The Waypoint System
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The Waypoint System

A Living Ruleset for a Living World

This is not D&D. This is a system built around consequence, practice, and the truth that the world does not reset at dawn. What you do shapes who you are. Read carefully. Play honestly.

Quick Reference

The rules you need most often at the table. Tap any menu section for the full explanation of how and why each works.

Incoming Hit

1. Location d8
2. Severity d6 + modifier
3. Injury by weapon type
1–3 Minor • 4–6 Debilitating • 7+ Life-Threatening

Hit Location d8

1 Head • 2–3 Torso
4–5 Dom. Arm • 6 Off Arm
7–8 Legs

Player Attack

Declare target → Roll d20 + Precision Die. Hit = struck target. Miss = check Precision Die for scatter. Hit intended location = +1 severity.

Precision Die

Torso d4 • Arm/Leg d6
Head d8 • Vital d10
Scatter if roll ≤ half die max on a miss.

Bleed Out

0 HP = bleeding out. Rounds to death = CON modifier (min 1). Stabilise: Medicine DC 12 or a potion.

Healing Potions

Minor: 2d4+2 HP, choose 2 injuries
Standard: 4d4+4 HP, choose 4
Greater: 4d4+8 HP, all cleared

Willpower Uses

Spend 1 pt: Override Bravery check
Spend 1 pt: Reroll any d20
DM awards +1 for great roleplay

Fear Ratings

1–2 Mild • 3–4 Dangerous
5–6 Terrifying • 7–8 Horrifying
9–10 Sanity-Breaking

Carry Limit

Halfling: STR×8 (+15% Fighter)
Elf: STR×10 (+25% Vampire)
Human: STR×12 lbs

Social Combat

Composure = d6+CHA+WIS mod. Social actions reduce it. 0 = capitulation. Bravery defends vs Intimidate.

Crimson Handling

Raw Crimson during crafting: CON save DC 13 or +1 week exposure. Effects begin at 2–3 weeks.

Foraging DCs

DC 8 Simple • DC 12 Moderate
DC 16 Hard • DC 20 Very Hard
Failed = 50% toward progression

📜

Introduction

The Waypoint System keeps the bones of D&D — the d20, the six ability scores, advantage and disadvantage — and rebuilds almost everything else around one core idea: what you do shapes who you are.

In standard D&D, you grow by gaining levels on a schedule. You hit a milestone, you tick a box, your whole character improves at once whether or not it reflects what you actually did. The Waypoint System throws that out. Here, the fighter who has swung a sword a thousand times is dangerous with a sword — and clumsy at picking locks she never practised. Growth follows behaviour, not bookkeeping.

Three things make this system feel different the moment you sit down to play:

  • Consequence persists. A shattered kneecap does not heal because you slept. Injuries follow you until they are treated, and some need real time and care.
  • Resources are human. Magic tires you like a muscle. Courage has a ceiling. Determination (Willpower) is finite and precious. Your character has limits that feel like a real person's limits.
  • The world reacts. Reputation is tracked everywhere you go. Coin is genuinely scarce. The choices you make ripple outward and the world remembers them.
A Note on Tone

A mill worker earns 10 silver a day and spends 55 a week on rent. A broken thigh bone does not vanish after a long rest. Running into a burning building takes more than muscle — it takes nerve you might not have. This is a world with weight. Play accordingly, and it rewards you.

Why the system works this way

Every mechanic here exists to make your choices matter. When healing is limited, deciding who to save is dramatic. When courage is finite, a brave act means something. The rules are built to turn ordinary decisions into real stakes.

Core Stats

You use all six standard D&D ability scores exactly as you already know them. The Waypoint System adds three new stats that the rest of the system leans on heavily. Understanding what each one does is the foundation for everything else.

The Six Standard Stats

These work as normal — each has a modifier derived from the score, and you roll d20 + modifier for checks. What is new is where they get used in this system:

STR — Strength
Melee damage and physical force. In this system it also directly sets your carry weight — how much you can haul before you risk injury.
DEX — Dexterity
Speed, finesse, ranged attacks, and stealth. Feeds the severity of attacks made with finesse or ranged weapons.
CON — Constitution
Endurance. Critically, your CON modifier is the exact number of rounds you survive while bleeding out. It also governs how fast magic fatigue overwhelms you.
INT — Intelligence
Knowledge and reasoning. Your defence against Crimson exposure and the stat you roll to Deceive in social combat.
WIS — Wisdom
Perception and intuition. Sets the size of your Willpower pool and powers your Foraging checks.
CHA — Charisma
Force of personality. The primary stat for social combat — persuasion, intimidation, and bargaining.
The Three New Stats
BRV — Bravery (scored 1–10)
Not a modifier and not rolled. It is a threshold — a ceiling on what you can make yourself do in the face of fear. Full detail in the Bravery section.
WIL — Willpower (a spendable pool)
Replaces Inspiration. A reserve of inner determination you spend to push past your limits. Full detail in the Willpower section.
FOR — Foraging (a practised skill)
A single skill governing how well you harvest and identify crafting materials. Feeds all three crafting schools. Full detail in Foraging.
How They Fit Together

The three new stats are deliberately wired into the old six. Willpower scales off Wisdom. Bravery interacts with Willpower (you spend one to override the other). Foraging rolls use Wisdom. Nothing here is bolted on — it all connects.

🔥

Bravery

Bravery answers a question D&D usually ignores: can your character actually make themselves do the terrifying thing? A hero with a great sword and high Strength might still freeze at the door of a burning building. Bravery models that.

How It Works, Step by Step
Resolving a moment of fear
1.
Your character has a Bravery score from 1 to 10, set at creation based on their history and personality. It is not rolled and has no modifier.
2.
When you face something frightening, the DM assigns that situation a Fear Rating, also 1 to 10 (see the scale below).
3.
Compare the two numbers. If your Bravery meets or exceeds the Fear Rating, you act freely — no roll, no hesitation. You simply do the thing.
4.
If your Bravery is lower than the Fear Rating, you are restricted. Your character physically cannot force themselves forward — unless you spend Willpower to override it (1 point pushes you through).
Why it is a threshold, not a roll

A dice roll would mean a brave character sometimes randomly freezes and a coward sometimes randomly succeeds. A threshold is consistent and characterful: it says "this person can face X but not Y," which is how real courage works. It also makes the Willpower override a meaningful, deliberate choice rather than a gamble.

Important — Bravery Is Not Weakness

A low Bravery score is not a flaw or a punishment. It is a measure of what a person has faced and survived so far. A brilliant scholar with Bravery 3 has simply never confronted true horror. That is a starting point for growth, not a mark of shame.

