A lantern-bearer beneath a frozen wave
An Old-School Roleplaying Game of the Frozen World

STILLPOINT

Keep Moving · Or Be Taken by the Hush
The Player's Guide
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They say the clocks all stopped at the same breath. That a bird outside the high window has hung there, one wing down, for longer than my grandmother was alive. I have touched that bird. It is warm. Its heart does not beat. Neither does the world's. — Wrenna Coldmarch, Picker of Candlemarch

The Gasp, a city frozen at its catastrophe
Chapter One
The World That Stopped

No one agrees how long ago it happened, because the thing that happened was the end of when. In a single instant — the Stilling — time stopped for almost everything and everyone. Fire froze mid-flicker. Rain hung in the air like a curtain of glass beads. A man stepping off a curb has not yet set his foot down, and may never. The world did not die. It paused.

You are one of the Quick: a rare soul who still moves, still ages (slowly), still matters in a frozen world. You can walk around the falling man. You can take the coin from his pocket. You can shelter inside the curl of a tidal wave that has hung, unbroken, above a drowned city for generations. The Quick are few. The Still are everyone and everything else — not corpses, not statues, but living people and beasts and weathers locked in their final heartbeat, warm to the touch and utterly motionless.

This is a game about being one of the living few in a paused world. You will scavenge the frozen past for food, treasure, and forgotten wonders. You will hunt for Wellsprings — the rare pools where live time still flows — because that golden, moving stuff is the only thing that keeps you Quick. And you will learn the first and last law of the Tableau: keep moving. Stand still too long and the great silence — the Hush — begins to take you too. Your fingers stiffen. Your breath slows. And one cold morning your companions find you exactly where you sat down to rest, warm and unmoving, one more figure in the frozen crowd.

A first lookThe Tableau

The known world is called the Tableau — a single frozen scene. Its geography is the geography of one terrible, beautiful instant: mountains caught mid-avalanche, a sea standing up in a wall, a sky full of motionless birds. The living gather in the few warm pockets where movement is still possible. The largest is Candlemarch, a shanty-city built inside the shell of a half-collapsed cathedral whose falling stones hang forever overhead. The Player's Guide tells you how to be one of the Quick. Your Tickwarden's book holds the rest of the world's secrets — and you should not read it.

The shape of play

A session of STILLPOINT runs in a loop as old as the hobby:

The Loop of the Quick
PhaseWhat happens
ResolveThe Quick set out from Candlemarch (or wherever they are) toward a frozen ruin, a rumored Wellspring, or a job.
CrossTravel the Tableau, reading the Tempo of each region, rationing Quick, and keeping the Hush at bay.
DelveExplore a frozen place — a sunken ship, a burning house, a battlefield — solving it with wits, theft, and nerve.
ReckonEscape with recovered Ticks and wonders, bank them at a Wellspring or the Quickhold, and grow stronger.
A thawpocket awakening
Chapter Two
How to Play

Most of what you do in STILLPOINT needs no dice at all. You say what your character does; the Tickwarden tells you what happens. Dice come out only when an action is both uncertain and risky — when failure would cost you something. When that moment comes, you make the Quickening Roll.

The one ruleThe Quickening Roll

Roll a d20. You succeed if the result is equal to or under your Target Number. In a frozen world, mastery means moving cleanly and economically within the paused instant — so rolling low is good.

Roll 1d20 Goal ≤ Target Number Nat 1 Perfect Beat Nat 20 the Hush Stirs

Target Numbers for Checks & Saves

For most actions, your Target Number is the relevant Attribute Score (3–18), adjusted by how hard the task is. The Tickwarden picks one difficulty:

Difficulty Steps
DifficultyAdjust TNExample
Easy+4Forcing a rusted but unlocked door.
Standard+0Picking a common lock; leaping a wide gap.
Hard−4Scaling a sheer frozen wall in the wind.
Desperate−8Catching a falling friend one-handed over the Pleating.
Example of play Brann the Marcher (VIGOR 14) tries to shoulder open a frozen, swollen door. It's Standard (TN 14). He rolls a 9 — under 14, so the door bursts inward. Later he must climb the same wall in a rising wind: Hard, so TN = 14 − 4 = 10. He rolls a 12. He slips. The Tickwarden describes his boot skidding on frost — and asks if he'll spend a point of Quick to catch himself.

Attacks

Striking a foe is the same roll with a combat Target Number. Your Attack Value is reduced by your foe's Guard (how hard they are to hit):

Perfect Beats & the Hush Stirring

Advantage & Disadvantage

When the situation strongly helps or hinders you, roll two d20 and keep the lower (advantage) or higher (disadvantage). They cancel one-for-one.

