TEXT:  
   
  Vidome 123 
   
   
   
   
   
   
   
   
   
  A DayTrippers Adventure Module by Tod Foley 
  
  VIDOME 123 is a DayTrippers module for two or more 
  players, based on an adventure originally appearing in 
  “Beyond the Core”. It is recommended that the party 
  include at least one character with high BRAINS and one 
  with Computer skills. 
  MISSION PARTICULARS 
  Mission Type: Emergency/Rescue 
  Destination Type: A Cartesian Slip to a remote planet under 
  exploration by a secretive corporation. 
  ADVENTURE OVERVIEW 
  This adventure pits the players against bizarre alien lifeforms 
  on a mysterious and potentially hostile planet in a distant 
  galaxy, where they will find a murder mystery waiting to be 
  solved. This should give your players a chance to show off a 
  variety of skills while simultaneously giving them the creeps. 
  THE INTRO: The PCs receive an urgent transmission from 
  Blanche Regarde of X Investments. This is a big deal, since 
  the company is known to pay well and supplies its operatives 
  with the most state-of-the-art equipment available. 
  THE PAY: 10M per crewmember, plus 5M for each rescued 
  crewmember brought back alive (Note: there aren’t any). Per 
  diem: Client will provide a fully-charged SlipShip of 80M 
  value and luxury accommodations in their corporate suites 
  near Diaspora Ranch.  An Ident Card with a passcode from X 
  Investments will be issued to each PC, allowing them access 
  to an experimental facility called a “Vidome” (vEYE-dohm) 
  where they shall rendezvous with the previous team and 
  determine a strategy for getting home. Crew assumes all 
  other responsibilities. 
  THE DESTINATION: An uncharted planet called “Drir”, 
  discovered only a few days ago. Its existence is a corporate 
  secret. The PCs won’t even be given the coordinates before 
  signing many pages of legal documents, rendering them 
  defenseless against the company if a security breach occurs. 
  It was to this planet that the first expedition was sent to do 
  surveys and set up a Vidome for extended research. That was 
  four days ago. They have not returned. 
  THE BACKSTORY: Drail Mentaka is a well-known 
  DayTripper whose quirks include taking his beloved dog – a 
  boxer named “Beta” – on every mission. When he 
  encountered a vaguely humanoid-looking Mimic on Drir, he 
  kept his discovery to himself for two days, secretly doing 
  research while the others tried to repair the ship. 
  On day three he drugged the crew to sleep and used a 
  scanner to lure the Mimic into the dome for testing.  
  Unfortunately he hadn’t considered the creature’s response 
  to the airlock sanitizer, and things got ugly pretty fast. When 
  the frenzied Mimic trapped Mentaka in a corner and 
  morphed into a terrifying multi-limbed form, Beta interposed 
  to defend his master, buying Mentaka a few seconds to grab 
  a fallen bookshelf for a weapon. 
  Before driving it out of the dome, Mentaka watched in horror 
  as the shape-shifting creature assimilated his poor pet. But 
  he was even more shocked a few hours later when Beta 
  appeared in the mist outside, apparently unharmed. 
  Mentaka knew it couldn’t be the real Beta, although his 
  scanner seemed to verify that the creature outside matched 
  a canine genetic makeup. He soon realized that any of the 
  crew might have been assimilated without his knowing it. He 
  could trust no one. He knew what he had to do. 
  THE 
  PROBLEM: 
  Drail 
  Mentaka 
  killed 
  his 
  fellow 
  crewmembers by administering fatal doses of airlock 
  sanitizer to them in their sleep. He programmed a service bot 
  to help him bury the bodies and scrambled the bot’s brain to 
  erase all records. He then grabbed a backpack, a weapon and 
  some food, and went out to seek vengeance on the bastard 
  who ate his dog. 
  THE TRIP THERE: On the way out, there is 1/10 chance of 
  Flux Storm, forcing the pilot to defend against 1 point of hull 
  damage at DL 1d6+1. PCs must roll PSYCHE vs DL 2 to avoid 
  suffering The Fuzzies (-1 GRACE, -1 BRAINS) for 1d6 hours. 
  THE TRIP BACK: On the way back there's a similar chance of 
  Flux Storm, forcing the pilot to defend against 2 points of 
  hull damage at DL 1d6+1, and those PSYCHE rolls vs DL 2. 
  NPCS ON HOME-EARTH 
  BLANCHE REGARDE OF X INVESTMENTS 
  (THE CLIENT) 
  CHARM 2 
  Rhetoric +1 
  X Investments is a mysterious venture capital firm whose 
  rumored activities involve the black-marketing of rare 
  offworldly 
  artifacts 
  and 
  technologies 
  obtained 
  via 
  underwritten DayTrip missions. 
  Blanche is a Director of Liaison for the company, and decked 
  out with her expensive suits and digital accoutrements, she 
  oozes corporate power and privilege. She will use her 
  Rhetoric skill to flatter the PCs and commend them on their 
  dossiers. But the PCs haven’t been chosen for their 
  accomplishments; they were chosen because Blanche 
  believes they're desperate and expendable, and are unlikely 
  to turn down what (for them) is a very sizeable offer. 
  