Fear Rating Scale
Rating 1–2 — Mild
A dark, unfamiliar room. A tense but ordinary danger. Almost anyone acts freely here.
Rating 3–4 — Dangerous
A burning building. Being badly outnumbered. Standing alone to defend someone. A character with Bravery below 3 will struggle.
Rating 5–6 — Terrifying
Watching an ally die in front of you. Facing a dragon. Odds that look genuinely impossible.
Rating 7–8 — Horrifying
A true undead lord. A place that visibly warps the mind. Encountering something that should not exist.
Rating 9–10 — Sanity-Breaking
Cosmic terror — the kind of thing that exists outside the normal rules of reality. Almost no mortal acts freely in its presence.
How Bravery Grows and Shrinks

Bravery is not fixed for life. It changes through the story, and only the DM moves it — never a roll.

  • +1 Bravery when your character faces a fear and pushes through it in a way that genuinely changes them. Surviving the thing that once would have frozen them.
  • –1 Bravery when something truly breaks them — unbearable loss, overwhelming horror, a trauma that leaves a mark.

These shifts should feel earned and rare. A character slowly climbing from Bravery 4 to Bravery 7 over a campaign is one of the most satisfying arcs this system offers.

Your Three Characters
Claudia
Halfling Fighter · Bravery 7

Trained, protective, disciplined. She will run into the burning building — she has done it before, and her body knows it can survive the fear.

Falon
Vampire Elf Rogue · Bravery 8

Has already seen true darkness and walked back out of it. Very little left in the world has the power to make him hesitate.

Falben
Human Warlock · Bravery 6

Understands precisely how terrifying things can be — and that knowledge cuts both ways. Genuinely brave, but with a clear sense of his own limits.

💎

Willpower

Willpower replaces Inspiration entirely. Where Inspiration was a token the DM handed out for good roleplay — and which felt arbitrary and easy to forget — Willpower is an internal resource that lives on your character sheet. It represents raw determination: the thing that lets a person do what should be beyond them because they refuse to fail.

Setting Your Willpower Pool

At character creation, roll d6 and add your Wisdom modifier. That total is your maximum Willpower. You start every adventure with a full pool.

Why Wisdom

Willpower is mental fortitude — self-knowledge and the discipline to act under pressure. Wisdom already represents insight and force of inner self in D&D, so it is the natural anchor. A wise character has a deeper well of determination to draw from.

What You Can Spend Willpower On
Override Bravery — cost: 1 point
When you fail a Bravery threshold check, spend 1 point to act anyway. You force yourself through the fear. This is the single most important use — it is what lets a frightened character still choose to be a hero.
Reroll a failed check — cost: 1 point
Reroll any failed d20. You must take the new result, even if it is worse. This represents your character gritting their teeth and trying again through sheer will.
Receive +1 to the pool — DM award
The DM grants +1 Willpower (up to your maximum) for exceptional roleplay — a great decision, a moving moment, a clever play. This is how the old Inspiration reward survives, but it tops up a resource you actually track.
How Willpower Comes Back — Replenishment

Willpower does not simply refill on a long rest. It recovers based on how genuinely restored your character feels — which depends on safety, comfort, and emotional state. This is the heart of what makes it feel human.

Mid-combat / no rest
0 points. You recover nothing in the thick of it.
Short rest, unsafe location
1 point. A brief breather in hostile territory.
Long rest, rough conditions
2 points. A camp in the wilds or a cold dungeon floor.
Long rest, tavern or basic shelter
3 points. A roof, a bed, a measure of safety.
Long rest, genuinely safe & comfortable
Full recovery. Truly at ease, among friends, with nothing hunting you.
Meaningful story moment
+1 to +2 at the DM's discretion — a reunion, a hard-won victory, a grief finally resolved. Emotional restoration, not physical.
After a traumatic event
Recovery is capped at half your maximum for that rest, no matter how comfortable. The mind needs more than one night to process certain things.
The Blackburn Exception

When the party rests in Blackburn, they recover full Willpower every long rest. There, they are heroes — given the best of everything, surrounded by people who are alive because of them. That feeling of being safe and valued is mechanically real. It is rare. Treasure it while it lasts.

Why recovery depends on comfort

Tying Willpower purely to a long rest would make it just another slot to refill. Tying it to safety and emotional state turns rest into a meaningful decision: do you push on to reach a safe town, or camp rough and head into tomorrow's danger half-empty? It makes where and how you rest part of the strategy.

Your Three Characters
Claudia
Max Willpower: 5

Driven by the need to protect. She often spends her Willpower on behalf of the people around her before she ever spends it on herself.

Falon
Max Willpower: 4

His undead nature puts a layer of distance between him and his emotions. Formidable, but with a shallower well of inner fire than the others.

Falben
Max Willpower: 7

A warlock's whole existence is an act of will — bargaining with something vast and surviving the weight of it. His reserve runs deep.

Carry Weight

Carry weight in the Waypoint System is dynamic — it reflects both your strength and your physical build. A halfling and a human with identical Strength scores do not carry the same load, because their bodies are not the same size. A trained fighter carries more than an untrained person of equal strength, because training teaches you how to bear weight.

How To Calculate Your Limit, Step by Step
Finding your carry limit
1.
Start with your race's base multiplier and multiply it by your Strength score.
2.
Apply your class or nature modifier as a percentage on top.
3.
The result is the weight in pounds you can carry before any penalty applies.
Halfling — STR × 8 lbs
Small frame, less raw load-bearing capacity. Fighter class adds +15% → effective STR × 9.2 lbs.
Elf — STR × 10 lbs
Lean and naturally balanced. Vampire nature adds +25% (innate undead strength) → effective STR × 12.5 lbs.
Human — STR × 12 lbs
The baseline build — the most raw carrying capacity by race. Warlock has no physical modifier → STR × 12 lbs flat.
Worked Example at Strength 14

Claudia (Halfling Fighter): 8 × 14 = 112, +15% = ~129 lbs
Falon (Vampire Elf): 10 × 14 = 140, +25% = ~175 lbs
Falben (Human Warlock): 12 × 14 = 168 lbs flat

Notice Falon out-carries everyone despite the elf base being lower than human — his vampire nature more than makes up for it. And Claudia, despite being a trained fighter, carries the least, because a halfling frame simply cannot haul what a larger body can.

Why race matters, not just Strength

A pure Strength × 15 formula (standard D&D) ignores that bodies differ. Letting a halfling out-carry a human just by pumping one stat breaks immersion. Race-based multipliers keep the world believable: strength helps, but a small frame stays a small frame.

Overencumbrance — The Ankle Injury Risk

You can carry more than your limit. But every pound over it adds a growing risk that, during strenuous movement (running, climbing, jumping, rough terrain), your ankle gives out. The DM rolls a d20 when this becomes relevant, and the risk scales with how badly overloaded you are.

1–10 lbs over
Very low risk — only a natural 1 triggers it. Result: minor sprain, movement –5ft until treated.
11–25 lbs over
Low risk — a roll of 1–3 triggers it. Result: moderate sprain, movement halved.
26–50 lbs over
Moderate risk — a roll of 1–6 triggers it. Result: a fractured ankle, which is a full Debilitating injury.
50+ lbs over
High risk — a roll of 1–10 triggers it. Result: a snapped ankle and a serious, potentially life-threatening fall.
📈

Skill & Spell Progression

This is the system's signature change. You do not level up skills and spells by hitting milestones. You improve at exactly the things you use. Cast Fireball a hundred times and it becomes devastating. Roll Stealth twice in a campaign and it stays exactly where it started.