Saves

A save is a Quickening Roll to avoid something — diving from a thawing fire (FINESSE), resisting the creeping cold of the Hush (WILL), shrugging off poison (VIGOR), or seeing through an Echo's illusion (WITS). Same engine, every time.

A hidden wellspring of live time
Chapter Three
The Quick & The Hush

Two numbers rule your life in the Tableau. Quick is the live time you carry — your spark, your speed, your luck. Hush is the cold creeping in to take it. Spend the first wisely; hold the second at bay. When they meet at the wrong end, you become a statue.

Your living sparkQuick

Every Quick carries a small reserve of live time, measured in points of Quick. Your maximum is 4 + your WILL modifier (minimum 2), and it grows as you level. It cannot exceed that maximum — drink a dropglass while full and the live time simply runs out through your fingers (a vial of concentrated time that would overfill you is wasted past your cap). You may spend Quick at any time, even when it isn't your turn, to do remarkable things:

Spending Quick (1 point each, unless noted)
Spend 1 Quick to…Effect
QuickenTake an extra action this round — you move faster than time itself.
RerollReroll any one die you just rolled; take the new result.
Slip AsideReduce a single hit's damage by 1d6 Hurt, or ignore 1 Chill.
Out of TickAct immediately, interrupting another's action (then resolve normally).
Shake the ColdRemove 1 point of Hush from yourself.
Power a CallingFuel a class feature, Working, or Tending that demands it.

Refilling Quick

SourceRestores
A WellspringFull reservoir. The only sure cure. Rare and often guarded.
A dropglass+1 Quick, consumed. The common traveler's lifeline (see Chapter 7).
True rest in moving time+1 Quick for a safe rest in a TRUE-Tempo place with warmth.
A dying Quick's last breathRestores much — but it is a terrible thing to take.

The cold that takes youHush

The Hush is the silence of the stopped world pressing in to claim you. It is tracked from 0 to 10. At creation your Hush is 0. It rises through the hazards below, and it is far easier to gain than to shed.

What Raises Your Hush
CauseHush
Taking Chill damage (from the Still and the Lurching)as dealt
Holding perfectly still for a full minute in a tense scene+1
Ending a watch (4 hours) without meaningful movement+1
Resting unwarded (no warmth, no salt, no Warden)+1
Lingering in a STILL or DRAG Tempo zone (per watch)+1
Being reduced to 0 Grit (see below), per failed save+1
Failing a Hush save against a fear, a wraith, or the deep silence+1 to +3

The Stiffening (Hush 6+)

At Hush 6 or higher you are visibly slowing. Take −2 to all FINESSE checks, your speed halves, and you cannot Quicken. Frost rimes your eyelashes. Allies notice you blinking less.

Going Still (Hush 10)

At Hush 10 you become Still — frozen mid-motion, warm and breathing but utterly paused, one more figure in the Tableau. You are not dead. You can be restored at a Wellspring within one season. After that, you are part of the scenery forever.

Shedding Hush

MethodRemoves
Vigorous movement + warmth during a full rest1d4 Hush (TRUE Tempo only)
Spend 1 Quick — Shake the Cold1 Hush, instantly
A Warden's Tending of Warmth1d6 Hush (Chapter 6)
A pinch of salt on the tongue (1 dose)1 Hush; also wards the next gain
Bathing in a WellspringAll Hush

Your body's tollGrit

Grit is how much punishment your body can take — your hit points. At 1st level you take the maximum of your Calling's hit die + your VIGOR modifier (so a Marcher begins with 8 + VIGOR; minimum 3). At every level after, roll another hit die and add VIGOR mod (minimum 1 gained). Hurt damage lowers Grit; Chill raises Hush instead. (Even a frail Horologist thus opens with 4 + VIGOR — fragile, but no longer one-tapped by the first blow.)

Candlemarch, refuge of the living
Chapter Four
Making a Character

Your character is one of the Quick — a survivor with a trade, a scar, and a reason to walk out into the frozen world. Build one in eight steps. Roll honestly; the Tableau is not kind, and a flawed hero is a memorable one.

  1. Roll your four Attributes.
  2. Choose a Calling (your class).
  3. Note your Prowess, Saves, and starting features.
  4. Roll Grit.
  5. Set Quick and Hush.
  6. Buy or roll starting gear.
  7. Roll your Quickening — how you came to be Quick.
  8. Name yourself and take your first step.