  Drir is a planet of poisonous swirling mists and intense 
  humidity. Wisps and dark clouds of blue and green gases drift 
  casually about without mixing, like oil and water, creating 
  layers of shadow and subtle motion as far as the eye can see 
  in all directions. It drips with mystery and plays havoc with 
  visual perception. Survival Suits are a definite necessity. 
  The thick, constantly-stirring atmosphere is not only 
  poisonous but corrosive: Direct exposure will force a HEALTH 
  roll every minute to avoid 1 point of harm due to muscle 
  spasms, nerve malfunctions and generalized skin irritation. 
  There 
  will 
  be 
  many 
  false 
  perceptions, as shadowy forms 
  often seem to materialize and 
  then dematerialize in the mist, a 
  trick 
  of 
  the 
  thick 
  gaseous 
  atmosphere. The GM should 
  emphasize 
  these 
  peculiar 
  perceptions to enhance the 
  feeling of uncertainty and fear. 
  PCs should learn quickly that 
  here on Drir, electronic scanning 
  instruments are more reliable 
  than the human eye.  
  PCs who succeed in a BRAINS 
  roll DL 2 will get the distinct 
  feeling 
  that 
  they’re 
  being 
  watched. This is not an illusion. 
  They are being watched. 
  VIDOME 123 
  Vidome 123 is a hemisphere 12 
  meters in diameter, separated 
  into rooms by moveable panels. 
  The dome can house up to five 
  people comfortably or up to ten 
  in cramped conditions. It’s made 
  of a recombinant-DNA textile called "Viber 5," which heals 
  like living tissue. As the outermost layers are eroded away by 
  atmosphere and precipitation, the innermost layers break 
  down organic byproducts and waste materials from the 
  dome’s inhabitants, and the middle layers recombine these 
  elements in order to “grow” more layers. These new layers 
  then move toward the outer layers, much like human skin. 
  Viber 5 is Armor+2, and it’s HARD to obtain (DL5 on the black 
  market). 
  The 
  dome 
  is 
  divided 
  into 
  the 
  following 
  compartments: 
  1. AIRLOCK/SANITIZER. The outer door is locked at all 
  times and can only be opened from the outside by using an X 
  Investments Ident Card (or by ordering DAN to override the 
  lock command). Because of the noxious atmosphere, all 
  people and things entering the vidome must be sanitized 
  before coming through the airlock’s interior door. DAN can’t 
  override this function: it’s triggered mechanically when the 
  outer door closes. Until the sanitizing spray ceases (3 
  seconds), the interior door won’t open. This sanitizing spray 
  includes a supertoxic agent called Nonhalene, which kills 
  even faster than the Dririan atmosphere. Anyone who 
  inhales it must make a roll of HEALTH vs DL6 or suffer 1d6 
  damage to their BRAINS stat. If they succeed in this roll, they 
  only take 1 point of damage to BRAINS.  
  2. COMMAND ROOM. The place where all important 
  mission functions are performed, the Comm Room is found 
  in a state of utter disarray. Here the PCs will find DAN, the 
  dome computer. Note that DAN has two terminals: they may 
  THE PLANET DRIR 
  GRAVITY: 0.9 G 
  ATMOSPHERE: Exotic toxic gases 
  PRESSURE: 1.1 Earth atmospheres 
  WATER: Roughly 40% of surface 
  CLIMATE: Cold 
  PRECIPITATION: Frequent (DL 2) 
  BIOSPHERE: Non-sentient lifeforms 
  Star System Dexter 
  DEXTER is a white star roughly 1/10 the size of Sol, 
  with two small rock planets in orbit.  Drir is the outer 
  planet in the system, orbiting Dexter once every 752 
  Earth days at a distance of approximately 2.3AU. 
  
