Core Rules & Mechanics

Here’s what you can find in the Spectrum Core


Learn the basics of the Spectrum system, including how to read the all-important Chart and roll a d100 die.


Explore key concepts of characters in the Spectrum system, including aspects, resources, and growth.


Examine how skills work in the Spectrum system and learn how to perform skill tests.


Uncover everything you need to know about the relationships between characters and other contacts and institutions.


Find out everything you need to know to engage in conflict, including the actions characters can take, movements, and techniques.


Delve into the pertinent details about engaging in combat, making attacks, overcoming damage, and implementing medical interventions.

metaphysics


Reveal how to enhance your character’s capabilities by wielding and channeling metaphysics.


Check out the different types of conditions that may exist in your paradigm and how to navigate them.


Walk through the steps of designing the character of your wildest imagination.


Resources for Download:

Introduction

Mechanics

Rolling Dice

A (Nonstandard) Roll of the Dice

There are lots of other methods for determining a d100 value. Please feel free to use any or all of them in your gaming session. But be aware that many of the other options available have varying degrees of balance that may affect the actual chances of generating specific numbers and results. At the same time, it can be fun and adventurous to introduce nonstandard methods of generating dice rolls. We encourage groups to explore and experiment in any way that improves the value of their storytelling experience.

The Chart

The Chart Quick Guide
-3-2-101235710131722283550
100100100100100100100100100100100100100100100100
99999999999999999999999999999999
97-9897-9897-9897-9897-9897-9897-9897-9897-9897-9897-9897-9897-9897-9897-9897-98
64-9664-9664-9664-9664-9664-9664-9664-9664-9664-9664-9664-9664-9664-9664-9664-96
42-6342-6342-6342-6342-6342-6342-6342-6342-6342-6342-6342-6342-6342-6342-6342-63
29-4129-4129-4129-4129-4129-4129-4129-4129-4129-4129-4129-4129-4129-4129-4129-41
21-2821-2821-2821-2821-2821-2821-2821-2821-2821-2821-2821-2821-2821-2821-2821-28
16-2016-2016-2016-2016-2016-2016-2016-2016-2016-2016-2016-2016-2016-2016-2016-20
11-1511-1511-1511-1511-1511-1511-1511-1511-1511-1511-1511-1511-1511-1511-1511-15
8-108-108-108-108-108-108-108-108-108-108-108-108-108-108-108-10
5-75-75-75-75-75-75-75-75-75-75-75-75-75-75-75-7
3-43-43-43-43-43-43-43-43-43-43-43-43-43-43-43-4
2222222222222222
1111111111111111
Anatomy of the Chart

Infrared

3 ►

When the stars align and Lady Luck smiles, or frowns. The absolute maximal goal points possible given the context of the test.

Hyper-Red

2 ►

Commonly referred to as a “critical success”. Represents the largest amount of goal points rationally conceivable within a situation.

Red

1 ►

Orange

◄ 0 ►

Yellow

◄ 1

Green

◄ 2

Cyan

◄ 3

Blue

◄ 4

The smallest amount of goal points possible before it becomes questionable if you’ve misread the situation.

Purple

◄ 5

Goal points are low enough within the situation that at least one person is confused.

Ultraviolet

◄ 6

Well at least something happened? The absolute lowest amount of goal points that can be generated within a situation.

White

Zero Goal Points Generated

Light Gray

Zero Goal Points generated and ◄ 1 to the next roll

Dark Gray

Zero Goal Points generated
and ◄ 2 to the next roll

Black

Zero Goal Points generated
and ◄ 3 to the next roll

Oh… oh no…” A catastrophic failure. Unforeseen circumstances and misfortune are all but guaranteed. 

What You See vs. What It Is

The collective hallucination that is color perception varies from person to person. That is to say, there are an infinite number of arguments for what color is actually being represented. Any efforts to precisely describe which color is which can easily be thwarted by a printer with low toner or screen resolutions. Therefore, the terms listed below are our approximation; you may term them how you wish.The Chart’s color range is (from bottom to top): Black – Dark Grey – Light Gray – White – Ultraviolet – Purple – Blue – Cyan – Green – Yellow – Orange – Red – Hyper Red – Infrared.

