
Psychromattica System Reference Document
Psychromattica System © 2010 - 2025 by David Beall is licensed under CC BY 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by/4.0/
Foreword: A Layered Learning Experience
Welcome to the Psychromattica system. This System Reference Document (SRD) contains the complete, authoritative rules for the Psychromattica system.
The rulebook is a layered experience, designed to teach the game in escalating steps of complexity. The entire system is built on a single, unified concept: using dice rolls to deplete Clocks.
Document Overview
- Layer 1: The Dice and Objectives. Introduces the Standard Roll, Clocks and situation clock, Target Numbers and the Episode Downtime cycle.
- Layer 2: The Situation and Actions. Introduces your character's resource Clocks, the challenges you'll face, the actions you can take, and the Situation Clock that tracks immediate progress.
- Layer 3: Tactical Modifiers. Adds temporary states and effects that modify the core gameplay.
- Layer 4: The Strategic Game. Reveals the full, nested clock hierarchy, details different Situation Types
- Layer 5: Entities, Items, and Progression. Provides rules for entity and item stats, clocks, growth, and advanced Karma usage.
- Appendices A - B: Full Keyword Encyclopedia and Entity Codex
- Appendices C - D: Character Creation and Concept Tools
- Appendices E - F: New Player Aid and One Shot for First Time Players
- Appendices G - J: The Curator’s Library of Aides and References
Glossary of Core Concepts
The system is built on a few core ideas. Understanding these key terms will make learning the game much easier.
- Clock: The central mechanic of the game. A Clock is a resource tracker (like a health bar) that you are trying to deplete to 0. Your character has personal Clocks (HP, SP, EP), and challenges have their own Clocks (Task Clock, Situation Clock).
- Standard Roll (SR): The result of your dice roll. You roll two ten-sided dice (2d10), and the result is typically the number on your designated "Main Die," unless you roll doubles.
- Effect Value (EV): Your total score when trying to affect another entity. It's calculated as SR + Level + a chosen Stat. Your goal is to have your EV exceed the target's Resistance.
- Effort Roll (ER): Your total score when trying to overcome a non-combat challenge. It's calculated as SR + Level + a chosen Stat. Your goal is to have your ER exceed a challenge's Target Number.
- Resistance: An entity's primary defense value. It's calculated by adding their three highest stats together.
- Target Number (TN): The difficulty of a non-combat challenge. This is the number you need to beat with an Effort Roll.
- Keyword: The fundamental building block of all special abilities. Each keyword grants a unique active, passive, or gear-based effect that allows you to bend or break the core rules. Learning new keywords is how you level up.
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Tag: A temporary effect on a character, gained from keywords or other abilities. There are two types:
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Status Tag: A negative effect (like Weaken or Blight) that is usually triggered automatically.
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Boost Tag: A positive effect (like Haste or Ward) that you can choose when to use.
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Situation: A single, self-contained encounter or challenge, like a combat, a tense negotiation, or a complex trap. Successfully resolving a Situation is how you advance the overall story.
- Animation: A simplified entity, often a creature, minion, or construct, controlled by the Curator or a player.
- Karma: A special resource earned through good roleplaying and succeeding in Situations. It can be spent to reroll dice, learn new abilities, or influence the story in powerful ways.
- Curator: The person facilitating or running the experience, referred to as the Game Master in other systems.