FieldwakeInterface Mockups · v0
Reading as
Player · Home

The Table

The active scene fills the table. Your vitals and the Pendulum ride above it always — nothing else is on screen until you reach for it. The Keeper pushed this scene; the field-tell, the art, and the music arrived with it.

where your party stands right now — pushed by the Keeper · tap a marker to attend to it
Field turning toward
Press · waxing
residue: heavy (grief)
Mirror March · the drowned spiral
A Window, Closing
Vitality · Functional
Essence (scales with Vitality)
Band
❖ Heightened
Numbers (this band)
crit 1–3 · unlucky 97–00

The Pendulum

your turn to read it
−10−5 0+5+10
Now resting at +5 — advantaged to you. Each exchange moves it; your commitment decides how far.

declare your intensity
Committed: you'd press 2 toward you on a hit. Cost is proposed after the roll (Heightened band, 8 essence ≈ 1 vitality). The exact essence is hidden until you commit.

At hand

experiences you may lean on
Tideglass Reading Practiced +10roll
Spiral-Walking Familiar +5roll
Knowledge: drowned places keep their dead awake

Bondmate

stats sealed
🜔
Sael
A marsh-lynx, grief-quiet today. She will not be ordered, only trusted. — you read her by description, never by number.
Open questions surfaced on this screen: does the proposed essence cost show before commitment, or only after? (mocked as “after”). Damage spectrum deferred — combat outcomes narrate state, not numbers.
Player · Character

The Living Sheet

Vitals stay; everything else is a drawer. The sheet records not what you achieved but what you’ve been through — numbers rise through hard-won Insight and fall under the world’s marks. Every value is a roll-button.

Kindred
Resonant
Vitality · Functional
Essence
Band
❖ Heightened
Pendulum
+5

Attributes

base 50 · kindred-adjusted · grown only by Personal Insight
AttributeValue
Body62▲ +2 this arc
Reflex58
Mind71▲ +6
Composure54▼ −1 (Quiet Basin)
Attunement66

Characteristics

derived · these are your roll targets (½ + experience + keeper bonus)
CharacteristicTarget
Vitality (Body+Composure)/258
Precision Reflex58roll
Presence Composure54roll
Perception Mind71roll
Control Attunement → crit margin 366roll
As Vitality falls, the Essence pool tightens with it. The sheet shows the squeeze; it never shows a damage number.
Tideglass ReadingPracticed +10
Knowledge — “the tide keeps a ledger; I can read what it owes.”
  • I can tell a true Window from a false shimmer.
  • I can name how long a corridor will hold.
  • I can read residue left in standing water.
  • I can steady a band that wants to go Volatile near tideglass.
Spiral-WalkingFamiliar +5
Knowledge — “drowned places keep their dead awake.”
  • I can move a spiral without losing the centre.
  • I can spot a grief-saturated stone.
  • I can carry another’s panic without taking it on.

The Adventure Experience

forming · sealed

The Keeper is building a third Experience from what you actually do — in silence. You won’t see its Learnings until it coheres. When it’s revealed, you name it.

first look at who you’ve become through the life you’ve lived

Rune-Weapon

attuned to you alone
“Spiral’s Answer” — a thin glass blade
Known functionDrinks standing water into the edge
Hidden function— revealed first time used at stakes —
Permanent cost paid−4 max Vitality (1 forging)
Useless in another’s hands. Never counts toward encumbrance. New functions added at proof houses, each costing permanent Vitality.

Carry & Fast-Slots

freeform placement · capped fast-slots · off-slot swap = −1 Pendulum
🜄
wrist
Rune-Weapon
🝆
belt
Tideglass vial
🜍
back
Fieldskiff line
+
off-slot

Common vire14
Viredust3 measures

Scars

permanent · burned into the vellum · narrative and mechanical
Quiet Basin — you went under at the Basin and came up wrong. Composure −1, permanent. You hear water that isn’t there at Volatile.
Glass Wound — a tideglass shard never came out. A reading of your own residue always finds it.
The seven named Scars of Vireth can also mark a character. Scars do not heal; they become part of who rolls the dice.