Step OneThe Four Attributes

Roll 3d6 for each Attribute, in this order: VIGOR, FINESSE, WITS, WILL. (For a slightly bolder party, your Tickwarden may let you swap any two scores, or roll 4d6 and drop the lowest.)

Attribute Modifiers

ScoreMod
3−3
4–5−2
6–8−1
9–12+0
13–15+1
16–17+2
18+3

Steps Two–FiveCalling, Grit, Quick & Hush

Choose one of the six Callings in Chapter Five. Each lists a hit die, a prime Attribute, Guard rules, starting gear, and the features you begin with. Then:

Step SixStarting Gear

Take your Calling's listed kit, then add what every traveler carries. You may also begin with 2 dropglasses, 3 doses of salt, and 2d6 Still-coin. See Chapter Seven for the markets of Candlemarch.

Step SevenYour Quickening

Why are you Quick when the world is Still? Roll d20 (or choose). This is your secret and your edge — note any small benefit your Tickwarden grants from it.

How You Came to Be Quick — d20
d20Your Quickening
1You were born to two Quick in Candlemarch. The frozen world is the only one you've known.
2You drank from a Wellspring as a dying child and woke up moving.
3You were Still for years; something woke you, and you remember the silence.
4A Horologist's failed Working caught you and spat you out Quick.
5You were a soldier mid-charge at the Stilling. You alone kept running.
6You traded years of your life to a Saltman for the spark to move.
7Your mother carried you through a Thawpocket while pregnant; you were "cooked Quick."
8You simply never stopped. You don't know why. Neither does anyone else.
9A Wellspring Guardian chose you for a purpose it never explained.
10You were the Stilling's first victim — and its first survivor.
11You inherited a dropglass that has kept your line Quick for generations.
12You clawed your way out of a Hush-cult's "blessing" of voluntary stillness.
13A Regulator marked you for removal; running from it taught you to stay Quick.
14You woke beside a Wellspring with no memory and amber under your fingernails.
15You are the descendant of one who tried to cause the Stilling.
16An Echo gave you its last warmth so you could carry its message.
17You were a clockmaker; you felt the world's mainspring snap and grabbed an end.
18You drowned in the frozen sea and came up Quick and changed.
19You bargained with the Hush itself and walked away. It is still owed.
20You don't believe the Stilling happened. You think you are the only real thing.

Step EightNames of the Quick

The Quick take a given name and a march-name — a place, deed, or moment. Roll, mix, or invent.

Given (d10)

1Wren / Wrenna
2Brann / Bryl
3Soot / Sootha
4Cael / Caela
5Tamsin
6Odd / Odra
7Vesh / Vesha
8Holt / Holla
9Mireval
10Quill

March-name (d10)

1Coldmarch
2Lastbreath
3of the Gasp
4Saltfingers
5Neverstill
6Thawborn
7Tickless
8Wellspring-touched
9Half-Hushed
10the Quick
The six callings
Chapter Five
The Six Callings

A Calling is what you do in the frozen world, and how you survive it. There are six. Three echo the old roles — the warrior, the thief, the scholar, the keeper — and two belong only to the Tableau: the Echo, who was Still and woke, and the Quickling, born in a place where time runs fast.

Each Calling lists its Prime Attribute, Hit Die, Strong Save, starting gear, and the features it gains. Features marked (L3), (L5), etc. are gained at that level; all others you have at 1st.

Calling IThe Marcher

The Marcher
The Marcher — "Stop and you die. So I don't stop."

Marchers are the warriors of the Quick, and they have learned the deepest truth of the Tableau in their muscles: momentum is life. A Marcher fights moving, always moving, turning the frozen battlefield into a dance only they can perform. Where others ration their steps, the Marcher spends them like coin and earns them back in blood.

Prime VIGOR Hit Die d8 Strong Save VIGOR Guard any armor

Starting gear: chain shirt or shield, a martial weapon of choice, a spare blade, a marching cloak, 50 ft. rope, iron rations, 3 dropglasses.

