Everything else about the 4c System

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Rukellian
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Everything else about the 4c System

#1 Post by Rukellian »

Any information regarding this game system that was not explained in character creation or any of the other threads, will be explained and presented here.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#2 Post by Rukellian »

Combat

Combat in 4C takes place in turns, each of which covers an abstract amount of time equal to the action depicted in a single comic book panel. A character can perform any action that would fit into a standard panel including attack, dodge, or move. You may only attack once in a turn (the exception is the Fast Attack power which grants characters the ability to make multiple attacks in one turn). It is possible to move and attack in the same turn but you suffer a –1 Row Step penalty to your attack for every sector you move into unless you perform a rush. You may also move and dodge in the same turn but you suffer a –1 Row Step penalty to your dodge for every sector you move into.

During a turn the action takes place as follows:
1. The DM secretly determines the actions of DM Characters.
2. The players each state their actions for the turn.
3. One player and the DM each roll d% to determine initiative for their side; highest roll wins.
4. The side that won initiative now acts.
5. The side that lost initiative now acts.
6. Repeat until the combat is over.

Each turn each side adds the highest Rank Value of Awareness of its members to the Initiative roll.

Example: The highest DM Character Awareness Rank Value is 20 while the highest player character Awareness Rank Value is 50; the DM adds 20 to the DM Characters’ Initiative roll while the player rolling for the player characters adds 50 to the Initiative roll.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#3 Post by Rukellian »

Movement

4C games are played on a map divided into individual areas known as sectors. The number of sectors a character may move in a turn is determined by the Rank Value of Coordination. Sectors are measured by feet, 10 feet per sector.

1-2 = 1 Sector per turn
3-29 = 2 Sectors per turn
30+ = 3 Sectors per turn

Climbing: The above table assumes a character moving horizontally along the ground; if the character is moving vertically (i.e. climbing a wall) use the following:

1-29 = 1 Sector per turn
30+ = 2 Sectors per turn

Some powers grant characters special forms of movement. See the individual power descriptions thread for details.

In addition to moving across sectors on the map (either through walking, running, or climbing), characters may also swim and characters that move for an extended of period of time may suffer the effects of exhaustion.

Swimming
Without a special power or device, a character moves only a single sector each turn when swimming. A character that sinks may hold his breath for a number of turns equal to his Fortitude Rank Value; after that point the character must roll d% on the Master Table using the character’s Fortitude Rank Value:

Black = You are dying (see damage trait under character creation for details)
Red = You are winded; your Fortitude Rank Value drops by one Row Step.
Blue = Your fine, keep going
Yellow = Your fine, keep going

The character must continue rolling once each turn, with a cumulative -1 Row Step penalty to his Fortitude Rank Value for each turn since he started drowning, until he reaches breathable air.

Exhaustion
A character can move for a number of turns equal to the Rank Value of his Fortitude before he runs the risk of suffering from exhaustion. The character must roll d% on the Master Table using the character’s Fortitude Rank Value:

Black = You collapse and must rest for 3-30 turns.
Red = You collapse and must rest for 2-20 turns.
Blue = Your fine, keep going
Yellow = Your fine, keep going

The character must continue rolling once each turn at a -10 penalty to his Fortitude Rank Value until he rests for 10 turns.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#4 Post by Rukellian »

Melee Attacks

Hitting, kicking, stabbing, slashing, etc. are all types of melee attacks. To resolve a melee attack, determine whether or not it is a Bashing or Slashing attack.

Bashing:
Any unarmed attack with fists or feet or an attack with a blunt weapon or object is a Bashing attack. Roll d% on the Master Table using your Melee Rank Value and compare the result to the following table:

Black = Miss. You whiff.
Red = Hit.
Blue = Pound. Your opponent suffers damage and may be knocked down (possibly into an adjacent sector)
Yellow = Concuss. Your opponent suffers damage and may be knocked out.

Slashing:
Any attack with a knife, sword, or other sharp object is a Slashing attack. Roll d% on the Master Table using your Melee Rank Value and compare the result to the following table:

Black = Miss. Nothing but air.
Red = Hit.
Blue = Concuss. Your opponent suffers damage and may be knocked out.
Yellow = Dying. You've fatally wounded your opponent.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#5 Post by Rukellian »

Ranged Attacks

Includes shooting a firearm and throwing a weapon or object, in short any attack across a distance is a ranged attack. Roll d% on the Master Table using your Coordination Rank Value and compare the result to the following table:

Black = Miss. Wild shot.
Red = Hit.
Blue = Nailed it. You've hit your target; if you did not declare you were trying for the Nail then this is a Hit.
Yellow = Dying. You've fatally wounded your opponent.