Insight

the Keeper awards these by name; you see what you carry, not how it’s spent into you
PoolEarned fromHeld
Generalsurviving, exploring, learning the world2
Personalchoices, beliefs tested, relationships1
Fieldcommuning with the Field; deepens Experiences3
Practicedeliberate mastery0
Journey keeper-heldwhat you did → the Adventure Experiencesealed
Player · New Character

Waking a Character

Not a point-buy menu — a life answered into being. Choose a people, answer the questions that shaped you (each spends from a 150-point pool), and the maths settle themselves. Newcomers never do arithmetic.

Standard
4 choices pending ❶❷❸❹

Your path

order doesn’t matter · resume anytime
① KindredResonant ✓
② Questions3 / 7
③ Spend pool92 / 150 left
④ Rune-Weapon— pending
⑤ Name & face— pending

running totals
Body62
Mind71
Attunement66
+2 starting Experiences at Familiar

② A question that shaped you

“The first time the Field answered you back — what had you lost?”


Picking A certainty spends 18 from the pool and writes one Learning automatically.
Validation guides, never blocks — a blue mark shows what’s still owed, but you can leave and return. (D&D Beyond / Demiplane pattern.)

What this means

Kindred · Resonant. Those who feel the Field as a second pulse. They read residue the way others read weather, and pay for it in Composure when the ground grieves.

adjustments: +Attunement, −Composure, an early Knowledge of residue.

Experience. A package of 3 Learnings + 1 Knowledge at Familiar. It deepens through play — Practiced, then Seasoned — and is what your roll-targets lean on.

The pool. 150 points. Questions spend it; whatever’s left, you place yourself.

Keeper · Campaign

The Keeper’s Table

Everything the players have, plus the spine that drives the table: the party at a glance, the Act dial, and the Reading-Key that decides what each kindred may read tonight.

The band — Mirror March campaign

VeilResonant
Heightened · Functional
TollMetin
Steady · Functional unspoken: dormant
WrenTender
Volatile · Compromised

Tonight’s thread

staged interactions · drag to reorder
Opening — a Window, closing. scene · the drowned spiral
scene
The ferryman who won’t. npc · Andre persona
npc
Reading the spiral. puzzle · field-residue
puzzle
What waited under. encounter · combat
encounter

Campaign depth

how far the band has walked — gates what the codex will translate
Act IIIIII ◂ now IVVVI

Reading-Key

Set the Act, the kindreds, and any folios you grant or seal — then mint the key the players open. It carries the depth, their kindreds, and every granted page. Nothing more.

DepthAct III
Granted folios+2 (Masque, the Seam)
Sealedthe Great Cycle
This is also your “view-as-player” visibility model — see the next screen.

Keeper’s notes

Wren is one bad roll from Broken — if she presses, let the spiral take the ferry. Toll’s Unspoken stirs if anyone names the drowned by name…

Keeper · Immersion

Scene Composer

Author a scene once — art, motion, two layers of sound, the field-tell, and the reveals you’ll spring — then push it live to every player’s table with one stroke. Scenes live in your world library and are reused across campaigns.

A Window, Closing

Field-tell
Press · waxing
Mirror March · the drowned spiral
preview

sound
Music bed — “Tideglass, low”
Ambient — dripping stone, far water
Encounter cue — auto-swaps when you start the Field tracker (mood escalates)

on-cue reveals
🜍
Handout — the ferry-toll ledger
Codex folio — “Masque” (Veil reads it one depth early)

Push to the table

activating swaps this scene live on every player’s canvas — art, motion, and both sound layers arrive together.

currently live: “A Window, Closing”

World library

⌖ Scenes12
⬢ Localesfrom geo-data
☵ Sound modules8
☗ NPCs & personas9
❦ Codex folios469
everything cross-links — drop an NPC into a scene, a folio into a reveal.
This is the immersion core (Alchemy’s proven pattern). Locale art can be the existing dive-map (map.html) at globe / region / locale scale.
Keeper · Oversight

View as Player

The feature the whole category fumbles — Foundry, Roll20, Fantasy Grounds all make you reload or open a second window. Your Reading-Key already computes per-player visibility, so this renders exactly what a chosen player sees, right now, with no reload.

Seeing through
live · mirrors fog, seals & band-secrets
👁 Veil’s table — as she sees it now
Field-tell
Press · waxing
A Window, Closing
band ❖ heightenedcrit 1–3 · unlucky 97–00
she can see her own numbers (Heightened). At Volatile they’d vanish here too.

