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4 C System

The document details the 4C System, an RPG toolkit originally published in 2007 and later revised by Chris Sakkas in 2012, which is now in the public domain. It provides a framework for superhero roleplaying and allows users to create their own game systems or adapt existing ones. The text includes character creation guidelines, traits, skills, and gameplay mechanics, emphasizing flexibility for both gamers and publishers.

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Eric R
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0% found this document useful (0 votes)
28 views37 pages

4 C System

The document details the 4C System, an RPG toolkit originally published in 2007 and later revised by Chris Sakkas in 2012, which is now in the public domain. It provides a framework for superhero roleplaying and allows users to create their own game systems or adapt existing ones. The text includes character creation guidelines, traits, skills, and gameplay mechanics, emphasizing flexibility for both gamers and publishers.

Uploaded by

Eric R
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Preface

The original edition of 4C System was published by Phil Reed in 2007. Although most of the text
was released into the public domain, the credits, illustrations and layout remain protected by copyright.
This edition removes all copyright material from 4C System.
Phil Reed also released a supplement called Weapons & Gear which was also in the public domain.
This unofficial new edition by Chris Sakkas corrects a few errors, moves all powers to the Powers
chapter and makes some formatting changes but otherwise preserves the texts of 4C System and
Weapons & Gear as they were written by Phil Reed.
If you notice any errors in the text, please contact Chris Sakkas at <[email protected]>.

First Release of the Libre Edition, 2012.

To the extent possible under law, the person who associated CC0 with this work has waived all
copyright and related or neighboring rights to this work.
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The cover of this book, which is also public domain, uses an image from Wonder Comics 001,
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You can visit Phil Reed’s website here: <http://www.roninarts.com/>.

1
4C System
4C is a RPG toolkit rather than complete Dice
game system; it provides a foundation for you to 4C uses “percentile dice”, two differently
build upon. As presented, 4C is specifically for colored ten-sided dice with one die designated
superhero roleplaying though it could be the “tens” die and the other the “ones” die.
adapted to other genres with a bit more work. Whenever the rules state roll d% roll both dice
For Gamers to generate a number between 0 (both dice show
“0”) and 99 (both dice show “9”).
As a gamer you can use 4C to “build” your
own game system or to assist in converting 4C Remember that unlike many other systems, a
products to similar systems. 4C is not a result of 00 in 4C is 0 rather than 100.
replacement for any games that you may already Example: Richard rolls d%. The “tens” die
own but is, rather, an aid. comes up 8 and the “ones” die comes up 3, for a
For Publishers roll of 83.
You can use 4C as the basis for an entirely Advanced
new game – strip out the powers and drop in Throughout this text are boxes marked as
appropriate origins and “classes,”* for example, “Advanced.” These boxes present new rules and
to create a fantasy game – or as common ground ideas that build on the basic text. Publishers and
for the development of material that is players can mix and match these rules to create a
compatible with other games that use a similar system for their exact needs. Publishers, for ease
system. of reference, are encouraged to stick to either the
4C is released to the public as public domain Basic or Advanced version when creating a
and almost every part of the text, including the compatible product and cite which version is
title, is open for use (the names of those used for their product. If you’re creating an
involved in the creation of 4C are not open for entirely new game based on this system
use). The copyright on 4C is unassigned and the compatibility is not a concern and you’re free to
text is donated to the public domain; anyone can do anything you wish.
use this material for their own products and with
their own ideas.
* A class could be nothing more than a set
package of abilities; by selecting a “class” the
character gains specific skills and abilities.

2
Contents
Preface ....................................................................................................................................................... 1
4C System ................................................................................................................................................. 2
For Gamers ............................................................................................................................................ 2
For Publishers ....................................................................................................................................... 2
Dice ....................................................................................................................................................... 2
Advanced .............................................................................................................................................. 2
Contents .................................................................................................................................................... 3
Characters.................................................................................................................................................. 4
Character Origin .................................................................................................................................... 4
Advanced Character Origins ................................................................................................................. 4
Traits ......................................................................................................................................................... 5
Primary Traits ........................................................................................................................................ 5
Secondary Traits .................................................................................................................................... 5
Rank Values ............................................................................................................................................... 7
Advanced Rank Values ......................................................................................................................... 7
Optional Rule: Rank Names ................................................................................................................. 7
Skills.......................................................................................................................................................... 8
Skill Determination ............................................................................................................................... 8
Advanced Skills .................................................................................................................................... 8
Powers ....................................................................................................................................................... 9
Power Determination ............................................................................................................................ 9
Advanced Power Selection ................................................................................................................. 10
Power Descriptions ..............................................................................................................................11
Playing the Game .................................................................................................................................... 21
Master Table ........................................................................................................................................ 21
Altering The Dice ................................................................................................................................ 21
Combat ................................................................................................................................................ 21
Gamemastering ....................................................................................................................................... 28
Using the Master Table ....................................................................................................................... 28
Character Health, Hit Points, or Vitality ............................................................................................. 28
Fluctuating Fortunes ........................................................................................................................... 28
Character Assets, Means, or Resources .............................................................................................. 29
Character Fame, Popularity, or Prestige .............................................................................................. 29
Vehicles ............................................................................................................................................... 30
Character Advancement .......................................................................................................................... 32
Weapons & Gear ..................................................................................................................................... 33
Introduction ......................................................................................................................................... 33
Grenades.............................................................................................................................................. 33
Omphalos IX Precision-Fire Rifle ...................................................................................................... 34
Shrouded Relay ................................................................................................................................... 35
Voltaic-Concussion Fist ...................................................................................................................... 35
Potions ................................................................................................................................................. 36

Feel free to share the text of this file with anyone. The text is released to public domain and can be
used as the basis for games of your own design. Enjoy.

3
Characters
Character Origin Advanced Character Origins
The first step in character creation is to As per standard character creation, roll
determine the character’s origin. Roll d% on the randomly for traits, powers, and skills and then
following table: modify the results for the origin of the character:
Roll Origin Origin Modifiers
00-04 Robot Robot The Rank Values of all
05-09 Alien Primary Traits are each
increased by +10. The
10-39 Skilled Human character’s Repute is reduced
40-59 Changed Human to 0.
60-79 Mutant Alien The Rank Values of all
Primary Traits are each
80-99 Technologically Enhanced increased by +10. The
character loses one powerbut
still retains a minimum of
Robot The character is a robot or one power.
perhaps some other Skilled Human The character gains three
construct, such as a golem. bonus skills.
Alien The character is a being Changed One of the character’s
from another world or Human Primary Traits (select one) is
dimension such as a Martian, increased by +10.
elemental, angel, or devil.
Mutant The character’s Fortitude is
Skilled Human The character is a highly increased by +10. The
skilled human; any “powers” character’s Lifestyle is
are actually superior training reduced by -10 (minimum of
or specialized devices. 1). The character gains one
Changed The character was human bonus power and all of the
Human but became superhuman character’s powers should be
through some outside innate and not derived from
agency, often an accident or equipment. The character’s
experiment. Repute is reduced to 0.
Mutant The character was born with Technologically The character’s Intellect is
or destined to develop Enhanced increased by +20. The
superhuman powers. character’s Lifestyle is
increased by +20.
Technologically The character’s powers are
Enhanced the result of devices and
gadgets.

4
Traits
4C characters are defined by a set of distinct invent, solve a problem, learn, or otherwise use
Traits. Each character has two types of Traits: smarts, this Trait determines the success or
Primary and Secondary. Primary Traits are failure of the action.
defined by Rank Values, Secondary Traits are
defined by either Rank Value or a numerical Awareness
score (see individual Secondary Traits for This Primary Trait is a measure of the
details). character’s intuition. When attempting to sense
danger, spot something, recognize a hunch, or
Primary Traits otherwise work on instinct rather than analyzing
4C features a total of seven Primary Traits: a situation, this Trait determines the success or
failure of the action.
Melee
This Primary Trait is the measure of a Willpower
character’s expertise in melee combat. When This Primary Trait is a measure of the
kicking, punching, stabbing, or otherwise character’s mental strength. When dealing with
fighting in close quarters, this Trait determines psychic abilities, magic powers, issues of
the success or failure of the attack. willpower, or otherwise using powers of the
mind, this Trait determines the success or failure
Coordination of the action.
This Primary Trait is the measure of a
character’s physical proficiency. When shooting, Determining Primary Trait Rank
throwing, dodging, balancing, or otherwise Values
employing physical nimbleness, this Trait Roll d% once on the following table for each
determines the success or failure of the action. Primary Trait to determine its Rank Value:
Brawn Dice Roll Rank Value
This Primary Trait is the measure of a
00-04 1
character’s physical power. When lifting heavy
objects, determining damage with melee or 05-09 3
thrown attacks, throwing an object a certain 10-19 6
distance, or otherwise engaged in activities
relying on physical power, this Trait determines 20-39 10
the success or failure of the action. 40-59 20
60-79 30
80-95 40
Fortitude 96-99 50
This Primary Trait is the measure of a Secondary Traits
character’s physical stamina and robustness. 4C characters have four Secondary Traits:
When attempting to hold breath, resist sickness,
overcome toxins, ignore fatigue, keep from Damage
dying, or otherwise engaged in physically This Secondary Trait is a measure of the
strenuous tasks, this Trait determines the success physical punishment a character can suffer
or failure of the action. before dying. This Secondary Trait uses a
numerical score (not Rank Value) that is
Intellect decreased as the character takes damage. This
This Primary Trait is a measure of the Secondary Trait, as well as damage and healing,
character’s intelligence. When attempting to

5
is discussed further under ‘Character Health, Hit Lifestyle
Points, or Vitality’. This Trait is a measure of the character’s
This Secondary Trait’s starting value is wealth and ability to procure needed items and
calculated by adding up the Rank Values of the services (discussed further under ‘Character
character’s first four Primary Traits (Melee, Assets, Means, or Resources’).
Coordination, Brawn, and Fortitude). To calculate the Rank Value for this
Fortune Secondary Trait roll once on Table 1.
This Secondary Trait is a measure of the Repute
character’s ability to use luck, training, and/or This Secondary Trait is a measure of how
experience to influence the present (discussed well the character is known; the greater the
further under ‘Nine Lives’). This Secondary score the more popular the character. This
Trait uses a numerical score (not Rank Value) Secondary Trait uses a numerical score (not
and points may be spent from it to affect die Rank Value); how this Trait influences the game
rolls and improve the Rank Values of Primary is covered under ‘Character Fame, Popularity, or
Traits (discussed further under ‘Fluctuating Prestige’.
Fortunes’).
To calculate this Secondary Trait’s value roll
This Secondary Trait’s starting value is d% and divide the result by 3 (round up).
calculated by adding together the Rank Values
of the character’s last three Primary Traits
(Intellect, Awareness, and Willpower).