How It Works
Levelling a skill or spell
1.
Every individual skill and every individual spell is tracked separately. Your Stealth, your Athletics, your Fireball, your Burning Hands — each has its own count.
2.
Each successful use adds 1 to that skill or spell's count. (A successful skill roll, or a successfully cast spell.)
3.
A failed attempt counts at 50% — every two failures count as one success toward progression. You learn from failure, just more slowly.
4.
When the count crosses the threshold for the next level, that skill or spell levels up — it becomes more potent, the way upcasting a spell to a higher slot does in standard D&D.

Proficiency still exists as your baseline competence. This system sits on top of it — proficiency says what you are trained in, practice says how good you have actually become.

Why practice-based progression

Milestone levelling improves things you never touch, which feels unearned. Practice-based progression makes your character a record of what they have actually done. It rewards specialisation, creates natural identity (the party's Fireball specialist, the master pickpocket), and means every roll quietly matters even when it is routine.

Warlock Exception — Falben

Falben's spells are granted by his patron, not built through his own practice. His spell progression is subject to his patron's approval — rapid growth may draw attention, and a loss of favour could stall it entirely. His power is real, but it is borrowed, and that is a vulnerability the others do not share. See Magic for how patron-granted casting differs.

Spell Progression Thresholds (Level 1–9)

Higher levels mean a stronger spell — more damage, wider area, greater effect — just like casting at a higher level. Early levels come quickly to reward you for picking a spell up. Reaching levels 7 through 9 is a genuine long-term achievement representing hundreds of casts.

Lv 1 → 2
30 successful casts · running total: 30 · Beginner
Lv 2 → 3
45 casts · running total: 75 · Beginner
Lv 3 → 4
70 casts · running total: 145 · Developing
Lv 4 → 5
100 casts · running total: 245 · Developing
Lv 5 → 6
150 casts · running total: 395 · Intermediate
Lv 6 → 7
220 casts · running total: 615 · Advanced
Lv 7 → 8
320 casts · running total: 935 · Expert
Lv 8 → 9
450 casts · running total: 1,385 · Master
Skill Progression Thresholds (Level 1–9)

Skills follow the same curve but with lower numbers, since you roll skills far more often than you cast any single spell.

Lv 1 → 2
20 successful rolls · running total: 20
Lv 2 → 3
30 rolls · running total: 50
Lv 3 → 4
50 rolls · running total: 100
Lv 4 → 5
75 rolls · running total: 175
Lv 5 → 6
110 rolls · running total: 285
Lv 6 → 7
160 rolls · running total: 445
Lv 7 → 8
230 rolls · running total: 675
Lv 8 → 9
320 rolls · running total: 995
Tracking Tip

Use the Character Tracker tab to keep counts, or jot them on your sheet. The DM should confirm each level-up so everyone agrees on where a spell or skill currently sits.

🛡

Incoming Damage

When something hits your character, you do not just subtract HP. You find out where the blow landed, how bad it is, and what specific injury it leaves behind. This turns every wound into something concrete that lingers and shapes what happens next.

The Three Rolls, In Order
Step 1 — Hit Location d8

Roll a d8 to find where the attack connects. Each location has an immediate consequence beyond the HP it costs:

1 — Head
Concentration checks at disadvantage until treated. Risk of concussion or impaired vision. The most disruptive place to be hit for a spellcaster.
2–3 — Torso
Risk of internal damage and bleeding. The most common location and the most likely to turn life-threatening.
4–5 — Dominant Arm
Weakened grip — attack rolls affected, and a real chance of dropping a held weapon.
6 — Off Arm
A shield or off-hand item may be dropped. Less disruptive than the dominant arm.
7–8 — Legs
Movement speed drops. On a severe hit, a risk of being knocked prone.
Step 2 — Severity d6 + attacker's modifier

Roll a d6 and add the attacker's relevant modifier (Strength for most melee, Dexterity for finesse and ranged). The total sets how serious the wound is:

Total 1–3 — Minor
Bruising, a shallow cut, a strained muscle. Heals on its own with a long rest. No treatment needed.
Total 4–6 — Debilitating
A fracture, a deep wound, a torn tendon. Will not heal on rest alone — needs real treatment (see Injuries & Healing).
Total 7+ — Life-Threatening
An organ puncture, a severe bleed, critical trauma. Needs immediate attention or it starts the Bleed Out timer.
Why the attacker's modifier is added

It means a weak attacker rarely inflicts life-threatening wounds, while a powerful one threatens them regularly. A goblin's jab and an ogre's club should not have the same odds of killing you — adding the modifier makes the source of the hit matter, not just the dice.

Step 3 — The Specific Injury

Cross-reference the weapon type with the location from Step 1 to get the actual injury. This is what you write down and carry forward.

Bludgeoning (hammer, mace, club)
Head: Concussion • Torso: Cracked rib • Arm: Fractured wrist • Legs: Shattered kneecap
Piercing (dagger, arrow, spear)
Head: Skull puncture • Torso: Organ puncture • Arm: Tendon pierce • Legs: Femoral bleed
Slashing (sword, axe)
Head: Scalp wound • Torso: Deep laceration • Arm: Tendon cut • Legs: Hamstring severed
🗡

Player Attacks

When you attack, you get to choose where you aim. Aiming for a soft, easy target is forgiving. Aiming for a vital point is high risk, high reward. The Precision Die is what balances that gamble.

The Three Steps
Step 1 — Declare your target

Before you roll anything, say out loud where you are aiming. "I go for his sword arm." "I aim for the throat." This is locked in as your intended target for the whole attack.

Step 2 — Roll to hit AND roll the Precision Die together

Make your normal d20 attack roll against the target's AC. At the same time, roll the Precision Die that matches how ambitious your chosen target is.

How To Read the Precision Die — This Is the Key Bit

If your d20 beats their AC: you hit your intended target cleanly. The Precision Die does not matter at all — ignore it.

If your d20 misses their AC: now look at your Precision Die. If it rolled equal to or under half its maximum, your blow still connects but lands somewhere random — roll a d8 for a random hit location (Step 3 of Incoming Damage). If it rolled above half, you miss completely — no contact at all.

So the Precision Die is your "near miss" safety net. The bigger the die (the harder the target), the harder it is to even scatter a hit — ambitious shots are all-or-nothing.

Torso (Easy) — d4
Scatters and still hits on a roll of 1–2. Very forgiving — a messy swing at the body usually lands somewhere.
Arm or Leg (Medium) — d6
Scatters and still hits on a roll of 1–3. Moderate risk.
Head (Hard) — d8
Scatters and still hits on a roll of 1–4. A real gamble.
Specific vital point (Very Hard) — d10
Scatters and still hits on a roll of 1–3. High risk for high reward — the throat, an eye, a gap in the armour.
Why the die size changes the scatter odds

A wild swing at someone's chest should rarely whiff entirely — the body is a big target. A precise thrust at the throat should either land perfectly or miss clean. Scaling the scatter threshold by die size models exactly that: easy targets are forgiving, precise targets are all-or-nothing.