Range: Weapons are limited in range as follows:

Bow = 4 Sectors
Crossbow = 4 Sectors
Pistol = 4 Sectors
Rifle = 8 Sectors
Shotgun = 2 Sectors
Thrown Object = 1 Sector per row on the Master Table starting with Rank Value 6-9; lower Rank Values can only throw an object in the same sector.
Power = 1/10 the Rank Value of the power (round up)

Range Penalty
Count the number of sectors from the attacker to the target ignoring the attacker's sector but including the target's sector. For each sector the attacker suffers a -1 Row Step penalty to the effective Rank Value of Coordination for this attack.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#6 Post by Rukellian »

Rushing

To rush an opponent you must meet the following conditions:
1. The opponent cannot be in the same sector as you.
2. 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 sector you move into. Compare the result to the following table:

Black = Miss. You run right past.
Red = Hit.
Blue = Pound. Your opponent suffers damage and may be knocked down (possibly into an adjacent sector)
Yellow = Concuss. Your opponent suffers damage and may be knocked out.

Wrestling

Grabbing, choking, holding, and similar attacks are all covered under wrestling. Roll d% on the Master Table using your Brawn Rank Value and compare the result to the following tables:

Seizing:
Use this when you want to grab something out of an opponent's grasp.

Black = Miss. You grab at air.
Red = Miss. Not quite.
Blue = Snatch. You've grabbed the target of your seize attempt.
Yellow = Shatter. You've grabbed the item but broke it.

Slipping:
Use this when your being held by an opponent.

Black = Fail. You're still held.
Red = Fail. Just for a second..., but no
Blue = Elude. You've escaped.
Yellow = Turnabout. You've not only escaped but can also reverse the hold.

Struggling:
Use this when you want to grab an opponent and restrain the character.

Black = Fail. Not even close.
Red = Fail. Just out of reach.
Blue = Hold. You've successfully grappled your opponent.
Yellow = Hold. You've successfully grappled your opponent.

Dodging:
Roll d% on the Master Table using your Coordination Rank Value and compare the result to the following table.

Black = Fail. Not quick enough.
Red = 3 Row Step. Anyone attacking you this turn suffers a -3 Row Step penalty to the appropriate trait.
Blue = 6 Row Steps. Anyone attacking you this turn suffers a -6 Row Step penalty to the appropriate trait.
Yellow = 9 Row Steps. Anyone attacking you this turn suffers a -9 Row Step penalty to the appropriate trait.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#7 Post by Rukellian »

Attacking Multiple Targets at Once

When surrounded by multiple opponents in a single sector a character may elect to attack everyone at once. Roll to attack but on a Yellow result everyone is affected as if the result was Red. Any result less than Yellow is a complete miss. This only works with melee attacks.

Damage

Any successful hit inflicts damage that is subtracted from your Damage total. When your Damage points are reduced to 0, you are Dying (see p. 7). 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-handed weapon adds +5 points and a two-handed weapon adds +10 points.

Ranged Attack:
Inflicts a number of points of damage equal to the Material Value of the item thrown. The following is a small selection of possible objects.

Concrete Block = Material Value of 20
Steel Beam = Material Value of 30
Compact Car = Material Value of 40
Pickup Truck = Material Value of 50

If the attack was with a weapon if inflicts a number of points of damage as follows:

Bow = 10 Damage
Crossbow = 10 Damage
Pistol = 10 Damage
Rifle = 15 Damage
Shotgun = 25 Damage

Armor

Reduces the amount of damage suffered in an attack by subtracting the armor's Rank Value from the amount of damage inflicted; any remaining points are then subtracted from Damage (Hit Points).

Example: A character wearing armor with a Rank Value of 10 hit by a punch dealing 20 points of damage suffers only 10 points of damage to Damage (Hit points).

Pulling Your Punch

You can choose to mitigate the damage done by any of your attacks. Prior to attacking you state the reduced amount of damage your attack can cause and/or the level of success it can achieve. If your attack hits it does the reduced damage and if your level of success was greater than your limit, the success if reduced to your limit.

Example: Gina does not want her pistol-wielding character to kill an opponent so she 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 d% roll achieves a Dying result, it is reduced to Nail instead.

