Millhaven Field Office  ·  Restricted Circulation
clandestine1e

What if every story, myth, legend, or conspiracy theory was real? What if they were among us?

An Original TTRPG
Case File — Classified, Level 3 Clearance

The Hollow Watches

Stack all six dice. Drag with left-click; hold both left and right buttons together to lower a die. Pull back to launch.

Core Mechanics Reference

The Rules

Everything you need to run a scene: how checks resolve, how Power is spent, how the Hollow pulls back, and how a fight ends.

Every PC Has One, Hidden

Secret Natures

Eight answers to what happens when the Hollow touches back. Each lists its Minor, Major, and Signature techniques, spent from your Power Pool.

Millhaven & The Hollow

World Lore

Cosmology

The Hollow

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.

Mechanically: spending Power isn't casting a spell in the abstract — it's reaching toward the Hollow and taking a piece of it. Ember is what you carry back. Undertow is the Hollow pulling and punishing. Strain is its grip tightening. Breaking Point is the moment it pulls back hard enough that everyone nearby feels it too. Nobody fully closes a door once it's open — which is why Strain resets to 1, never to 0.

The Setting

Millhaven

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.

Who Answers To Whom

The Factions

Every origin finds its own shape of company in Millhaven.

Closing Note

Why They Coexist

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.

Fillable

Character Sheet

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.

Identity

Attributes — 1 in each, plus 3 to distribute

Power Pool & Strain

Power Pool3/day — reroll, bump, trigger
Strainresets to 1 at Breaking Point
Steady

Health & Defense

Superficial ( / )
Aggravated ( X )

Skills — 22 points to distribute, each dot = 1d6

Points spent: 0 / 22

Techniques — 3 Minor, 2 Major, 1 Signature, fixed at creation

Bonds & Notes

Roll It

Dice

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.

Last 3 Rolls

Core Roll

Attribute die (explodes on max) + Skill dice pool, total against a target.

Power Roll — Ember & Undertow

1d4 Ember (Power Pool) + 1d10 Undertow, rolled together. Applies straight to your sheet — Strain only adds a flat +1 on a 9 or 10.

Death Save

Will + Grit vs target 8. 3 successes before 3 failures stabilizes; 3 failures first, the character dies.

Successes
Failures

Quick Roll

Any dice, no exploding — for NPCs, damage, or anything off the sheet.

Downtime Recovery

Once a downtime action actually succeeds — confiding in a Bond, atoning, deliberately suppressing your nature — reduces Strain by 1d4. Doing nothing leaves it untouched.

Quick Cast

NPC Generator

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.

Field Reference

Map of Millhaven

Click a numbered pin — or an entry in the list — to pull up what's known about that location.

Map of Millhaven
Points of Interest

    Select a location to read more about it.

    Field Reference

    Field Journal

    Session notes, leads, and things worth remembering — saved locally in this browser.