Shifts and Adjustments

Shifts

Adjustments

Shifts vs Adjustments – The Nuances

At first glance, a shift and an adjustment would both do the same thing, and in many instances, they do. They can make a roll easier or harder, depending on which direction you want to go with it.When deciding which to use, it is worth taking a moment to consider the character’s skill level and the number of goal points necessary to achieve their task. At lower levels, a shift could very well make the roll impossible. If the character had to bypass a high-tech Mag Lock using nothing but a bobby pin and a screwdriver, they may just be out of luck.They can certainly make the attempt, but success is far from guaranteed.Conversely, an adjustment could provide a bit more nuance to the situation. Maybe it is a lock the character is more than equipped to tackle, but the steady drizzle and the sound of the nearby guard house door opening have the would- be burglar feeling the pressure. An adjustment here could still leave the task in the realm of possibility, but it could be a near thing, heightening the drama of the moment.

How to Use the Chart

Taking a Blue

Quick Guide to Generating Goal Points Using The Chart

How to Use the Chart

The Character

What is a Character?

Character Concepts and Foundations

Character Aspects

  • Agility (AGI): Agility represents the character’s bodily coordination and the ability to navigate through physical space.
  • Endurance (END): Endurance represents the character’s ability to resist physical and environmental stressors and gives a measure of overall stamina and hardiness.
  • Finesse (FIN): Finesse represents a character’s fine motor control, minute spatial acuity, and manual dexterity.
  • Intuition (INT): Intuition represents the character’s ability to unconsciously correlate data points and navigate the emotional landscape within an environment.
  • Martial (MAR): Martial represents a character’s capacity for fighting and other conflicts.
  • Perception (PER): Perception represents the character’s ability to process and unconsciously interpret data received by their physical senses.
  • Reason (REA): Reason represents the character’s declarative memory, ability to apply logic, and overall learning speed.
  • Strength (STR): Strength represents the character’s physical power and vigor.
  • Power (POW): In stories where metaphysics that defy normal conventions are part of the paradigm, a character’s power determines the overall maximum metaphysical output they can wield.
  • Aegis: A character’s innate resistance to metaphysical effects. Governs resistance to backlash and other metaphysical effects.
  • Awareness: The ability to process data from the physical senses. Governs overall situational mindfulness.
  • Reflex: The ability to physically react to unexpected situations. Governs response time to unexpected events.
  • Resolve: The ability to withstand adverse mental conditions. Governs resistance to mental conditions and detriments.
  • Toughness: The ability to withstand and recover from physical harm. Governs resistance to physical conditions and detriments.
  • Life: Represents the character’s physical integrity and overall life force, the loss of which can result in death.
  • Will: Represents the character’s threshold for remaining capable and conscious, the loss of which can result in the character losing consciousness.
  • Run: Number of meters a character can run in a round.
  • Jog: Number of meters a character jog in a round.
  • Walk: Number of meters a character can walk in a round.
  • Jump (H): Number of meters a character can jump horizontally from a stationary position.
  • Jump (V): Number of meters a character can jump vertically from a stationary position.

Hop, Skip and… Moonwalk?

There are any number of ways for a person to move their body from point A to B. Such that there are any number of ways a character can cavort, caper, perambulate, slither, slide, and ultimately relocate themselves.

Character Resources

Associations

Assets

Metaphysics

Skills

Techniques

Traits

Experience Points

Awarding XP

The narrator is tasked with the responsibility to assign XP as the story progresses. Of course, you are welcome to award XP as you see fit, as it’s your story.
We suggest 1 point of XP per hour of real-world time spent playing, give or take a few points for exceptional role-playing and awesome dramatic moments.

Kismet

Skills

What is a Skill?

Determining a Skill Value

When to Perform a Skill Test

Selecting the Appropriate Skill

Timing of a Skill Test

  • 1 Turn
  • 10 Turns
  • 1 Minute
  • 10 Minutes
  • 1 Hour
  • 10 Hours
  • 1 Day
  • 1 Week
  • 1 Month

How to Perform a Skill Test

Types of Skill Tests

Instant Skill Tests

Extended Skill Tests

Working Under Pressure

Sometimes it is appropriate to limit the maximum number of attempts of an extended skill test.For example, there is no reason to limit the number of Repair tests a character can attempt to get an old truck running when they have all the time in the world to tinker. However, there are legitimate narrative reasons to set a maximum number of rolls allowed when the character is trying to get the same truck started before the zombie hoard gets into the garage.