Never Still. So long as you moved on your last turn, you gain +2 Guard and never gain Hush from holding still. Standing your ground is for the dead.
Two Hearts of War. You may make two melee attacks on your turn. At (L5) this rises to three while you are below half Grit — fury sharpens you.
Stances. At the start of your turn, adopt one Stance (free). You know two at 1st level (roll or pick from the table), and learn one more at (L3, L6, L9).
Momentum's Wage (L2). The first time each turn you drop a foe or break an obstacle, regain 1 Quick.
Unbroken (L7). Once per delve, when reduced to 0 Grit, you instead drop to 1 and immediately take a free move.
Marcher Stances — d6
d6StanceWhile held
1Avalanche+2 melee damage; −2 Guard. Pure forward weight.
2Reed+3 Guard vs the first attacker each round; you may move after being missed.
3MetronomeReroll your Stutter (initiative) die; act on your chosen count.
4BreakerYour hits push foes 5 ft. and can knock them prone (VIGOR save for them).
5VigilAllies within 10 ft. ignore the first Hush they would gain each round.
6QuickstepYour first Quicken each turn costs no Quick.

Calling IIThe Picker

The Picker
The Picker — taking from the Still without waking it.

The frozen world is the richest treasure-house imaginable: every pocket, every vault, every outstretched hand holds something, and its owner cannot stop you. But taking from the Still is perilous — pull too hard, too greedily, and you risk a Thaw, waking the scene into sudden, lethal motion. The Picker is the artist of the careful theft, the silent step, the disarmed trap.

Prime FINESSE Hit Die d6 Strong Save FINESSE Guard light armor

Starting gear: dark leathers, two daggers, a sling, lockpicks & fine tools, 10 ft. of silk cord, chalk, a velvet-lined "still-bag," 4 dropglasses.

Plucking from the Still. When you remove an object from a frozen scene, roll on the Plucking table below instead of a normal check. Your FINESSE reduces the danger; greed increases it.
Between the Ticks. You may move at full speed while the rest of the party "freezes" to sneak — once per scene, take a free scout action no one else could. You roll FINESSE checks to hide/sneak at advantage.
Killing Stillness. Your first attack against a foe who hasn't acted yet deals +1d6 Hurt at 1st level, and a further +1d6 every two levels after (the frozen instant is a knife's best friend).
Read the Trap (L2). You sense and disarm hazards (mundane or temporal) on a WITS check at advantage, and you can tell a scene's Tempo at a glance.
Light Fingers, Light Feet (L5). Once per delve, retroactively declare you palmed a small useful item from an earlier scene.

A Pluck is a FINESSE check — like everything else, roll d20 ≤ your Target Number (low is clean). Your TN is your FINESSE score adjusted by the lift's difficulty; read the margin for the result.

Plucking From the Still — d20 ≤ TN (FINESSE)
Your rollResult
Nat 1Perfect pluck. Take it and something small beside it you hadn't noticed.
≤ TNClean lift. The item is yours; the Still never knew.
miss by 1–4The scene settles: gain 1 Hush and the GM fills one segment of the Thaw clock.
miss by 5+ or Nat 20Thaw! The scene wakes into motion — and remembers you took something.

TN adjustments to your FINESSE score: loose / unattended +0; held or worn −3; large or load-bearing −6; in a DRAG/RUSH zone −3; take a full careful minute, risking the Hush +3. Greed compounds: every Pluck after the first in the same scene takes a further −2 (cumulative) — the Still grows restless the more you take.

Calling IIIThe Horologist

The Horologist
The Horologist — bending the broken clock of the world.

If time can stop, it can be pushed. Horologists are the scholars and meddlers who study the seams of the Stilling and learn to reach into them. Their magic — called Workings — speeds, slows, freezes, or briefly rewinds small slices of the world. It is delicate, dangerous work; every Working risks a Backlash that bleeds time the wrong way.

Prime WITS Hit Die d4 Strong Save WITS Guard no armor

Starting gear: a coat of gears & lenses, a focusing chronometer, an ink-stained casebook, a dagger, 5 dropglasses (Horologists burn through them).

Workings. You know a number of Workings (see Chapter Six) equal to 2 + WITS mod (minimum 2), plus one per level. You may cast a Working whose Tier ≤ half your level (rounded up) — so Tier 1 from 1st level, Tier 2 from 3rd, and so on. Casting costs Quick equal to its Tier; even at 0 Quick you may still cast a Tier-1 Working by taking 2 Hush instead (the clock is always willing to lend). After casting, roll the Backlash die (d6); on a 1, something nearby thaws or freezes wrongly — the Tickwarden decides.

Read the Weave. You can sense Tempo, recent Workings, and "where time is thin" within sight. You save against temporal effects at advantage.
Borrowed Seconds (L3). Once per delve, take an extra turn at the end of the round (then skip your next).
Stillpoint Sight (L5). You may spend 2 Quick to glimpse the next few seconds: reroll any one roll at the table (anyone's).
Unwind (L7). Once per session, undo the last action taken (yours or a foe's) as if it never happened. The Hush hates this.