6
Rank Values
Rank Values are the numerical representation Optional Rule: Rank Names
of Traits and power levels in 4C. Rank Values Although not necessary, Gamemasters may
range from 0 to 1000. Most characters will have wish to assign names to the various Rank Value
Rank Values in the 1-50 range with ranges as a means of adding additional flavor.
exceptionally powerful characters having Rank The following is a list of suggested Rank
Values of 51 or greater. Although no character Names.
may have a Rank Value of 0, characters may be
0reduced to the rank of 0 in special situations. Rank Value Rank Name
Here is a comparison of the different Rank Range
Values: 01-02 Doddering, Feeble, Weak
Rank Value Range Description 03-05 Inferior, Poor, Shabby
01-02 Minimum human 06-09 Average, Mundane, Typical
03-05 Below-average human 10-19 Accomplished, Competent,
06-09 Average human Good
10-19 Above-average human 20-29 Excellent, Exceptional, Skillful
20-29 Exceptional human 30-39 Extraordinary, Remarkable,
Super
30-39 Maximum human limit
40-49 Fantastic, Incredible, Wonderful
40-49 Low superhuman
50-74 Amazing, Astounding,
50-74 Superhuman Legendary
75-99 High superhuman 75-99 Colossal, Monstrous,
100-149 Low cosmic Monumental
150-999 Cosmic 100-149 Astonishing, Marvelous,
Unearthly
1000 Beyond comprehension
150-999 Inconceivable, Indescribable,
Advanced Rank Values Unthinkable*
The Advanced game takes the highest Rank
Value groups and divides them so that instead of 1000 Incomprehensible, Improbable,
12 groups (13 if you count 0) there are now 17 Unimaginable**
(18 with 0). This is primarily for the * Rank Values of this magnitude can also be
introduction of extremely powerful (cosmic) described using abstract terms such as Move A,
beings. If you’re running a fairly low-level game Shift 1, or Step X.
you may want to stick with the smaller ** Rank Values at this level may best be
selection. described in abstract terms such as Class A,
Magnitude 1000, or Mark Z.

7
Skills
After Origins and Traits characters may Advanced Option: Contacts
possess skills, mundane talents that grant them a In place of a skill a character may possess a
benefit when performing a specific action or contact. A contact is a friend or acquaintance the
operating in a pre-determined field of expertise. character can call on for assistance. Contacts
Skill Determination must be cleared with the Gamemaster though
any reasonable contact idea should be
To determine the number of skills a character
automatically allowed. (Attempting to claim the
possesses roll d% on the following table:
President of the U.S. as a contact is going to be
Roll Number of Skills a lot more difficult to have approved by the
Gamemaster than a low-level police officer.)
00-19 1
20-59 2 Advanced Skills
With Gamemaster approval a character may
60-89 3
take one advanced skill in place of two skills.
90-99 4 An advanced skill grants a +2 Row Step bonus.
Using Skills
Such things as Acrobatics, Investigation,
Pilot, Drive, and Martial Arts are considered
skills; discuss the skills you would like a
character to have with the Gamemaster for
approval. A skill grants a +1 Row Step bonus
when making any rolls on the Master Table
during an action appropriate to the skill in
question.

8
Powers
Powers are what make the character a Basic Power Selection
superhero.
Roll Power
Power Determination 00-03 Animal Command
To determine the number of powers a
character possesses roll d% on the following 04-07 Body Armor
table: 08-11 Claws
Roll Number of 12-15 Contaminant Resistance
Powers 16-19 Elasticity
00-19 2 20-23 Elemental/Energy Control
20-59 3 24-27 Extra Body Parts
60-89 4 28-31 Fast Attack
90-98 5 32-35 Flight
99 Magic* 36-39 Force Field
* Magic is a unique power able to replicate 40-43 Growth/Shrinking
all other powers.
44-47 Invisibility
48-51 Mind Control
Once you’ve determined the number of
powers for a character roll d% once for each 52-55 One-of-a-Kind Weapon
power on the Basic Power Selection or 56-59 Phasing
Advanced Power Selection table to determine 60-63 Physical Metamorphosis
the character’s specific powers:
64-67 Regeneration
68-71 Shapeshift
72-75 Super Leap
76-79 Supersense
80-83 Superspeed
84-87 Telekinesis
88-91 Telepathy
92-95 Teleportation
96-99 Wall Crawling
If you roll the same power twice you may
elect to either increase the power’s Rank Value
by +20 or roll again on the table.

9
Advanced Power Selection 58-59 Paralyzing Touch
If playing under the Advanced options, 60-61 Phasing
characters have a larger number of powers
available. Roll d% once for each power on the 62-63 Physical Metamorphosis
following table to determine the character’s 64-65 Plant Control
specific powers:
66-67 Protected Sense
Roll Power 68-69 Reflection
00-01 Absorption 70-71 Regeneration
02-03 Alter-Ego 72-73 Shapeshift
04-05 Animal Command 74-75 Sidekick
06-07 Astoundingly Wealthy 76-77 Super Leap
08-09 Body Armor 78-79 Supersense
10-11 Burrowing 80-81 Superspeed
12-13 Celebrity 82-83 Telekinesis
14-15 Chameleon 84-85 Telepathy
16-17 Claws 86-87 Teleportation
18-19 Contaminant Resistance 88-89 Trait Boost
20-21 Combat Awareness 90-91 Trait Increase
22-23 Detection 92-93 Vehicle
24-25 Dimension Jump 94-95 Wall Crawling
26-27 Elasticity 96-97 Water Native
28-29 Elemental/Energy Control 98-99 Weapon
30-31 Elemental/Energy Generation If you roll the same power twice you may
32-33 Extra Body Parts elect to either increase the power’s Rank Value
by +20 or roll again on the table.
34-35 Fast Attack
36-37 Flight
38-39 Force Field
40-41 Growth/Shrinking
42-43 Headquarters
44-45 Improved Skills
46-47 Invisibility
48-49 Mind Control
50-51 Mind Shield
52-53 Nine Lives
54-55 Nullification
56-57 One-of-a-Kind Weapon

10
Determining Power Rank Values character’s Alter-Ego. The second character
Roll d% once on the following table for each automatically has no powers and is a skilled
Power to determine its Rank Value: human (do not roll for powers or origin).
Additionally, the second character cannot
Dice Roll Rank Value possess any primary trait with a Rank Value
00-04 1 greater than 30; any result rolled over 30 is
automatically reduced to 30.
05-09 3
10-19 6 Amplified Elemental/Energy
Control
20-39 10 The Rank Value of the character’s
40-59 20 Elemental/Energy Control power (select one
element or energy type) is increased by one-half
60-79 30
the Rank Value of this power. In addition to the
80-95 40 power boost, when using his Elemental/Energy
96-99 50 Control power the character rolls three dice,
designating two of the dice as the tens die and
Power Descriptions then discarding one of the two after the roll.
The following are the descriptions of the
various powers. Each description includes A character that possesses Elemental/Energy
general ways in which the power can be used Generation – but not Elemental/Energy Control
during a game session. The Gamemaster sets the – can also control the chosen element or energy
difficulty for specific actions attempted by as per the Elemental/Energy Control power, but
characters with their powers. that control is at an effective Rank Value equal
to one-half the Rank Value of this power +10.
Absorption
The character is immune to damage inflicted Animal Command
by a specific elemental or energy type (select The character can communicate with and
one, see ‘Elemental/Energy Control’) up to the control animals. To successfully communicate
Rank Value of this power. Any damage inflicted with an animal the character must roll d% on the
over the Rank Value of this power is suffered Master Table using the Rank Value of this power
normally. or the character’s Willpower +10, whichever is
greater. A result of red or greater indicates
The character may use the absorbed energy in successful communication. To control an
one of two ways: animal, the character must achieve a yellow
1. Healing. The character instantly recovers result.
a number of damage points equal to the The character can control one type of animal
damage absorbed, up to his maximum (such as birds, reptiles, mammals, sea creatures,
value. etc.), which must be determined at the time of
2. Attack. The character, on his next turn, the character’s creation.
may unleash the absorbed energy as an Astoundingly Wealthy
attack. Treat as an appropriate elemental Not a “power,” this result increases the
or energy control attack with a Rank character’s Lifestyle by +50 and Repute by +20.
Value equal to the number of damage
points absorbed. Body Armor
The character has armor of some kind,
Alter-Ego perhaps thick hide or a protective bodysuit,
The character possesses another form, a which reduces damage by an amount equal to
different persona he can willingly change into. the Rank Value of this power.
Create a second character to use as this
11
Burrowing Contaminant Resistance
The character possesses the ability to tunnel The character possesses a strong resistance to
beneath the earth, moving at a rate equal to his toxins, diseases, and the like. Any time the
normal running speed (see ‘Movement’) through character must roll to resist the effects of poison,
any subterranean terrain with a material rank disease, or similar environmental hazards the
equal to or less than the Rank Value of this character may use the Rank Value of this power
power. The character cannot burrow through or the Rank Value of Fortitude +10, whichever is
other characters. greater.
Celebrity Detection
Not a “power,” this result increases the The character has the ability to detect a
character’s Repute by +30. The character is so specific form of energy, power, or supernatural
famous that whenever he would gain or lose presence.
Repute the values are doubled. The character Players that wish to possess a form of
cannot possess a secret identity.
detection not listed here are encouraged to
Chameleon discuss the idea with their Gamemaster.
The character’s body, as well as worn or Otherwise, select one type from the following
carried items, can be changed at will allowing list:
the character to blend into the surroundings. Magic: The character can detect magical
This is similar to Invisibility, except it is easier energy – spells, artifacts, those with the ability
to detect the character; anyone searching for the to use magic, etc. – within a number of sectors
character rolls d% and adds the Rank Value of equal to the Rank Value of this power.
their Awareness trait to the roll and compares it
against the character’s d% roll plus the Rank Magnetic: The character can detect magnetic
Value of this power. If the character rolls higher fields – usually powers of those possessing
than the searcher the character remains hidden. magnetic control – within a number of sectors
equal to the Rank Value of this power.
Claws
Psionic: The character can detect psionic
The character has some form of claws, either
activity or ability –when a power is used or
a natural part of the character’s body or a worn
someone possesses a power – within a number
item. The character uses the Rank Value of
of sectors equal to the Rank Value of this power.
either the character’s Melee or this power to
make slashing attacks. Claws are treated as a Radioactive: The character can detect
one-handed weapon for purposes of damage. radioactive energy within a number of sectors
equal to the Rank Value of this power.
Optional: Instead of claws the character
possesses another type of weapon of the player’s Spirit: The character can detect spiritual
choosing which may be used for bashing or activity – such as ghosts – within a number of
slashing attacks (choose one). sectors equal to the Rank Value of this power.
Combat Awareness Dimension Jump
The character has a special sense that alerts The character can move at will between
the character to danger seconds before it strikes. dimensions. The character may freely jump to
In all instances in which the Awareness trait is another dimension he has previously visited but
used the character uses the Rank Value of this visiting a new dimension requires the character
power or the character’s Awareness +10, to roll d% on the Master Table using the Rank
whichever is greater. Value of this power. A result of black means that
the character arrives dazed at the destination
dimension and must spend the next turn