Contested Skill Tests

Determining Difficulty

To Use or Not to Use: The Difficulty Chart

Consistency often plays a big role in telling a successful story. When there is a wide degree of variance in difficulties, it’s easy for players to get confused or even frustrated, especially when they believe that the skill they are attempting should be well within their capabilities. Additionally, there are times your players will catch you completely off guard with a plan that’s so off-base that it’s inspiring. How do you define the difficulty of training a monkey to use a flamethrower while riding a unicycle? It seems absurd, but we’d be willing to bet you have some equally zany stories. Of course, you’re welcome to disregard the difficulty chart. It is, after all, your story.

How to Use the Difficulty Chart

Instant Skill Difficulties
Extended Skill Difficulties
DifficultyGoal PointsDifficultyGoal Points
Easy1Easy5
Easy2Easy7
Easy3Easy10
411-12
Standard5Standard13
Standard7Standard17
Standard10Standard22
11-1223-27
Moderate13Moderate28
Moderate17Moderate35
Moderate22Moderate50
23-2751-69
Difficulty28Difficulty70
Difficulty35Difficulty100
Difficulty50Difficulty150
51-69151-249
Improbable70Improbable250
Improbable100Improbable375
Improbable150Improbable600
151-249601-999
Inconceivable250Inconceivable1000
Inconceivable375Inconceivable1600
Inconceivable600Inconceivable2500

Applying Shifts and Adjustments

Character Bonuses

There are times in the story when a character’s actions can certainly lend themselves to creating a more dramatic moment. When a player’s description of their action is nothing short of badass, it is often worth giving their roll a little nudge towards success, as it can help inspire more such moments in the future. While narrators are welcome to apply any shifts or penalties, they believe are necessary, we recommend limiting shifts to between 1 and 3, and adjustments to between 1 and 10. If more shifts are required, it likely means the difficulty is either too low or too high to begin with.

Collaboration

Assistance

Results of a Skill Test

Associations

What are Associations?

Contacts

Who are My Contacts?

A Reminder to Everyone

Associations are a resource that can have a direct impact on the story itself. Providing players with flexibility often helps open up story possibilities that might not have been considered otherwise. Likewise, allowing players to have strong relationships with story-relevant NPCs can be an excellent plot hook to leverage… just saying… Remember narrator that you have final say on the extent of associations. You determine the appropriateness of a Wondersniff, the Superpowered Space-dog Sidekick, who loves with the intensity of 10,000 burning suns and has death ray vision.

How Do I Gain Contacts?

Maintaining Contacts

How to Use Contact Points

Favors

Getting Out of a Favor

There are times when a character is either unable (or simply unwilling) to attempt to fulfill an NPCs request. After all, favors are seldom asked for when it’s convenient to the one being asked. That being said, there are times in which a player character needs to be able to get out of doing a favor without significantly damaging the relationship.It is highly encouraged to make the player role-play the refusal. And how exactly would you get out of helping your friend move their collection of vintage and iconic tabletop role-playing books?As an optional rule, narrators may require the player character to generate a number of goal points through Interaction equal to (or possibly greater than) the amount assigned to the initial request. For example, a 5 point request could require the player to generate 5 or more goal points to be able to decline the request gracefully.However, it’s worth noting that a continued refusal to help an NPC contact will begin to strain the relationship over time, if not immediately.

Institutions

How Do I Gain Ranks in an Institution?

What Institutions Can I Join?

Rising (or Falling) Through the Ranks

Missions

Infractions

Getting out of a Mission

There are times in which opting out of a mission isn’t a matter of insubordination but practicality. Characters looking to shirk their responsibilities, regardless of the legitimacy of their reasons, should role-play the exchange with their superior. However, depending on the nature of the institution, the character may have more, or less, latitude in regard avoiding responsibilities.

Institutional Access to Resources

Institutional Discretion

When it comes down to it, there are few better motivators than cold, hard cash. Whether that’s funding for a mission so the characters aren’t expected to shell out for their own travel expenses, or a salary earned by serving the duties of functional work.In either case, the narrator has full discretion over how an institution spends its resources, including if and how well it pays its people.

