What if every story, myth, legend, or conspiracy theory was real? What if they were among us?
Stack all six dice. Drag with left-click; hold both left and right buttons together to lower a die. Pull back to launch.
Everything you need to run a scene: how checks resolve, how Power is spent, how the Hollow pulls back, and how a fight ends.
Eight answers to what happens when the Hollow touches back. Each lists its Minor, Major, and Signature techniques, spent from your Power Pool.
Not a place — a wound in the world. A pressure behind reality, a low point where the membrane gets thin enough that something on the other side can lean against it. Nobody agrees on what's actually over there, and the Hollow doesn't answer questions. It only ever presses back.
Every Secret Nature is a different way a person touched it and it touched back. A Witch's ritual, a Warlock's bargain, a Shifter's bloodline, and a kid who woke up able to lift a car are all, underneath everything, doing the same thing: they found a door.
A fading mid-sized town sitting where the Hollow presses closest to the surface — not by design, just geography and bad luck. A Main Street with too many empty storefronts, a mill that closed decades ago and still gives the town its name, a diner that's outlasted three owners and one small fire. Underneath it, the Hollow breathes — patient, not harmless.
People carrying a Secret Nature tend to find that arriving in Millhaven feels less like somewhere new and more like finally landing. The town is dying in ordinary ways — closing businesses, a gridlocked council, young people leaving — and every mundane symptom has a thread running under it. Revitalizing Millhaven is a civic project that's also, quietly, holding a door shut with duct tape and good intentions.
Every origin finds its own shape of company in Millhaven.
The Hollow was never particular about how a door gets opened — only that, once it is, something passes both ways. Millhaven has simply had a very long time to accumulate every kind of door there is. Some were built with intention. Some were inherited without consent. Some opened themselves, once, on an ordinary day, to an ordinary person who is not ordinary anymore.
Click dots to set dice, click boxes to mark damage or spend. Autosaves to this browser as you go — export a PDF or print when you're done.
Rolls pull your current Attribute dice and Skill dots straight from the Character Sheet tab where it makes sense — change something there and it's reflected here next roll.
Core RollAttribute die (explodes on max) + Skill dice pool, total against a target.
Power Roll — Ember & Undertow1d4 Ember (Power Pool) + 1d10 Undertow, rolled together. Applies straight to your sheet — Strain only adds a flat +1 on a 9 or 10.
Death SaveWill + Grit vs target 8. 3 successes before 3 failures stabilizes; 3 failures first, the character dies.
Quick RollAny dice, no exploding — for NPCs, damage, or anything off the sheet.
Downtime RecoveryOnce a downtime action actually succeeds — confiding in a Bond, atoning, deliberately suppressing your nature — reduces Strain by 1d4. Doing nothing leaves it untouched.
One click for a stranger in the scene — pulls from the same Secret Natures and Factions as everyone else, with a good chance most people you meet in Millhaven are exactly as ordinary as they look.
Click a numbered pin — or an entry in the list — to pull up what's known about that location.
Session notes, leads, and things worth remembering — saved locally in this browser.