Table of Contents

CAUSAL DRIFT: A Solo Timeline Explorer RPG

GAME OVERVIEW

Core Concept

You are a Temporal Navigator aboard the vessel “Chronoceptor,” traversing unstable branching timelines to prevent “The Causal Collapse” - a catastrophic event threatening all realities. Your actions decrease Causal Stability in each timeline you visit, and revisiting accelerates their deterioration toward inevitable collapse.

Game Materials

Key Mechanics Summary

1. **Timeline Navigation**: Explore multiple timelines, each with unique properties
2. **Action Resolution**: Actions mutate and resolve in unpredictable orders based on timeline stability
3. **Stability Management**: Each intervention degrades timeline stability
4. **Character Development**: Your Navigator evolves through identity fragments and reflections

I. CHARACTER CREATION

Temporal Specialization

Choose one:

Temporal Tether Configuration

Distribute 10 points across:

Personal History

Define three critical events from your own past:

Starting Resources

II. CORE GAMEPLAY SYSTEMS

A. Causal Stability System

B. Timeline Stability Table

At the beginning of each timeline visit, roll 1d6:

Roll Result Effect
————–——–
1-2 Strengthening +1 Stability (maximum 10)
3-4 Neutral No change to Stability
5-6 Weakening -1 Stability

C. Chronons: Temporal Influence Currency

D. Session Structure

1. **Timeline Selection**: Choose which timeline to visit
2. **Stability Assessment**: Roll on Timeline Stability Table
3. **Event Generation**: Draw from appropriate Event Deck based on current Stability
4. **Action Planning**: State your intended action
5. **Temporal Resolution**: Resolve actions across 6 temporal units with mutations
6. **Journal Reflection**: Document outcomes and personal insights
7. **Timeline Decision**: Continue in current timeline or jump to another

E. Event Decks

Draw events from different decks based on current timeline Stability:

III. TEMPORAL RESOLUTION SYSTEM

A. Action Programming & Temporal Units

Each timeline event spans 6 temporal units divided into three phases:

B. Action Mutation System

After declaring your intended action, roll 1d6:

C. Temporal Resolution Order

The critical mechanic: as Causal Stability decreases, the certainty of when your actions resolve decreases:

D. Resolution Sequence Example

1. State your intended action: "I attempt to delay the reactor activation"
2. Roll for mutation (affects how your action manifests)
3. Begin resolving across temporal units:
   * At high Stability: Events unfold as described
   * At medium Stability: Other events may resolve first, changing the context
   * At low Stability: Chaos ensues with unpredictable resolution

IV. JOURNAL ENTRY FRAMEWORK

TEMPORAL LOG: [Session #]
TIMELINE: [Designation]
TEMPORAL COORDINATES: [Date/Time/Branch]
INITIAL STABILITY: [0-10]
CHRONONS AVAILABLE: [Number]
STABILITY ROLL: [Roll Result + Effect]

EVENT: [Drawn from appropriate Stability deck]

INTENDED ACTION: [Your initial plan]
MUTATION ROLL: [Result + Effect]

TEMPORAL UNITS 1-2:
[Describe initial resolution]
Resolution Order Check: [If Stability <8, roll result]
Actual Outcome: [What actually happened after potential reordering]

TEMPORAL UNITS 3-4:
[Describe secondary impacts]
Resolution Order Check: [If Stability <8, roll result]
Actual Outcome: [What actually happened after potential reordering]
Stability Check: [Roll 1d6: 1-2 strengthen, 3-4 neutral, 5-6 weaken]

TEMPORAL UNITS 5-6:
[Describe final resolution]
Resolution Order Check: [If Stability <8, roll result]
Actual Outcome: [What actually happened after potential reordering]

FINAL STABILITY: [New level]
IDENTITY REFLECTION: [How this experience changed your Navigator]
TIMELINE DECISION: [Stay, branch, or jump to another timeline]

V. TIMELINE CREATION SYSTEM

A. Timeline Seed Generation

Timeline Seeds provide the foundational elements for generating unique timelines. Each timeline is defined by its Divergence Point (when it branched from the “prime” timeline), Core Theme, Technological Level, Societal Structure, and Key Crisis.

B. Using the Seed Tables

Roll on each table in sequence to generate a coherent timeline with interconnected elements. For a truly random timeline, roll on all tables. For a curated experience, choose specific elements and roll for the rest.

