All four games use original mechanics — nothing here is reproduced from any published rulebook.
Kellath's Drift rolls percentile and wants to roll low. The other three roll an ascending die ladder and want to roll high.
All four games have synthesized dice audio — there's a sound toggle in each game's bottom bar.
This page prints cleanly if you want it on paper.
The Core Roll
A read of 00 counts as 100.
Success if the roll is ≤ your target.
Lower is better. The target number is built from an ability score, then adjusted by specialization and gear.
Building a Target Number
+ 15 if your PSA covers it
+ 10 if relevant gear in hand
± run drift (−3 to +3)
(minimum 5)
A few checks use the full ability score instead of half — those are the ones the story frames as brute-force rather than finesse.
Ability Pairs
| STR / STA | Strength / Stamina |
| DEX / RS | Dexterity / Reaction Speed |
| INT / LOG | Intuition / Logic |
| PER / LDR | Personality / Leadership |
Rolled as pairs, ~30–69 before racial modifiers. Clamped 15–90. STA doubles as your hit points.
Races
| Stock | Modifiers |
|---|---|
| Human | None — adaptable |
| Dralasite | +10 STR/STA, −5 DEX/RS |
| Vrusk | +10 INT/LOG, −5 STR/STA |
| Yazirian | +10 DEX/RS, −5 PER/LDR |
Primary Skill Area
| Military | Weapons, combat instinct |
| Technological | Repair, computers, systems |
| Biosocial | Medicine, persuasion |
Your PSA grants +15 to any check that falls inside it. One choice, permanent for the run.
Damage & Injury
| Source | Damage |
|---|---|
| Your attack | 6 + 1d10 (+4 armed) |
| Ravik claws | 4 + 1d10 |
| Fall from line | 5 + 1d10 |
| Scramble mishap | 3 + 1d10 |
Damage comes off STA. At 0 the run ends.
Creature: Ravik
| Integrity | 28 |
| To-hit | ≤ 45 |
| Damage | 4 + 1d10 |
Territorial, six-limbed, fast. Can be avoided entirely with a successful RS check in the scrub.
Check Difficulty by Scene
| Check | Built from |
|---|---|
| Search wreck | ½ LOG +tech |
| Cross the line | ½ RS +gear |
| Climb around | full STR |
| Slip past ravik | ½ RS |
| Attack | ½ DEX +mil +gear |
| Re-route console | ½ LOG +tech +gear |
| Force broadcast | ½ LDR +bio |
Endings
| Clean | Console re-routed, full rescue |
| Raw | Ugly broadcast, slow rescue |
| Wounded | Beacon out, outcome unknown |
Gear found in scene 1 raises your odds in three later checks — the search is the highest-leverage roll in the game.
What Changes Per Run
Every run re-rolls the following, so the shape stays but the details don't:
| Target drift | −3 to +3 |
| Salvage | 3 kit variants |
| The crossing | 3 span variants |
| The creature | ravik / kessin / drell |
| Tower damage | 3 variants |
The Core Roll
add its modifier,
meet or beat the DC.
Higher is better. Bigger dice mean wider swings — the combat processor can roll brilliantly or catastrophically, the social subroutines mostly land in the middle.
Die Ladder
Each subsystem starts at +1 before chassis modifiers.
Chassis Loadouts
| Chassis | Modifiers |
|---|---|
| Combat | +4 COM, −2 SOC |
| Recon | +4 SEN, −2 COM |
| Diagnostic | +4 ANA, +2 SOC, −3 COM |
Diagnostic is the hardest run — it can barely fight, but it opens the disable path in combat and the quiet path everywhere else.
Difficulty Classes
| Check | Base DC |
|---|---|
| Perimeter sweep | 9 (d12) |
| Bypass lock | 8 (d10) |
| Force hatch | 11 (d20) |
| Report deviation | 6 (d8) |
| Parley w/ Legacy | 7 (d8) |
| Strike | 11 (d20) |
| Relay disable | 9 (d10) |
| Reach a crew member | 12 (d20) / 9 (d12) |
| Shore the column | 9 (d10) |
Each DC is re-rolled ±1 per run. DCs are tuned to their die: a d8 social check can never beat 8 + your modifier, so social DCs sit in a much lower band than d20 combat DCs. Live odds are shown on every choice before you commit.
Damage & Integrity
| Source | Damage |
|---|---|
| Your strike | 7 + 1d8 |
| Relay disable | 11 + 1d6 |
| Legacy Unit hit | 3 + 1d6 |
| Panel feedback | 2 |
| Recoil / exposure | 2–3 |
Integrity starts at 48. At 0, shutdown ending.