  be used on different tasks simultaneously. The desktop is 
  covered with Mentaka's notes, but it takes a BRAINS roll vs 
  DL 4 and several hours to read them. If the PCs succeed in 
  this, they will learn that (a) there is a thing Mentaka called a 
  “Mimic”; (b) it can vaguely approximate human form (these 
  notes were taken before the Beta incident), and (c) he 
  intended to lure one into the vidome for experimentation.  
  By inspecting the room carefully, the PCs may find a bit of 
  slime that got scraped off Mentaka's Mimic when it hurled 
  itself around in this part of the dome, infuriated by the 
  Nonhalene that sprayed it on its way in. 
  3. Waste Room. This room is used for all sorts of waste 
  elimination (both organic and inorganic). The necessities 
  include a commode and a disposal bin for refuse, both of 
  which flush into the Viber 5’s matter-tanks below the floor. 
  Standing in the doorway when the PC's first arrive is the 
  broken Bot, which is motionless at first. It will wait silently for 
  a few seconds to give the PCs time to identify themselves by 
  showing their Ident Cards (which they probably won’t even 
  think of doing) before it attacks.  
  4. COMMONS ROOM. This is the most used area of the 
  dome, and it’s a total disaster. Games, reading materials, 
  data discs and personal items litter the floor. A plank of wood 
  from a collapsed bookshelf lays on the floor between here 
  and room 2. If examined, the PCs will find Mimic slime on it 
  (like that found in the Command room). Mentaka used this 
  shelf to knock the enraged Mimic out into the airlock. 
  The room contains a "galley" at point A (DAN can synthesize 
  a huge variety of bland but nutritive meals), a large couch 
  and a tri-dee unit (at point B). If they turn on the tri-dee 
  player, the PCs can watch a holographic slideshow of Beta, 
  including several showing Mentaka with the dog. On the 
  floor near the couch lies an empty bottle which once 
  contained whiskey (BRAINS vs DL2 to identify the smell). 
  5. BUNKROOM. This room contains five military bunks, the 
  crew’s personal effects, and a cleansing stall. Everything 
  seems to be in order. There are no clues in this room, and if 
  they examine the crewmembers' equipment and notes, the 
  PCs will find nothing to indicate that any of them knew about 
  the Mimics' existence. Under a bed lies a digital tablet 
  holding a total rundown of the damage suffered by the 
  slipship upon planetfall (irreparable), and a ballistic vest in 
  the closet (C) holds 4 tabs of Zoomzoom (a non-addictive 
  amphetamine). The PCs might find a few other personal 
  items which were brought here by the crew. Finders, 
  keepers. 
  6. STORAGE ROOM. This area is locked at all times and 
  requires an Ident Card for entry. Three large shelving units 
  contain cans, crates and cartons of all shapes and sizes. Most 
  of these contain random organic materials (foodstuffs in 
  their pre-processed state), test equipment, industrial-grade 
  chemicals, tools, discs, and the vidome's powersource - a 
  water-fueled fusion reactor which must be refilled with one 
  liter of water every ten days (DAN has a Life Support 
  program that sees to this). On one of the shelves (D) is a 
  container of Nonhalene (Chemistry roll vs DL2 or BRAINS roll 
  vs DL 4 to recognize this deadly poison). 
  If the amount of Nonhalene remaining in the container is 
  checked against DAN's mission inventory data, the PCs will 
  learn that there’s a little over two cc's missing. That’s enough 
  to kill ten people. 
  NPCS ON DRIR 
  DAN 734 (VIDOME COMPUTER) 
  BRAINS 4 
  Xenozoology+1 Organic Chemistry +1 
  CHARM 2 
  Rhetoric +1 
   