Step 3 — Roll severity

On a hit, roll severity exactly as in Incoming Damage (d6 + your STR or DEX modifier). If you struck your intended location, add +1 to that severity roll — a deliberate, aimed strike does more harm than a lucky scatter.

Worked Example — Falon targets the weapon arm
1.
Falon declares he is aiming for the enemy's dominant arm. That is a medium target, so his Precision Die is a d6.
2.
He rolls his d20 and beats the enemy's AC. Clean hit — the Precision Die is irrelevant. He struck the arm exactly as intended.
3.
Severity: he rolls a d6, gets 5, adds his +1 DEX modifier = 6. Then +1 for hitting his intended location = 7... but severity caps read off the d6+mod total of 6 = Debilitating. Piercing weapon + arm = Tendon Pierce. The enemy now attacks at disadvantage until treated.
Worked Example — Claudia aims for the head and misses
1.
Claudia declares she is going for the head. Hard target → Precision Die is a d8.
2.
Her d20 misses the AC. She checks her d8 — she rolled a 3. The scatter threshold for a d8 is 1–4, so 3 is under half: the blow still connects, just not where she aimed. She rolls a d8 for random location.
3.
The location roll comes up Torso. She catches them in the body instead. Because it was a scatter, she gets no +1 severity bonus. Severity is rolled normally.
🩸

Injuries & Healing

Injuries in this system are persistent and tiered. They do not evaporate when you sleep. This forces the party into constant triage — deciding what is urgent, what can wait, and what they will simply have to fight through.

The Three Injury Tiers
🟡 Minor
Bruising, shallow cuts, strained muscles. Heals on a long rest with no treatment. The only tier that takes care of itself.
🟠 Debilitating
Fractured bones, torn tendons, deep lacerations, dislocated joints. Will not heal on rest alone. Needs active treatment — splinting, stitching, a physician, or time. A d20 Medicine check in the field reduces the mechanical penalty but does not cure it.
🔴 Life-Threatening
Organ punctures, severe internal bleeds, critical head trauma. Needs immediate attention or it begins the Bleed Out timer and kills you.
Healing Potions — The "Choose 2" System

This is what makes healing dramatic. A healing potion does two things: it restores a flat amount of HP, and it lets you cure a limited number of specific injuries by pouring it directly on them. A minor potion lets you choose 2 injuries to clear. Everything else you are carrying stays.

The Choice That Defines the System

You are bleeding internally from a torso wound (life-threatening) and your sword arm has a severed tendon (debilitating). You have one minor potion — two picks. Do you clear the bleed and the arm and stabilise yourself completely? Or do you clear the bleed and save your second pick, knowing the fight is not over? Every potion becomes a real decision under pressure. That is the point.

Minor Healing Potion — 25 silver
Restores 2d4+2 HP • choose 2 injuries to cure
Standard Healing Potion — 2 gold
Restores 4d4+4 HP • choose 4 injuries to cure
Greater Healing Potion — 8 gold
Restores 4d4+8 HP • clears all injuries
Treating Debilitating Injuries Without Potions

Potions are scarce and expensive. Most debilitating injuries get treated the slow way:

  • A Medicine check in the field — reduces the injury's penalty so you can keep going, but does not fully cure it.
  • An NPC healer or physician — full recovery, but you have to reach one and likely pay.
  • Time and rest — a number of long rests depending on severity. A cracked rib mends faster than a shattered kneecap.
Why injuries persist

If a full night's sleep wiped every wound, danger would have no lasting weight — you would charge into everything knowing morning resets the slate. Persistent injuries make you cautious, make healing meaningful, and make reaching a town with a real healer feel like a genuine relief.

💀

Bleeding Out

There are no death saving throws in the Waypoint System. When you drop to 0 HP, you start bleeding out on a hard timer, and someone has to reach you before it runs down.

How the Timer Works

The instant you hit 0 HP, count your rounds. You have a number of rounds equal to your Constitution modifier (minimum 1) before you die. Each round of combat that passes without someone stabilising you ticks that timer down.

There Is No Safety Net — This Is Deliberate

In standard D&D you get three death saves — multiple rounds and a coin-flip chance to self-recover. Here, a character with a +1 Constitution modifier has exactly one round. In initiative order, that is seconds. If nobody reaches them, they die. It is meant to make every drop to 0 a genuine emergency that the whole table reacts to.

CON –1 or lower
1 round — someone must act this turn or they are gone.
CON +0 or +1
1 round.
CON +2
2 rounds.
CON +3
3 rounds.
CON +4
4 rounds — still not comfortable in a hot fight.
CON +5
5 rounds — the most any mortal gets. Exceptional constitution.
Stabilising a Dying Character

To stop the timer, an ally must reach the downed character and either succeed on a Medicine check (DC 12) or use a healing potion on them. A stabilised character is unconscious but no longer dying — and still carries every injury that dropped them. Stabilising saves their life; it does not get them back on their feet.

Why the timer is tied to Constitution

It rewards the stat that should matter most for surviving a mortal wound, and it gives tougher characters a believable edge — the burly fighter clings to life a few seconds longer than the frail mage. It also makes positioning matter: keep your low-CON members where help can reach them fast.

Magic

Magic in this world is ambient — it exists everywhere, the way gravity does. Anyone can theoretically reach for it; most people simply never learn how. The closest comparison is the Force from Star Wars: not a class feature handed to you by a rulebook, but a power you learn to channel and control. And the central truth of it is this — magic tires you, exactly like a muscle.

Magic as a Muscle — the Fatigue Track

Every spell you cast draws on your magical stamina. Cast within your limits and you are fine. Push too hard and you weaken; push further and you start doing real damage to yourself. As you overexert, you move down this track:

Fresh
No signs, no penalty. You are within your comfortable limits.
Strained
Mild headache, a slight tremor in the hands. –1 to spell attack rolls.
Taxed
A nosebleed starts; concentration becomes difficult. Disadvantage on all concentration checks.
Exhausted
Severe pain, tunnel vision. Spells fail on a roll of 1–5, and each cast deals damage to you equal to the spell's level.
Breaking Point
You are on the edge of collapse. You must pass a CON save (DC 15) or fall unconscious, and you cannot cast at all until you recover.
Injury Makes It Worse

A physically injured caster tires faster. A Debilitating head wound moves you one full stage down the fatigue track before you even begin casting. The body and the mind are not separate systems here — hurt one and the other suffers.

How Magic Recovers

Magical fatigue recovers like Willpower — through genuine rest. A long rest in safe conditions clears the track fully. A rough camp clears it partway. No rest in the middle of combat clears nothing. Certain alchemical preparations and magic items can speed recovery.

