■ Field ReferenceGlossary30 terms
Surveyor Class · Vocabulary
Field Reference · Glossary

Glossary

30 terms across system, setting, and play.

The glossary mirrors docs/system_design.md § Terminology. System terms cover the dice mechanic, domains, tiers, pools, and stress; setting terms cover the Shattered Lands, the Paths, Solace, and the Guide; play terms are standard TTRPG vocabulary calibrated for this system.

Solace house style sometimes uses bureaucratic alternatives in published rulebook text — Aptitude for Domain, Field Surveyor for Path-walker, Pocket for World, Field Director for GM. The plain-language terms above are what people actually call them in private.

§ System Terms

5d6-keep-N
The dice mechanic. Players roll five six-sided dice and sum a number of them based on their tier in the relevant domain (Trained = keep highest 3; Proficient = keep highest 4; etc.).
Background
A character archetype that shapes a starting character's flavor, +1/−1 tier modifier, signature item, hook, and mechanical perk. Eleven core Backgrounds.
Base Tier
The character's permanent, written-on-the-sheet tier in a domain. Set at character creation, modified by Background, advanced through play. Stable.
Broken
A pool full of Stress. The character is Impaired in that domain. Still able to act, but at brutal disadvantage. Pushing past Broken triggers a serious narrative consequence.
Crit
Shorthand for Critical Success. In combat, doubles damage.
Domain
One of six broad areas of competence — Body, Mind, Voice, Hand, Heart, Spirit. Domains replace skill lists.
Effective Tier
The tier the character is currently operating at, including all situational modifiers (Stress, world effects, equipment, ally support). Volatile. This is the tier used for the dice roll. Capped at ±2 from Base.
Opposed Roll
Both sides roll; higher result wins; defender wins ties.
Outcome Bands
The five possible results of a roll — Critical Success (beat T by 7+), Success (meet T to T+6), Mixed (miss by 1–4), Failure (miss by 5–9), Catastrophic Failure (miss by 10+).
Pool
A character's resource reserve in Body, Mind, or Spirit. Sized by Base Tier (1/2/4/6/8). Holds Stress.
Push
Spending 1 Stress to reroll a failed roll. Universal mechanic across all three pools.
Stress
The currency of pressure. Accumulates in Pools from external pressure (damage, fear, cosmic strain) or from voluntary spending (push). Tracked as filled bubbles.
T-number
A target number to beat. Written T11 (Standard), T14 (Hard), etc. Difficulty bands are T8 / T11 / T14 / T17 / T20+.
Tier
A character's level of competence in a domain. Five tiers — Impaired, Untrained, Trained, Proficient, Expert. Determines how dice are kept.

§ Setting Terms

Anomaly
Both the Background classification for an uncategorizable Surveyor, and the cosmic term for a thing that breaks pattern (a Path that shouldn't exist, a world that doesn't appear on maps). The dual meaning is intentional.
Path
A doorway between worlds. Takes whatever physical form fits the world it appears in.
Path-walker
Anyone who travels between worlds via Paths. Company-speak — Field Surveyor / Cartographic Associate.
Solace Applied Sciences
The ambiguous corporate employer of most Path-walking parties. Polished, professional, vaguely too cheerful. Tagline — Every world. One company. Often referred to in conversation as just "Solace." Something is wrong with it.
The Core
The cluster of well-connected, modern worlds where most Path-walkers come from and where Solace is based.
The Frontier
Everything beyond the Core. Less regulated, less safe, less mapped. Subdivided into Settled Frontier, Wild Frontier, and the Unmapped.
The Guide
The reference object every Path-walking team carries. Functions as documentation, navigation tool (Log Pose), and team-authored canon.
The Shattered Lands
The setting. A multiverse of worlds connected by Paths.
Things to Discover
Questions the rulebook intentionally does not answer. Each table builds its own truth.
World
A self-contained reality. Sizes vary from a single waiting room to multi-planet galaxies. Internally consistent; externally arbitrary. Company-speak sometimes uses "pocket" instead.

§ Play Terms

GM
Game Master. The person running the game. Working candidate term for our system — Field Director.
NPC
Non-Player Character. Anyone in the fiction not controlled by a player.
PC
Player Character. A character controlled by a player.
Scene
A unit of play with a defined location, participants, and stakes. The GM signals when scenes begin and end. Most rest and recovery rules operate on a per-scene basis.
Session
A single sitting of play, typically one evening. Many mechanical effects (Background perks, the Anomalous Comfort Object's recovery, etc.) reset per session.
World arc
One or more sessions spent in a single world, typically bounded by the Guide locking on to the next Path.
Field Reference · Glossary · Rev. 01