Use WASD, arrows, or click in an orthogonal direction. Bump people and fixtures to interact.
CARRIER LOST.
A BAUD INFILTRATION ROGUELIKE
The white camera bracket always marks her, whatever she is wearing.
Slate jacket, amber band. Reads as staff among workers, and is worth nothing once the floor is in lockdown.
Stationary checkpoint guard. Security owns the only clearance-4 badge.
Roaming armed patrol. Hunts sightings; does not carry the checkpoint badge.
Headset and tool harness. May carry working-floor badges or the service disk.
Soft work jacket. May carry a contractor uniform.
Long dark coat with a red accent. Slow, persistent, and lethal at point blank.
Clipped card. Its clearance is learned up close.
Folded amber jacket.
Square cyan data platter.
Green-lit console. Bump it to jack in.
Open is a clear gap. Amber reader means badge-locked. Red crosshatch means sealed.
Filled wedges show watched tiles. An eye means watching, a warning triangle means suspicious, and ! means Rhea has been reported or is being hunted. Warning and report marks remain while a visible watcher remembers her, even after she breaks sight. Fine chevrons show facing. Walls, corners, and intervening bodies break line of sight.
CONTACT: TALK learns about a person and opens a conversation. ASK needs an introduction and an operational reason. LIFT takes equipment without permission; witnesses may report it.
SECURITY: Each watcher remembers Rhea separately. Suspicion rises while she stays in sight. Reports raise the building's response. At lockdown, doors seal, uniforms stop protecting her, and security pursues her position.
TERMINALS AND BAUD: Bump a console to see its installed systems before choosing bandwidth. Dice have a roll and a protocol color. Match the color and meet a consequence's target to cover it. Escape or DISCONNECT leaves the panel.
A circle is a worker. Drawn where you last had them, not where they are.
A diamond is posted Facility Security. A chevron is the roaming Kensei Response. A diamond with a dark-red bar is the security lead.
A broken green line is a door standing open — a way through. A solid bar is shut.
Every mark is dated: NOW means in sight, T40 means turn forty. Older marks fade but never disappear.
Solid cyan. You read it off them up close.
An amber ? on a person means rumoured equipment. Dashed amber on the plan means someone told you; nobody was seen holding it.
Where you left them.
An amber ? is a clearance door you have passed but never opened. The number appears once you try it.
The plan draws only what you have charted. Unexplored floor is absent rather than dimmed, and anyone you have never seen is not on it at all.
Enter the data center. Steal the ghost ledger. Get Rhea back out.
WASD / arrow keys or click a neighboring tile to move. Walk into the contractor to see your options.
The map field guide has the full briefing and rules.
Pick once. Each gives you a real advantage and the liability that pays for it.
Mirror the ghost ledger, then get off the floor. You need both: an exit without the ledger is just a door.
Taking the ledger tells the building. What you walked in through is not what you will walk out through.
If the floor reaches lockdown you are not caught, you are hunted: doors seal, your uniform stops working, and security is handed your position. Only being cornered ends it, and whatever you set up on the way in is the way out.
TALK finds out who is carrying what and makes you someone they can be asked. ASK takes it openly, and needs that introduction. LIFT takes it quietly and never does.
WASD or click to move. Bump anyone or anything to see your options, then 1–4 or click. ESC backs out.
SELECT A DIE // MATCH COLOR // MEET NEED