What’s hidden from Veil right now

Wren’s Vitality (Compromised)fogged
Toll’s Great Unspokennever shown
Codex — “the Great Cycle” atociiv ⸶ qokeo
Bondmate true statsdescription only
This pane reads the same projection boundary the wire enforces — if it’s sealed here, it never crossed the network to her.

Reach in

Keeper · Conflict

The Field Tracker

No initiative — you read who’s positioned to act. The table carries the bookkeeping so you stay in narration: it proposes the essence cost (commitment + d10 ÷ band rate), watches for band shifts, and shows you every secret — even the ones the players can’t see at Volatile.

What waited under

encounter · live
Pendulum+5 → the band
Reads the momentVitalityBandCrit / Unlucky keeper sees allEssence
Veil positioned Functional 78% Heightened 1–3 / 97–00 ≈ 72
Wren cornered Compromised 38% Volatile 1–5 / 94–00 she can’t see these ≈ 31
The Drowned rising Functional npc

Cost & outcome — Veil, Committed

the table proposes; you may override any line
CommitmentCommitted (+5 · swing 2)
Essence draw15 + d10(7) = 22
Band rate (Heightened)÷ 8 = 2.8 Vitality
Roll vs target 73rolled 41 — success
Pendulum+5 → +7 (toward Veil)

Band watch

!
Wren saw the ferry go under. Suggest a Control roll — resist, or fall to Volatile?
Recovery — Steady only, 1 Vitality / hour. Nobody’s Steady right now.

silent ledger
Journey Insight +1 → Veil “read the false Window and didn’t flinch.” Feeds her Adventure Experience.
Numbers shown are placeholders for the damage + armour spectrum, deferred to the working session with Harvey. The tracker’s structure (cost proposal, band rate, Pendulum swing) is fixed; only the damage values are pending.
Keeper · Prep

The Workshop

Everything reusable, cross-linked. Build a locale, an NPC, an encounter, a sound module once — drop it into any scene, any campaign.

Locales

Generated from canon geography (geo-data.js). 45 places, each with field-state, streams, hazards, and a tactical hex-map. Open the dive-map ▸

NPCs & Personas

Grounded conversation personas with secrets the projection never leaks. Gate, override, or inject any reply at the table.

Encounters

Templates that drop onto a locale, auto-place tokens, and seed the Field tracker. (damage/armour pending working session)

Codex folios

All 469 notes, reveal-classified by depth. Grant or seal per kindred via the Reading-Key. Open the Book ▸

Sound modules

Music beds + ambient layers, by field-state mood. Stack two per scene; encounter cue auto-escalates.

Handouts

Reveal to all, or to one player, on cue. Permanent grant vs push-now (Roll20’s two-step sharing).

Player · Preparation

Loadout

Fieldwake lets you wear your life where you like — a blade at the wrist, a vial at the belt, a line across the back. Tap a place on the body, then set what rides there. Two fast-slots draw without a beat; reaching an off-slot mid-exchange costs you −1 on the Pendulum. Settle it before the Window opens.

On the body

tap a place
filled · fast-slot

Carry

Fast-slots used2 / 2
Rune-Weaponnever encumbers
Pieces placed4

at hand, unplaced — assign to a body-zone
Maps straight to canon: freeform placement · capped fast-slots · off-slot swap −1 Pendulum · Rune-Weapon weightless & bonded. Weight/encumbrance numbers are placeholders pending the gear & armour session.
Player · The Table

Table Talk

One shared log holds every roll and every word — spoken in-character, or aside out-of-character — and the Keeper’s quiet word reaches only you.

07Veil · Desperate · Volatile
vs 73 — CRIT. Cost waived, +1 swing. The spiral answers her.
88Wren · Committed
vs 61 — the Pendulum turns. −5 next, the ferry lists.
41Veil · Tideglass Reading
vs 73 — success. A true Window, holding two minutes more.
52Keeper · the Drowned
rises a step. Perception to mark it before it’s close.
Veil: “The water’s keeping a ledger. It remembers who it owes.”
Toll: “Don’t say their name out here. Not with the field this heavy.”
Wren: “Sael won’t step onto the ferry. She knows something we don’t.”
Mara (Veil): can I use Tideglass to buy us time before the ferry sinks?
Keeper: absolutely — that’s a read, Practiced +10.