12
recovering (the character may take no actions Lifting Objects: The upper weight limit of
that turn). an object the character may lift is based on the
power’s Rank Value:
Elasticity
The character’s body can stretch, allowing Rank Value Weight
the character to attack someone in a different
01-02 50 lb.
sector. A character with this power can stretch a
number of sectors equal to this power’s Rank 03-05 100 lbs.
Value divided by 10 (round up). 06-09 200 lbs.
Elemental/Energy Control 10-19 400 lbs.
The character has the ability to control the
20-29 800 lbs.
weather or a single element or type of energy.
The character can only manipulate an existing 30-39 1 ton
source of the element or energy; the character 40-49 10 tons
does not possess the ability to spontaneously
create the element or energy. 50-74 50 tons

Note that the below are guidelines only. The 75-99 80 tons
exact extent of what these powers can do is up 100-149 100 tons
to the Gamemaster. 150-999 200 tons
Attacking: A character using 1000 400 tons
Elemental/Energy Control to attack may use
either the power’s Rank Value or the character’s Weather Control: A subset of
Melee Rank Value +10, whichever is greater, for elemental/energy control, a character may
melee attacks. For ranged attacks use the choose to manipulate the weather. This power
power’s Rank Value or the character’s can be especially powerful since it allows a
Coordination Rank Value +10. Damage inflicted character to manipulate air, lightning, rain, and
in either case is equal to the power’s Rank any other aspect associated with storms/weather
Value. so the Gamemaster may choose to have Weather
Control count as two of a character’s powers.
Force Field/Armor: See the respective
powers. Elemental Control
Air: The character can manipulate winds to
attack, create force fields, lift objects, etc.
Earth: The character can manipulate the
ground to attack, create walls of earth that act as
armor, lift objects, etc.
Fire: The character can manipulate fire to
attack, increase or decrease the temperate of a
flame, create a wall of fire like a force field, etc.
Water: The character can manipulate water to
attack, create walls of water that act as armor,
lift objects, etc.
Energy Control
Electrical: The character can manipulate
electricity to attack, create force fields, lift
objects, etc.

13
Light: The character can manipulate light to Tail: The character gains one bonus attack
attack, blind opponents, create force fields, etc. each turn and may use the tail as if it were an
extra arm.
Magnetic: The character can manipulate
ferrous metals to attack, create walls of metal Wings: The character gains the Flight power
that act as armor, lift metallic objects, etc. with the speed determined by the Rank Value of
this power. If the character already possesses the
Sound: The character can manipulate sound
Flight power the power’s Rank Value is
to attack, lift objects, create force fields, etc.
increased by +20.
Elemental/Energy Generation
The character has the ability to spontaneously Fast Attack
A character with this power can attack a
generate a single element or type of energy
number of times each turn based on the power’s
chosen from the the Elemental/Energy Control
Rank Value:
power list. The character can also control the
chosen element or energy as per the Rank Value Attacks/Turn
Elemental/Energy Control power but that
control is at an effective Rank Value equal to 01-29 2
one-half the Rank Value of this power. 30-49 3
A character that possesses matching 50 4
Elemental/Energy Control and Flight
Elemental/Energy Generation gains a permanent The character can fly either through the use
+10 Rank Value bonus to both powers. of an item or by innate means. When flying the
Extra Body Parts character can move a number of sectors per turn
The character additional body parts beyond depending on the Rank Value of the power:
two arms and two legs, either a completely new Rank Value Sectors/Turn
part (such as a tail) or extras of an existing part
(four arms instead of two). Extra parts do not 01-02 1
grant a character bonus attacks. 03-05 2
Advanced Extra Body Parts 06-09 3
In the Advanced game, the character selects a 10-19 4
single extra body part. Extra body parts function
20-29 5
as follows:
30-39 6
Claws: The character gains the Claws power.
If the character already possesses the Claws 40-49 7
power the power’s Rank Value is increased by 50-74 8
+20.
75-99 9
Extra Arms: The character gains one bonus
attack each turn. 100-149 10

Extra Legs: The character moves faster; 150-999 15


increase movement by 1 sector each turn. 1000 *
Shell: The character gains the Body Armor * The character can circle the world in a
power. If the character already possesses the single turn.
Body Armor power the power’s Rank Value is
increased by +20.

14
Force Field When using Growth, the Rank Value of the
The character has the ability to generate a character’s Brawn is changed to the Rank Value
force field, either through mental powers or a of this power or the character’s Brawn Rank
device. Value +10 whichever is greater. Opponents
attacking the bigger character gain a +1 RS
Device: The force field acts as armor with a bonus on their attacks.
Rank Value equal to the power’s Rank Value. If
an attack deals damage in excess of this force When using Shrinking the Rank Value of the
field’s Rank Value the device is shorted out for character’s Brawn is unaffected. Anyone
1-10 turns (during which time it cannot be attacking the character when using this power
used). suffers a -1 RS penalty and the character gains a
+2 RS bonus to attacks.
Mental: The force field acts as armor with a
Rank Value equal to the power’s Rank Value or Headquarters
the character’s Willpower +10, whichever is The character possesses a secret
greater. If an attack deals damage in excess of headquarters. The headquarters size and location
the force field’s Rank Value or the character’s must be approved by the Gamemaster. The exact
Willpower +10, whichever is greater, the makeup of the headquarters – weapons locker,
character must roll d% on the Master Table garage, communications center, prison, etc. –
using the Rank Value of the character’s must also be approved by the Gamemaster. The
Fortitude. A result of black leaves the character Rank Value of the headquarters should be used
dazed and the character must spend 1-10 turns as a rough guide.
recovering (the character may take no actions
during that time). On any other result the Rank Possible Size and Contents
character is dazed for one turn. Value
01-05 A secret room in an apartment.
Growth/Shrinking May include a computer and basic
The character can grow larger or smaller
lab. Nothing sophisticated.
(select one), to a maximum/minimum height as
shown on the table below: 06-09 An apartment. A home gym would
be appropriate. Maybe one piece of
Rank Value Maximum Minimum advanced technology.
Height Height
10-19 A house. A few dedicated rooms
01-02 9 feet 4 feet serve as an armory, a brig, or other
03-05 12 feet 3 feet specialized duty. May include a
garage.
06-09 15 feet 2 feet
20-29 A mansion. Sprawling, spacious,
10-19 18 feet 1 foot and loaded with extras.
20-29 21 feet 6 inches 30-39 A compound. Multiple buildings
30-39 24 feet 3 inches behind a sturdy fence or wall. A
40-49 27 feet 2 inches character with a headquarters of
this size most likely does not have
50-74 30 feet 1 inch a secret identity.
75-99 60 feet ½ inch 40-49 A skyscraper. Some floors may be
100-149 120 feet ¼ inch rented out as offices or apartments
but most of the building is
150-999 240 feet 1/8 inch dedicated to the character’s pursuit
1000 480 feet 1/16 inch against crime.