  DAN (Data Analyzing Neuronet) is programmed to be 
  friendly and helpful, with a soft male voice and a perfect 
  memory for people’s names. His interface is both verbal and 
  graphical. Hacking into DAN’s deep memory is a DL4 
  maneuver. In his databanks he holds an unfinished program 
  by Mentaka entitled “Participant Research: Biochemistry”. 
  DAN will help the PCs any way he can, but lacks visual 
  sensors and doesn’t know what happened to the crew or 
  Mentaka. Note that DAN controls all life support systems 
  inside the Vidome. Should he be rendered non-operational, 
  the climate controls, food processor and airlock will stop 
  functioning. 
  Mentaka’s “Participant Research” program can be completed 
  by the PCs if they make a Programming roll vs DL5. This 
  program, if completed, will give DAN a +3 on all rolls for 
  “Mimic Biochemistry”. 
  S-BOT E23 (SERVICE BOT) 
  GRACE 1 
  Grappling+1 
  HEALTH 4 
   
  MIGHT 2 
  Bashing+1 
  This service unit was programmed by Mentaka to come to 
  the word “Bot”. The first time the PCs encounter Bot, it will 
  probably attack them. It can bash or grapple with its large 
  “hands” and will have to be destroyed or subdued. 
  Conversation with Bot is impossible without DAN’s help, 
  unless you can open its head and program directly into it (this 
  is a Programming roll at DL4). 
  Bot’s memory will reveal tons of trivial data, but most 
  notably: Near the end there is a segment that appears to 
  have been scrambled. Bot will be of no real use unless 
  someone 
  can 
  do 
  something 
  about 
  its 
  scrambled 
  programming. 
  
  ENCOUNTERS ON DRIR 
  The PCs should have no outside encounters until after 
  they’ve entered the Vidome for the first time.  For the most 
  part, the creatures of Drir – part animal, part fungus – are 
  afraid of the humans and shun the dome itself. They will 
  slowly begin to make their presence known if the PCs are 
  quiet and patient. But the louder or more violent the PCs 
  actions are, the less likely that any lifeform will approach 
  within visual range. 9 out of 10 encounters within 1 kilometer 
  of the Vidome will be with Mimics. 
  MIMIC 
  GRACE 2 
  Camoflage+3 
  HEALTH 3 
   
  MIGHT 2 
  Bashing+1 
  TCV 105 
  Mimics are mobile semi-intelligent fungal lifeforms capable 
  of changing shape at will. They can take on the precise form 
  of any animal after consuming and digesting it, replicating its 
  genetic and physical structure precisely. They are intensely 
  curious but understandably afraid of these big, noisy humans 
  and their machinery. They are, however, curiously attracted 
  to the microwave emanations of atmospheric scanners. 
  lf the PCs can capture a living Mimic, subsequent analysis 
  (DL5) should eventually yield most of the information given 
  above. X Investments (or some corporate concern) would be 
  very interested in obtaining these specimens and data, and 
  payment should be proportionate to the difficulties 
  undergone by the PCs in obtaining them. 
   
