Brooks Groves

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.

🚀 Kellath's Drift — percentile
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The Core Roll

Roll 2d10 — one die is tens, one is ones.
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

Target = ½ ability score
  + 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 / STAStrength / Stamina
DEX / RSDexterity / Reaction Speed
INT / LOGIntuition / Logic
PER / LDRPersonality / Leadership

Rolled as pairs, ~30–69 before racial modifiers. Clamped 15–90. STA doubles as your hit points.

Races

StockModifiers
HumanNone — 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

MilitaryWeapons, combat instinct
TechnologicalRepair, computers, systems
BiosocialMedicine, persuasion

Your PSA grants +15 to any check that falls inside it. One choice, permanent for the run.

Damage & Injury

SourceDamage
Your attack6 + 1d10 (+4 armed)
Ravik claws4 + 1d10
Fall from line5 + 1d10
Scramble mishap3 + 1d10

Damage comes off STA. At 0 the run ends.

Creature: Ravik

Integrity28
To-hit≤ 45
Damage4 + 1d10

Territorial, six-limbed, fast. Can be avoided entirely with a successful RS check in the scrub.

Check Difficulty by Scene

CheckBuilt from
Search wreck½ LOG +tech
Cross the line½ RS +gear
Climb aroundfull STR
Slip past ravik½ RS
Attack½ DEX +mil +gear
Re-route console½ LOG +tech +gear
Force broadcast½ LDR +bio

Endings

CleanConsole re-routed, full rescue
RawUgly broadcast, slow rescue
WoundedBeacon 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
Salvage3 kit variants
The crossing3 span variants
The creatureravik / kessin / drell
Tower damage3 variants
🛰️ Offline Protocol — die ladder
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The Core Roll

Roll the subsystem's die,
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

d20Combat processor
d12Sensor array
d10Analytical core
d8Social subroutines
d6Damage rolls
d4Incidental mishaps

Each subsystem starts at +1 before chassis modifiers.

Chassis Loadouts

ChassisModifiers
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

CheckBase DC
Perimeter sweep9 (d12)
Bypass lock8 (d10)
Force hatch11 (d20)
Report deviation6 (d8)
Parley w/ Legacy7 (d8)
Strike11 (d20)
Relay disable9 (d10)
Reach a crew member12 (d20) / 9 (d12)
Shore the column9 (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

SourceDamage
Your strike7 + 1d8
Relay disable11 + 1d6
Legacy Unit hit3 + 1d6
Panel feedback2
Recoil / exposure2–3

Integrity starts at 48. At 0, shutdown ending.

Hostile: Legacy Unit

Integrity30
Attackd20 +2 vs 14
Damage3 + 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

Engage the ship in transit  +1
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 shipCrewEnding
Yes5/5Full Complement
Yes<5Something to Carry
No5/5Clean and Quiet
No<5Written Off
Integrity 0Shutdown

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.

RoutineDC 8–10
ContestedDC 11–13
HardDC 14–16
DesperateDC 17+

What Changes Per Run

Re-rolled at the start of every contract:

Every DC±1
The anomaly3 variants
Stray crew member3 of 5
Legacy Unit state3 variants
The injury3 variants
🗂️ Adjuster's Report — deduction
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The Core Roll

Roll the subsystem's die,
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

d20Composure
d12Observation
d10Forensics
d8Interview
d10Procedure

Each starts at +1 before your method modifiers.

Methods

MethodModifiers
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

CheckBase DC
Work the hatch9 (d12)
Examine the suit8 (d10)
Door logs8 (d10)
Medical filing9 (d12)
Ganz's queue9 (d12)
Press a suspect7 (d8)
Pull the schedule8 (d10)
Cite a clause8 (d10)
Compel access9 (d10)
Defend at review9 (d10)

Re-rolled ±1 per contract. Live odds show on every choice.

The Five Facts

Badge logA fourth, stripped cycle
Suit recordSigned but not serviced
Medical timelineDeath 19 min before the alarm
Unsent messageANNEX — THIRD REQUEST
Floor scuffsTwo sets, one not his size
Endorsement 4Key-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

9 hours to the return shuttle.
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.