Calling IVThe Warden

The Warden
The Warden — keeper of warmth in a cold world.

Wardens carry the flame — sometimes literally. They are the keepers of warmth, movement, and living time, devoted to the simple creed that the world must wake. Through Tendings they heal wounds, drive back the Hush, and shelter their companions in a bubble of stubborn life. Some serve a temple; some serve only the people beside them.

Prime WILL Hit Die d6 Strong Save WILL Guard light/medium armor

Starting gear: warded robes or scale, a warm everflame lantern, a hafted weapon, a salt-pouch (10 doses), holy reliquary, 3 dropglasses.

Tendings. You know 2 + WILL mod Tendings (Chapter Six; minimum 2) and may use a number per rest equal to your level. Most cost 1 Quick.
The Everflame. Your lantern sheds warmth in a 20-ft. radius; allies within it take 1 less Hush from each instance of Chill or cold (minimum 0) and may rest "warded" anywhere. It does not stop the slow Hush of lingering in a Still or Drag zone — warmth buys you time, but only movement and TRUE time truly hold back the freeze.
Rebuke the Still. Spend 1 Quick to force the Still and the Lurching within 20 ft. to make a WILL save or recoil/refreeze for a round. Against weak Still, you may command them briefly.
Hands of Morning (L3). Your healing Tendings also remove 1 Hush. At (L7), once per session you can pull a freshly-Stilled ally back before the season turns.

Calling V · of the TableauThe Echo

The Echo
The Echo — half-woken, walking two worlds.

You were Still. For a year, a decade, an age — you stood in the frozen crowd. And then, somehow, you woke: never wholly, never safely. An Echo walks with one foot in each world. You can pass among the Still unnoticed, hear what the frozen remember, and weather cold that would freeze the others solid — but your own Hush is always closer than theirs, a tide forever at your ankles. Yours is the Calling of risk repaid in secrets.

Prime WILL Hit Die d6 Strong Save WILL Guard light armor

Starting gear: the worn clothes you were frozen in, a memento from your Still years, a curved blade, a fistful of salt, 2 dropglasses (you need fewer — and that frightens people).

Half-Still. You begin each session with Hush 2. Uniquely, you do not go Still until Hush 12 (others freeze at 10), and Stiffening does not grip you until Hush 8. You do not gain Hush from cold or stillness; only from Chill, wraiths, and your own Workings of memory.
Pass as Still. By holding the frozen pose you spent years in, you become indistinguishable from the Still: invisible to all but the keenest watchers. Hold it and you regain no Quick — but nothing can find you.
The Frozen Remember. Touch a Still person or object and ask one question of the instant they were caught in; the Tickwarden answers truthfully but in fragments. Each use raises your Hush by 1.
Tidewalk (L3). You may spend Hush as if it were Quick (1 Hush = 1 Quick effect), feeding on your own cold — but only once per round, and no more than your level in Hush per scene. (Gaining Hush adds to the meter; it does not refund spent Hush, so there is no bottomless loop.) At (L7), once per session, dump all your current Hush into a single devastating action, then drop to Hush 4.
Second Stilling (L5). If you would go Still, you may instead "re-freeze" safely and step out a round later at Hush 6 — the only one of the Quick who can survive the freeze on purpose.

Calling VI · of the TableauThe Quickling

The Quickling
The Quickling — born where time runs fast.

Somewhere in the Tableau, time did not stop — it sped up. In those howling fast-thaws, a few children were born and raised in a single blistering blur, living a lifetime of motion in a season. Quicklings cannot bear to be still; stillness is, to them, a kind of suffocation. They are the fastest things the frozen world has ever seen — and the hardest to keep alive past thirty.

Prime FINESSE Hit Die d8 Strong Save FINESSE Guard light armor + speed

Starting gear: fluttering rags & wraps, two light blades or a quick bow, climbing claws, a whistle, an unhealthy number of trinkets, 3 dropglasses.