Material Value of Common Substances

Sometimes the strength of an object will come into play. In such instances, use the following table as a point of reference:

1-2 = Paper
3-5 = Plastic
6-9 = Aluminum
10-19 = Brick
20-29 = Concrete
30-39 = Stone
40-49 = Iron
50-74 = Steel
75-99 = Diamond
100+ = Magical or alien substance
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#8 Post by Rukellian »

Block

Sometimes it’s necessary to stop Brawn with Brawn. When blocking, roll d% on the Master Table using your Brawn Rank Value and compare the result to the following table:

Black = Fail. Your block attempt has no effect.
Red = 1 Row Step. For purposes of damage, the Rank Value of the attacker's Brawn suffers a -1 Row Step penalty.
Blue = 4 Row Steps. For purposes of damage, the Rank Value of the attacker's Brawn is reduced by 3 row steps.
Yellow = 7 Row Steps. For purposes of damage, the Rank Value of the attacker's Brawn is reduced by 6 row steps.

Catching

There are times when a character must catch something (a falling civilian, a thrown object, etc.) When catching, roll d% on the Master Table using your Coordination Rank Value and compare the result to the following table:

Black = Fail. You miss. If it was an object being thrown to harm you, such as a weapon, you're automatically hit.
Red = Fail. You've missed.
Blue = You catch, but possibly harm it. You must take a second d% roll on the Master Table using Coordination; any result less than Blue means what you caught suffers damage equal to the Rank Value of your Brawn.
Yellow = Perfect catch. Good Job!

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 compare the result to the following table:

Black = Fail. Not only did you fail but you moved into the exact spot your opponent was attacking; your opponent automatically hits you.
Red = Evade. You successfully evade the attack and are unharmed.
Blue = Superior Evade. Not only did you successfully evade the attack but you've also maneuvered yourself into an enviable position; on the next turn you gain a +1 Row Step bonus to your Melee roll to attack the opponent that you just evaded.
Yellow = Maximum Evade. Just like Blue but your bonus is +2 Row Steps instead of +1.

Waiting
A character that wins initiative may choose to wait before acting, allowing opponent(s) to act first and then interrupting and taking an action at the best possible moment. For example, a character planning a ranged attack against an opponent may wait for that opponent to move closer (reducing the penalty associated with ranged attacks).
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#9 Post by Rukellian »

Combat Results

The following is a listing of the various combat results mentioned previously.

Concuss:
Compare the Rank Values of the attacker’s Brawn to the defender’s Fortitude. If the attacker’s Rank Value is greater than the defender’s the defender must roll d% on the Master Table using his Fortitude and compare the result to the following table:

Black = The defender is knocked unconscious for 1d10 turns. The defender loses all Fortune points and can do nothing until regaining consciousness at which point the defender immediately recovers a number of Fortune points equal to the Rank Value of Fortitude.
Red-Yellow = No effect.

Elude:
You’ve escaped from the hold and may move into any adjacent sector of your choice.

Hold:
You’re firmly holding your opponent. For every Turn you maintain the hold your opponent suffers a number of points of damage equal to your Brawn Rank Value.

Nail:
This is a called ranged attack on a specific target. It is used for feats of marksmanship such as severing a rope with an arrow or shooting a gun out of someone’s hand; it deals damage to the target like a normal hit The attacker must state the intention to try for this result before rolling the attack. If a Nail is not declared before the dice are rolled this result is treated as a Hit. The DM has the final say on the effect of a successful Nail attack result.

Pound:
Compare the Rank Values of the attacker and defender’s Brawn. If the attacker’s Rank Value is greater than the defender’s the defender rolls d% on the Master Table using Fortitude. Compare the result to the following table:

Black = The defender is knocked down and into an adjacent sector of the attacker’s choice. The defender must spend next turn getting up and can perform no other action. If there’s an obstacle between the chosen sector and the defender’s current sector; and if the attacker’s Brawn is greater than the Material Value of the obstacle, the defender is knocked through the obstacle.
Red = The defender is knocked down in the currently occupied sector. The defender must spend next turn getting up and can perform no other action.
Blue-Yellow = No effect.

Shatter:
Unfortunately you grabbed the object a little too hard and broke it. If the object could possibly injure someone or something, such as a gun, the DM should roll randomly to determine which character – or important item – in the sector or adjacent sectors was harmed.

Snatch:
You’ve grabbed the object in question and wrested it from your opponent.