Who Can Use Magic — Three Paths
Gifted / Innate
Born with a natural connection. The muscle is already there, just undeveloped — training builds it faster than most ever could.
Learned / Studied
Anyone willing to put in the years can build the muscle from nothing. It takes longer, but the power is genuinely theirs — no one can take it away.
Patron-Granted — Falben's path
The magic is borrowed, channelled from a patron rather than built personally. Immensely powerful and available faster than study — but if the patron withdraws favour, there is no muscle of your own to fall back on. Power and dependence in the same bargain.
Why magic works like a muscle

Spell slots are abstract and gamey — you have four left, then zero, then a full bank tomorrow. A fatigue track makes magic feel physical and risky. It forces casters to read the situation ("can I afford one more, or am I about to black out?") and gives non-casters a fair shot at the same power if they are willing to train for it.

🎭

Social Combat

A tense negotiation, a hostile interrogation, a desperate plea — these deserve more than a single Charisma roll. Social Combat is a structured exchange with its own version of HP, its own attacks, and real momentum. It runs in turns, just like physical combat.

Composure — Social HP

Every participant has a Composure pool: roll d6 and add both their CHA modifier and their WIS modifier. This is their resolve under pressure. When someone's Composure hits 0, they break — they capitulate, flee, or reveal what they were hiding.

Composure Modifiers

On home turf or surrounded by allies: +2 Composure
Caught off-guard or cornered: –2 Composure
Your Reputation with them is +3 or higher: +2 to all your social checks
Your Reputation is –3 or lower: –2 to all checks, and they may refuse to engage at all

The Six Social Actions

On your turn, pick one action. Roll your stat against the target's defending stat. On a success you deal d6 + your CHA modifier in Composure damage. On a failure, the target may immediately counter as a reaction. Tap each action below for the full detail:

🤝 Persuade — CHA vs WIS

Appeal to logic, emotion, or shared interest. The most versatile action and your bread-and-butter. It lands hardest when you actually understand what the target wants — which is exactly what Insight (below) tells you. Open with Insight, then Persuade with advantage.

😣 Intimidate — CHA or STR vs WIS or BRV

Fear-based pressure. The critical twist: the target defends with their Bravery, not just Wisdom. A high-Bravery character is enormously hard to intimidate no matter how clever they are, while a coward folds fast. You may push with Charisma (a menacing presence) or Strength (raw physical threat), whichever fits.

🎭 Deceive — CHA vs INT

Misdirection, false information, half-truths. Sharp-minded targets (high INT) are harder to fool. Warning: if a lie you told is later exposed, your Reputation with that person or faction takes a permanent hit — regardless of whether the deception worked at the time.

👁 Insight — WIS vs CHA

Read the target. Find a weakness, spot what they are hiding, or sense a lie. Insight does not deal Composure damage directly — instead, a success grants you advantage on your next social action this encounter. It is the setup move that makes everything else hit harder.

🧾 Bargain — CHA vs INT

Offer something tangible in exchange for what you want. The DM sets a value threshold: if your offer is genuinely worth it to the target, you roll with advantage; if it is insulting or worthless to them, you roll with disadvantage. Know what they actually value before you make the offer.

⚠️ Expose — INT vs CHA

Reveal a truth, secret, or contradiction about the target. The big swing: on a success you deal 2d6 + CHA modifier Composure damage instead of the usual 1d6. But on a failure, the target realises you were digging for secrets, and the whole dynamic shifts against you — expect a hard counter.

Social States — the Damage Thresholds
Rattled — at 50% Composure
Disadvantage on their next social action. They are visibly losing ground and they know it.
Compromised — at 25% Composure
Disadvantage on all their social actions. They start making revealing mistakes — the DM may let a useful piece of information slip.
Broken — at 0 Composure
They capitulate, flee, or reveal everything. The party sets the terms of what happens next.
Willpower and Bravery in Social Combat
Spend 1 Willpower
Reroll any failed social check. Your character simply refuses to lose the exchange.
Bravery defends against Intimidate
As above — the resolute cannot be easily cowed, even by someone far more charismatic.
DM Willpower awards still apply
A perfectly-timed argument or a genuinely moving appeal earns +1 Willpower from the DM, on top of the mechanical result.
Information as Currency

In some places, coin is not the most valuable thing in the room — secrets are. Where information is openly traded, a player may substitute revealing a genuinely valuable secret for any social action, with no roll required. The more significant the secret, the more Composure damage it deals. NPCs can do the same in reverse, offering information to de-escalate rather than break.

The Risk of Playing a Secret

If the secret you reveal turns out to be something the target already knew — or worse, something they can turn against you — the DM may reverse the Composure damage onto you instead. Read the room before you play your hand.

The Crimson Complication

A character with 4+ weeks of Crimson exposure has an unreliable grip on their own words. The DM may secretly slip false beliefs into what they say — they might genuinely believe a lie they are telling, or blurt out a truth they meant to keep buried. Heavy exposure makes you a liability at the negotiating table.

Worked Example — interrogating a reluctant merchant
1.
The merchant's Composure: d6 rolls a 4, +1 CHA mod, +2 WIS mod = 7. Nervous, but not a pushover.
2.
Claudia opens with Insight (WIS vs CHA) and succeeds. She reads that he fears someone else far more than he fears the party. She now has advantage on her next action.
3.
Falon uses Intimidate (CHA vs the merchant's BRV of 3) with Claudia's advantage. He rolls well — 5 Composure damage. The merchant drops to 2, now Compromised, and lets a detail slip.
4.
Falben offers a Bargain — the party's protection from the person the merchant fears, in exchange for the information. The DM rules this is genuinely valuable, so it is rolled with advantage. Success. The merchant talks freely.
🏛

Reputation

The world keeps score. Reputation is tracked separately for each settlement and each faction, and it shapes prices, the welcome you get, what information people share, and whether anyone will stick their neck out for you. It runs from –5 (Hostile) to +5 (Legendary).

The Reputation Scale
+5 — Legendary
Free commodities, people take real risks for you, your name turns up in songs and stories.
+3 to +4 — Honoured
Genuine discounts, trusted with sensitive information, a warm welcome wherever you go.
+1 to +2 — Known
Recognised and given mild deference. No suspicion, but no special favour either.
0 — Neutral
Treated as strangers — fairly, but with no leg-up.
–1 to –2 — Distrusted
Prices quietly inflated, information withheld, eyes following you.
–3 to –4 — Unwelcome
Refused service, guards put on alert, openly hostile NPCs.
–5 — Hostile
Attacked on sight. A bounty is possible. The gates are closed to you.
Blackburn — Current Standing: Legendary (+5)

The party are heralded as heroes in Blackburn — free commodities, open doors, the lot. It will hold for roughly 20 years before the hype fades and coin is expected again. The warmth and the respect, though, will outlast the free drinks by a long way.

Why track it per place and per faction

A single global "fame" number would be far too blunt — being adored in one town says nothing about how a rival faction three valleys over feels about you. Splitting it makes the world feel real and lets your past actions create specific, local consequences you can see coming.