Holtbroken by the badge log
Marekbroken by the suit record
Vannbroken 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.

Guilty: doesn't say it's wrong.
  "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

FindingCondition
Sound findingright name, broken, 4+ facts
Right, thinright name, broken, <4 facts
Right, unprovenright name, no contradiction
Wrong namenamed the wrong person
Complicitfiled misadventure with 4+ facts
Closedfiled misadventure with <4

The Nine Clauses

Your brief has six. The real document has nine, and the three missing ones are the useful ones.

3.1Insured peril — the box that asks nothing
3.4Limit: USD 11,000,000
7.2Act of a Covered Party — the exclusion
7.2(a)Covered Party = everybody aboard
11.6Finding determinative — 90 days to challenge
14.3Standard of proof, and the asymmetry
9.1Right of access — breaks a seal
12.4Duty of disclosure — lie and lose your own cover
15.2Material 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:

HoltSTATION ADMINISTRATOR
MarekENGINEERING (ACTING)
VannMEDICAL 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 itclause 9.1, DC 10
Just askd8 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 onDC
The endorsement (15.2)7
Ganz's annotation8
The contradiction9
Established facts7–11 by count
Withdrawautomatic — the payout clears

Eight Outcomes

Upheld — soundright, broken, 5+ facts, held
Upheld — thin but soundright, held
Upheld — wrong nameimmaculate and incorrect
Overturned — right, unprovencorrect, could not carry it
Overturned — wrong nameboth, at once
Amendedyou withdrew on day 84
Filed — complicitmisadventure with 5+ facts
Filed — closedmisadventure, 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 culprit1 of 3, redrawn
Every DC±1
Interview order3 rotations
Who seals the records1 of 3 — not always the culprit
Station conditions3 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.

🏜️ Railroad Valley — survival
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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

d20Endurance
d12Fieldcraft
d10Mechanical
d8Improvise

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

Walking:  0.40 + (T−20) × 0.055 L/h
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

T = 26 − 12 × cos((h−4)/24 × 2π)

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

9 effective hours at zero water.
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

GroundPace
Road / two-track4.0 km/h
Playa4.0
Water / tank3.4
Ruin3.5
Bajada3.2
Wash3.0
Workings2.5
Ridge2.2

Plus an hour per 600 m of ascent.

Seeing

Ridge / high ground22 km
Above 1900 m18 km
General flats9 km
Open playa6 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

WherePer hour
US-634%
Graded county road5.5%
At the Jeepup to 20%
Two-tracks1%
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

FaultField-fixable
Serpentine beltDC 8
Radiator hoseDC 9
Two flatsDC 9
Fuel pumpno
Crank sensorno

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 KFILos Angeles
1160 KSLSalt Lake City — weather
720 KDWNLas Vegas
1070 KNXfading in and out
1200lights over Nye County
1530not 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:

1530, four nights → a gap
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 trip5–6 of 11
Blind searchDC 9–11
Knowing his habitsDC 6–8
Yield4–9 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 stope5 things, in the adit
Foot of the shaft3 things
Maintenance bay4 things — and a tap
The bottle run3 things
Where the work stops3 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 Hollislineman, Ely co-op, 31 yrs
bottle digger on his days off
51 in September 2004
Danahis 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
Mustangsthey water daily — a clue
The ravenescalates over 3 sightings
Bonesa cow, dried to parchment
The valley is dangerous
Rattlesnakewarm ground at dusk
Beesat stock water — DC 8
Dust devilhot open playa
Dry thunderstorm45% rain / 55% virga
Not yours alone
Sonic boomnothing in the sky
Aircraftmirror it — DC 8
Lightsnight, anomaly 2+
White pickupsescalate over 3 sightings

The Cairn

Logbook, 3 passes30 min each
The batteriesdated 2019 — the tell
The card in the lidafter reading page 3
Sign the logafter 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

Falls with low water, heat strain,
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.