15
50 An orbital complex, subterranean the mind control attempt fails. If the result is red
city, inter-dimensional residence, or or greater the target is controlled until the
other highly unusual and/or character releases the targeted character or the
massive complex. target is ordered to do something out of the
A headquarters can be of a smaller size than ordinary (such as injure a companion) at which
suggested. A Rank Value 50 headquarters, for point the target rolls d% on the Master Table
example, could be a single well-outfitted using the Rank Value of the target character’s
mansion. Willpower. A result of red or greater is needed to
break free of the mind control.
Improved Skills
Not exactly a “power,” this result grants the Mind Shield
character two bonus skills and increases the A character with the Mind Shield power
Row Step bonus of one skill to +3. possesses a special resistance to Mind Control
attempts. For purposes of resisting Mind Control
Invisibility the character’s Willpower Rank Value is
The character can become invisible and increased by the Rank Value of his Mind Shield
remain so for as long as desired. Sound, scent, power.
heavy rain, and other methods can still give an Additionally, the character gains a mental
invisible character away. The character may also Force Field at a Rank Value equal to one-half
attempt to turn objects or other characters the Rank Value of this power. A character who
invisible by touching them. Roll d% on the possesses Force Field (Mental) who also has this
Master Table using the Rank Value of this power gains a bonus equal to one-half the Rank
power, on a result or red or greater the item or Value of this power.
character touched is invisible and remains so as
long as the character touches it. Nine Lives
The character is exceptionally lucky. At the
Magic start of each game session the character gains a
The character possesses knowledge of, and pool of Fortune points equal to twice the Rank
ability to use, magic. Magic allows the character Value of this power. These points must be used
to cast “spells” that duplicate any other power in during that game session to affect die rolls and
the game; as a result Magic is the sole power the cannot be saved or used for character
character may have. A character may use only improvement. Additionally, once each game
one spell per turn. session the character may roll the dice without
Duplicated powers function as described in declaring the tens die until after the roll.
the individual power sections and at a Rank
Value equal to the character’s Magic Rank Nullification
Value. The character possesses the ability to nullify
– completely negate – the powers of others
Mind Control within a number of sectors equal to one-tenth
The character can take over the minds of the Rank Value of this power (round up). To use
others. A target of Mind Control must be within this power the character must roll d% on the
visual range of the character and must possess a Master Table using the Rank Value of this
Willpower Rank Value less than the Rank Value power. If the result is black the nullification
of this power or the character’s Willpower, attempt fails and the character suffers damage
whichever is greater. equal to one-half (round up) the Rank Value of
the power the character attempted to nullify. If
To take control of another the character must
the result is red the targeted power works at half
roll d% on the Master Table using the Rank
its effectiveness (round up). On any other result
Value of this power or the character’s Willpower
the power is negated for this turn.
+10, whichever is greater. If the result is black

16
One-of-a-Kind Weapon Energy: The character transforms into a
The character owns a unique weapon of the being of pure energy (choose electricity, light,
player’s choice which deals damage equal to its radiation, etc.). When in energy form the
Rank Value. character may do such things as:
Melee Weapon: The character makes melee • Jump into power lines and travel through
attacks with the weapon using the weapon’s them. (Electricity)
Rank Value or the character’s Melee +10, • Move at the speed of light. (Light)
whichever is greater.
• Cause radiation burns and sickness.
Ranged Weapon: The character uses the (Radiation)
weapon’s Rank Value or the character’s
Coordination +10, whichever is greater, when Fire: The character transforms into a being
attacking. of pure fire. When in fire form the character is
capable of setting things on fire.
Incorporated Power: At the player’s
discretion one of the character’s other powers Metal: The character transforms into a being
may be incorporated into the weapon increasing of pure metal (player’s choice as to the kind of
the Rank Value of the incorporated power by metal). The Rank Value of the character’s Brawn
+10 but losing the use of the incorporated power is changed to the Rank Value of this power or
if the weapon is lost or stolen. the Brawn Rank Value +10, whichever is
greater.
Paralyzing Touch
The character’s touch can render opponents Water: The character transforms into a being
unable to move. To paralyze an opponent the of pure water. When in water form the character
character must first hit with a melee attack may choose to flow like water, running through
which deals no damage. The target must then cracks and other small spaces.
roll d% on the Master Table using the target’s Plant Control
Fortitude Rank Value to resist. If the result is The character can control plants, forcing
black the target is paralyzed – knocked down them to twist and turn and using them to wrestle,
and unconscious – for a number of rounds equal attack opponents, or block attacks. The character
to one-tenth the Rank Value of this power performs all of these actions, through a chosen
(round up). plant, using the Rank Value of this power or the
Phasing character’s Melee +10, whichever is greater. The
The character‘s body can change into an character can control a number of plants each
insubstantial form allowing the character to turn equal to the number of times he can attack
“phase” through objects. The power grants the in a turn (controlling counts as an attack). The
character armor at the Rank Value of this power. character can only control plants within a
number of sectors equal to one-tenth the Rank
Physical Metamorphosis Value of this power (round up).
The character’s body can change into an
unusual material, selected from the list below, at Protected Sense
will. When metamorphosed the character One of the character’s senses – either a
possesses the traits of the material and gains normal sense (sight, hearing, etc.) or a
armor equal to the Rank Value of this power. supersense (see ‘Supersense’) – is completely
immune to damage or attacks of a Rank Value
Depending on the form and Gamemaster equal to or less than the Rank Value of this
approval the character may make use of the power. Touch, though a sense, cannot be
Rank Value of this power to determine damage protected.
when attacking (punching with fists of steel,
igniting things if made of fire, etc.).

17
Reflection number of sectors each turn depending on the
The character possesses the ability to reflect Rank Value of the power:
the effects of another character’s power back at
Rank Value Sectors/Turn
the originating character. To use this power the
character must roll d% on the Master Table 01-02 1
using the Rank Value of this power. If the result 03-05 2
is black the reflection attempt fails and the
character suffers the normal effects of the power. 06-09 3
If the result is red both the character and the 10-19 4
originator of the affected power suffer the
20-29 5
normal effects of the reflected power. On any
other result the power is reflected back and the 30-39 6
originator suffers the power’s full effect. 40-49 7
Regeneration 50-74 8
The character heals quickly. Once per turn,
75-99 9
instead of taking another action, the character
may recover a number of Damage points equal 100-149 10
to the Rank Value of this power. 150-999 15
Shapeshift 1000 *
The character can turn into any shape desired * The character can circle the world in a
(animals, other characters, objects) though the single turn.
character retains the character’s original size
(unless the character also has the Growth or Supersense
Shrinking powers). The change is automatically The character possesses a single
successful unless the character attempts to extraordinary sense such as superhearing or
impersonate a specific thing (such as another supersight. Rolls made to use the heightened
character) at which point roll d% on the Master sense use this power’s Rank Value or the
Table using the Rank Value of this power. A character’s Awareness +10, whichever is greater.
result of black means the character fails to A player may, with Gamemaster approval,
adequately copy the character or object and can have an entirely new sense. For example, a
be easily identified. character may be blind but possess echolocation
Sidekick (“seeing” like a bat) or infravision in addition to
The character possesses a sidekick that normal sight allowing the character to see in
assists him on adventures (and is the perfect tool darkness without penalty.
when the Gamemaster wants to cause trouble). Superspeed
Create a second character. This new character The character can run at superhuman speeds.
may possess no primary trait greater than the The character can move up to a number of
main character’s and cannot possess more than sectors per turn based on the Rank Value of this
one-half the number of powers (round up) of the power or the character’s Coordination +10,
main character. Any results that would break whichever is greater:
these two rules are automatically reduced. The
sidekick is under the Gamemaster’s control.
Superleap
The character can jump across great
distances. The character may leap up to a

18
Rank Value Sectors/Turn Rank Value Weight
01-02 1 1-2 50 lb.
03-05 2 3-5 100 lbs.
06-09 3 6-9 200 lbs.
10-19 4 10-19 400 lbs.
20-29 5 20-29 800 lbs.
30-39 6 30-39 1 ton
40-49 7 40-49 10 tons
50-74 8 50-74 50 tons
75-99 9 75-99 80 tons
100-149 10 100-149 100 tons
150-999 15 150-999 200 tons
1000 * 1000+ 400 tons
* The character can circle the world in a Ranged Attacks: The character may also use
single turn. this power to perform ranged attacks – by
throwing an object or simply using telekinetic
When attempting an unusual maneuver, such
“force” – using the character’s Willpower in
as running across water or up walls, the player
place of Coordination. A successful attack deals
must roll d% on the Master Table using the
damage equal to the Rank Value of this power.
Rank Value of this power or the character’s
Coordination +10, whichever is greater. A result Telepathy
of black indicates failure. The character can read the minds of others
and transmit mental messages. For all actions
Telekinesis
involving this power the character uses the
The character possesses the mental ability to
greater of the power’s Rank Value or the
move objects without touching them. The upper
character’s Willpower +10.
limit of weight the character may lift with this
power is the greater of the power’s Rank Value A character with this power may read the
or the character’s Willpower Rank Value +10. mind of any character with a Willpower Rank
Value lower than the character’s Rank Value in
this power or the character’s Willpower +10,
whichever is greater.
A character with this power is automatically
aware when someone attempts to read the
character’s mind. The character may attempt to
block the other telepath; both characters roll d%
and add the Rank Value of this power or the
character’s Willpower +10, whichever is greater.
Teleportation
The character may teleport a number of
sectors equal to the Rank Value of this power in
a single turn. Teleporting requires the player to
roll d% on the Master Table using the Rank

19
Value of this power. A result of black means the Durability, Handling, and Velocity of the vehicle
character arrives dazed at the destination sector by one-half this power’s Rank Value (round up).
and must spend the next turn recovering (the In addition to this increase the vehicle possesses
character may take no actions that turn). two special systems – weapons, unusual abilities
that mimic a power, or any other equipment the
If the character is unfamiliar with – or cannot
Gamemaster will approve – with each system at
see – the destination sector and teleports into a
a Rank Value equal to one-half this power’s
solid object – which can include the ground –
Rank Value (round up).
the player must roll d% on the Master Table
using the Rank Value of the character’s Wall-Crawling
Fortitude. A result of black immediately bounces The character can move normally, either by
the character back to the starting sector where using a specialized device or innate means,
the character is dazed and must spend 1-10 turns across surfaces from which most people would
recovering (taking no actions during that time). fall (walls and ceilings, for example).
Any other result immediately bounces the Gamemasters should inflict a row step penalty
character back to the starting sector where the when attempting to move across a slippery
character is dazed for one turn. surface.
Trait Boost Water Native
Unlike Trait Increase (see below), this power The character is from a watery civilization
is a temporary boost to any one primary trait of and may breathe underwater or on land. When
the character’s choice (chosen at the time this swimming, the character moves a number of
power is acquired). Once each hour of game Sectors determined by the Rank Value of this
time the character can automatically boost the power.
chosen trait’s Rank Value by an amount equal to
the Rank Value of this power. For a number of Rank Sectors Moved in One Turn
turns equal to one-tenth the newly boosted value Value When Swimming
(round up), the affected primary trait operates at 01-02 1 sector
this new value. At the end of this time the
affected primary trait’s Rank Value is reduced to 03-29 2 sectors
one-half (round up) its normal value for 1d10 30+ 3 sectors
turns. Weapon
Trait Increase The character possesses a weapon, or
Not exactly a “power”, the character weapons, with a combined total damage equal to
increases the rank value of any two primary the Rank Value of this power.
traits by +15 each. If this “power” is rolled twice Example: A character with a Rank Value of
the bonus to each primary trait chosen is 30 in this power could own two rifles, three
increased to +20 each. pistols, or a bow, crossbow, and pistol.
Vehicle The character may possess weapons that do
The character possesses a unique and not appear within these rules or in existing 4C
exceptional vehicle. The character selects an System games or supplements. Such new
existing vehicle and then increases the weapons must be approved by the Gamemaster.