Blur. Your base speed is doubled, and you add your FINESSE mod to Guard a second time while you have moved this round. You always act first in the Stutter unless surprised.
Frenzy. Once per scene, enter a Frenzy: for 3 rounds you take two actions every round without spending Quick. When it ends, gain 2 Hush and you cannot Frenzy again until you rest. Roll on the Frenzy table for its flavor.
Can't Sit Still. If you spend a whole round taking no action, you gain 1 Hush — but you may always move, even when Felled (crawling counts).
Catch the Falling (L3). React to anything: once per round, make a free FINESSE save to intercept a hit, a fall, or a thrown thing meant for you or an ally within reach.
Outrun the Hush (L5). After a hard run, shed 1d6 Hush instead of gaining any. You can literally outrun the cold.
Quickling Frenzy — d6 (flavor + a small edge)
d6Your Frenzy looks like…Edge
1A silent, eerie calm at blinding speed.+2 Guard during the Frenzy.
2Howling, joyous, terrifying laughter.Foes save (WILL) or flinch.
3Afterimages — three of you at once.First hit each round misses you.
4A whirlwind of debris and dust.The area becomes hard to see in.
5You move so fast you skip raindrops.Ignore difficult/frozen terrain.
6Pure forward fury.+1d6 Hurt on every hit this Frenzy.
Workings and tendings
Chapter Six
Workings & Tendings

Magic in the Tableau is not fire and lightning — it is time, pushed and pulled in the broken places the Stilling left behind. Horologists wield Workings that bend the clock; Wardens offer Tendings that nurse the living spark. Both are paid for in Quick.

For HorologistsWorkings

Each Working has a Tier (1–4) equal to its Quick cost. You may cast a Working as your action; some can be cast "Out of Tick" by spending +1 Quick. After casting, roll the Backlash die (d6); on a 1, time misbehaves nearby. Higher-Tier Workings unlock as you level (Tier ≤ half your level, rounded up).

Workings of the Horologist
TierWorkingEffect
1HastenA creature you touch gains +1 action next round, or +half speed for a minute.
1DragOne target saves (WILL) or moves/acts at half speed for 2 rounds.
1Pin the InstantFreeze one small object in place/time (a thrown spear, a falling rock) for a round.
1Read the HourLearn exactly what a Still scene was doing the instant before the Stilling.
2StutterstepBlink up to 30 ft. to any point you can see, "skipping" the space between.
2Rust & RuinAge an object decades in seconds — rot a door, snap a chain, corrode a blade.
2Hold the HushAllies in 20 ft. gain no Hush for one scene; you gain 1 when it ends.
3Still the FoeOne creature saves (WILL at disadv.) or is frozen Still for 1d4 rounds.
3Rewind the WoundUndo damage dealt to one target this round, as if the blow never landed.
3Quicken the Dead AirRestart time fully in a room: frozen fire, water, and foes all surge to life. Chaos — and sometimes salvation.
4The Long SecondTake a full extra round in which only you may act. Then gain 1d4 Hush.
4Bottle the MomentTrap a creature or hazard in a portable frozen instant (a "stilljar") you can release later.

For WardensTendings

Tendings are acts of devotion to warmth and motion. You may perform a number per rest equal to your level; most cost 1 Quick and an action.

Tendings of the Warden
TendingEffect
KindlingRestore 1d6+level Grit to a touched ally (and remove 1 Hush at L3+).
WarmthRemove 1d6 Hush from one ally, or 1 from everyone in the Everflame.
Steady the HeartEnd fear/Stiffening on an ally; they save against the Hush at advantage for the scene.
QuickenTransfer up to 2 of your Quick to an ally who needs it more.
Ward the ThresholdBless a doorway or camp: nothing Still may cross it for a watch.
Last Light(L5) Stabilize all Felled allies in sight at once; each rises to 1 Grit.
Call the Morning(L7) For one round, your party gains no Hush and cannot be Stilled. A miracle.
The frozen market
Chapter Seven
Gear & the Frozen Market

In a world full of frozen riches, gold is nearly worthless and time is everything. Three things change hands in Candlemarch: Still-coin (old money, good for bread and beer), Ticks (drops of live time, the only true wealth), and salt (which wards the Hush and never spoils).

Encumbrance — Slots

You can carry 10 + VIGOR mod slots of significant gear. Most items are 1 slot; armor and big weapons are more. Carry over your limit and you are Slowed: you cannot Quicken, and you gain 1 extra Hush per watch. The frozen world punishes the greedy.

Weapons

WeaponDmgSlotssc
Dagger / knifed415
Short sword / axed6112
Spear (reach)d628
Long blade / maced8220
Great weapon (2h)d10335
Sling & stonesd414
Bow & arrowsd6225

Great weapons take −1 to hit (slow), but roll their big die. Fine/masterwork weapons give +1 to hit.

Armor & Guard

ArmorGuardSlotssc
None (robes)+00
Leathers (light)+2120
Chain shirt (med)+4260
Plate & mail (heavy)*+64200
Shield+1115

*Heavy armor: you cannot Frenzy or use a Picker's stealth, and you halve sneak speed.