  ADDITIONAL ENCOUNTERS 
  Possible encounters will depend on location, pacing and 
  playtime. These include the following: 
  • Solitary Mimic 
  • Flyers 
  • Mimic in Dog Form 
  • Mimic in Other Form 
  • Mimic Lair 
  • Drail Mentaka 
  Note to GM: Keep the actions and reactions of encountered 
  creatures simple, alien, and a little surreal. These are not very 
  intelligent beings by human standards (the Mimics are 
  sentient, but they seem more intelligent than they actually 
  are). By and Iarge the lifeforms of Drir are mobile semi-
  fungoids whose instinctive behavior patterns only seem to be 
  consciously directed. 
  SOLITARY MIMIC 
  When seen near the Vidome, this Mimic will have assumed a 
  humanoid shape but will lack facial features or distinguishing 
  details since it has not yet assimilated a human. It will watch 
  from a distance of 30 meters or so, and will make no moves 
  unless approached. If attacked or approached in a 
  threatening manner, it will respond by turning on its 
  adversaries, assuming a most terrifying form and attempt to 
  frighten the PCs away before escaping into the poison mists. 
  Note to GM: This encounter should be used first, since it sets 
  the stage for other discoveries to follow. Ideally, the Mimic 
  should escape this first time. The purpose of this encounter is to 
  set a spooky mood, to introduce the Mimics, and to get the 
  players wondering. 
  FLYERS 
  GRACE 4 
  Evading+3 
  Small multi-winged creatures (roughly the size of your fist) 
  flying in groups of 10-100, the Flyers are apparently startled 
  by the PCs’ presence and take off over the dense foliage, 
  flying wihout a sound. This encounter may be used as a “red 
  herring” (they’re not Mimics but another indigenous lifeform) 
  or as a “lead” (the Flyers are trying to escape a hunting Mimic 
  who is heading this way). PCs who respond quickly may be 
  able to somehow capture specimens. 
  MIMIC IN DOG FORM 
  The Mimic that killed Mentaka’s dog can appear in that form, 
  and may even bark like a dog. Remember that the PCs may 
  or may not recognize Beta, depending on what they’ve seen 
  in the vidome, but on a BRAINS roll vs DL2 they will recall 
  media stories of Mentaka’s dog going along on his missions. 
  MIMIC IN OTHER FORM 
  The GM may wish to design other forms for Mimics to appear 
  in, as they can duplicate the forms of any local creatures they 
  have ingested (and may also appear in a potentially infinite 
  number of vague "pseudo-forms"). A Mimic who has eaten a 
  Flyer, for instance, could fly. A Mimic who succeeded in 
  assimilating a human would be able to replicate the 
  appearance, movements, gestures and even the voice of that 
  human perfectly. It could repeat any phrases it happened to 
  have heard that human say, but it would have no idea what it 
  was saying, or even that those sounds represented words. 
  If the GM wishes, a Mimic who killed Mentaka might be 
  encountered wearing the appearance of the disheveled 
  DayTripper. Remember that the PCs may not recognize 
  Mentaka, depending on what they’ve seen in the vidome. 
  This Mimic would know how to say a few phrases of the sort 
  Mentaka might have said while hunting it, such as “What the 
  hell?”, “Where are you, you bastard?” or “Now I’ve got you.” 
  
  THE MIMICS’ LAIR 
  Following a Mimic encountered in the forests, the PCs might 
  just manage to Iocate the underground "nest" of the 
  "mother" Mimic. The mother will summon all of its offspring 
  to its defense (two per PC), and may release more offspring if 
  she’s cornered or hurt. 
  NOTE: This encounter is a potential party-killer (depending on 
  how many Mimics are spawned). Make sure the PCs’ skills and 
  gear are sufficient to meet (or escape) your escalations. 
  “MOTHER” MIMIC 
  GRACE 3 
  Camoflage+3 
  HEALTH 4 
   
