RULEBOOK

Player Guide

This system does not reward the best build. It rewards the best description. Here is how to give it one.

Your Story, Not Just the GM’s

The GM creates settings and situations. You decide what your character does with them. That is not a small distinction — it is the engine of the entire game.

Your character’s responses to those situations are what make the story. The GM builds the burning building. You decide whether your character runs in to save someone, stands back and watches, or uses the distraction to pick a pocket. All three are valid. All three create a different story.

You are not a passenger along for the GM’s ride. You are a co-creator of the narrative. The GM brings the world. You bring the person living in it.

The Hook You Ignored

Situation: The GM describes a mysterious stranger offering gold to investigate the old mine. The party has been talking about heading north to find a missing friend instead.

What you do: Thank the stranger, decline politely, and head north. The mine is still there. The stranger remembers your refusal. The friend matters more to your character than gold from a person they do not trust.

What the GM does: Adjusts. The world keeps turning. The mine situation develops without you. Maybe it gets worse. Maybe someone else handles it. Your choice had weight either way.

The GM will present hooks, threats, and opportunities. You are free to pursue them, ignore them, or invent your own goals entirely. The world responds either way — not because the GM is punishing you for going off-script, but because a living world does not pause when you look away from it.

This means your choices matter even when they are quiet ones. Choosing to help the merchant rather than chase the thief. Choosing to sleep instead of standing watch. Choosing to forgive someone when the rest of the party wants revenge. These are not interruptions to the story. They are the story.

Describe Your Approach

The Floating pairing system runs on what you say your character is doing. “I use Body + Melee” gives the GM nothing. “I swing low at his knees, trying to knock him off balance” tells the GM what is happening, why that Gift applies, and what success looks like.

The description is the mechanical input. Without it, the GM cannot judge whether a pairing is valid, and the floating system collapses into “always pick your highest number.”

Wits + Melee

What you say: “I carefully aim the point of my blade at the gap between his pauldron and breastplate — the spot where the armor does not overlap.”

What the GM hears: Precision, not strength. The approach is analytical. Wits fits.

What “I attack with my highest stat” gets you: A polite request to try again.

You are not asking permission to use a stat. You are describing an approach. The stat follows from the description. Get the description right and the Negotiation is a formality.

Play Your Weaknesses

A Gift at 1 Dot has an expected value of 0.00. Your character is genuinely bad at some things. Good.

Low numbers are not problems to solve. They are scenes waiting to happen.

Appeal 1, Persuasion 0

Situation: Bran ( Appeal 1, no Persuasion training) decides he will negotiate the merchant down on price. The party does not stop him.

What happens: Bran rolls his single Appeal die. He gets a 6 — that is −1 success. He has somehow made the merchant raise the price. The table is delighted.

Why it matters: The merchant raises the price. Bran announces he will “consequently” be taking his business elsewhere. He seems to think this settles the argument in his favour.

Lean into the weakness. Describe the attempt. Let the dice confirm what everyone already suspects.

Create, Don’t Optimize

The temptation: always pair your highest Gift with whatever you are doing. Body 4? Everything is a Body roll when you describe it right.

The better approach: choose the pairing that fits the moment, even when it means rolling fewer dice. The expected value difference between 2 and 4 dots is real. The story difference is bigger.

Wits 2 + Medicine vs. Body 4 + Medicine

The optimized version: “I use my physical toughness to... apply the poultice... harder?”

The creative version: “I close my eyes and try to picture the diagram in the herbalist’s journal. Third page. The one with the coffee stain.”

Result: The GM says yes to Wits 2 without hesitation. The Body 4 pitch earns a long pause and a raised eyebrow.

The floating pairing system is designed to reward creative descriptions, not to let you funnel everything through your best Gift.

Support the Table

Soltherra is cooperative. The spotlight is shared, not fought over.

  • Share the spotlight. Three big moments in a row? Set up someone else’s fourth.
  • React to what other characters do. Your character’s response to the bard’s terrible distraction attempt is content.
  • Set up other players. “I hold the door while you pick the lock” beats both of you fighting over the lock.
  • Celebrate other people’s rolls. A fumble is funnier when the whole table is invested.
The Setup

Situation: The party faces a heavily armored captain. Bran cannot get through the defense alone.

The play: Tharis spends 2 Action Points on Distraction , rolling Appeal + Charm against the captain’s Resolve . His gentle, earnest manner is somehow more unnerving than a direct challenge. Tharis wins by 2 — the captain loses 2 AP. Bran attacks the now-exposed opening.

Why it matters: Tharis dealt zero damage and had the best moment of the fight. Supporting is playing.

Embrace the Chaos

Simultaneous combat means your plan will collide with everyone else’s plan. The enemy moved before you got there. Your ally is standing where you wanted to swing. The thing you prepared for did not happen.

A Fumble happens when every die in your pool shows a 6 — a flat −1 to your total. A lone 6 in a bigger pool is just a miss, not a catastrophe. The more dice you bring, the rarer the fumble. But they still happen, and when they do, they are the best stories at the table. The best combat moments are not about flawless execution — they are about adapting when everything goes sideways.

When Plans Collide

The plan: Tilly flanks left. Bran holds the center. Tharis prepares a healing word from the rear.

What happens: Both enemies advance to the center. Tilly flanks into empty space. Bran now faces two enemies alone and rolls a 6 on his defense. Tharis’s healing word immediately has somewhere useful to go.

The story: Bran gets hit, Tilly pivots, Tharis heals flawlessly and then walks into the doorframe on the way back. Nobody executed their plan. Everyone remembers the fight.

Do not fight the chaos. Narrate it.

See Fumbles for the full mechanic.

Prepare When You Can

The Prepare mechanic adds a third die to your pool, turning 2d6 into 3d6. Scouting the ambush site, studying a target’s habits, researching a creature’s weaknesses — these all count.

But preparation takes time, and time is a resource. The interesting decision is not “should I prepare?” but “do I have time, and what am I giving up?”

Preparation vs. Opportunity

Situation: The party locates the enemy camp. The guards change shifts in ten minutes.

Option A: Scout the patrol routes (Wits + Alertness to Prepare). Attack with 3d6 — but the shift change happens and fresh guards are posted.

Option B: Attack now with 2d6 while the guards are tired and few.

The point: Good players look to prepare. Great players recognize when the window has already closed.

Trust the GM

When the GM says no to a pairing, they are keeping the game coherent. “I do not see how Appeal helps you lift a boulder” is not a punishment — it is an invitation to describe a different approach.

Negotiation is quick. One or two sentences to explain the connection. When you cannot explain it that briefly, the pairing probably does not work. Adjust and move on.

The Quick Negotiation

Player: “I want to use Appeal + Heavy Lifting to move this boulder.”

GM: “The boulder does not care how you look. What is your character actually doing?”

Player: “Fair enough. I brace my shoulder against it and push. Body + Heavy Lifting.”

Total time: Five seconds. See the GM Guide to understand what the GM is weighing on the other side of this exchange.

Have Fun. Help Others Have Fun.

This is the principle everything else serves.

Being the only one having fun means something is wrong. A creative pairing that makes the whole table laugh means the system worked. Strict optimization that makes combat efficient but forgettable means the system failed.

The Fun Rule exists for everyone, not just the GM.