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
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.
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.
◆A session of STILLPOINT runs in a loop as old as the hobby:
| Phase | What happens |
|---|---|
| Resolve | The Quick set out from Candlemarch (or wherever they are) toward a frozen ruin, a rumored Wellspring, or a job. |
| Cross | Travel the Tableau, reading the Tempo of each region, rationing Quick, and keeping the Hush at bay. |
| Delve | Explore a frozen place — a sunken ship, a burning house, a battlefield — solving it with wits, theft, and nerve. |
| Reckon | Escape with recovered Ticks and wonders, bank them at a Wellspring or the Quickhold, and grow stronger. |
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.
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.
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 | Adjust TN | Example |
|---|---|---|
| Easy | +4 | Forcing a rusted but unlocked door. |
| Standard | +0 | Picking a common lock; leaping a wide gap. |
| Hard | −4 | Scaling a sheer frozen wall in the wind. |
| Desperate | −8 | Catching a falling friend one-handed over the Pleating. |
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):
When the situation strongly helps or hinders you, roll two d20 and keep the lower (advantage) or higher (disadvantage). They cancel one-for-one.
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.
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.
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:
| Spend 1 Quick to… | Effect |
|---|---|
| Quicken | Take an extra action this round — you move faster than time itself. |
| Reroll | Reroll any one die you just rolled; take the new result. |
| Slip Aside | Reduce a single hit's damage by 1d6 Hurt, or ignore 1 Chill. |
| Out of Tick | Act immediately, interrupting another's action (then resolve normally). |
| Shake the Cold | Remove 1 point of Hush from yourself. |
| Power a Calling | Fuel a class feature, Working, or Tending that demands it. |
| Source | Restores |
|---|---|
| A Wellspring | Full 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 breath | Restores much — but it is a terrible thing to take. |
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.
| Cause | Hush |
|---|---|
| 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 |
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.
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.
| Method | Removes |
|---|---|
| Vigorous movement + warmth during a full rest | 1d4 Hush (TRUE Tempo only) |
| Spend 1 Quick — Shake the Cold | 1 Hush, instantly |
| A Warden's Tending of Warmth | 1d6 Hush (Chapter 6) |
| A pinch of salt on the tongue (1 dose) | 1 Hush; also wards the next gain |
| Bathing in a Wellspring | All Hush |
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.)
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.
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
| Score | Mod |
|---|---|
| 3 | −3 |
| 4–5 | −2 |
| 6–8 | −1 |
| 9–12 | +0 |
| 13–15 | +1 |
| 16–17 | +2 |
| 18 | +3 |
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:
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.
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.
| d20 | Your Quickening |
|---|---|
| 1 | You were born to two Quick in Candlemarch. The frozen world is the only one you've known. |
| 2 | You drank from a Wellspring as a dying child and woke up moving. |
| 3 | You were Still for years; something woke you, and you remember the silence. |
| 4 | A Horologist's failed Working caught you and spat you out Quick. |
| 5 | You were a soldier mid-charge at the Stilling. You alone kept running. |
| 6 | You traded years of your life to a Saltman for the spark to move. |
| 7 | Your mother carried you through a Thawpocket while pregnant; you were "cooked Quick." |
| 8 | You simply never stopped. You don't know why. Neither does anyone else. |
| 9 | A Wellspring Guardian chose you for a purpose it never explained. |
| 10 | You were the Stilling's first victim — and its first survivor. |
| 11 | You inherited a dropglass that has kept your line Quick for generations. |
| 12 | You clawed your way out of a Hush-cult's "blessing" of voluntary stillness. |
| 13 | A Regulator marked you for removal; running from it taught you to stay Quick. |
| 14 | You woke beside a Wellspring with no memory and amber under your fingernails. |
| 15 | You are the descendant of one who tried to cause the Stilling. |
| 16 | An Echo gave you its last warmth so you could carry its message. |
| 17 | You were a clockmaker; you felt the world's mainspring snap and grabbed an end. |
| 18 | You drowned in the frozen sea and came up Quick and changed. |
| 19 | You bargained with the Hush itself and walked away. It is still owed. |
| 20 | You don't believe the Stilling happened. You think you are the only real thing. |
The Quick take a given name and a march-name — a place, deed, or moment. Roll, mix, or invent.
Given (d10)
| 1 | Wren / Wrenna |
| 2 | Brann / Bryl |
| 3 | Soot / Sootha |
| 4 | Cael / Caela |
| 5 | Tamsin |
| 6 | Odd / Odra |
| 7 | Vesh / Vesha |
| 8 | Holt / Holla |
| 9 | Mireval |
| 10 | Quill |
March-name (d10)
| 1 | Coldmarch |
| 2 | Lastbreath |
| 3 | of the Gasp |
| 4 | Saltfingers |
| 5 | Neverstill |
| 6 | Thawborn |
| 7 | Tickless |
| 8 | Wellspring-touched |
| 9 | Half-Hushed |
| 10 | the Quick |
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.
