4c - Expanded - Revised
4c - Expanded - Revised
EXPANDED
      by
 JAMES F KECK
       4C
EXPANDED
BY
     JAMES F KECK
           CREDITS
   Several Images provided by Storn Cook, Rudolf
 Montemayor, Tony Perna, Antonio Rojo, Fritz Casas,
and Butch Mapa via Image Portfolio © Louis Porter Jr.
                      Design.
Section 5: Magic 36
Section 6: Psionics 54
             Section 7: Gear                  62
ACTION!
             Section 8: Combat                88
             Index                            122
1
B EGININGS
                                                                                                               2
Welcome to 4C Expanded
The 4C (4 Color) System was designed to emulate an Excellent game system from the 80s that was
quite popular then (and still is today), that allowed you to play in the role of your favorite comic book
superhero, or to create one of your own design. The rules were simple and easy to learn, and are still
being used as the foundation for many of today’s latest Supers games. The original 4C System was a
good attempt at recreating the original system, but it fell short in several areas. 4C Expanded is an
attempt to rectify those shortcomings, and to - expand - upon the uses of this fine system to make it
more than just another “Supers” role-playing system.
Don’t get me wrong, 4C Expanded is all about Supers, but the system can also be utilized for so many
other genres, from straight Sci-Fi to Fantasy, and everything in between. In this book, we’ll begin with
a reworking of the original 4C rules as they were created, for super-heroic role playing, and then we’ll
move on to specific rules for use in other genres. First, let’s cover the basics!
Section 1: Basics
Before you can dive into the game, you’ve got to get acquainted with a few of the basic rules. Here,
we’ll discuss the type of Dice to be used for all action resolution, and the Master Table, which is essen-
tially the heart of the system. Once you have these basics down, you’ll be ready to move on to new, fun
and awesome worlds of game play. Let’s take a look at some of the terminology that you’ll be seeing
throughout these pages.
Traits
The characters you play in any 4C Expanded game are made up of a set of Traits, or Attributes, that de-
fine how the character can interact with the world around them. Each Trait is marked with a numerical
Rank Value that is used for determining whether your character succeeds or fails at a given task. The
higher the value, the better your character is in the given Trait. These Traits are broken down into two
categories, Primary Traits, and Secondary Traits.
The Primary Traits make up the character’s physical, and mental connections to the game world. They
define how well a character can do in a fight, or how much weight they can lift or carry, and whether
they can figure out complex puzzles, or how well they can withstand mental attacks. Each character has
seven Primary Traits, four Physical, and three Mental. These will be discussed further in the Character
Creation section. The numerical values of the Primary Traits are used to generate the totals of most of
the Secondary Traits.
Two of the Secondary Traits, Health and Fate, are made up from the totals of the character’s Primary
Traits. The character’s Health score is composed from the four Physical Traits, while the Fate score is
generated by totaling up the Mental Traits. Obviously, the Health score is the amount of damage the
character is able to withstand during a fight, while Fate is a pool of points that the player can use to ad-
just dice rolls during the game. These Traits will be discussed further in the Character Creation section.
Dice
The type of dice used in a game of 4C Expanded are called percentile dice. This is a pair of 10-sided
dice that give a number between 00 and 99 when rolled. You can use two different colored dice to let
you know which is the ones digit, and which is the tens digit. There are also sets of dice where one is
marked in tens (10, 20, 30, etc.) and the other is marked normally (0 - 9). This is my personal favorite
type of dice as there is no mistaking which is the 10s digit, and which is the ones digit.
3
    The Master Table
    The Master Table is used to determine the success or failure of almost every action that a character attempts in
    the game. Whenever a character tries to perform an action, select the appropriate Trait, Power, Ability, or Skill
    to determine the Rank Value to be used. Locate the Rank Value in the leftmost column of the Master Table, roll
    d% and find your die result on the table by moving along the row to the number you rolled. The higher the roll,
    the better your success. The number rolled will be in a gray, white, red, or blue column. A gray result is a Failed
    Attempt (FA), white a Minor Success (MS), Red is a Success (S), and blue is an Outstanding Success (OS). These
    result levels will be used throughout the game for various purposes, from setting a target for opposing skill or
    ability attempts to damage modifiers.