20
Playing the Game
Master Table Altering The Dice
Take a look at the 4C Basic System Master After a roll is made you may spend 25 points
Table (back cover); it is the key to all actions in from Fortune to shift the result of a single roll
the game. To use the Master Table, find the one color left or right (from black to red, red to
appropriate Rank Value in the leftmost column, blue, blue to yellow, or vice-versa) on the
roll d%, and find your die result on the table by Master Table. The roll you alter can be your own
moving along the row. The number rolled will or someone else’s (ally or enemy). You may
be in a black, red, blue, or yellow box which spend additional points to further shift the color
will give you the result: (i.e. from black to blue or red to black) with
each additional shift costing a further 25 points.
Color Result Multiple characters may spend Fortune to affect
Black Failed Attempt. Your action has failed. the same die roll.
Red Minor Success. Your action succeeded, Example: Tony wants to reduce the result of
but just barely; in most instances this an opponent’s roll from blue to black. This costs
will be enough. 50 points (two Color Shifts), but Tony’s
Blue Success. You have succeeded at your character only has 37 points. Thus Tony can do
attempted action. no better than to shift it from blue to red (one
Color Shift); the opponent still succeeds, but
Yellow Major Success. You have succeeded in less so and Tony has 12 points remaining in his
a spectacular way. Some actions, as Fortune.
determined by the Gamemaster, will
require a Major Success. Combat
Row Steps Combat in 4C takes place in turns, each of
A Row Step represents a shift of one or more which covers an abstract amount of time equal
rows up or down the Master Table in the to the action depicted in a single comic book
effective Rank Value for a single action. A Row panel. A character can perform any action that
Step can be a bonus or penalty. For example, a would fit into a standard panel including attack,
+1 Row Step moves the effective Rank Value to dodge, or move. You may only attack once in a
the next higher row (i.e. from 20-29 to 30-39) turn (the exception is the Fast Attack power
while a –2 Row Step moves the effective Rank which grants characters the ability to make
Value two rows lower (i.e. from 20-29 to 6-9). multiple attacks in one turn). It is possible to
move and attack in the same turn but you suffer
Example: Jessica’s character is trying to hit a –1 Row Step penalty to your attack for every
an opponent with a karate chop. The sector you move into unless you perform a rush.
Gamemaster tells Jessica her character gains a You may also move and dodge in the same turn
+1 Row Step bonus due to favorable but you suffer a –1 Row Step penalty to your
circumstances. Her character has a Melee Rank dodge for every sector you move into.
Value of 30-39, so for this one attack the bonus
brings it to 40-49. During a turn the action takes place as
follows:
Advanced Master Table 1. The Gamemaster secretly determines the
There’s an Advanced version of the table that actions of Gamemaster Characters.
expands the number of rows from 13 to 18.
Other than the increased Rank Value groups the 2. The players each state their actions for
table is used in exactly the same way as in the the turn.
Basic game.

21
3. One player and the Gamemaster each characters that move for an extended of period
roll d% to determine Initiative for their of time may suffer the effects of exhaustion.
side; highest roll wins.
4. The side that won Initiative acts. Swimming
5. The side that lost Initiative now acts. Without a special power or device, a
character moves only a single sector each turn
6. Repeat until the combat is over. when swimming. A character that sinks may
hold his breath for a number of turns equal to his
Optional Rule: Initiative Bonus
Fortitude Rank Value; after that point the
Each turn each side adds the highest Rank
character must roll d% on the Master Table
Value of Awareness of its members to the
using the character’s Fortitude Rank Value:
Initiative roll.
Example: The highest Gamemaster Color Result
Character Awareness Rank Value is 20 while the Black You are dying.
highest player character Awareness Rank Value
is 50; the Gamemaster adds 20 to the Red You are winded; your Fortitude Rank
Gamemaster Characters’ Initiative roll while the Value drops by one Row Step.
player rolling for the player characters adds 50 Blue No effect.
to the Initiative roll. Yellow No effect.
Movement The character must continue rolling once
4C games are played on a map divided into each turn, with a cumulative -1 Row Step
individual areas known as sectors. The number penalty to his Fortitude Rank Value for each turn
of sectors a character may move in a turn is since he started drowning, until he reaches
determined by the Rank Value of Coordination. breathable air.
Rank Value Sectors Moved in One Turn Exhaustion
01-02 1 sector A character can move for a number of turns
03-29 2 sectors equal to the Rank Value of his Fortitude before
30+ 3 sectors he runs the risk of suffering from exhaustion.
The character must roll d% on the Master Table
Climbing: The above table assumes a using the character’s Fortitude Rank Value:
character moving horizontally along the ground;
if the character is moving vertically (i.e. Color Result
climbing a wall) use the following:
Black You collapse and must rest for 3-30
Rank Value Sectors* Climbed in One Turn turns.
01-29 1 sector Red You collapse and must rest for 2-20
turns.
30+ 2 sectors
* One sector is approximately 10 feet. Blue No effect.
Yellow No effect.
Some powers grant characters special forms
of movement. See the individual power The character must continue rolling once
descriptions for details. each turn – at a -10 penalty to his Fortitude
Rank Value – until he rests for 10 turns.
Advanced Movement Options
In addition to moving across sectors on the Melee Attacks
map (either through walking, running, or Hitting, kicking, stabbing, slashing, etc. are
climbing), characters may also swim and all types of melee attacks. To resolve a melee

22
attack, determine whether or not it is a Bashing Color Result
or Slashing attack.
Black Miss. Wild shot.
Bashing: Any unarmed attack with fists or
feet or an attack with a blunt weapon or object is Red Hit. See ‘Damage’.
a Bashing attack. Roll d% on the Master Table Blue Nail. You’ve hit your target; if you did
using your Melee Rank Value and compare the not declare you were trying for the
result to the following table: Nail then this is a Hit.
Color Result Yellow Dying. You’ve fatally wounded your
opponent.
Black Miss. You whiff.
Range: Weapons are limited in range as
Red Hit. See ‘Damage’. follows:
Blue Pound. Your opponent suffers damage Weapon Range (In Sectors)
and may be knocked down (possibly
into an adjacent sector). Bow 4
Yellow Concuss. Your opponent suffers Crossbow 4
damage and may be knocked out. Pistol 4
Slashing: Any attack with a knife, sword, or Rifle 8
other sharp object is a Slashing attack. Roll d%
on the Master Table using your Melee Rank Shotgun 2
Value and compare the result to the following Thrown 1 sector per row on the Master
table: Object Table starting with Rank Value
6-9; lower Rank Values can
Color Result
only throw an object in the same
Black Miss. Nothing but air. sector.
Red Hit. See ‘Damage’. Power 1/10 the Rank Value of the
Blue Concuss. Your opponent suffers power (round up)
damage and may be knocked out.
Yellow Dying. You’ve fatally wounded your Optional Rule: Range Penalty
opponent. Count the number of sectors from the
Ranged Attacks attacker to the target ignoring the attacker’s
Includes shooting a firearm and throwing a sector but including the target’s sector. For each
weapon or object, in short any attack across a sector the attacker suffers a -1 Row Step penalty
distance is a ranged attack. Roll d% on the to the effective Rank Value of Coordination for
Master Table using your Coordination Rank this attack.
Value and compare the result to the following Rushing
table: To rush an opponent you must meet the
following conditions:
• The opponent cannot be in the same
sector as you.
• You must be able to reach the opponent
in one turn.
If these two conditions are met you roll d%
on the Master Table using your Fortitude Rank
Value and gaining a +1 Row Step for each open
23
sector you move into. Compare the result to the Struggling: Use this when you want to grab
following table: an opponent and restrain the character.
Color Result Color Result
Black Miss. You run right past. Black Fail. Not even close.
Red Hit. See ‘Damage’. Red Fail. Just out of reach.
Blue Pound. Your opponent suffers damage Blue Hold. You’ve successfully grappled
and may be knocked down (possibly your opponent.
into an adjacent sector). Yellow Hold. You’ve successfully grappled
Yellow Concuss. Your opponent suffers your opponent.
damage and may be knocked out. Dodging
Wrestling Roll d% on the Master Table using your
Grabbing, choking, holding, and similar Coordination Rank Value and compare the result
attacks are all covered under wrestling. Roll d% to the following table:
on the Master Table using your Brawn Rank
Value and compare the result to the following Color Result
tables: Black Fail. Not quick enough.
Seizing: Use this when you want to grab Red 3 Row Step. Anyone attacking you this
something out of an opponent’s grasp. turn suffers a -3 Row Step penalty to
the appropriate Trait.
Color Result
Blue 6 Row Steps. Anyone attacking you
Black Miss. You grab at air. this turn suffers a -6 Row Step penalty
Red Miss. Not quite. to the appropriate Trait.
Blue Snatch. You’ve grabbed the target of Yellow 9 Row Steps. Anyone attacking you
your seize attempt. this turn suffers a -9 Row Step penalty
to the appropriate Trait.
Yellow Shatter. You’ve grabbed the item but
broke it. Attacking Multiple Targets at
Slipping: Use this when you’re being held by Once
an opponent. When surrounded by multiple opponents in a
single sector a character may elect to attack
Color Result everyone at once. Roll to attack but on a Yellow
Black Fail. You’re still held. result everyone is affected as if the result was
Red. Any result less than Yellow is a complete
Red Fail. Just for a second . . ., but no.
miss. This only works with melee attacks.
Blue Elude. You’ve escaped.
Damage
Yellow Turnabout. You’ve not only escaped Any successful hit inflicts damage that is
but can also reverse the hold. subtracted from your Damage total. When your
Damage points are reduced to 0, you are Dying.
The amount of damage an attack inflicts
depends on what type of attack it is:
• Melee Attack: Inflicts an amount of
damage equal to the Rank Value of the
attacker’s Brawn if weaponless; a one-

