1.3 Chromatics

Everything in this RSG is organized around eight archetypal categories, which are called chromatics because (in order to make them as generic and genre-neutral as possible) they are simply coded by color. The chromatics constitute a single typology that integrates all aspects of the game.

Chromatics can operate like what other RSGs call alignments, informing character drives. They can also be seen as the source of classic RSG character types like tanks, healers, rogues, etc. More generally, however, the chromatics are intended to cover all aspects of character interaction with the setting, and thus modifications to dice in action roll dice pools.

In action rolls, chromatics tend to balance each other in opposing pairs; when both sides of a pair of chromatics are assigned dice in an action roll, the lowest roll represents both. The below are short descriptions of how chromatics define action dice; more in-depth descriptions are later.

Quickness (PURPLE). How quickly the action takes place, thus often whether the action succeeds or not. When Quickness is assigned a die this implies sacrificing some Accuracy.
Accuracy (YELLOW). How precisely the action is executed, in space or time, thus usually whether the action succeeds or not. When Accuracy is assigned a die, it can imply sacrificing Quickness: the character is waiting for the perfect moment to act.

Power (RED). How forcefully the action is executed. In combat, for example, this would determine damage. When Power is assigned a die, it often implies ignoring the social considerations of Agenda.
Agenda (GREEN). How well a social goal is achieved through the action. In some actions, like negotiating with a diplomat, this can be the main purpose, but Agenda can also be an aspect of other actions, and in these cases it often implies restraining the Power of the action. For example, when a combatant is trying to convince an opponent that they don’t intend to deal a fatal blow, and thus talking it out is a possibility.

Defense (ORANGE). How well the character is protected from ill effects from actions, their own or others. Assigning a die to Defense implies forgoing Analysis.
Analysis (BLUE). How well an intellectual purpose, testing the object of the action to understand it, is achieved. In some actions, like studying a machine, this can be the main purpose, but analysis can also be an aspect of other actions, like combat. Often, this requires that character is exposed to ill effects from the action, for example by looking around a barrier.

Perception (WHITE). How well the character gathers information (from a known source) during the action. This can inform Accuracy, Power, Agenda, Defense, and Analysis but, when Perception is elevated too high above other priorities, can also obstruct them.
Obscurity (BLACK). How well the character keeps some aspect of the action from being perceived, gathers information from an unknown source, or changes something in an ineffable way. This can obstruct Quickness, Accuracy, Power, Agenda, Defense, and Analysis but, when geared toward intuitive knowledge, can also inform them.

The eight chromatics could conceivably be depicted as an octagon—thus Octagon Games—but are perhaps better displayed as a rhombus, a diamond shape, with a hexagon in the middle containing the six colors of the visible spectrum (RED, ORANGE, YELLOW, GREEN, BLUE, PURPLE) and extensions above and below for the more basic chromatics of WHITE and BLACK. Thus the rhombus symbol of the Chromatic RSG.

Perhaps the most accurate symbol would be a 3D bipyramid as shown at right, since WHITE and BLACK are distinct from the other six chromatics, but that’s a bit hard to grasp. So, Chromatic ran with the rhombus.

Chromatics are expressed in game characteristics like attributes, drives, skills, and equipment features. They can also be expressed in setting aspects like divinities and elements; races, nationalities, gangs, and other factions; classes and professional orders; magic schools, psychic disciplines, and types of super power; and science and engineering fields.

The chromatics can perhaps be more easily imagined by seasoned gamers as broader versions of standard RSG concepts—Strength/Will, Constitution/Stability, Agility/Dexterity, Speed/Wit, Intelligence/Reason, Wisdom/Charisma, Perception/Clarity, Stealth/Intuition—except that chromatics can express themselves in aspects of the game beyond attributes. They are an all-in-one typology of which attributes are merely one expression. They tie everything together.