________________ 
   
  _____________________________________________ 
   
  _____________________________________________ 
   
  _____________________________________________ 
   
  _____________________________________________ 
   
  POWER EXPENDITURE 
   
   = 10mW 
   
   = 20mW 
   
   = 30mW 
   
   = 40mW 
   
   = 50mW 
   
   = 60mW 
   
   = 70mW 
   
   = 80mW 
   
   = 90mW 
   
   = 100mW 
   
   = 110mW 
   
   = 120mW 
   
   = 130mW 
   
   = 140mW 
   
   = 150mW 
   
   = 160mW 
   
   = 170mW 
   
   = 180mW 
   
   = 190mW 
   
   = 200mW 
  COMPUTER 
  MK: 
  _______ 
  NAME: 
  _______________ 
  SOFTWARE 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
  ___________   ___ 
   
   
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Sci-fi & Space/Daytrippers/DayTrippers - Surreal Sci-Fi Reality-Hopping.pdf