Hostile: Legacy Unit
| Integrity | 30 |
| Attack | d20 +2 vs 14 |
| Damage | 3 + 1d6 |
Old-model security construct, isolated nine years, still executing its last valid order. It can be fought, disabled, or — on a successful parley — talked down without a fight at all.
Bond with Latitude
Defer to its scan +1
Ask its advice on the rig +2
Watch an episode together +1
Tell it the truth +3
Bond is invisible during play and shows up in the closing manifest as transport, friendly, or confidant. It colors the ending rather than selecting it.
The Disclosures
Two separate disclosures matter. Voss asks at extraction — that sets the tone. But the ending hinges on whether you told Latitude, the transport intelligence, on the private channel in Act 6.
| Told ship | Crew | Ending |
|---|---|---|
| Yes | 5/5 | Full Complement |
| Yes | <5 | Something to Carry |
| No | 5/5 | Clean and Quiet |
| No | <5 | Written Off |
| Integrity 0 | Shutdown | |
Running It Cold
If you're reffing this at a table instead of clicking through: the die ladder is the whole system. Assign a subsystem, pick a DC from the band below, roll, narrate.
| Routine | DC 8–10 |
| Contested | DC 11–13 |
| Hard | DC 14–16 |
| Desperate | DC 17+ |
What Changes Per Run
Re-rolled at the start of every contract:
| Every DC | ±1 |
| The anomaly | 3 variants |
| Stray crew member | 3 of 5 |
| Legacy Unit state | 3 variants |
| The injury | 3 variants |
The Core Roll
add its modifier,
meet or beat the DC.
Same ascending ladder as Offline Protocol. What's different is that there is nothing to fight — every die in this game is spent establishing a fact or getting a person to say something they didn't intend to.
Die Ladder
Each starts at +1 before your method modifiers.
Methods
| Method | Modifiers |
|---|---|
| Forensic | +3 FOR, −1 INT, −1 PRO |
| Investigator | +3 INT, −1 FOR, −1 PRO |
| Auditor | +3 PRO, +2 OBS, +1 COM, −1 INT |
Auditor is now genuinely distinct rather than just good at looking: Procedure is what pulls the schedule, cites clauses, compels access and survives the review. Forensic reads bodies and rooms. Investigator gets more out of people and works from a thinner file.
Difficulty Classes
| Check | Base DC |
|---|---|
| Work the hatch | 9 (d12) |
| Examine the suit | 8 (d10) |
| Door logs | 8 (d10) |
| Medical filing | 9 (d12) |
| Ganz's queue | 9 (d12) |
| Press a suspect | 7 (d8) |
| Pull the schedule | 8 (d10) |
| Cite a clause | 8 (d10) |
| Compel access | 9 (d10) |
| Defend at review | 9 (d10) |
Re-rolled ±1 per contract. Live odds show on every choice.
The Five Facts
| Badge log | A fourth, stripped cycle |
| Suit record | Signed but not serviced |
| Medical timeline | Death 19 min before the alarm |
| Unsent message | ANNEX — THIRD REQUEST |
| Floor scuffs | Two sets, one not his size |
| Endorsement 4 | Key-person cover, six weeks before |
| Ganz's annotation | "Nobody told me I was scheduled" |
Each is established once or not at all. A failed check burns the hour and closes that line for the contract.
The Clock
Every evidence check: −1
Every press or confrontation: −1
There are five facts and three suspects and not quite enough hours to do all of it carefully. That shortfall is the game.
The Contradiction
Each suspect has exactly one document that breaks their account — but the option to produce it only means something against the one who is lying.
| Holt | broken by the badge log |
| Marek | broken by the suit record |
| Vann | broken by the medical timeline |
Hold it up to an innocent suspect and it still fits — that's the trap. They read it, hand it back, and tell you they flagged it themselves three days ago.
Reading the Reaction
The only reliable tell in the game is what happens after you put the document on the table.
"That does not mean what you are going to write down that it means."
Innocent: reads it, hands it back, explains it.
Innocent suspects also give you the unflattering truth when pressed. People constructing a story rarely construct one that makes them look that bad.
