SOL FRACTA // OPEN BETA

Player Reference

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SOL FRACTA
Player Reference
Open beta
The roll
3
Essencee.g. Biological
2
Skille.g. Strength
0
Difficultynormal
5
Success RatingSR
  1. 01You declare. Choose the Essence and the Skill that fit your approach, and justify them.
  2. 02The game master judges. They set a difficulty, from +2 to −2.
  3. 03You roll. Roll 1d10. Roll equal or under, and you make it.
What your die tells you, with a Success Rating of 5
  • Total Success. The die shows 1. You get exactly what you wanted. No consequence.
  • Partial Success. The die shows 2 up to your SR. You succeed, but something gets complicated along the way.
  • Failure. The die goes over your SR. You don’t get what you wanted, and something gets complicated on top of it.

From an SR of 10, failure becomes impossible. At 11, both 1 and 2 are Total Successes.

Two dice
  • Advantage. Roll one more die and keep the best, so the lowest. A pair under or at your SR: Critical Success.
  • Disadvantage. Roll one more die and keep the worst, so the highest. A pair above it: Critical Failure.

A pair is two dice showing the same number. If all your dice show 10, it’s a Critical Failure, no matter what. One advantage and one disadvantage cancel out, one for one.

The consequence

Partial Success or Failure, the consequence is never random. The game master picks one that makes sense, and you have the right to suggest one yourself.

It doesn’t always hit your character
Your health
you fall, you get hurt
Your gear
your multi-tool bends, D4 → D2
Your position
the enemy closes in
The setting
the rock cracks
What comes next
they won’t forget you
The Essences
  • EB Biological. What your body knows: instinct, survival.
  • EP Psychological. What you understand on the spot: the mind, emotions.
  • ES Social. What you weave with others: bonds, influence.
  • EC Cultural. What was passed down to you: knowledge, tradition.
  • EE Existential. What keeps you going: meaning, calling.
One action, several paths

Calming a panicking crowd can go through ES, because these people know you. Through EC, because you invoke something they believe in. Or through EP, because you know what put them in this state. All three are equal. That’s the point.

Range
MeleeContactBlades
Short5 to 20 mPistol
Medium20 to 100 mCarbine
Long100 m and moreSniper rifle
FarOut of sightMortar

Outside your optimal range: one disadvantage per zone of difference. In direct range, damage goes to EV. Out of range, it becomes indirect: damaged gear, lost position, burned ammo, attention drawn elsewhere.

Vital Energy
Spend to succeed
CostWhenEffect
1 EVBefore the rollOne Advantage die
1 EVAfter the roll+1 to your SR for this roll

You can stack them. Both combine on the same roll.

Fatigue
EV leftPenalty on rolls
2 or lessGM can impose disadvantages.
0Out of action, no roll possible
When a character drops to 0 EV
  • Damage stops at 0. EV never goes negative.
  • They take a Wound: their maximum EV loses 1 point, permanently.
  • They are out of action until they are back up to 1 EV.
  • Left at 0 EV without care for a whole cycle, they take a second Wound at the end of the cycle, and recover nothing.
Healing

To heal, the healer spends their action. Without an available resource, the roll is hard and at disadvantage.

ResultEV restored
Critical Success+3 EV
Total Success+2 EV
Partial Success+1 EV and a consequence
Failure0 EV and a consequence
Critical Failure−2 EV and a consequence
Astral Essence

1 EA per cycle, for the whole table. Refills at each new cycle. Unless a Specificity says otherwise. Spent out loud.

When someone calls it, the game master rolls nothing and judges nothing. They honor it.

The seven uses
  • Flashback. You shape the past to create an advantage in the present.
  • Déjà vu. You go back a few seconds to change an action in progress.
  • Sixth sense. You get a crucial piece of information about someone, or about what’s coming.
  • Near-Death Experience. You drop to 0 EV without taking a permanent Wound.
  • Synchronicity. The person you were looking for is exactly where you hoped.
  • Premonition. The game master gives you one or more clues about what’s coming.
  • Psychometry. You touch an object and perceive a fragment of its history.
Combat

First roll, the action. Second roll, the damage: 1d10 per weapon, unless an effect says otherwise.

ResultDamage
Critical Success+1d10 against the NPC, on top of the normal roll
Total Success1d10 against the NPC
Partial Success1d10 against the NPC and 1d10 against you. The lower die hits you
Failure1d10 against you
Critical Failure+1d10 against you, on top of the normal roll
Who acts when

Turn order follows the logic of the scene, never a number on a sheet. Opponents don’t get a turn. They act through your roll.

Talking tactics costs

You each declare your actions in turn, then everything resolves at the same time. Stopping the scene to build a plan around the table costs one EA point.

Surprise attack

A target that doesn’t see the blow coming, or can’t defend itself, takes maximum damage. Its armor doesn’t count, if it can be bypassed.

Gear
D2Improvised
D4Functional
D6Standard
D8Solid
D10Military

What you carry goes from D2 to D10. The rest of the scale belongs to vehicles.

Gear suited to what you attempt gives you advantage. Your gear gives you a die, never a point.

Wear
  • Armor and shield. They absorb damage up to their ND. The rest goes to your EV. When damage reaches or exceeds the ND, the item drops one step per multiple taken.
  • Weapon. When its damage reaches its ND, it drops one step.
  • Everything else. A consequence can degrade any item. The game master picks the one that hurts.
ShieldArmorYouEach piece wears on its own. Below D2, an item drops to D0. It is destroyed.
SR Success RatingEV Vital EnergyEA Astral EssenceND Nominal DieGM Game MasterPC / NPC Player Character, and Non-Player Character
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