At the table

Keeper Veil Wren Toll (away)
voice carries over the table; the log keeps the record.

A word in your ear

from the Keeper
Keeper → you: the residue you just read is your own. The Glass Wound never left you.
Player · Between Sessions

Your People

Characters live on between sessions — they grow through Insight, they keep their Scars, and they can be laid down when their road ends. The sheet only stops breathing when you do.

Your characters

Veilactive
Resonant · Act III · 4 sessions
Sererested
Tender · a quieter campaign
Brannfallen
Metin · the Crown of Glass · laid to rest
his Adventure Experience was named “What the Glass Kept.”

Spend Insight · Veil

the Keeper awarded these by name — place them between sessions
Field Insight ×3
deepen an Experience: Tideglass Reading → Seasoned
Personal Insight ×1
raise an Attribute: Mind 71 → 72
General Insight ×2
hold, or raise an Attribute

The Adventure Experience

ready to name

The Keeper’s silent Experience has cohered — 3 Learnings + 1 Knowledge, built from what Veil actually did at the spiral. It’s yours to name.

Player · First Time

Your First Wake

Fieldwake speaks its own tongue. You’ll learn it the way your character does — by waking into a world that doesn’t explain itself. Help-text is on until you turn it off.

The path in

You wake with no memory. A dreamstorm took it. Your first roll is just to bring the world into focus.
done
The Field answers back. Everything you feel has weight here — it’s the physics. Meet your band.
now
Read your first Window. The world opens and closes in time-bounded windows. Learn to see them.
Meet the band. You’re not alone in this. Find the others at the table.

The tongue

tap a word — it opens in the Book
The Book of Fieldwake doubles as the teacher: sealed pages stay in cipher until you’ve walked far enough to read them.
The Table · Before We Begin

Session Zero

Fieldwake is a game about grief, loss, and what the Field will not let go. Before the first wake, the table agrees on the shape of what we’ll touch — and keeps a way to step back at any time.

Lines & Veils

everyone edits · anonymous
Line = never · Veil = off-screen · Open = we can sit with it
Grief & mourning
On-screen death of a character
Harm to children
Self-harm
Bondmate death

The X-card

Anyone, any time, no reason owed. The scene pauses; we adjust and move on.

Agreed

Keeper ✓ Mara ✓ Jon … Priya ✓
these carry into the Keeper’s tools — a Line never reaches the field tracker or a scene.
Keeper · Setup

A New Table

Gather the band. Mint a join-link, set each seat’s role, and pick the night. The table is yours before anyone wakes a character.

The table

NameThe Mirror March
SystemFieldwake
Opens atAct I · the first wake
Safety

The seats

You — Keeper
host
Mara mara@…
joined · Player
Priya priya@…
joined · Player
Jon invited
pending · Co-Keeper
👁
Open seat

Invite

share the link or the code; new seats land as Players unless you set otherwise.

Join codeWAKE-7Q2

The night

Next sessionSat · 7:00 pm
Repeatsevery other Saturday
Reminders24h & 1h before
Keeper · Authoring

The Forge

Build once, drop anywhere. Encounters, the people who fill them, and the clocks that put them under pressure — all cross-linked into your world library.

What waited under

Localethe drowned spiral
Opening Pendulum0 · neutral
The Drowned ×1 rises from the centre
Grasping dead ×3 mook tier

Drops into

Auto-places tokens on the locale hex-map and seeds the Field Tracker when you start it.
Damage & armour numbers are placeholders until the gear/armour session — structure builds now, values land after.

The ferryman who won’t

NameOld Andre
KindredMetin
Persona
Speaks little. Reads the field by the set of his shoulders. Will not name the drowned.
Secret never leaks past projection
He sank the ferry himself, years ago, with someone aboard.

At the table

Gate his replies for approval
grounded conversation persona — the secret can never cross the wire to a player; you may approve, override, or inject any reply live.

Pressure clocks

fill as the fiction turns · tie to a Window or an Act
The Window closes → the band is stranded
The Drowned fully rise
Andre’s nerve breaks → he confesses