24
handed weapon adds +5 points and a d% roll achieves a Dying result, it is reduced to
two-handed weapon adds +10 points. Nail instead.
• Ranged Attack: Inflicts a number of Advanced Combat
points of damage equal to the Material
Value of the item thrown. The following Block
is a small selection of possible objects.
Sometimes it’s necessary to stop Brawn with
Item Thrown Material Value Brawn. When blocking, roll d% on the Master
Concrete Block 20 Table using your Brawn Rank Value and
compare the result to the following table:
Steel Beam 30
Color Result
Compact Car 40
Black Fail. Your block attempt has no effect.
Pickup Truck 50
If the attack was with a weapon it inflicts a Red 1 Row Step. For purposes of damage,
number of points of damage as follows: the Rank Value of the attacker’s Brawn
suffers a -1 Row Step penalty.
Weapon Damage Blue 4 Row Steps. For purposes of damage,
Bow 10 the Rank Value of the attacker’s Brawn
is reduced by 3 row steps.
Crossbow 10
Yellow 7 Row Steps. For purposes of damage,
Pistol 10
the Rank Value of the attacker’s Brawn
Rifle 15 is reduced by 6 row steps.
Shotgun 25
Armor: Reduces the amount of damage Catching
suffered in an attack by subtracting the armor’s There are times when a character must catch
Rank Value from the amount of damage something (a falling civilian, a thrown object,
inflicted; any remaining points are then etc.) When catching, roll d% on the Master
subtracted from Damage. Table using your Coordination Rank Value and
Example: A character wearing armor with a compare the result to the following table:
Rank Value of 10 hit by a punch dealing 20
Color Result
points of damage suffers only 10 points of
damage to Damage. Black Fail. You miss. If it was an object
being thrown to harm you, such as a
Pulling Your Punch: You can choose to weapon, you’re automatically hit.
mitigate the damage done by any of your
attacks. Prior to attacking you state the reduced Red Fail. You’ve missed.
amount of damage your attack can cause and/or Blue You catch, but possibly harm, it. You
the level of success it can achieve. If your attack must make a second d% roll on the
hits it does the reduced damage and if your level Master Table using Coordination; any
of success was greater than your limit, the result less than Blue means what you
success if reduced to your limit. caught suffers damage equal to the
Example: Gina does not want her pistol- Rank Value of your Brawn.
wielding character to kill an opponent so she Yellow Perfect catch. Good job!
states her character is pulling her punch with
the pistol (shooting in a non-vital area) limiting
the attack’s damage to a Nail result; if Gina’s

25
Evade
Similar to dodging, except it applies to melee
combat only, Evade is the act of weaving and
bobbing to avoid an attack. Roll d% on the
Master Table using your Melee Rank Value and Material Value Substance
compare the result to the following table: 1-2 Paper
Color Result 3-5 Plastic
Black Fail. Not only did you fail but you 6-9 Aluminum
moved into the exact spot your
10-19 Brick
opponent was attacking; your
opponent automatically hits you. 20-29 Concrete
Red Evade. You successfully evade the 30-39 Stone
attack and are unharmed. 40-49 Iron
Blue Superior Evade. Not only did you 50-74 Steel
successfully evade the attack but
you’ve also maneuvered yourself into 75-99 Diamond
an enviable position; on the next turn 100+ Magical or alien substance
you gain a +1 Row Step bonus to your
Combat Results
Melee roll to attack the opponent that
The following is a listing of the various
you just evaded.
combat results mentioned previously.
Yellow Maximum Evade. As blue but your
Concuss: Compare the Rank Values of the
bonus is +2 Row Steps.
attacker’s Brawn to the defender’s Fortitude. If
the attacker’s Rank Value is greater than the
Waiting defender’s the defender must roll d% on the
A character that wins initiative may choose to Master Table using his Fortitude and compare
wait before acting, allowing opponent(s) to act the result to the following table:
first and then interrupting and taking an action at
Color Result
the best possible moment. For example, a
character planning a ranged attack against an Black The defender is knocked unconscious
opponent may wait for that opponent to move for 1d10 turns. The defender loses all
closer (reducing the penalty associated with Fortitude points and can do nothing
ranged attacks). until regaining consciousness at which
point the defender immediately
Material Value of Common recovers a number of Fortitude points
Substances equal to the Rank Value of Fortitude.
Sometimes the strength of an object will
Red No effect.
come into play. In such instances, use the
following table as a point of reference: Blue Same as Red.
Yellow Same as Red.
Dying: You are dying. Your Damage points
drop to 0 and your Fortitude Rank Value drops
by one Row Step on the Master Table at the end
of each turn until it reaches Rank Value 0, at
which point you are dead. Once you’ve reached

26
Rank Value 01-02 you can stabilize yourself by
spending 10 Fortune points each turn.
If you receive aid before you die, meaning
someone spends a full turn tending to your Color Result
wounds, you automatically stabilize; your Black The defender is knocked down and
Damage points remain at 0 but your Fortitude into an adjacent sector of the attacker’s
Rank Value stops dropping. choice. The defender must spend next
Elude: You’ve escaped from the hold and turn getting up and can perform no
may move into any adjacent sector of your other action. If there’s an obstacle
choice. between the chosen sector and the
defender’s current sector; and if the
Hold: You’re firmly holding your opponent. attacker’s Brawn is greater than the
For every Turn you maintain the hold your Material Value of the obstacle (see
opponent suffers a number of points of damage above), the defender is knocked
equal to your Brawn Rank Value. through the obstacle.
Nail: This is a called ranged attack on a Red The defender is knocked down in the
specific target. It is used for feats of currently occupied sector. The
marksmanship such as severing a rope with an defender must spend next turn getting
arrow or shooting a gun out of someone’s hand; up and can perform no other action.
it deals damage to the target like a normal hit
Blue No effect.
The attacker must state the intention to try for
this result before rolling the attack. If a Nail is Yellow No effect.
not declared before the dice are rolled this result Shatter: Unfortunately you grabbed the
is treated as a Hit. The Gamemaster has the final object a little too hard and broke it. If the object
say on the effect of a successful Nail attack could possibly injure someone or something,
result. such as a gun, the Gamemaster should roll
Pound: Compare the Rank Values of the randomly to determine which character – or
attacker and defender’s Brawn. If the attacker’s important item – in the sector or adjacent sectors
Rank Value is greater than the defender’s the was harmed.
defender rolls d% on the Master Table using Snatch: You’ve grabbed the object in
Fortitude. Compare the result to the following question and wrested it from your opponent.
table:
Turnabout: You’ve not only escaped your
opponent’s hold but can also place your own
Hold on the opponent or move to an adjacent
sector instead.