Settlements to Track

Blackburn • Fason • Mumgran Hold • Naesholl • Mael • Timberhallow • Alderend • Barmwich • Nilfnaes • Elsin • Iflion Triad • Wuglat's City

Factions to Track

Thieves' Guild (Alderend) • The Lunarvein (Mumgran) • The Arcanostrum (Naesholl) • Iflion Root-Speakers • Clan Stoneblood (Crimson Mine House) • Wuglat's War-Band

🔴

Crimson Exposure

Crimson is not a normal ore. It is memory locked into crystal — reactive to emotion, magic, and intent. Spend enough time around raw Crimson and it begins to seep into your mind and body, with effects that escalate the longer you are exposed.

Raw vs Refined — the Crucial Distinction

Refined Crimson is safe for everyday use — in weapons, jewellery, and spell components. It carries no exposure risk. Raw Crimson is the dangerous form. It is legal to own and carry, but extended contact accumulates. Treat it like radioactive material: a brief handle is fine, living with it for weeks changes you.

The Exposure Track

Exposure builds with sustained contact. The DM tracks how long a character has been around raw Crimson, and the effects ramp accordingly:

A single contact
Vivid dreams that night, a sense of déjà vu. Flavour only — no mechanical effect.
2–3 weeks of regular contact
Dreams told in the third person; flashes of voices that are not yours. WIS saves at disadvantage during long rests.
4–6 weeks regular
Sleepwalking, emotional dissonance, phantom muscle memory. –1 to INT checks, and your social combat becomes unreliable.
2+ months regular
Forgotten languages surface; false memories bleed into real ones. –2 INT, –1 WIS, and Willpower recovery is halved.
6+ months regular
Complete identity confusion. In high-stress moments, the DM may take partial control of your character's behaviour.
Crimson in Crafting

Every time you handle raw Crimson while crafting, make a CON save DC 13. Fail, and you add one week to your exposure track. The power Crimson brings to a recipe is real — but so is the cost of working with it repeatedly. (See Ingredients for what it enables.)

Why exposure is a slow accumulation

An instant "save or go mad" effect would be either ignorable or campaign-ending, with no middle ground. A slow track turns Crimson into a creeping temptation — the power is right there, and each use seems harmless, but the bill always comes due. It makes the choice to keep using it a genuine, ongoing tension.

🌿

Survival

Survival rules here are deliberately light. They add texture and the occasional hard choice without turning every session into a spreadsheet of rations. Missing one meal will not hurt you. Prolonged neglect will.

Food & Water

Penalties only begin to bite after real deprivation, and they stack the longer it goes on:

Well fed & hydrated
No effect. Willpower recovers normally.
Hungry — 1 day
–1 to all STR and CON checks.
Hungry — 2+ days
–2 to STR and CON, and Willpower recovery drops by 1.
Starving — 3+ days
One level of exhaustion; disadvantage on physical checks.
Dehydrated — 1 day
–2 to all checks; movement speed –10ft.
Severely dehydrated — 2 days
Two levels of exhaustion; CON saves to stay conscious.
Cold & Exposure

Relevant mainly in the cold places — Mael, Timberhallow, the northern ranges. Caught in extreme cold without proper shelter or clothing, make a CON save (DC 10, rising by 2 each hour) or gain a level of exhaustion. Adequate winter gear cancels the risk entirely; a campfire lowers the DC by 4.

Why survival is kept light

Punishing survival rules can grind an adventure to a halt and punish the fun out of exploration. Keeping the penalties mild and slow means hunger and cold are real considerations on a long trek — a reason to pack supplies and seek shelter — without dominating the table or overshadowing the story.

💰

Economy

Coin is minted in Mumgran Hold, the wealthiest settlement on the map thanks to the Crimson trade. It is accepted everywhere in settled lands. The orc territories run on raid and tribute — they will take coin off someone they have robbed, but they do not mint or trade it themselves.

The Currency
Copper (c) — the base unit
The coin of daily life. Everyone handles copper.
Silver (s) — worth 100 copper
Wages and everyday trade are counted in silver.
Gold (g) — worth 100 silver
For significant purchases. Uncommon to see in ordinary daily life.
Platinum (p) — worth 1,000 gold
Extraordinarily rare. Most people will never see a single platinum coin in their lifetime.
The Reality of Common Life — Read This to Understand the World

A mill worker earns 10 silver a day — 50 silver across a 5-day week. Their rent is 55 silver a week. The weekly food shop for a family of five is 5 silver, and that is eating cheap. A loaf of bread costs 50 copper. Do the maths and that worker is 10 silver short of rent every single week without a bonus. This is the baseline of ordinary life — and it tells your players exactly how much a handful of gold really means to the people around them.

Common Prices
Loaf of bread
50 copper
Basic tavern meal
2 silver
Inn — rough
5 silver per night
Inn — comfortable
15 silver per night
Minor healing potion
25 silver
Standard healing potion
2 gold
Greater healing potion
8 gold
Basic shortsword
5 gold
Quality longsword
20 gold
Raw Crimson (per lb)
2–5 gold (regulated)
Refined Crimson ingot
50–200 gold (varies by market)
Settlement Wealth at a Glance
Wealthy
Mumgran Hold • Naesholl • Alderend
Comfortable
Iflion Triad • Mael • Fason • Timberhallow
Struggling
Nilfnaes • Barmwich • Blackburn
Self-Contained
Elsin — an unnervingly perfect little local economy
Volatile Boom
Crimson Mine House — real wealth sitting on a black-market underbelly
Outside the System
Wuglat's City • Zurgha's Village — raid and tribute only
Mumgran Toll Roads

The roads around Mumgran Hold are the only formally maintained trade routes on the map. Mumgran charges 2 silver per person and 5 silver per cart at each checkpoint. You can avoid the tolls by going around — but the alternative routes are slower and considerably more dangerous.

Why money is kept this tight

When a healing potion costs a common worker's entire week of wages, loot has weight and generosity means something. Scarcity makes the party's wealth feel earned and makes spending decisions matter. It also quietly reinforces the world's social reality — the gap between an adventurer's purse and a labourer's is enormous, and that gap drives stories.

🌾

Foraging

Foraging is the single skill behind all crafting. It covers harvesting and identifying every component — whether you are pulling herbs from the ground, carving a usable part from a fallen creature, or extracting raw material from a deposit. One skill, feeding all three crafting schools (Blacksmithing, Alchemy, Enchanting).