  MIGHT 4 
  Bashing+3 
  TCV 235 + 105 per Mimic spawned 
  The Mother Mimic is a large amorphous blob of bluish-green 
  slimy stuff, about the size of a 12-seater bus. It is capable of 
  “budding” off individual Mimics at the rate of one per minute. 
  The Mother Mimic can form pseudopods capable of reaching 
  up to 10 meters; these extemporaneous “limbs” can deliver 
  bashing blows or grabbing attacks. Anyone caught by a 
  pseudopod will have 2 Frames to get free (or get someone 
  else to free them) before being pulled into the main body of 
  the creature, whereupon they will begin taking 1 point of 
  damage per Frame. 
  DRAIL MENTAKA 
  BRAINS 3 
  Medicine +3 
  Organic Chemistry +1 
  GRACE 3 
  Rifle+2 
  HEALTH 1 
  TCV 140 
  Mentaka left the dome with a high-velocity repeater rifle, a 
  standard hunting kit, several days worth of emergency 
  rations and a pro medical kit. If the GM decides he’s still alive, 
  his emotional state is highly unbalanced. Remember that he 
  has already committed multiple murders. Even if he’s 
  capable of logical reasoning (which is doubtful at this point), 
  he won’t be taken easily. 
  QUESTIONS TO ANSWER: 
  • What happened to Drail Mentaka after that night? 
  • Did he find the Mimic? 
  • Did he kill it? 
  • If alive, is he aware of the PCs? 
  • If so, what will be his response? Note that he has no other 
  way off this planet. 
  BONUS EXPERIENCE: 
  The following successful actions will yield bonus experience: 
  • Getting Bot’s computer-brain working is worth 1 XP. 
  • Hacking into DAN’s deep memory is worth 1 XP. 
  • Bringing a live Mimic back to Home-Earth is worth 2 XP 
  for each PC. A dead one: 1 XP for each PC. 
  • Bringing one or more Flyers back to Home-Earth, dead or 
  alive, is worth 1 XP for each PC involved in capturing 
  them. 
  • Bringing Drail Mentaka back to Home-Earth alive is worth 
  1 XP for each PC on the mission. 
  • Successfully reconstructing the sequence of events that 
  took place the night of the murders is worth 1 XP for each 
  character involved in piecing it together. Doesn’t count if 
  Mentaka tells you himself. 
   
   
   
  
  Vidome 123 / Page 1: Locations 
  The following RunSheet details the PlotField of the module.  
  Page one of the RunSheet covers Locations. 
   
  For more information on RunSheets and PlotFields, see the 
  DayTrippers GameMasters Guide. 
   
   
  Feel like you’re being watched
  Info 6 
  Info 7 
  Info 8 
  Video of Mentaka with Beta
  He begins hunting the PCs
  Encounter the Mentaka Mimic
  If BRAINS vs DL3
  If read Mentaka’s notes 
  If examine Nonhalene tank
  If view tridee
  If Mentaka is alive
  If Mentaka is dead
  spooky 
   
  2 
  1 
  disaster zone 
   
   
  3 
   
   
  E 
   
   
  E 
   
   
  E 
   
   
  shock 
   
   
   
  Landing Site - Busted ship, swirling 
  mist, shadows, false perceptions 
   
  Inside the Vidome - See map & key 
   
  Nearby Woods – Senses fool you, 
  optical illusions.  
  Further Out – Instruments are 
  more useful than eyes.  
  Really Far Out – Can you find your 
  way back?  
  Mimics Lair 
   
   
  Airlock - Autosprays incomers 
   
         There is an 
  unfinished biochem 
  program in memory 
  4
         There is some 
  scrambled data in 
  Bot’s brain 
  5 
         FURTHER OUT: 
  1 = Flyers 
  2-3 = Mimic Dog 
  4-6 = Mimic Other 
  E 
        REALLY FAR OUT: 
  1-5 = Mimic Group 
  6 = Mimic Other 
  E
   
    
         Drail Mentaka 
  disappeared 4 days 
  ago 
  1 
        Mentaka took his 
  dog Beta on every 
  trip  
  2 
         An ID card is 
  needed to activate 
  all facilities 
  3
         NEARBY WOODS     
    ENCOUNTERS (1d6): 
  1-5 = Solitary Mimic 
  6 = Flyers 
  E 
         Mentaka wanted 
  to get a Mimic inside 
  the Vidome
  7 
         Enough missing 
  Nonhalene to kill 10 
  people
  8
         All the details of 
  the murders as 
  witnessed by Bot 
  9
         A Mimic can 
  exactly replicate an 
  assimilated victim
  10 
         A Mimic can 
  approximate 
  another lifeform 
  6 
  
  Vidome 123 / Page 2: Characters 
  Page 2 of the RunSheet covers all Characters (primarily alien 
  creatures) in the PlotField. 
   