27
Gamemastering
4C is a toolkit. As such, no suggestions or Circumstance Modifier
information on the “art” of being a Gamemaster
are provided; if you need an introduction to Hiding in shadows -5 Row Steps to opponents
being a Gamemaster, or just want to polish up attempting to notice
on your skills, it is recommended you search Jostling train -2 Row Steps to balance
online for help (various RPG messageboards along the top of the train
may prove especially useful to novice cars
Gamemasters). Raining -2 Row Steps to trying to
Using the Master Table grab a wet ledge
The Master Table has already been Character Health, Hit Points, or
introduced in the Combat section, but the
usefulness of the table extends beyond the
Vitality
Characters start the game with a number of
confines of combat; the Master Table is the key
Damage points equal to the total of their first
to any an all actions characters perform.
four Primary Trait Rank Values (Melee,
When a character wants to attempt an action Coordination, Brawn, and Fortitude). Characters
that will have an impact on the storyline (i.e. lose these points as they suffer damage (see
leap from rooftop to rooftop or notice an enemy Damage) throughout the course of an adventure
hiding in a dark alley) the Gamemaster does two and may die if reduced to 0 points (see Dying).
things:
Healing
1. Decides which Primary Trait or power Characters recover all damage between
applies to the action. For example, adventures.
Brawn for jumping or Awareness for
noticing or Superspeed for running up a Optional Healing
wall. For adventures that take place over a series of
days, or if you’re just looking for a little more
2. Decides the difficulty of the action based depth in your games, characters heal a number
on the following table: of Damage points each night equal to the Rank
Black: Easy. Value of their Fortitude.
Red: Average.
Blue: Difficult. Fluctuating Fortunes
Yellow: Ridiculous. Characters start the game with a number of
The player then rolls d% based on the Fortune points equal to the total of their last
appropriate Trait or power and compares the three Primary Trait Rank Values (Intellect,
color result to the color needed for success; if Awareness, and Willpower). These points may
the result equals the color or a greater color the be spent to affect the outcome of events in the
character’s action succeeded. If the action fails, game. In addition, characters may gain and lose
it is up to the Gamemaster to determine exactly these points based on their actions.
what happens to the character as a result. Gaining and Losing Fortune Points
Varying Circumstances: In addition to Characters gain Fortune points for positive
setting the basic requirements for success, the actions such as stopping crimes, winning fights,
Gamemaster can also use Row Step bonuses and donating to charity, keeping appointments,
penalties to reflect favorable or unfavorable rescuing someone from a fire, making time for
conditions. The following are some suggested friends, etc. The amount of points gained varies
modifiers: by the impact of the action as shown on the
following table:
28
Scale Points Gained 100-149 Superpower
Personal +5 150-999 Global resources.
Neighborhood +10 1000 Galactic resources.
City +25 In general, the Gamemaster should allow
characters to procure items and services
State +50 appropriate to their Lifestyle Rank Value unless
National +75 it would interfere with an adventure.
Global +100 Character Fame, Popularity, or
Losing Points Prestige
Characters lose Fortune points for negative A character’s Repute is used when a
actions such as committing crimes or allowing character is dealing with the public; the player
them to happen, losing fights, failing to keep rolls d% on the Master Table and checks the
appointments, failing rescue attempts, ignoring color result:
friends, etc. The amount of points lost varies by
the impact of the action as shown on the Color Public Reaction
following table: Black Unfavorable (“Get out of here you
Scale Points Lost freak!”)
Personal -5 Red Favorable (“Thanks.”)
Neighborhood -10 Blue Very Favorable (“That was amazing!”)
City -25 Yellow Extremely Favorable (“You are the
greatest!”)
State -50
Actions Speak Louder Than Words: The
National -75 Gamemaster may assign Row Step bonuses and
Global -100 penalties to the d% to reflect the character’s
actions prior to interacting with the public. The
Character Assets, Means, or following are some suggested modifiers:
Resources Circumstance Modifier
Lifestyle measures a character’s wealth and
access to other resources as shown on the table: Threatening -2 Row Steps to reactions
when threatening a citizen
Rank Level of Wealth/Lifestyle
Value Friendly +2 Row Steps to reactions
when treating citizens in a
1-2 Unemployment or state benefits. friendly manner
3-5 Student or part-time employment. Dealing with Criminals: The above assumes
6-9 Full-time, hourly wage employment. the character is dealing with law-abiding
citizenry. If the character is interacting with
10-19 Professional employment. criminals the table is reversed; a black result
20-29 Independently wealthy. indicates a favorable response.
30-39 Small corporation. Gaining and Losing Repute Points
40-49 Large, international corporation. Each time a character stops a crime or saves a
life (or, if things aren’t going well, commits a
50-74 Small nation. crime or kills), and the action is known to the
75-99 Large nation. public, the character gains or loses Repute
points:
29
Points Gained or Lost If the result equals the color or a greater color
the maneuver succeeded. If the maneuver fails
Thwart Criminal Activity +1 the vehicle crashes.
Save a Life +2 Crash: When a vehicle crashes its operator
Commit Criminal Activity -2 must roll for the severity of the crash. Roll d%
The above amounts are suggestions only. If on the Master Table using the operator’s
the crime a character stopped would have Coordination Rank Value and compare the result
affected the entire city or if the life the character to the following table:
saved was that of someone “important” or
Color Result
“famous”, the character may gain bonus points.
Black Vehicle crashes into an appropriate
Vehicles object, character, or vehicle (as
Except for those with special movement determined by the Gamemaster) in the
powers, characters will need to rely on vehicles same sector in which the maneuver
if they want to quickly cross long distances. was attempted. If the vehicle crashes
All vehicles are defined by three Vehicle into a character or other vehicle there
Traits: is a chance for the vehicle to avoid the
crash (see ‘Collision’).
Durability Red As black but the vehicle crashes in an
This Vehicle Trait is a measure of how much
adjacent sector to the one in which the
damage a vehicle can suffer before it is
maneuver was attempted.
destroyed. It also doubles as armor, reducing the
damage the vehicle and characters inside the Blue Same as red.
vehicle suffer from an attack by its value. Yellow Same as red.
This Vehicle Trait uses a numerical score (not For purposes of damage inflicted/suffered, a
Rank Value) that is decreased as the vehicle crash is treated like a collision. If there is
takes damage and increased when the vehicle is nothing but ground to hit in the sector the
repaired; this Vehicle Trait may never drop vehicle crashes into the ground (Material Value
below a score of 0 and never be raised above its 50).
starting value. Damaging and repairing vehicles
is discussed below. Velocity
This Vehicle Trait measures the number of
Handling sectors a vehicle may move in a single turn. This
This Vehicle Trait measures the agility of a Vehicle Trait uses a numerical score (not Rank
vehicle. This Vehicle Trait uses a Rank Value. Value).
Performing sharp turns or other unusual
maneuvers is handled with this Trait; roll d% Vehicle Combat
and compare the color result to the difficulty of Vehicles are attacked like characters; roll the
the maneuver on the following table: attack and apply damage if the attack hits.
Vehicles cannot wrestle or be wrestled.
Color Difficulty Collisions: A vehicle hits something (a
Black Easy (standard turns) character, wall, another vehicle, etc.). A
Red Average (sharp turns) vehicle’s operator may choose to purposefully
hit an object (ram) and the selected target must
Blue Difficult (jumping over a broken roll d% on the Master Table using Coordination
bridge) if on foot or the vehicle’s Vehicle Trait #2
Yellow Ridiculous (turning a car on to two (Control, Handling, Maneuvering, etc.) if
wheels to slip through a narrow alley)

30
operating a vehicle and compare the result to the • Characters Inside a Vehicle: Characters
following table: inside a vehicle that is involved in a
collision suffer 10 points of damage for
Color Result every sector the vehicle moved that turn
Black Failure. The target is hit and suffers prior to the collision.
collision damage. A vehicle involved in a collision moves no
Red Success. The target gets out of the further that turn.
way.
Vehicle Damage and Repairs
Blue Same as red. A vehicle with its Durability reduced to 0 is
Yellow Same as red. completely destroyed; it cannot be repaired.
Collision Damage: The struck object suffers Vehicles are fully repaired between adventures.
a number of points of damage equal to the Sample Vehicles
vehicle’s Durability and the striking vehicle The following is a small selection of
suffers a number of points of damage depending vehicles. The Gamemaster should use these as a
on what was hit: point of reference for vehicles of his own
• Character: If the character has armor design.
(either worn or natural), the vehicle Vehicle Durability Handling Velocity
suffers a number of points of damage
equal to the armor’s Rank Value. Compact Car 10 6 6
• Vehicle: The vehicle suffers a number of Sports Car 10 30 12
points of damage equal to the second Private Jet 20 10 20
vehicle’s Durability.
• Object: The vehicle suffers a number of
points of damage equal to the Material
Value of the hit object.

31
Character Advancement
As a superhero game, character advancement A character may also gain a completely new
is slightly out-of-genre and not completely power – with its Rank Value determined
appropriate. For those of you that like randomly – by spending 1,000 points. This new
advancement, though, characters may improve power must have an in-game explanation (be it
their traits and powers as follows: an accident, a new gadget, super serum, or any
other means approved by the Gamemaster).
Traits: A character may spend Fortune to
improve the Rank Value of traits. Increasing a Skills: A character can gain a new skill at the
Rank Value by one costs a number of points cost of 250 points. As with new powers, there
equal to the current value. needs to be an in-game reason for this new skill
(maybe the character has been attending night
Example: Joseph wishes to increase his
school).
character’s Melee from 30 to 31. This costs 30
points.
Powers: The Rank Values of powers can be
increased in the same way as the Rank Value of
Traits: Increasing a Rank Value by one costs a
number of points equal to the current value.

32
Weapons & Gear
Introduction Frag (Uncommon): 20 damage to all targets
One of the things that the 4C System rules in the affected sector; 10 damage to all targets in
are sorely lacking is a section on sample adjacent sectors. Reduce the Rank Value of
equipment. Sure, there are the occasional affected targets’ Body Armor by 10.
weapons and vehicles, but for the most part the Incendiary (Uncommon): This grenade
rules provide gamemasters and players with zero explodes in a burst of fire (this grenade mimics
guidance and assistance on weapons and gear. the Elemental Generation (Fire) power at Rank
Enter the 4C System Weapons & Gear series. Value 30, for purposes of control and absorption
In this infrequent series, published as I have the power use). All targets in the affected sector
time to devote to the system, I plan on detailing suffer 30 damage; targets in adjacent sectors
a variety of different types of gear, gadgets, and suffer 15 damage. The Body Armor power and
devices, ranging from equipment suitable for devices granting the power, unless designed to
near-future campaigns to magic items straight resist fire, do not work against this attack.
out of a fantasy setting. Lightning (Rare): This grenade explodes in
As with the actual 4C System rules, all of the a burst of electricity (this grenade mimics the
material in this PDF is released to the public Energy Generation (Electricity) power at Rank
domain. Use this material as you wish and, Value 30, for purposes of control and absorption
please, use this material as a guide to creating power use). All targets in the affected sector
your own 4C System Weapons & Gear. suffer 30 damage; targets in adjacent sectors
suffer 15 damage. The Body Armor power and
Grenades devices granting the power, unless designed to
In the superheroic universe of most 4C resist electrical attacks, do not work against this
System games, everyone from villains to heroes attack.
to military forces to criminals to alien invaders Paralytic (Rare): All characters in the sector
makes use of grenades. The following is a small in which this grenade detonates must roll d% on
selection of sample grenades, each designed for the Master Table using their Fortitude Rank
a specialized purpose. Gamemasters and players Value to resist. If the result is black the target is
should use the described grenades as guidelines paralyzed – knocked down and unconscious –
and inspiration for grenades of their own design. for 5 turns.
The availability of the grenade is given in the Scream (Rare): All targets within 6 sectors
brackets. of a detonated Scream grenade must Roll d% on
Anti-Arcane (Rare): This grenade is the Master Table using their Awareness Rank
specially designed to disrupt magical powers Value and compare the result to the following
and abilities. Any character with the Magic table:
power that is in the same sector – or an adjacent
sector – as the detonated grenade must roll d%
on the Master Table using Rank Value 40 (the
grenade’s effective Nullification (Magic) Rank
Value). If the result is black the grenade fails to
disrupt the affected character’s Magic power. If
the result is red the affected character’s Magic
power works at half its effectiveness (round up).
On any other result the Magic power is
disrupted and will not work this turn.