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.
Starting gear: chain shirt or shield, a martial weapon of choice, a spare blade, a marching cloak, 50 ft. rope, iron rations, 3 dropglasses.
| d6 | Stance | While held |
|---|---|---|
| 1 | Avalanche | +2 melee damage; −2 Guard. Pure forward weight. |
| 2 | Reed | +3 Guard vs the first attacker each round; you may move after being missed. |
| 3 | Metronome | Reroll your Stutter (initiative) die; act on your chosen count. |
| 4 | Breaker | Your hits push foes 5 ft. and can knock them prone (VIGOR save for them). |
| 5 | Vigil | Allies within 10 ft. ignore the first Hush they would gain each round. |
| 6 | Quickstep | Your first Quicken each turn costs no Quick. |
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.
Starting gear: dark leathers, two daggers, a sling, lockpicks & fine tools, 10 ft. of silk cord, chalk, a velvet-lined "still-bag," 4 dropglasses.
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.
| Your roll | Result |
|---|---|
| Nat 1 | Perfect pluck. Take it and something small beside it you hadn't noticed. |
| ≤ TN | Clean lift. The item is yours; the Still never knew. |
| miss by 1–4 | The scene settles: gain 1 Hush and the GM fills one segment of the Thaw clock. |
| miss by 5+ or Nat 20 | Thaw! 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.
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.
Starting gear: a coat of gears & lenses, a focusing chronometer, an ink-stained casebook, a dagger, 5 dropglasses (Horologists burn through them).
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.
Starting gear: warded robes or scale, a warm everflame lantern, a hafted weapon, a salt-pouch (10 doses), holy reliquary, 3 dropglasses.
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.
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).
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.
Starting gear: fluttering rags & wraps, two light blades or a quick bow, climbing claws, a whistle, an unhealthy number of trinkets, 3 dropglasses.
| d6 | Your Frenzy looks like… | Edge |
|---|---|---|
| 1 | A silent, eerie calm at blinding speed. | +2 Guard during the Frenzy. |
| 2 | Howling, joyous, terrifying laughter. | Foes save (WILL) or flinch. |
| 3 | Afterimages — three of you at once. | First hit each round misses you. |
| 4 | A whirlwind of debris and dust. | The area becomes hard to see in. |
| 5 | You move so fast you skip raindrops. | Ignore difficult/frozen terrain. |
| 6 | Pure forward fury. | +1d6 Hurt on every hit this Frenzy. |
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.
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).
| Tier | Working | Effect |
|---|---|---|
| 1 | Hasten | A creature you touch gains +1 action next round, or +half speed for a minute. |
| 1 | Drag | One target saves (WILL) or moves/acts at half speed for 2 rounds. |
| 1 | Pin the Instant | Freeze one small object in place/time (a thrown spear, a falling rock) for a round. |
| 1 | Read the Hour | Learn exactly what a Still scene was doing the instant before the Stilling. |
| 2 | Stutterstep | Blink up to 30 ft. to any point you can see, "skipping" the space between. |
| 2 | Rust & Ruin | Age an object decades in seconds — rot a door, snap a chain, corrode a blade. |
| 2 | Hold the Hush | Allies in 20 ft. gain no Hush for one scene; you gain 1 when it ends. |
| 3 | Still the Foe | One creature saves (WILL at disadv.) or is frozen Still for 1d4 rounds. |
| 3 | Rewind the Wound | Undo damage dealt to one target this round, as if the blow never landed. |
| 3 | Quicken the Dead Air | Restart time fully in a room: frozen fire, water, and foes all surge to life. Chaos — and sometimes salvation. |
| 4 | The Long Second | Take a full extra round in which only you may act. Then gain 1d4 Hush. |
| 4 | Bottle the Moment | Trap a creature or hazard in a portable frozen instant (a "stilljar") you can release later. |
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.
| Tending | Effect |
|---|---|
| Kindling | Restore 1d6+level Grit to a touched ally (and remove 1 Hush at L3+). |
| Warmth | Remove 1d6 Hush from one ally, or 1 from everyone in the Everflame. |
| Steady the Heart | End fear/Stiffening on an ally; they save against the Hush at advantage for the scene. |
| Quicken | Transfer up to 2 of your Quick to an ally who needs it more. |
| Ward the Threshold | Bless 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. |
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).
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
| Weapon | Dmg | Slots | sc |
|---|---|---|---|
| Dagger / knife | d4 | 1 | 5 |
| Short sword / axe | d6 | 1 | 12 |
| Spear (reach) | d6 | 2 | 8 |
| Long blade / mace | d8 | 2 | 20 |
| Great weapon (2h) | d10 | 3 | 35 |
| Sling & stones | d4 | 1 | 4 |
| Bow & arrows | d6 | 2 | 25 |
Great weapons take −1 to hit (slow), but roll their big die. Fine/masterwork weapons give +1 to hit.