Your Guard = armor value + FINESSE modifier, and never falls below 0 (a robed, clumsy Quick is hard to defend, but the world isn't helping attackers). A shield adds its bonus on top.

Adventuring Gear & Specialties

The Quick's Market
ItemUsePrice
DropglassSealed vial of live time. Drink: +1 Quick. The traveler's lifeblood.1 Tick
Salt (dose)−1 Hush and wards the next gain. Also seasons terrible food.10 sc
Everflame coalA frozen ember that gives warmth without ever burning down.2 Ticks
Stilljar (empty)Holds one bottled frozen instant; needs a Working to fill.3 Ticks
Tempo-glassReveals the Tempo of a region at a glance. Picker's favorite.1 Tick
Marching ironsCleats & cord for crossing frozen falls and suspended debris.25 sc
Iron rations (week)Real food — rarer than it sounds when the bread in the bakery is frozen.15 sc
Quick-compassNeedle points to the nearest Wellspring (slowly, unreliably).5 Ticks
Salt-mantleCloak crusted in warding salt: −1 to all Hush gained while worn.4 Ticks
Hush-maskLets you breathe slow without gaining Hush; muffles your own sound.2 Ticks
Combat and danger
Chapter Eight
Combat & Danger

Fights in STILLPOINT are short, sharp, and dangerous. There are no long slugging matches — a single bad round can end a hero. Run, talk, trick, and ambush before you ever draw a blade. When you must fight, fight moving.

The order of thingsThe Stutter

Initiative in a world of unstable time is unstable too. At the start of each round, each combatant rolls their own d6 (the Stutter die); highest acts first, then the next, and so on. Ties: higher FINESSE goes first, then the Quick before the Still. Re-roll every round — time keeps no steady beat. You may spend 1 Quick to act Out of Tick: interrupt and act now, before whoever was about to go (you still take your own turn on your count, if it hasn't passed). The Quickling's Blur lets them act first regardless; a Regulator never rolls and always acts on Stutter count 4.

A Combat Round

On your turn you may move and take one action (attack, cast a Working, use a Tending, Pluck, help an ally, etc.). To attack, make the Quickening Roll against your Attack Value minus the target's Guard (Chapter Two). On a hit, roll your weapon's damage — + VIGOR mod for melee; ranged and finesse attacks add no attribute mod — and reduce the foe's Grit.

Critical Hits — Perfect Beats & the Hush Stirring

A natural 1 on any attack is a Perfect Beat: it hits, and you roll one extra damage die (e.g., a longsword deals 2d8 + VIGOR). It is a sharp spike, not an instant kill. A natural 20 always misses and the Hush Stirs — the GM banks 1★. Monsters use the same rule for their attacks (a monster's natural 1 adds an extra damage die), except a monster's natural 20 is simply a miss and banks the GM nothing — only the Quick draw the world's attention.

Example of play A Lurching shudders out of a frozen doorway. Wrenna (Picker, FINESSE 15, Prowess +1, daggers) strikes first — it hasn't acted, so Killing Stillness adds +1d6. Her Attack Value is 10 + 1 (FINESSE) + 1 (Prowess) + 0 = 12, minus the Lurching's Guard 2 = TN 10. She rolls a 4: a clean hit, d4 + 1d6 Hurt. Brann then Quickens (1 Quick) to land two axe blows before it can lurch closer. It claws back — dealing Chill, which raises Brann's Hush, not his Grit.

Damage: Hurt & Chill

Common Conditions

ConditionEffect
Felled0 Grit; down; making Final Tick saves (Ch.3).
StiffenedHush 6+: −2 FINESSE, half speed, cannot Quicken.
Running Slow0 Quick: all rolls at disadvantage; double Hush gain.
SlowedOver-encumbered or Dragged: half actions; no Quicken.
PinnedFrozen in place by a Working or grapple; may only struggle free (VIGOR).
StillHush 10: frozen as a statue. Recoverable only at a Wellspring within a season.
Exploration and tempo
Chapter Nine
Exploration & Tempo

The heart of STILLPOINT is the journey through frozen places. Every region and every room has a Tempo — the speed at which time runs there — and reading it correctly is the difference between a clean haul and a lethal mistake.

The speed of timeReading the Tempo

The Five Tempos
TempoTime runs…What it means for you
STILLStoppedThe default frozen world. Safe to cross, but you gain 1 Hush per watch you linger.
DRAGSlowYou feel heavy; FINESSE checks are Hard; Hush creeps in. Hazards crawl toward life.
TRUENormalThe blessed pockets where the living thrive. You can rest, heal, and shed Hush here.
RUSHFastEverything moves quickly: frozen fires roar, foes blur. Everyone (friend and foe) gets one extra action each round (not a doubling), and hazards advance fast.
TUMULTChaoticTime stutters unpredictably. At the start of each round, roll on the Tumult table below.