Ranks, Responsibilities, and Resources

Conflict

What is Conflict

Engaging in Conflict

Initiative, When Timing Matters

  • Locking the door just before the killer gets to it
  • Slipping through the blast door just as they are closing
  • Landing a truth bomb at just the perfect moment in a conversation. 
  • Interrupting your friend at the bar before she embarrasses herself, or you, or both.
  • Shooting the bounty hunter across the table milliseconds before he shoots you. 

Determining Initiative Order

We had First Tie, but What About Second Tie?

There will be times in which characters tie on initiative and tie on their reflex score. When this occurs, the narrator may choose a suitable tiebreaker such as a higher Awareness score, a coin toss, a kismet roll, a dance off…

Actions in Conflict

Concurrent Actions

  • Walk up to max Walk speed
  • Drop to a prone position
  • Hand off or toss an item
  • Flash a discrete hand signal to a teammate
  • Drop a maintained manifestation

Simple Actions

  • Jog up to the character’s Jog speed
  • Aim with a weapon
  • Make a single melee attack
  • Draw and ready a weapon
  • Retrieve a small item from a pocket
  • Jump horizontally or vertically from a standing position
  • Block or dodge an incoming attack
  • Channel or invoke a manifestation
  • Change the power of a maintained manifestation 
  • Stand up from a prone position
  • Perform a simple Technique
  • Knock an arrow
  • Sprint a number of meters up to the character’s Sprint score
  • Perform a complex Technique
  • Grapple technique
  • Block/Dodge next three melee attacks made against the character until the start of the character’s next turn
  • Perform a running jump
  • Perform a Ritual Manifestation
  • Reload certain complicated weapons
  • Resuscitate a dying teammate
  • Extended Skill Check
  • Bracing to strike the next person who walks into the room
  • Preparing to block the next attack 
  • Readying a jump maneuver if given “the sign”
  • Readying a yell if an enemy walks into sight

It’s like Trying to Tickle Yourself

Trying to tell someone how they feel about a situation doesn’t work, especially in a roleplaying game. As any seasoned narrator will tell you, trying to tell a player how they feel in response to a certain circumstance ultimately does not have the desired effect. And it usually makes what would normally be an intense, dramatic moment awkward and cheap.

Effort vs. Performance

Not everyone is going to be good at social roleplay attempts. It can be nerve-wracking for new players in particular, but even veteran players can flub lines from time to time. As the narrator, you should be evaluating the effort that’s made in the attempt, not the actual performance of it. A sincere effort should be rewarded. The inverse is also true for those that decide to phone it in.

Player vs. NPC: To Gauge Sincerity

Lying about Lying

For any number of reasons, a narrator may intentionally choose to fail the contested roll. However, if they choose to do so, we recommend at least rolling the dice to avoid communicating to players that only insincere characters will contest their efforts.

Conflict with Contacts

Failed Interactions

An optional rule to add a dynamic variable when failing a social interaction is to lower the contact rating when the character fails on a social interaction roll. This might represent a social gaffe, an unintentional insult, a misunderstanding, or the NPC taking something personally. WHITE: No harm, no foul. LIGHT GRAY: You upset the other party but no loss in contact rating as long as you immediately fix your mistake. DARK GRAY: You have offended the other party to the point that that results in -1 contact rating. BLACK: You have made an egregious mistake in your interactions that result in -2 contact rating and the other party is not interested in dealing with you for a while.

Stealth in Conflict

Concealment

Distraction 

Violent Conflict (Combat)

What is Combat?

Attacks

Damage

Attack Modifiers  

Shift Modifiers

Adjustment Modifiers

Melee Attacks

How to Make a Melee Attack

  • Firing a single arrow from a bow 
  • Pulling the trigger of a crossbow once   
  • Pulling the trigger of a firearm once 
  • Launching a single stone from a sling
  • Throwing an object

How to Make a Ranged Attack

Hit roll

Damage roll

Ranged Attacks into Melee

Dodging

Blocking

Armor

Sustaining Damage

Medical Intervention During Conflict

Triage 

Diagnose 

The Problem of Treating What You See

There are certain conditions in which the medic shouldn’t need to make a diagnosis roll at all because the issue is obvious. However, when there are issues that the medic can’t readily see, such as an infection in the blood caused by the compound fracture, then a diagnosis roll is perfectly applicable.It is also worth noting that there will be times in which a medic doesn’t succeed on a diagnosis roll or, worse yet, fails it altogether, which is an unfortunate reality of attempting to keep something as complicated as a living organism functioning exactly as intended. It is at the narrator’s discretion how penalizing a misdiagnosis should be.