C. Divergence Point

Roll 1d20:

d20 Historical Era Example Divergence
—–—————-——————-
1-2 Ancient World (3000 BCE - 500 CE) The Library of Alexandria was preserved
3-4 Classical Era (500 - 1400 CE) Islamic Golden Age expanded across Europe
5-6 Renaissance (1400 - 1700 CE) Leonardo da Vinci's inventions were mass-produced
7-8 Industrial Revolution (1700 - 1900) Steam power was eclipsed by alternative energy
9-10 World Wars Era (1900 - 1950) A third major power emerged between the Allied/Axis divide
11-12 Cold War (1950 - 1990) Space race led to permanent lunar colonies
13-14 Information Age (1990 - 2020) Quantum computing developed decades earlier
15-16 Near Future (2020 - 2050) Climate engineering reversed warming trends
17-18 Mid Future (2050 - 2150) First contact with alien intelligence
19-20 Far Future (2150+) Human consciousness became transferable

D. Core Theme

Roll 1d12:

d12 Theme Description
—–——-————
1 Ecological Integration Humanity evolved in harmony with natural systems
2 Technological Dominance Machine systems form the backbone of civilization
3 Spiritual Renaissance Metaphysical awareness shapes society and technology
4 Collective Consciousness Humanity developed shared mental connectivity
5 Genetic Divergence Human subspecies evolved for different environments
6 Isolationist Development Separated communities evolved disparate solutions
7 Extra-dimensional Influence Reality is shaped by forces from beyond normal space
8 Post-Scarcity Economics Material needs are trivially satisfied for all
9 Resource Wars Dwindling resources drive conflict and innovation
10 Posthuman Transition Humanity is evolving beyond traditional definitions
11 Dystopian Control Authoritarian systems dominate human experience
12 Cultural Splinteration Human cultures divided into thousands of micro-societies

E. Technological Level

Roll 1d10:

d10 Tech Level Key Technologies
—–———–—————–
1 Primitive Pre-industrial; mechanical tools; agrarian focus
2 Industrial Steam power; early electricity; mass production
3 Modern Digital systems; global communications; space travel
4 Advanced AI assistance; genetic engineering; fusion power
5 Transhuman Neural interfaces; consciousness uploading; nanotech
6 Post-Physical Energy-matter conversion; consciousness as primary medium
7 Hyperspatial FTL travel; dimensional manipulation; exotic matter
8 Uneven Development Islands of advanced tech amid lower tech levels
9 Retrograde Deliberately reverted to earlier technological paradigms
10 Divergent Path Technology developed along entirely different principles

F. Societal Structure

Roll 1d10:

d10 Structure Characteristics
—–———–—————-
1 Global Unification Single world government; standardized systems
2 Nation-States Traditional countries with borders and sovereignty
3 Corporate Dominance Mega-corporations as primary power structures
4 Tribal Networks Small, interconnected communities with unique identities
5 Technocracy Rule by technical experts and AI systems
6 Anarchistic Self-organizing communities without formal governance
7 Hive Structure Collective decision-making with specialized roles
8 Aristocratic Small elite class governs larger population
9 Direct Democracy All citizens participate in decision-making
10 Fragmented Sovereignty Power divided among numerous competing entities

G. Key Crisis

Roll 1d12:

d12 Crisis Type Specific Crisis
—–—————————-
1 Environmental Ecosystem collapse; extreme weather; resource depletion
2 Technological AI rebellion; runaway nanotech; weaponized information
3 Biological Pandemic; genetic manipulation gone wrong; new human variants
4 Social Class warfare; cultural breakdown; identity conflicts
5 Existential Reality degradation; simulation collapse; entropic acceleration
6 Cosmic Stellar event; alien encounter; astronomical anomaly
7 Political Government collapse; ideological extremism; sovereignty disputes
8 Economic System collapse; resource scarcity; wealth concentration
9 Dimensional Manifold rifts; reality bleeding; causal fractures
10 Psychological Mass delusion; consciousness alteration; perception shifts
11 Temporal Time dilation; causal loops; timeline interference
12 Multiple Cascading Several crises occurring simultaneously and interconnected

H. Key Figures

Roll 1d10:

d10 Figure Type Description
—–————————-
1 Visionary Leader Charismatic individual guiding response to crisis
2 Scientific Pioneer Researcher whose discoveries changed timeline trajectory
3 Technological Architect Creator of systems that define this reality
4 Spiritual/Philosophical Guide Thought leader who shaped cultural response
5 Revolutionary Individual challenging existing power structures
6 Hidden Manipulator Person secretly influencing major events
7 Temporal Anomaly Being whose existence defies normal causal laws
8 Organizational Entity Group or institution driving timeline events
9 Artificial Intelligence Non-human intelligence shaping events
10 Your Counterpart Alternative version of yourself in this timeline

I. Timeline Stability Modifiers

Roll 1d6:

d6 Special Condition Stability Effect
—–—————–—————–
1 Quantum Resonance This timeline naturally gains +1 Stability each session
2 Causal Fracturing This timeline loses -1 additional Stability each visit
3 Temporal Nexus Branch points are more common (cost 2 Chronons instead of 3)
4 Reality Anchor Timeline cannot collapse below Stability 1
5 Divergence Cascade Create 1d3 related branch timelines when discovered
6 Entropic Sink Actions here don't affect Stability of other timelines

J. The Seed Matrix

Once you've generated the core elements of a timeline, combine them into a seed matrix:

TIMELINE DESIGNATION: [Alpha/Beta/Gamma]-[Number]
DIVERGENCE POINT: [Result from table]
CORE THEME: [Result from table]
TECH LEVEL: [Result from table]
SOCIETAL STRUCTURE: [Result from table]
KEY CRISIS: [Result from table]
KEY FIGURE: [Result from table]
SPECIAL CONDITION: [Result from modifiers table]
INITIAL STABILITY: [Roll 2d4+2 = 4-10]

VI. TIMELINE MANAGEMENT

A. Timeline Navigation

B. Timeline Selection Strategy

C. Branch Points

D. Timeline Connections

When you discover a new timeline, roll 1d6:

Roll Connection Type
———————-
1-2 No direct connection to existing timelines
3-4 Shares major elements with one existing timeline (roll 1d6 on Shared Element table)
5 Directly branched from an existing timeline you've visited
6 Mirror variant of existing timeline (opposite Core Theme)

E. Shared Element Table

When timelines share elements, roll 1d6:

Roll Shared Element
———————
1 Key historical events occurred identically
2 Same Key Figure exists in both timelines
3 Technologies developed along parallel paths
4 Cultural/societal structures mirror each other
5 Crisis has identical root causes
6 Your personal history is similar in both timelines

F. Timeline Echoes

After significant actions in one timeline, roll 1d6. On a 5-6, an echo appears in 1d3 related timelines. Roll 1d6:

Roll Echo Effect
——————
1 An object you interacted with appears in the related timeline
2 A person remembers meeting you, though you haven't met in this branch
3 An event you caused/prevented happens/doesn't happen here too
4 Information you discovered is common knowledge here
5 A technology you interacted with exists in altered form
6 Your counterpart in this timeline made similar choices

VII. ADVANCED MECHANICS

A. Temporal Echoes

B. Fractured Identity

C. Temporal Loops

VIII. CAMPAIGN STRUCTURE

A. Victory Paths

1. **Prevention**: Stop The Causal Collapse across a critical mass of timelines
2. **Transcendence**: Gather enough identity fragments to evolve beyond timeline constraints
3. **Stabilization**: Create a new stable "anchor timeline" that can withstand causal degradation

B. Game End Triggers

C. Campaign Arc

Phase 1: Orientation

Phase 2: Exploration

Phase 3: Crisis

Phase 4: Resolution

IX. EXAMPLE TIMELINE SEEDS

Alpha-427: The Quantum Council

Divergence Point: Cold War (Space race led to permanent lunar colonies) Core Theme: Collective Consciousness Tech Level: Transhuman Societal Structure: Technocracy Key Crisis: Temporal (Increasing time dilation events) Key Figure: Your Counterpart (Leading quantum physicist) Special Condition: Quantum Resonance Initial Stability: 8

Beta-193: Terran Remnant

Divergence Point: Near Future (Climate engineering catastrophically failed) Core Theme: Ecological Integration Tech Level: Uneven Development Societal Structure: Tribal Networks Key Crisis: Environmental (90% of Earth's surface uninhabitable) Key Figure: Visionary Leader (Survivor guiding adaptation) Special Condition: Reality Anchor Initial Stability: 6

Gamma-056: Neural Imperium

Divergence Point: Information Age (Brain-computer interfaces became mandatory) Core Theme: Technological Dominance Tech Level: Advanced Societal Structure: Corporate Dominance Key Crisis: Psychological (Mass consciousness alteration) Key Figure: Technological Architect (Creator of the neural network) Special Condition: Causal Fracturing Initial Stability: 7

X. SAMPLE PLAY SEQUENCE

A. Starting a Session

1. Choose a timeline to visit (or start with initial timeline)
2. Roll for stability and adjust accordingly
3. Draw event from appropriate stability deck
4. Record initial details in journal

B. Resolution Example

Initial Setup:

Action Declaration: “I will intervene to delay the activation”

Mutation Roll: 5 (Significant mutation)

Temporal Units 1-2:

Temporal Units 3-4:

Temporal Units 5-6:

Outcome: The timeline remains intact but becomes less stable (Stability 5). Your Navigator gains insight into reactor technology but must decide whether to remain in this increasingly chaotic timeline or jump to another.

C. For Starting a New Game

1. Generate 3 timeline seeds using the tables 2. Choose one as your starting point 3. Begin your first journal entry describing initial exploration 4. Set Initial Stability for each timeline between 4-10 (2d4+2)

D. For Ongoing Campaigns

1. When creating a branch point, generate relevant new elements 2. Keep elements that should logically remain from the parent timeline 3. Roll on the Connection Table to establish relationships to other known timelines 4. New timelines inherit half the instability of their parent timeline

E. For Endgame Development

As you approach the finale of your campaign: 1. Generate “Nexus Timelines” that connect multiple branches 2. Create a “Prime Timeline” that serves as the origin point for all branches 3. Establish “Collapse Cascades” where failing stability in one timeline threatens connected timelines


This system creates a rich solo journaling experience where temporal uncertainty, action mutations, and decreasing causal stability generate emergent narratives with meaningful player choices and character development.