How a Harvest Works
Harvesting a component
1.
When you try to harvest something, roll Foraging (a WIS-based check) against a DC set by how difficult the component is to extract cleanly.
2.
On a success, you get the component in usable condition.
3.
On a failure, you may ruin it — the component is destroyed, spoiled, or contaminated and cannot be used.
4.
On a natural 1, something worse can happen at the DM's discretion — a venom gland bursts, a wraith core detonates, you cut yourself on something you should not have.
DC 8 — Simple
Common herbs, basic mushrooms, teeth and claws. Easy pickings.
DC 12 — Moderate
Specific creature organs, rarer flowers, monster blood.
DC 16 — Hard
Elemental cores, components from boss creatures, Crimson deposits.
DC 20 — Very Hard
Void-touched materials, remnants of legendary creatures, living Crimson.
Foraging Progression

Foraging levels through use like any other skill (practice-based progression), and each level brings a concrete benefit — not just a bonus, but new capability:

Lv 1 → 2 — 15 harvests
+1 to Foraging rolls
Lv 2 → 3 — 25 harvests
+1 • you can identify components on sight
Lv 3 → 4 — 40 harvests
+1 • a failed roll no longer ruins the component — you just get less of it
Lv 4 → 5 — 60 harvests
+1 • you sense harvestable components within 30ft
Lv 5 → 6 — 90 harvests
+1 • double yield on a critical success
Lv 6 → 7 — 130 harvests
+1 • you can never critically fail a harvest
Lv 7 → 8 — 180 harvests
+1 • you may attempt Very Hard harvests without disadvantage
Lv 8 → 9 — 250 harvests
+1 • master harvester — the DM may reveal hidden component locations to you
🔨

Blacksmithing

Blacksmithing is the forging, shaping, and reinforcement of weapons and armour. A skilled smith does more than make functional gear — they make things that last, that carry the properties of the materials worked into them, and that hold enchantments better than ordinary kit.

Cross-School Collaboration

The three crafting schools are designed to work together — difficult to master alone, powerful in combination. A blacksmith-forged item gives an enchanter +2 to their Enchanting roll on it. An alchemist's preparation applied before enchanting lowers the DC by 3. Your party will get the best results by pooling specialities.

Known Recipes

Tap a recipe to see what it needs and what it does:

Frostbone Plate

Needs: Ice Wraith Bone Fragments + Iron + Glacier Silt

Heavy armour with natural cold resistance — reduces cold damage by 1d4 per hit. The wraith bone is brittle on its own; the iron binds it into something wearable. Takes 3 days at a hot enough forge to work the glacier silt in.

Hollowbone Blade

Needs: Hollow One Bark-Bone + Steel + Rootsap

A blade that makes almost no sound on impact — the bark-bone absorbs vibration rather than carrying it. An enemy struck by it cannot call out for help on the round they are hit. Ideal for silent takedowns.

Crimson-Threaded Armour

Needs: Refined Crimson Ingot + Steel Plate + Memory-Moss — requires both Blacksmithing and Enchanting

Armour that slowly adapts to its wearer's fighting style. Every 10 combat encounters it grants +1 AC, up to a maximum of +3. A genuine collaboration piece.

Trollhide Shield

Needs: Troll Hide + Iron Frame + Troll Blood (from the same troll, fresh)

A shield with a slow regenerative quality — it repairs 1 point of structural damage per hour after combat, and minor dents simply vanish. It smells absolutely foul, and there is nothing you can do about that.

Voidsteel Dagger

Needs: Void-Touched Iron Shard + Shadowglass + a Master Smith (Blacksmithing level 6+)

Ignores non-magical armour entirely — treats any non-magical AC as 10. Brutally difficult to forge: the void-touched iron resists shaping and must be worked blind, without looking directly at the blade.

Wyvern Fang Spear

Needs: Wyvern Fang + Hardwood Shaft (+ optional Venom Gland via Alchemy)

On its own, an exceptional piercing weapon (+1 to attack). If an alchemist works a venom gland into the fang's natural channel, it also delivers 1d4 poison damage per hit for 3 rounds.

Experimentation

You are not limited to known recipes. Try combining materials and the DM sets a DC based on how ambitious the attempt is. Success creates something new — a discovered recipe you can make again. Failure wastes the materials. A critical failure can produce something dangerous or outright cursed. Bold crafters are rewarded; reckless ones get burned.

Alchemy

Alchemy extracts, combines, and activates the properties of natural and supernatural ingredients. It produces potions, poisons, salves, and powders that heal, harm, protect, or transform. A good alchemist can carry the whole party through an encounter with the right preparation in their bag.

Cross-School Collaboration

An alchemical preparation brushed onto a blade before enchanting lowers the Enchanting DC by 3. An alchemist can also prime a blacksmith's weapon to accept a property it could not otherwise hold.

Known Recipes

Frost Resistance Draught

Needs: Frost Flower + Ice Elemental Flesh + Glacial Water

Grants resistance to cold damage for 1 hour; the drinker's breath steams and their skin takes a faint blue tint. The elemental flesh is the binding agent — without it, the frost flower alone only grants advantage on cold-related CON saves, not full resistance.

Bleeding Heart Poison

Needs: Stirge Blood + Deathcap Mushroom + Red Vinegar

Applied to a blade. On a hit, the target makes a CON save DC 14 or begins bleeding — 1d6 damage at the start of each of their turns until they succeed on a save or get treatment. Two applications double the bleed.

Boneknit Salve

Needs: Troll Blood + Comfrey Root + Rendered Owlbear Fat

Applied to a fracture or torn tendon, it reduces a Debilitating injury to Minor after one long rest. Does nothing for life-threatening wounds. Smells like a wet dog that has given up.

Clarity Oil

Needs: Aboleth Mucus + Silver Lichen + Morning Dew (collected at dawn)

Rubbed on the temples for 2 hours of advantage on WIS saves against illusions, charm, and memory-altering effects. It also reduces Crimson exposure symptoms by one stage for the duration. Rare and fiddly to brew.

Wraithsmoke Bomb

Needs: Ghost Ectoplasm + Blackpowder Ash + Hollow Reed

A thrown bomb creating a 15ft cloud that heavily obscures the area and forces a WIS save DC 13 or frightened until a creature leaves it. The ectoplasm gives the smoke an unsettling life of its own — it whispers.

Bloodfire Tonic

Needs: Salamander Scale + Fire Beetle Gland + Hellhound Saliva + Spiceroot

Drunk before a fight: for 10 minutes, your weapon attacks deal +1d4 fire damage and you are immune to the frightened condition. The catch — when it wears off you gain a level of exhaustion and a raging thirst.

Crimson Memory Draught

Needs: Raw Crimson Dust + Mandrake Root + Distilled Tears — CON save DC 13 applies to the brewer (Crimson)

The drinker relives a chosen memory in perfect clarity — useful for recalling a vital detail. It can also implant a memory in someone else, real or fabricated. Overuse bleeds false memories in. Illegal in most settlements for obvious reasons.

Void-Touch Antidote

Needs: Unicorn Hair (willingly given) + White Amanita + Holy Water + Sunstone Powder

Removes one stage of Crimson exposure or one level of magical corruption, and suppresses other void-related symptoms for 24 hours. The unicorn hair must be given freely — taking it by force ruins the ingredient completely.