33
Color Result slightly (since the Advanced table has more
rows).
Black Incapacitated. The target is paralyzed –
knocked down and unconscious – for Rank Value Thrown Weapon Range
1d10/2(round down, minimum of 1) 1-2 Same Sector Only
rounds. 3-5 Same Sector Only
Red Dazed. The target is dazed and must 6-9 1 Sector
spend the next turns recovering (the 10-19 2 Sectors
character may take no actions those
turns). 10-29 3 Sectors
10-39 4 Sectors
Blue Stunned. The target is stunned for the
next round and suffers a -20 penalty on 40-49 5 Sectors
d% rolls. 50-74 6 Sectors
Yellow Success! The target manages to avoid 75-99 7 Sectors
the effects of the grenade. 100-149 8 Sectors
Stench Gas (Rare): All targets in the 150-999 9 Sectors
targeted sector, and adjacent sectors, must Roll 1000+ 10 Sectors
d% on the Master Table using their Fortitude Grenades, and other weapons specifically
Rank Value and compare the result to the designed for throwing, grant a +1 Sector range
following table: modifier.
Color Result Omphalos IX Precision-Fire
Black Incapacitated. The target is paralyzed – Rifle
knocked down and unconscious – for Advanced Weapon, Futuristic Device
1d10/2 (round down, minimum of 1) Availability: Unique
rounds. Attack Type: Ranged
Red Nauseous. The target is nauseous and Manufacturer: Wire, real name unknown
must spend the next turns recovering Designer: Wire, real name unknown
(the character may take no actions First Appearance: Wire’s Crusade #1
those turns). Current Whereabouts: Destroyed (Wire’s
Crusade #3)
Blue Queasy. The target is queasy for the
next round and suffers a -20 penalty on A personal weapon of the vigilante Wire, the
d% rolls. Omphalos IX was created in the dark future
world of tomorrow. Before its destruction (at the
Yellow Success! The target manages to avoid
hands of Wire himself, so that the weapon’s
the effects of the grenade.
technology would not fall into enemy hands),
Thrown Weapon Range the Omphalos IX proved itself a capable,
The 4C System rules state that the range of a dangerous weapon able to knock down even the
thrown object is “1 sector per row on the Master toughest of armored opponents.
Table starting with Rank Value 6-9; lower Rank
Values can only throw an object in the same 4C System Information
sector.” Accurate. The Omphalos IX is equipped with
an advanced scope and laser targeting designator
Let’s make that easier for everyone who is that grants the user a +20 bonus to Coordination
using the basic rules; let’s just look at a table. If when attacking.
you’re using the Advanced rules, which make
you an Advanced player, the ranges change Deadly Accuracy. The Omphalos IX is so
accurate that all Red attack results are stepped

34
up to Blue; any result of Hit is immediately sold to the world’s heroes, villains, and foreign
advanced to a Nail result. militaries. Each Shrouded Relay must be
properly tuned to work with other Relays;
Armor Piercing. The Omphalos IX’s armor
failure to do so prevents the user from
piercing rounds reduce the effectiveness of
communicating telepathically with others of his
Body Armor; reduce the Rank Value of any
team.
target’s Body Armor by one-half (round down).
Limited Ammo. The Omphalos IX is a 4C System Information
conventional weapon and requires ammunition. Telepathy. An advanced science device, the
The weapon’s magazine holds 30 rounds; Shrouded Relay enables its wearer to
replacing a magazine requires 4 turns. Extra communicate telepathically with anyone else
magazines and ammunition are difficult to wearing a Shrouded Relay; the wearer gains
locate though new ammunition can be created Telepathy at Rank Value 50 but does not gain
(in the proper weapons’ shop or laboratory) by the ability to read minds. A character who
someone with the proper skill (Weaponsmithing, possesses Telepathy who uses this device gains a
Science, Engineering, etc.). One hour of work +10 Rank Value bonus to his innate Telepathy.
yields 90 rounds. Trait Increase. The wearer gains Trait
Range Drawback. As a precision ranged Increase (Willpower) for as long as this device is
weapon, the Omphalos IX is poorly suited to worn. A character who possesses Trait Increase
close-in fighting. When used to attack a target (Willpower) who uses this device gains a +5
within 12 sectors, the user’s Coordination Rank Rank Value bonus to his Willpower.
Value is reduced by one-half (round down). Tuned. The device must be tuned. This
Additionally, any Blue or Yellow attack results requires a toolkit, the proper skill (Science,
are automatically reduced to a Red result. Engineering, Communications, etc.), and ten
Range. 20 Sectors. minutes for each Shrouded Relay in the set.
Damage. 20 Mind Shield. The Shrouded Relay grants the
wearer Mind Shield at Rank Value 30 for as long
Shrouded Relay as the device is worn.
Communicator, Foreign Military Prototype Psychic Scars. Each time the wearer uses the
Availability: Uncommon Shrouded Relay’s Telepathy power the character
Attack Type: N/A must make a Willpower test on the Master
Manufacturer: Widow’s Weave Ltd. Table; on a result of Black the character suffers
Designer: Rebecca Cognoscenti permanent Willpower damage and loses 1point
First Appearance: Spider’s Nest Quarterly #19 from his Willpower’s Rank Value.
Current Whereabouts: Unknown
The Shrouded Relay is an external Voltaic-Concussion Fist
communicator worn on the head. A superscience Experimental Weapon, Military Prototype
device that grants its wearer limited telepathic Availability: Rare
and psychic powers, the Shrouded Relay is Attack Type: Bashing
especially valuable to those who find themselves Manufacturer: Breyfogle and Grant Research
going up against opponents known to possess Designer: Classified
Mind Control abilities. The device fits snugly, First Appearance: Smashing Slicer Comics
held in place with a micro-fiber that wraps #213
around the wearers head and secures to a brace Current Whereabouts: Unknown (last seen in
worn beneath the user’s armor or clothing. Major Patriot #76)
A fairly uncommon device, hundreds of Built in the last days of the twentieth century,
Shrouded Relays have been manufactured and the Voltaic-Concussion Fist was originally

35
conceived as an anti-powers weapon with potions are rare or unique items (gamemaster’s
enough strength to provide a talented normal decision) and are not commonly seen during an
with the ability to engage one-on-one with a adventure. In low-magic superhero campaigns it
powered villain. Built for the United States is very likely that an entire adventure can be
government’s anti-powers agency, StopGAP, the structured around a single potion (the teammates
Fist was used in a few test missions but was of a wounded hero, for example, must locate a
deemed too expensive for regular service and, magical healing potion in order to save their
eventually, the project was shelved. friend).
Less than a dozen Voltaic-Concussion Fist Drinking a potion requires 1turn and the
prototypes were manufactured before the project potion’s effect automatically takes place (or
was closed down. While most of the devices starts, for potions with a duration) the next turn.
remain locked away in a secure government Characters with the Fast Attack power can
facility, at least three are known to have found sacrifice one attack each turn to drink one
their way onto the blackmarket. Where these potion. Drinking a second potion before the first
three Fists are today is unknown. one has expired negates the granted effects of
both potions.
4C System Information
Energy Generation. The Voltaic-Concussion Dodging: For the 3turns after drinking this
Fist grants the wearer Energy Generation potion, whenever dodging, the character
(Electrical) at Rank Value 40. If worn by a replaces the dodging results table with the
character that possesses Elemental/Energy following:
Control of the matching elemental or energy
Color Result
type, the Voltaic-Concussion Fist grants a +10
Rank Value bonus to the character’s innate Black 1 Row Step. Anyone attacking you this
power for as long as the device is worn. turn suffers a -Row Step penalty to the
appropriate Trait.
Amplified. The Voltaic-Concussion Fist
grants the wearer Amplified Energy Control Red 4 Row Step. Anyone attacking you this
(Electrical) at Rank Value 30 for as long as the turn suffers a -4 Row Step penalty to
device is worn. the appropriate Trait.
Draining. The Voltaic-Concussion Fist is a Blue 8 Row Steps. Anyone attacking you
powered device that must be attached to a this turn suffers a -8 Row Step penalty
specialized backpack. The backpack carries to the appropriate Trait.
enough power for 20 uses before it must be Yellow Automatic. Anyone attacking you this
recharged. Recharging the device requires an turn automatically fails.
advanced energy supply (found in most special Healing: A healing potion restores 25
labs but not in your garage) and 3d10+5 turns. A Damage points turn after it is administered to a
power belt may be used in place of the wounded individual. A healing potion cannot
backpack; the belt provides enough power for increase a character’s Damage points beyond his
10 uses and requires 2d10+5 turns to recharge. A starting value.
user may wear both the belt and backpack
though the Fist can only be connected to one of Invisibility: Drinking an invisibility potion
the two power sources at a time; switching grants a character the Invisibility power (see the
between power sources requires 1turn. 4C System rules) for turns.
Strength: Strength potions, once swallowed,
Potions increase a character’s Brawn Rank Value by
Single-use arcane items, potions are brewed
2d10+10 (roll as soon as the potion is used) for
by witches, sorcerers, and others who practice
3 turns.
the magical arts. In a standard 4C campaign,

36
More Potions
So you need a “Potion of Intellect” but there
isn’t one listed. No problem, you’re a smart
player. Just grab the “Potion of Strength,”
change the name and affected Primary Trait, and
you’re done. One “Potion of Intellect” ready for
action.
You can even use this trick for potions based
on powers!
Lesser and Greater Potions
Any potion with a set turn duration is also
available in lesser and greater versions. A
“lesser” potion remains in effect for 2turns while
a “greater” potion remains in effect for 4 turns.
For example, a Lesser Potion of Fortitude
increases the affected character’s Fortitude
Trait Rank Value by 2d10+10 for 2 turns.

37

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