Core

Core #

Fundamentals #

A collection of rules and procedures for creating and playing interstellar adventure campaigns.

For one referee and any number of players. Two to four players at one time is best.

The referee creates several worlds stocked with opportunities to pursue, dangers to surmount, and organizations pursuing their own ends. During play, the referee describes environments and the actions of non-player characters and creatures. The players describe their characters' actions, and the referee adjudicates outcomes. If a disagreement comes up and the rest of the table thinks the referee is full of it, the referee is wrong.

To play, you will need at least three six-sided dice, a few index cards, pencils, and paper.

Night Tripper only uses six-sided dice. In the rules, die rolls are abbreviated as 1D, 2D, 3D, etc., meaning, respectively, roll one, two, or 3 dice and add them together.

Certain rules call for a 3-sided die (1D3). In these cases, roll 1D. A roll of 1–2 is 1, 3–4 is 2, 5–6 is 3.

Some tables call for a “D66.” Use 2D, designate one die for the tens digit and the other for the ones digit. For example, read a roll of 3 and 4 as 34.

A Dice Modifier, abbreviated “DM,” is a number added or subtracted from a die roll. “DM+2” means “add 2 to the dice total.”

Task Throws #

When a player character takes a dangerous or uncertain action, their player rolls 2D. If the total is greater than or equal to a Target, the character succeeds. Otherwise, they fail.

If an action is impossible or if the PC lacks the necessary tools or knowledge, they fail automatically.

Task Throws are best reserved for actions with too many variables or too much complexity to be easily adjudicated by discussing the imaginary situation. For example, quickly hot-wiring a grav-cycle or winning a rapier duel.

Targets #

There are four Targets.

  • 6: Routine. A straightforward task with serious consequences for failing, or a challenging task mitigated by situational factors.
  • 8: Challenging. A challenging task for a professional, or a routine task done under duress.
  • 10: Difficult. A challenging task made more difficult by situational factors. A trained professional will fail most of the time.
  • 12: Daunting. A real long shot. Someone at the highest skill level will still need some luck.

For most tasks, the Target is 8. The referee adjusts up or down to the next Target based on the situation.

Example factors that reduce the Target: Having the high ground in melee combat, climbing a cliff on a planet with low gravity, spreading a damaging rumor about someone already mistrusted by their community.

Example factors that increase the Target: Swimming against a current, firing a weapon outside its ideal range, spreading a rumor in a community where you are mistrusted, repairing an anti-gravity field emitter while someone is shooting at you.

Impact #

A successful Throw has Impact equal to the total result minus the target. Impact is used when it is necessary to know just how successful a character is at a task. For example, determining how damaging an attack is, or measuring progress on a long-term project.

Skills #

If a character has a Skill applicable to the task at hand, they add their Rank in the Skill as a DM to the Task Throw. If a task is highly specialized or technical, a skill rank of at least 1 may be required to attempt the task. For example, a character with no medical training is not going to succeed at brain surgery, no matter how lucky they are.

Endurance #

Endurance measures a character’s physical stamina and resilience. Track a character’s current and maximum endurance. They’ll have 7/9 or 8/12 endurance, for example.

Status #

A PC’s Status is a combination of their reputation, prestige, and rank within an organization or subculture. PCs can add their status to find people and adjust reactions among NPCs who share a similar background.

Conditions #

Bad things happen to PCs. They might get drunk, or poisoned, or get a broken leg, or a chest wound. These are Conditions. Write conditions on a PC’s character card. A condition makes any relevant Task Throws more difficult. For example, if a PC has the Condition “Broken Leg”, any Tast Throws to run, jump, climb, etc will have a more difficult Target.

Non-Player Characters #

NPCs are defined by their skills and equipment. If no specific skills are listed for a given NPC, assume skill rank 1 in tasks related to their profession and in any weapons carried.