Outcomes
| Finding | Condition |
|---|---|
| Sound finding | right name, broken, 4+ facts |
| Right, thin | right name, broken, <4 facts |
| Right, unproven | right name, no contradiction |
| Wrong name | named the wrong person |
| Complicit | filed misadventure with 4+ facts |
| Closed | filed misadventure with <4 |
The Nine Clauses
Your brief has six. The real document has nine, and the three missing ones are the useful ones.
| 3.1 | Insured peril — the box that asks nothing |
| 3.4 | Limit: USD 11,000,000 |
| 7.2 | Act of a Covered Party — the exclusion |
| 7.2(a) | Covered Party = everybody aboard |
| 11.6 | Finding determinative — 90 days to challenge |
| 14.3 | Standard of proof, and the asymmetry |
| 9.1 | Right of access — breaks a seal |
| 12.4 | Duty of disclosure — lie and lose your own cover |
| 15.2 | Material alteration — names the culprit |
All three are found together by pulling the full policy schedule from station records. One PROCEDURE check.
Endorsement 4
Filed six weeks before the death. Adds key-person cover on Ganz — eleven million on a man worth nothing to this policy the day before.
Clause 15.2 requires the countersignatory to record their designation. Somebody did, and it is typed:
| Holt | STATION ADMINISTRATOR |
| Marek | ENGINEERING (ACTING) |
| Vann | MEDICAL OFFICER |
Put 15.2 to the guilty party and they do not say it is wrong. They say it is not what you are turning it into.
Ganz's Partition
His account is purged on the decedent cycle. His personal partition is not, because nobody ever wrote a procedure for it.
| Demand it | clause 9.1, DC 10 |
| Just ask | d8 INTERVIEW — the thin route |
Six files inside, each with three readings depending on what you already hold. Holt's counter-argument — that a decedent's partition belongs to the estate, not the Policyholder — is probably right. Getting in on the thin route becomes a bad faith ground at review and adds +2 to every defence DC.
Day Ninety
Clause 11.6 gives the Policyholder ninety days. On day eighty-one a firm in Reno files, and it does not argue you are wrong — it argues manifest error, that you did not do the paperwork.
| Rest it on | DC |
|---|---|
| The endorsement (15.2) | 7 |
| Ganz's annotation | 8 |
| The contradiction | 9 |
| Established facts | 7–11 by count |
| Withdraw | automatic — the payout clears |
Eight Outcomes
| Upheld — sound | right, broken, 5+ facts, held |
| Upheld — thin but sound | right, held |
| Upheld — wrong name | immaculate and incorrect |
| Overturned — right, unproven | correct, could not carry it |
| Overturned — wrong name | both, at once |
| Amended | you withdrew on day 84 |
| Filed — complicit | misadventure with 5+ facts |
| Filed — closed | misadventure, and defensible |
Upheld — wrong name is the one to sit with. A finding can be procedurally perfect and still be the wrong answer, and clause 11.6 makes it determinative anyway.
What Changes Per Run
The station does not repeat itself:
| The culprit | 1 of 3, redrawn |
| Every DC | ±1 |
| Interview order | 3 rotations |
| Who seals the records | 1 of 3 — not always the culprit |
| Station conditions | 3 variants |
Because the guilty party is drawn fresh, you cannot solve this once and replay from memory — the evidence means something different every contract.
The Actual Choice
The policy pays eleven million on misadventure and nothing if a covered party did it. The brief says confirm and close.
So there are two questions in this game and only one of them is a puzzle. The other is what you write down once you already know.
The Argument
Stay with the vehicle. Search and rescue finds vehicles; it does not find people.
But the advice assumes a search, and a search assumes somebody noticed you were gone. Each trip rolls whether anyone is expecting you, and tells you which at the start. That one variable decides whether waiting is a plan or a way to die at your own Jeep.
Die Ladder
Three kits: the one who works on their own vehicles (+4 MECH), the one who knows the country (+4 FIELD), the one who over-prepares (15 L and a mirror).
Water
In shade: 0.10 + (T−20) × 0.016 L/h
At 38°C that is 1.33 L/h walking and 0.39 L/h in shade. You start with eight to fifteen. The whole game is that ratio.
The Day
14°C at 04:00, 38°C at 16:00. Night travel costs a third of the water of afternoon travel, which makes it correct — and much harder to navigate. Missing an unvisited point in the dark is a 35% chance unless you are on high ground or have spotted it.
Running Dry
Walking spends them at 1.7×.
Shade spends them at 0.75×.
Heat above 24°C accelerates all of it.
The status bar switches from litres to a countdown the moment you run out.
Terrain
| Ground | Pace |
|---|---|
| Road / two-track | 4.0 km/h |
| Playa | 4.0 |
| Water / tank | 3.4 |
| Ruin | 3.5 |
| Bajada | 3.2 |
| Wash | 3.0 |
| Workings | 2.5 |
| Ridge | 2.2 |
Plus an hour per 600 m of ascent.
