Compendium of Assets

The Compendium of Assets is intended to be a quick reference tool for all of the bits of gear or types of property that a character might own, use, or encounter within the various stories told using Spectrum.  The Compendium is intended to be an exhaustive list of all the possible bits of gear, property, or physical resources. 

And while providing a truly comprehensive list of all the possible properties, equipment, tools, supplies, weapons, etc… is an impossible task, the compendium will be in a near constant state of improvement in order to supply players with the majority of the rules that they might find themselves wanting, needing, or encountering during their explorations in the worlds of Spectrum

Here’s what you can find in the Gear Compendium

section 1: Melee weapons


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

section 2: ranged weapons


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

SECTION 3: shields


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

section 4: armor


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

section 5: apparel


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

SECTION 6: climbing


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

SECTION 7: craft/repair


Discover everything you need to know to engage in all types of conflict – whether physical or social.

SECTION 8:food


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

SECTION 9: light


Learn the types of conditions and environments that can detrimentally harm your character if exposed.

section 10: medicine


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

section 11: navigation


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

SECTION 12: Security (physical)


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

SECTION 13: storage


Discover everything you need to know to engage in all types of conflict – whether physical or social.

The Purpose of Generalization

Terms Used to Describe Gear

A World of Impermanence

In truth, we live in a reality where things break. Blades become dull; tools become worn; clothing becomes threadbare and tattered. We initially created a system where items would become damaged with use, requiring maintenance, repair, or, in the worst case, replacement. Countless hours were spent working the math and making a system that would represent the degradation of gear in a way that was mechanically balanced and logically sound.

It accomplished those goals quite beautifully. And in turn, it made the game less fun. Simply put, it is unreasonable to incorporate those mechanics in a way that doesn’t bog down gameplay and add a tedious amount of bookkeeping.

With that in mind, Narrators, it is incumbent on you to create a world of consequence, as that is one of the many elements that makes a story worth telling. Because in truth, things do break and almost always at the most inopportune time. Creating a world of impermanence is essential to adding layers of dramatic tension to a world and to a story that simply can’t be done through other methods.

Procurement and Cost

The Coin of the Realm

Given the, quite literally, limitless settings and themes that your story can take place, this system does not attempt to quantify or qualify potential currencies and subsequent conversions.

Therefore, the total valuation of a character’s assets are represented in USD. How that translates to the economics of your story setting is up to the Narrator and the participants.

Why? Perhaps your story takes place in a post-apocalyptic wasteland where bottle caps and can tabs are the used currency. Maybe you’re playing a historical fiction recreation of the French Revolution and are using the assignat. Might be that your story takes place in Alliance space and Galactic Credits are the only one of seven recognized currencies.

Melee Weapons

Flexible Weapons

One-Handed Blunt

One-Handed Sharp

Polearm Blunt

Polearm Sharp

Precision Weapons

Small Blunt

Small Sharp

Two-Handed Blunt

Two-Handed Sharp

Ranged Weapons

Bow

Field Point Arrow

Broadhead Arrow

Sling

Sling Stone

Thrown Weapons

Shields

Buckler

Large Shield

Medium Shield

Small Shield

Armor

Chain Armor

Cloth Armor

Leather Armor

Plate Armor

Scale Armor

Apparel

Cloak

Clothing (Basic)

Clothing (Fine)

Clothing (Designer)

Clothing (Travel)

Footwear (Basic)

Footwear (Fine)

Footwear (Travel)

Climbing

Belay Device

Climbing Harness

Climbing Shoes

Grapnel

Rope, Climbing

Rope Ladder (Aid Ladder)

Pitons

Craft / Repair

Kits

If It’s Important to You, Buy it Separate

A tool kit, regardless of its overall capacity, is considered to have a set of generalized tools required to work in its related media. This means that a character may or may not have access to a hyper-specific item, per the Narrator’s discretion.

Therefore, if a specific tool is important to your character, such as grandpa’s lucky screwdriver or a pair of pneumatic, laser-guided pinking shears, it’s worth noting it separately.

Supplies

What’s this Going to Cost Me?

When it comes to Kits, Supplies, and Workshops, the cost is simply what it costs as the tools and materials required for different crafts varies greatly. A tailor can get by with some pins, needles, thread, and scissors but a molecular chemist is going to need an entirely different set of materials and working conditions.

We’ve provided a price range with the low end representing simple crafts and the high end representing decidedly more complex and infrastructure intensive. It is up to the Narrator to decide how much these resources will cost in game.

Workshops

Craft Kit (Rudimentary)

Craft Kit (Basic)

Craft Kit (Advanced)

Repair Kit (Rudimentary)

Repair Kit (Basic)

Repair Kit (Advanced)

C/R Supplies

Workshop

Food

Emergency Rations

Meal (Standard)

Meal (Fine Dining)

MRE

Beer, Pint

Spirits, 750 mL Bottle

Trail Rations

Wine, 750 mL Bottle

Light

Candle

Chem Light

Flashlight

Lantern

Torch

Medicine

Medical Kit (Rudimentary)

Medical Kit (Basic)

Medical Kit (Advanced)

Trauma Kit (Rudimentary)

Trauma Kit (Basic)

Trauma Kit (Advanced)

Kit Supplies

Navigation

Compass

Cartography Set

GPS (Handheld)

Map (Local)

Map (Regional)

Nautical Charts

Nautical Tables

Sextant

Star Charts

Security (Physical)

Lockpicks (Rudimentary)

Lockpicks (Basic)

Lockpicks (Advanced)

Telescoping Pole

Ball Bearing 1”

Caltrops

Foot Hold Trap (Bear)

Tripwire

Tripwire Alarm

Storage

Bag

Backpack (Small)

Backpack (Medium)

Chest

Crate

Pouch

Lock Box

Security Trunk