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.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#10 Post by Rukellian »

Vehicles

Except for those with special movement powers, characters will need to rely on vehicles if they want to quickly cross long distances. All vehicles are defined by three Vehicle Traits:

Durability:
This Vehicle Trait is a measure of how much damage a vehicle can suffer before it is destroyed. It also doubles as armor, reducing the damage the vehicle and characters inside the vehicle suffer from an attack by its value.

This Vehicle Trait uses a numerical score (not Rank Value) that is decreased as the vehicle takes damage and increased when the vehicle is repaired; this Vehicle Trait may never drop below a score of 0 and never be raised above its starting value. Damaging and repairing vehicles will be discussed in a little bit.

Handling:
This Vehicle Trait measures the agility of a vehicle. This Vehicle Trait uses a Rank Value. Performing sharp turns or other unusual maneuvers is handled with this Trait; roll d% and compare the color result to the difficulty of the maneuver on the following table:

Black = Easy (standard turns)
Red = Average (sharp turns)
Blue = Difficult (jumping over a broken bridge)
Yellow = Ridiculous (turning a car on two wheels to slip through a narrow alley)

If the result equals the color or a greater color, the maneuver succeeded. If the maneuver fails, the vehicle crashes.

Crash:
When a vehicle crashes its operator must roll for the severity of the crash. Roll d% on the Master Table using the operator’s Coordination Rank Value and compare the result to the following table:

Black = Vehicle crashes into an appropriate object, character, or vehicle (as determined by the DM) in the same sector in which the maneuver was attempted. If the vehicle crashes into a character or other vehicle there is a chance for the vehicle to avoid the crash (see Collision).
Red-Yellow = Same as Black but the vehicle crashes in an adjacent sector to the one in which the maneuver was attempted.

For purposes of damage inflicted/suffered, a crash is treated like a collision. If there is nothing but ground to hit in the sector the vehicle crashes into the ground (Material Value 50).

Velocity:
This Vehicle Trait measures the number of sectors a vehicle may move in a single turn. This Vehicle Trait uses a numerical score (not Rank Value).

Vehicle Combat:
Vehicles are attacked like characters; roll the attack and apply damage if the attack hits. Vehicles cannot wrestle or be wrestled.

Collisions:
A vehicle hits something (a character, wall, another vehicle, etc.). A vehicle’s operator may choose to purposefully hit an object (ram) and the selected target must roll d% on the Master Table using Coordination if on foot or the vehicle’s Vehicle Trait #2 (Control, Handling, Maneuvering, etc.) if operating a vehicle and compare the result to the following table:

Black = Failure. The target is hit and suffers collision damage.
Red-Yellow = Success. The target gets out of the way.

Collision Damage:
The struck object suffers a number of points of damage equal to the vehicle’s Durability and the striking vehicle suffers a number of points of damage depending on what was hit:

Character: If the character has armor (either worn or natural), the vehicle suffers a number of points of damage equal to the armor's Rank Value.
Vehicle: The vehicle suffers a number of points of damage equal to the second vehicle's Durability.
Object: The vehicle suffers a number of points of damage equal to the Material Value of the hit object.
Characters inside the vehicle: Characters inside a vehicle that is involved in a collision suffer 10 points of damage for every sector the vehicle moved that turn prior to the collision.

A vehicle involved in a collision moves no further that turn.

Vehicle Damage and Repairs
A vehicle with its Durability reduced to 0 is completely destroyed; it cannot be repaired. Vehicles are fully repaired between adventures.

The following is a small selection of vehicles. The Gamemaster should use these as a point of reference for vehicles of his own design:

Compact Car = Durability of 10, Handling of 6, Velocity of 6 sectors per turn
Sports Car = Durability of 10, Handling of 30, Velocity of 12 sectors per turn
Private Jet = Durability of 20, Handling of 10, Velocity of 20 sectors per turn
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Everything else about the 4c System

#11 Post by Rukellian »

Character Advancement

As a superhero game, character advancement is slightly out-of-genre and not completely appropriate. For those of you that like advancement, though, characters may improve their traits and powers as follows:

Traits: A character may spend Fortune to improve the Rank Value of traits. Increasing a Rank Value by one costs a number of points equal to the current value.

Example: Joseph wishes to increase his 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.

A character may also gain a completely new power – with its Rank Value determined randomly – by spending 1,000 points. This new power must have an in-game explanation (be it an accident, a new gadget, super serum, or any other means approved by the DM).

Skills: A character can gain a new skill at the cost of 250 points. As with new powers, there needs to be an in-game reason for this new skill (maybe the character has been attending night school).
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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