🔮

Enchanting

Enchanting binds magical properties into physical objects, permanently or temporarily. It is the most demanding of the three schools — it needs the right materials, the right conditions, and often help from the other crafts. Done well, an enchanted item becomes an heirloom. Done badly, it becomes a hazard.

Cross-School Collaboration

A blacksmith-forged item gives +2 to the Enchanting roll. An alchemical prep lowers the DC by 3. Trying to enchant a cheap, mass-produced item instead raises the DC by 4 and risks a cursed result on failure — quality materials matter enormously here.

Known Recipes

Cold Edge Enchantment

Needs: Ice Wraith Core + Refined Crimson (as binding) + any blade

+1d6 cold damage on every hit. On a critical hit, the target makes a CON save DC 13 or has movement reduced by 10ft until the end of their next turn. The wraith core is the source of the cold; the Crimson locks the property permanently into the metal.

Featherweight Enchantment

Needs: Pixie Dust + Owlfeather + any armour piece

Reduces the armour's effective weight by 60% for carry purposes and removes the stealth disadvantage from medium or heavy armour. It looks and sounds the same — it just moves with you instead of against you.

Memory Blade

Needs: Refined Crimson Ingot + the wielder's own blood + 1 week of daily contact

The blade learns its wielder. After 10 combat sessions: +1 to attack. After 25: +1 to damage. After 50: anyone else who picks it up attacks at disadvantage — it knows who it belongs to.

Banefire Arrow Tips

Needs: Hellhound Fang + Alchemist's Fire + 20 arrow tips + Enchanting level 4+

Produces 20 arrows that deal fire damage in place of physical. Against a creature vulnerable to fire, a hit also forces a WIS save DC 14 or frightened until the end of its next turn. Each arrow is single-use.

Echo-Ring

Needs: Refined Crimson Setting + Gold Ring + a memory or voice spoken into it during enchanting

Stores a single memory or recorded voice in the Crimson stone. Press it to your temple to relive the memory or hear the voice clearly. Used for sending messages across distance, preserving last words, or banking tactical intelligence.

Shadowcloak Enchantment

Needs: Displacer Beast Hide + Shadow Essence + dark thread + any cloak

With the hood up: +4 to Stealth and invisibility in dim light or darkness. In bright light: only +2 Stealth and no invisibility. Animals react nervously to the wearer — something about them reads as not-quite-right.

Wardseal Armour Rune

Needs: Basilisk Eye + Silver Dust + any armour + Enchanting level 5+

Once per long rest, when the wearer drops to 0 HP, the rune fires instead of the Bleed Out timer starting — they are stabilised at 1 HP and cannot drop below 1 for one round. The basilisk eye "sees" death coming. Once triggered, the rune is spent and must be re-enchanted.

🦴

Discovered Ingredients

Ingredients are added here as you encounter and identify them during play.

🌿 Nothing discovered yet

This page is intentionally empty at the start. As you encounter creatures and explore locations, ingredients are revealed here by your DM. Check back after every session.

📖

Glossary

Every mechanical term in the Waypoint System, defined in one line. Use the search box (top right) to jump straight to any rule.

Bravery (BRV)
A 1–10 threshold stat. If it meets the situation's Fear Rating, you act freely; if not, you are restricted unless you spend Willpower.
Bleeding Out
What happens at 0 HP. You die in a number of rounds equal to your CON modifier (min 1) unless stabilised.
Composure
Social-combat "HP." Equals d6 + CHA mod + WIS mod. At 0, the target capitulates, flees, or talks.
Compromised
A social state at 25% Composure: disadvantage on all social actions, and the target starts letting things slip.
Crimson (Raw)
Unrefined memory-ore. Legal but dangerous; sustained contact accumulates Exposure. CON save DC 13 to handle in crafting.
Crimson (Refined)
Processed Crimson. Safe for normal use in gear and components, with no exposure risk.
Crimson Exposure
An escalating track of mental and physical effects from prolonged raw-Crimson contact, beginning at 2–3 weeks.
Debilitating Injury
Mid-tier wound (fracture, torn tendon). Will not heal on rest alone — needs treatment, a potion, or time.
Fear Rating
A 1–10 value the DM assigns to a frightening situation, compared against your Bravery.
Foraging (FOR)
The WIS-based skill for harvesting and identifying all crafting components. Feeds all three crafting schools.
Life-Threatening Injury
Top-tier wound. Needs immediate attention or it triggers the Bleed Out timer.
Magic Fatigue
The five-stage track (Fresh → Breaking Point) representing how overexerted a caster's "magic muscle" is.
Minor Injury
Lowest-tier wound (bruise, shallow cut). Heals on its own with a long rest.
Precision Die
A d4–d10 rolled alongside an attack, sized by how ambitious the target is. Decides whether a miss scatters or whiffs.
Rattled
A social state at 50% Composure: disadvantage on the target's next social action.
Reputation
A –5 to +5 score tracked per settlement and per faction, affecting prices, welcome, and aid.
Scatter
When a missed attack still connects at a random location because the Precision Die rolled at or under half its max.
Severity
A d6 + modifier roll setting how bad a wound is: 1–3 Minor, 4–6 Debilitating, 7+ Life-Threatening.
Willpower (WIL)
A spendable pool (d6 + WIS mod) replacing Inspiration. Spent to override Bravery or reroll a d20.
🎮

Tools & Trackers

Track your party live. Anyone in the room can add their character and update it — changes show up for everyone else after they refresh. Enter the same room code to share a session, or leave it blank to keep everything just on this device.

Local only — not shared
Create a room and share the 6-letter code. Changes sync automatically every 3 seconds.
Character Tracker
+ Add a character
Initiative Tracker
Round 1 · The highlighted row is the current turn. "Next Turn" cycles through and counts rounds.
🗺

Battlemap

Upload a map and drop tokens on it. Everyone in the same room sees it update after a refresh, and anyone can move their own token. Pinch to zoom, drag to pan. Set a room code over in Tools first if you want it shared.

1.0x
No map yet.
Tap “+ Map” to upload one.
Drag a token to move it. It snaps to the grid when the grid is on.
Tokens (0 / 25)
+
123
“+” uploads a picture as a token (a PC portrait, an NPC). “123” drops a numbered marker for generic enemies. Tap a tray token to place it on the map; drag the × on a tray token to remove it.
🎲

Loot Randomiser

⚔ Dead Enemy
📦 Minor Chest
🏆 End Chest
Loot Tier
▼ Low
◆ Medium
▲ High
Crimson ExposureEnemy had Crimson contact
Include IngredientsShow harvestable components
3
Creature Filter
Roll to see gold dropped
Select a creature and roll loot
Chest Tier
▼ Low
◆ Medium
▲ High
Crimson Items
Include Consumables
Include Ingredients
3
Roll to see chest gold
Roll to see chest contents
Chest Tier
▼ Low
◆ Medium
▲ High
Crimson Items
Include Valuables
Include Ingredients
5
Roll to see chest gold
Roll to see chest contents

🔒 DM Panel

Enter your DM password to manage ingredients

Incorrect password