Seeing
| Ridge / high ground | 22 km |
| Above 1900 m | 18 km |
| General flats | 9 km |
| Open playa | 6 km |
Only tall things carry: the windmills, the headframe, the calibration masts. A windmill tells you at distance whether its head is turning — which is whether there is water in the tank.
Being Found
| Where | Per hour |
|---|---|
| US-6 | 34% |
| Graded county road | 5.5% |
| At the Jeep | up to 20% |
| Two-tracks | 1% |
| Open country | <1% |
The Jeep figure climbs with the days — but only if somebody is looking. A note under the wiper triples your odds away from the vehicle.
The Jeep
| Fault | Field-fixable |
|---|---|
| Serpentine belt | DC 8 |
| Radiator hose | DC 9 |
| Two flats | DC 9 |
| Fuel pump | no |
| Crank sensor | no |
Two of five cannot be fixed out there at all, which is why diagnosing is worth an hour even when the answer is no.
The Radio
Dead in daylight. After dark the band goes continental.
| 640 KFI | Los Angeles |
| 1160 KSL | Salt Lake City — weather |
| 720 KDWN | Las Vegas |
| 1070 KNX | fading in and out |
| 1200 | lights over Nye County |
| 1530 | not a station |
4% battery per half hour — the same battery that turns the starter.
The Other Situation
A second thread that pays in water rather than competing for it:
the gap → twelve digits
the digits → a position
the position → 16 L and a notebook
the notebook → there is a lid
the lid → a lit corridor nobody mentions
Ray Hollis kept the cairn logbook from 2001 to 2004. Everything else is downstream of forty-one entries in a freezer bag.
R.H.'s Stashes
A man who drove out forty-one times over four years did not carry every litre in each trip. He cached — jugs in contractor bags, under slabs, weighted with rock.
| Sites per trip | 5–6 of 11 |
| Blind search | DC 9–11 |
| Knowing his habits | DC 6–8 |
| Yield | 4–9 L |
Reading the logbook is what turns a blind search into a directed one. On the hardest draw — nobody expecting you — ignoring the stashes kills you roughly 6 times in 7; searching for them flips it to surviving 4 in 7. The mystery is the survival strategy.
The Two Rooms
Not descriptions — spaces you move through, with things to examine and a memory of what you have already looked at.
| The stope | 5 things, in the adit |
| Foot of the shaft | 3 things |
| Maintenance bay | 4 things — and a tap |
| The bottle run | 3 things |
| Where the work stops | 3 things |
Every description has three clarity variants. Time passes while you look — not much, but it passes.
The descent is a real gamble: two hours and water to go down, and there is a working standpipe in the maintenance bay that fills everything you own. Conditioned air means plant, plant means services, and services mean there is a tap somewhere. That reasoning is sound. It is also the kind of thought a man has at eleven percent body water.
The People
| Ray Hollis | lineman, Ely co-op, 31 yrs |
| bottle digger on his days off | |
| 51 in September 2004 | |
| Dana | his daughter, 13 in 2001 |
| keeps the cache; comes in spring |
The trade is why he noticed a trench and recognised the inventory tag. The hobby is why he was in the valley at all, and why there were thousands of bottles.
Encounters
Eleven events, weighted by ground, hour, heat and anomaly. Something happens on 34–47% of arrivals.
| The valley is alive | |
|---|---|
| Mustangs | they water daily — a clue |
| The raven | escalates over 3 sightings |
| Bones | a cow, dried to parchment |
| The valley is dangerous | |
| Rattlesnake | warm ground at dusk |
| Bees | at stock water — DC 8 |
| Dust devil | hot open playa |
| Dry thunderstorm | 45% rain / 55% virga |
| Not yours alone | |
| Sonic boom | nothing in the sky |
| Aircraft | mirror it — DC 8 |
| Lights | night, anomaly 2+ |
| White pickups | escalate over 3 sightings |
The Cairn
| Logbook, 3 passes | 30 min each |
| The batteries | dated 2019 — the tell |
| The card in the lid | after reading page 3 |
| Sign the log | after the card |
Signing is the story's resolution, and it works whether you live or not. If you have found the truck, the entry carries its coordinates in capitals.
Clarity
hours dry, and a snakebite.
Every description of anything strange has three versions, chosen by this number. Nothing is ever confirmed or denied — you simply stop being someone whose account would hold up. That is the entire supernatural mechanic and it is made of dehydration.