Treatment 

Stabilize 

Temporize

Resuscitate

Stealth in Combat

Concealment

  • How much of the combatant’s body is concealed? 
  • How brightly lit is the environment? 
  • What is the position of the opponents relative to the source of concealment? 
  • Who, if anyone, noticed the character before they entered the source of concealment? 
  • Where was the character at the start of the round? 
  • Are the opponents engaged in combat? 
  • Has the character done anything to draw attention to themselves, such as attacking?   
  • Has the character been targeted in any prior rounds? 

Distraction

Steps to Performing Stealth in Combat

Hiding in Combat

Critical Effects

Result
Critical Effect
Result
Critical Effect

Metaphysics

What is Metaphysics?

How to Wield Metaphysics

Channeling

Invoking

Backlash

Power Has a Price

Yes. It is quite possible for a practitioner of the metaphysical arts to backlash themselves into unconsciousness or even death.

Steps to Manifesting

Maintained Manifestations

Instant Manifestations

Power beyond Power

There are times in which a character can exceed their normal power limits, such as through the use of rituals, manifestations, metaphysical tools, and certain environmental effects. With great power comes great responsibility and even greater chances of blowing yourself up. We did mention that wielding metaphysics can be dangerous, yes?

Ritual Metaphysics

How “Magical” is Your Paradigm?

So why not just call it magic? While the term might apply in a good number of cases, it doesn’t work for every case. Calling it magic and spells tends to invoke a swords and sorcery kind of vibe. Which is great unless you’re playing a Dark-Tech Cyberpunk where all of the metaphysical comes from psionics or gene mods.

Conditions

What is a Condition?

Complicated Environments

Daze

Death and Dying

Memento Mori / Memento Vivere

In a TTRPG, the death of a character can be quite an emotional experience, especially when that character has played an integral role in the story. A reminder to players and narrators both, depending on the style of narrative, death may be inevitable consequence of living. How you choose to handle it, whether by creating a new character or mounting a quest to venture beyond the pale to bring them back, is up to you.

It is suggested that if a character dies during a campaign and the player is going to roll a new character, to allow them to start with all of the experience their previous character generated. This optional rule can help alleviate some of the sting of dying without completely eliminating the significance and consequence of dying.

Distraction

Exhaustion

Encumbrance

Falling

Fear

Gravity

Space and Beyond

Not everything is attuned to the 1 g of earth. A spacer who has spent their life aboard an asteroid mining ship, for example, would be used to zero-g and would struggle to survive on Earth. A being from a planet with even higher G’s would have no issue navigating the gravitational pull of Earth and would likely be stronger and faster than a human by comparison.

Hypothermia and Hyperthermia

Hypoxia

Illusions and Hallucinations

Seeing is Believing… or Not.

Delusion is a powerful thing, especially when the mind is unable to grasp what is fully going on. When presented with external stimuli, a person can see, hear, smell, taste, or, stronger yet, feel. The mind has a tendency to latch on to what it’s perceiving despite being presented with contrary evidence.

To this end, we felt that Illusions and Hallucinations shouldn’t be a thing that can just be doubted away or dumbed down to a mechanical default where changing perception is a guarantee with a timeline. Illusions and Hallucinations can be quite powerful, but the most dangerous delusions are the most subtle ones.

Loss of Consciousness (LoC)

Pain

Rest and Revitalization

Trauma

Creating a Character

What is a Character?

How to Create a Character

Character Concept

  • Assets: Your character’s startup cash, used to buy gear and other material assets or services.
  • Associations: Who your character knows and/or organizations they belong to.
  • Metaphysics: Your character’s starting power limit.
  • Skills: Your character’s knowledge and skill set.
  • Training: Your character’s specialized training in metaphysics or techniques.
  • Traits: Extra features or characteristics your character might have.
  • 1 = Techniques = 35 points
  • 2 = Metaphysics = 10 power
  • 3 = Skills = 70 points
  • 4 = Associations = 10 points
  • 5 = Assets = $5k
  • 6 = Traits = 0 points

Determine Power 

Calculate Instincts, Vitalities, and Movement

Assign Skill Points

Assign Technique Points

Assign Association Points

Determine Assets

Assign Starting XP

Quick Guide to Character Creation

Character Creation Summary