The Tumult — roll d6 at the start of each round in a TUMULT zone

d6This round, time runs…
1STILL — frozen. Movement is fine; hazards are inert this round.
2DRAG — slow. FINESSE checks are Hard; halve speed.
3TRUE — normal. A breath of calm.
4–5RUSH — fast. Everyone gets one extra action; hazards surge.
6SHATTER — a violent lurch. Everyone makes a FINESSE save or takes 1d6 Chill as time bucks; then re-roll this table (a SHATTER never repeats — treat a second 6 as RUSH).

The marchCrossing the Tableau

Travel is measured in watches (four-hour blocks; six to a day). Each watch the party: moves one region, or explores one site; one character may take a watch action (forage, scout, ward the camp, tend the wounded). The Tickwarden checks for encounters and for the Hush. Keep moving and keep warm.

Resting

RestWhereYou regain
A Breather (10 min)Anywhere safeCatch your breath; end one minor condition.
A Warded Rest (a watch)Warmth/salt/WardenHeal 1d6+level Grit; shed 1d4 Hush; +1 Quick.
True Rest (full day)A TRUE-Tempo havenFull Grit; shed all but 1 Hush; full Quick. Level up here.

Light, Sound & the Still

The Still cannot see you — but some things half-woken can, and they hunt by movement and sound. Loud actions, bright everflames, and clumsy Plucks all risk drawing the Lurching, the Echo-wraiths, and worse. Quiet movement is the Quick's truest armor.

Advancement across the Tableau
Chapter Ten
Advancement

You grow stronger not by killing, but by winning back time. Experience is measured in Grains — grains of the great hourglass — earned chiefly by recovering live time and wonders from the frozen world and banking them at a Wellspring or the Quickhold.

How you earn GrainsWinning Back Time

DeedGrains
Each Tick of live time banked at a Wellspring/Quickhold10
Recovering a named Wonder or pre-Stilling relic100–1,000
Surviving a delve and returning to safety25
Dispelling, freeing, or laying to rest a notable Still50+
Discovering a new Wellspring or lost place100
Defeating a dangerous foe (only if it was the smart play)×its threat

Old-school note: you gain far more from recovered time and clever survival than from combat. The bravest thing in the Tableau is to come home.

The ten levelsThe Ladder of the Quick

Advancement Table (all Callings)
LevelGrainsProwessGritQuick MaxSave Bonus
10+01 die4 + WILL+0
2300+12 dice+1+1
3900+13 dice+1+1
42,400+24 dice+2+2
55,000+25 dice+2+2
610,000+36 dice+3+3
720,000+3+2 Grit*+3+3
840,000+4+2 Grit*+4+4
980,000+4+2 Grit*+4+4
10160,000+5+2 Grit*+5+5

*From 7th level on, you stop rolling hit dice and simply add +2 Grit per level. The Prowess, Quick Max, and Save Bonus columns show your TOTAL at that level, not an amount added each level — e.g., a 6th-level character has Prowess +3 and Quick max = 4 + WILL + 3, full stop. Save Bonus adds to the TN of your saves. Each level also grants the next feature of your Calling (Chapter Five) and one more known Working/Tending where relevant.

ReferenceGlossary & Quick Reference

Glossary

The StillingThe instant time stopped for almost everything.
The QuickThe living few who still move. (You.)
The StillEveryone and everything frozen — alive, but paused.
The HushThe silence pressing in to freeze you. Your death clock (0–10).
Quick (resource)Live time you carry and spend for power.
GritYour hit points.
TickA drop of live time; the world's true currency.
DropglassA vial holding one Tick. Drink for +1 Quick.
WellspringA rare pool where live time still flows. Refills Quick, sheds Hush.
TempoHow fast time runs in a place: Still / Drag / True / Rush / Tumult.
ThawA frozen scene resuming motion — usually disastrous.
LurchingA being only partly freed from the freeze; moves in horrid jerks.
Stillpoint (★)The token the Tickwarden banks from your risks, to spend against you.
Going StillReaching Hush 10 and freezing solid. The Tableau's true death.

Keep moving, Strider. The world is patient, and the world is cold, and the world has all the time that is left. — the last line of every Candlemarch send-off

STILLPOINT · The Player's Guide · Keep Moving