Armor & Guard
| Armor | Guard | Slots | sc |
|---|---|---|---|
| None (robes) | +0 | 0 | — |
| Leathers (light) | +2 | 1 | 20 |
| Chain shirt (med) | +4 | 2 | 60 |
| Plate & mail (heavy)* | +6 | 4 | 200 |
| Shield | +1 | 1 | 15 |
*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.
| Item | Use | Price |
|---|---|---|
| Dropglass | Sealed 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 coal | A 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-glass | Reveals the Tempo of a region at a glance. Picker's favorite. | 1 Tick |
| Marching irons | Cleats & 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-compass | Needle points to the nearest Wellspring (slowly, unreliably). | 5 Ticks |
| Salt-mantle | Cloak crusted in warding salt: −1 to all Hush gained while worn. | 4 Ticks |
| Hush-mask | Lets you breathe slow without gaining Hush; muffles your own sound. | 2 Ticks |
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.
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.
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.
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.
| Condition | Effect |
|---|---|
| Felled | 0 Grit; down; making Final Tick saves (Ch.3). |
| Stiffened | Hush 6+: −2 FINESSE, half speed, cannot Quicken. |
| Running Slow | 0 Quick: all rolls at disadvantage; double Hush gain. |
| Slowed | Over-encumbered or Dragged: half actions; no Quicken. |
| Pinned | Frozen in place by a Working or grapple; may only struggle free (VIGOR). |
| Still | Hush 10: frozen as a statue. Recoverable only at a Wellspring within a season. |
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.
| Tempo | Time runs… | What it means for you |
|---|---|---|
| STILL | Stopped | The default frozen world. Safe to cross, but you gain 1 Hush per watch you linger. |
| DRAG | Slow | You feel heavy; FINESSE checks are Hard; Hush creeps in. Hazards crawl toward life. |
| TRUE | Normal | The blessed pockets where the living thrive. You can rest, heal, and shed Hush here. |
| RUSH | Fast | Everything moves quickly: frozen fires roar, foes blur. Everyone (friend and foe) gets one extra action each round (not a doubling), and hazards advance fast. |
| TUMULT | Chaotic | Time 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
| d6 | This round, time runs… |
|---|---|
| 1 | STILL — frozen. Movement is fine; hazards are inert this round. |
| 2 | DRAG — slow. FINESSE checks are Hard; halve speed. |
| 3 | TRUE — normal. A breath of calm. |
| 4–5 | RUSH — fast. Everyone gets one extra action; hazards surge. |
| 6 | SHATTER — 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). |
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.
| Rest | Where | You regain |
|---|---|---|
| A Breather (10 min) | Anywhere safe | Catch your breath; end one minor condition. |
| A Warded Rest (a watch) | Warmth/salt/Warden | Heal 1d6+level Grit; shed 1d4 Hush; +1 Quick. |
| True Rest (full day) | A TRUE-Tempo haven | Full Grit; shed all but 1 Hush; full Quick. Level up here. |
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.
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.
| Deed | Grains |
|---|---|
| Each Tick of live time banked at a Wellspring/Quickhold | 10 |
| Recovering a named Wonder or pre-Stilling relic | 100–1,000 |
| Surviving a delve and returning to safety | 25 |
| Dispelling, freeing, or laying to rest a notable Still | 50+ |
| Discovering a new Wellspring or lost place | 100 |
| 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.
| Level | Grains | Prowess | Grit | Quick Max | Save Bonus |
|---|---|---|---|---|---|
| 1 | 0 | +0 | 1 die | 4 + WILL | +0 |
| 2 | 300 | +1 | 2 dice | +1 | +1 |
| 3 | 900 | +1 | 3 dice | +1 | +1 |
| 4 | 2,400 | +2 | 4 dice | +2 | +2 |
| 5 | 5,000 | +2 | 5 dice | +2 | +2 |
| 6 | 10,000 | +3 | 6 dice | +3 | +3 |
| 7 | 20,000 | +3 | +2 Grit* | +3 | +3 |
| 8 | 40,000 | +4 | +2 Grit* | +4 | +4 |
| 9 | 80,000 | +4 | +2 Grit* | +4 | +4 |
| 10 | 160,000 | +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.
| The Stilling | The instant time stopped for almost everything. |
| The Quick | The living few who still move. (You.) |
| The Still | Everyone and everything frozen — alive, but paused. |
| The Hush | The silence pressing in to freeze you. Your death clock (0–10). |
| Quick (resource) | Live time you carry and spend for power. |
| Grit | Your hit points. |
| Tick | A drop of live time; the world's true currency. |
| Dropglass | A vial holding one Tick. Drink for +1 Quick. |
| Wellspring | A rare pool where live time still flows. Refills Quick, sheds Hush. |
| Tempo | How fast time runs in a place: Still / Drag / True / Rush / Tumult. |
| Thaw | A frozen scene resuming motion — usually disastrous. |
| Lurching | A 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 Still | Reaching 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