■ Field ReferencePrimer15 sections
Solace Onboarding
Field Reference · Primer

Primer

Solace onboarding reading. The full rulebook chunked into mobile-readable sections — start at the top, or jump to what you need at the table.

Section 01
Orientation

What This Game Is

You play cartographers for a corporate employer that is, frankly, suspect. The game is about becoming a Path-walker, not already being one.

Section 02
Orientation

Things to Discover

Questions the rulebook intentionally does not answer — the Paths, Solace's secret, and certain characters' pasts. Open spaces each campaign fills differently.

Section 03
Orientation

What You Do at the Table

The basic loop. GM describes a situation; you describe what your character does; if uncertain, roll 5d6; the result tells the table what happens.

Section 04
Mechanics

How Rolls Work

5d6, keep some based on your Tier in the domain you're rolling. Compare the total to a T-number. Result lands in one of five outcome bands.

Section 05
Character

Your Character

Six domains — Body, Mind, Voice, Hand, Heart, Spirit — each at one of five Tiers. No separate skill list. Effective Tier is what you actually roll with.

Section 06
Character

Making Your Character

Five steps, ~15 minutes. Pick a Background, set Domain Tiers, apply the Background's tier mod, choose a signature item, pick a hook.

Section 07
Character

Where Are You From? Building Your Origin World

Three-layer origin world builder. Five Quick Questions are enough to play; the Surveyor's Sketch and Guide Entry are optional deeper passes.

Section 08
Character

The Eleven Backgrounds

Character archetypes — your starting role in Solace, the +1/−1 tier modifier, your signature item, your hooks, and your perk. Each Background has its own catalogue page.

Section 09
Mechanics

Stress and Your Three Pools

Body, Mind, Spirit each have a pool. Stress fills them up; at thresholds your Effective Tier degrades; full pool = Broken.

Section 10
Mechanics

Pushing Yourself

Spend 1 Stress in the relevant pool to reroll a failed roll. Universal across Body, Mind, and Spirit. Pushing makes you closer to Broken.

Playtesting
Section 11
Mechanics

Combat

Same 5d6 mechanic as everything else. Turn order is dramatic, not initiative-rolled. Each turn — one Action, one Movement, one Reaction. Damage is Stress to the relevant pool.

Section 12
Mechanics

Recovery

Three layered systems — rest clears Body and Mind; items and aid handle each pool; pushing through is risky. Spirit recovers only via Path traversal or your Comfort Object.

Section 13
Mechanics

Advancement

Characters grow between arcs, not session by session. Earn one Advance per arc by qualifying — Guide entries or milestones. Spend it on a tier bump, Spirit ability, signature item development, or perk upgrade.

Playtesting
Section 14
Cosmology

Spirit and the Guide

Spirit is attunement to the multiverse — fuels supernatural abilities, refills on Path traversal, accumulates Resonance. The Guide is your team's reference, navigation tool, and shared journal.

Section 15
Reference

Quick Reference

The at-the-table cheat sheet. Roll resolution, tier ladder, pool sizes, stress effects, combat, Spirit abilities, casting, recovery, advancement, standard items.

Field Reference · Primer · Rev. 01