   
   
   
   
    
    
    
    
    
    
    
    
    
    
    
   
   
   
   
   
         There is an 
  unfinished biochem 
  program in memory 
  4
         There is some 
  scrambled data in 
  Bot’s brain 
  5 
         FURTHER OUT: 
  1 = Flyers 
  2-3 = Mimic Dog 
  4-6 = Mimic Other 
  E 
        REALLY FAR OUT: 
  1-5 = Mimic Group 
  6 = Mimic Other 
  E
   
    
         Drail Mentaka 
  disappeared 4 days 
  ago 
  1 
        Mentaka took his 
  dog Beta on every 
  trip  
  2 
         An ID card is 
  needed to activate 
  all facilities 
  3
         NEARBY WOODS     
    ENCOUNTERS (1d6): 
  1-5 = Solitary Mimic 
  6 = Flyers 
  E 
         Mentaka wanted 
  to get a Mimic inside 
  the Vidome 
  7 
         Enough missing 
  Nonhalene to kill 10 
  people
  8
         All the details of 
  the murders as 
  witnessed by Bot 
  9
         A Mimic can 
  exactly replicate an 
  assimilated victim
  10 
         A Mimic can 
  approximate 
  another lifeform 
  6 
  DAN gets +3 on Mimic Biology
  Info 1, 2, 3 
  Info 4 
  Bot attacks you 
  Info 5 
  Info 6 
  Info 9 
  Info 10 
  Full data on Mimic capabilities
  These are not Mimics
  Remember Info 2
  Mimic morphs and attacks
  She attacks & spawns Mimics
  Mission Briefing
  If hack into DAN’s memory 
  If finish Mentaka’s program 
  If you don’t identify yourself
  If hack Bot’s memory (DL4)
  If unscramble Bot’s data
  If it’s attacked or approached
  If captured & analyzed (DL5)
  If captured & analyzed (DL4)
  If BRAINS vs DL2 on sight
  If it’s attacked or approached
  If it’s attacked or approached
  slick shark 
  3 
  2 
  1 
  psychopathic 
  9 
  4 
  10 
  3 
  curious 
   
   
  Blanche Regarde - Goal: to hire 
  some expendible PCs 
   
  Drail Mentaka - Goal: to stay alive 
  and defend against mimics 
   
  Solitary Mimic - Attracted to the 
  emanations of scanners 
   
   
   
   
  damaged 
   
  5 
  4 
  Bot - Goal: to defend the Vidome 
  against non-identifying intruders 
   
  Flyers - Fleeing from direction of 
  Mimic lair 
   
   
  curious 
  Mimic in Dog or Other Form – 
  Encounter: (1-3) Dog, (4-6) Other 
  Mother Mimic - Goal: to defend her 
  nest and offspring to the death 
  helpful tool 
   
   
  4 
  DAN 734 - Goal: to assist X-idented 
  humans as programmed 
  
  USING THIS MODULE WITH OTHER SYSTEMS 
  DayTrippers uses a descriptive scale which can be abstracted 
  to apply to other game systems. For d6-based systems, all 
  Stats, Skill Scores and Difficulty levels appearing in the 
  module may be used as indicated. Conversions are shown 
  below for other 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. 
  VIDOME 123  
  A DayTrippers Adventure Module 
  Version 1.2 
  May 2015 
  Author: Tod Foley 
  Published by As If Productions 
  Cover image of Planet HD 189733b from the photographic 
  archives of the NASA Goddard Space Flight Center 
  Illustration p.6 – “Alternate Oxygen” by Surian Soosay 
  Special Thanks to Venger Satanis for proofing and 
  suggestions 
  This work is released under the Creative Commons 
  Attribution-Noncommercial License 3.0 
  http://creativecommons.org/licenses/by-nc/3.0/ 
   
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Sci-fi & Space/Daytrippers/Vidome 123.pdf