                                                                 Rank Values
                          Master Table                           Everything that a character does to interact with
      Rank                 % Roll                   Rank         the world will fall back to a Trait, Power, Ability, or
      Value     FA       MS         S    OS       Descriptor     Skill that has a Rank Value. Whenever you need to
     5000+      00      01-19   20-59   60-99     Omega 5        determine success or failure for an action, you’ll
                                                                 roll the dice, and then cross-reference the roll with
      2500      00      01-24   25-64   65-99       Psi 2.5
                                                                 the character’s ability/skill score, or raw Trait on the
      1500      00      01-29   30-69   70-99      Chi 1.5       Master Table.
      1000      00      03-34   35-74   75-99      Mythic
       500    00-02     06-34   35-74   75-99    Wonderous       You will note the Rank Value Descriptors in the right-
                                                                 most column of the Master Table. These descriptors
       250    00-05     06-39   40-79   80-99     Powerful
                                                                 can be used in conjunction with the actual numeri-
       150    00-09     10-39   40-79   80-99      Mighty        cal range of the Rank Value if you choose.
       100    00-14     15-44   45-84   85-99   Transcendent
                                                                       RANK VALUE    COMPARISON
       75     00-19     20-49   50-84   85-99      Colossal
                                                                           1-2       Minimum human
       50     00-24     25-54   55-89   90-99    Stupendous
                                                                           3-5       Below-Average human
       40     00-29     30-59   60-89   90-99   Inconceivable
                                                                           6-9       Average human
       30     00-34     35-64   65-93   94-99     Significant
                                                                          10-19      Above-Average human
       20     00-39     40-69   70-93   94-99    Exceptional
                                                                          20-29      Exceptional human
       10     00-44     45-74   75-96   97-99       Strong
                                                                          30-39      Maximum Human Limit
        6     00-49     50-79   80-96   97-99      Average                40-49      Low superhuman
        3     00-54     55-84   85-98    99        Lacking                50-74      superhuman
        1     00-59     60-89   90-98    99         Weak                  75-99      High superhuman
        0     00-64     65-93   94-98    99          Void                100-149     Low Cosmic
      Rank      FA       MS         S    OS         Rank                 150-999     Cosmic
      Value                % Roll                 Descriptor              1000+      Beyond Comprehension
    Row Steps
    A Row Step represents a shift of one or more rows up or down the Master Table in the effective Rank Value for
    a single action. A Row Step can be a bonus or a penalty. For example, a +1 Row Step moves the effective Rank
    Value to the next higher row (i.e. from Exceptional 20 to Significant 30) while a –2 Row Step moves the effec-
    tive Rank Value two rows lower (i.e. from Exceptional 20 to Average 6).
As an alternate rule you may declare that you wish to spend Fate points to alter a roll before rolling the dice. A
minimum of 5 points will be spent for declaring the use of Fate points whether they are needed to achieve the
desired Result or not. This allows the player to use as many or as few Fate points as needed to get the desired
Result.
Before we begin rolling up your Traits and Powers, or spending any points, let’s first go into a bit more detail
about what makes up a character. As mentioned in an earlier section, a character has seven Primary Traits that
allow him, or her, to interact with the game world. These Traits are divided into four physical (Melee, Agility,
Stamina, Strength) , and three mental Traits (Intellect, Vision, and Empathy). Collectively, these are known as the
character’s MASSIVE Traits.
Primary Traits
The seven Primary Traits listed below make up the character’s physical and mental structure. Each Trait will come
into play several times during a game session.
      •	 MELEE - This trait is used whenever your character gets into a hand- to-hand combat situation. From
         bare knuckles brawling to dueling with sabers, this is the Trait to use.
      •	 AGILITY - Agility is a measure of your character’s sense of balance, and hand-eye coordination. Use this
         Trait whenever you are attempting any sort of ranged combat, or whenever your balance is tested.
      •	 STAMINA - This Trait determines how long your character can keep going under adverse conditions.
         Struggling your way through a desert, or deep-sea diving are situations where this Trait will come into
         play. It is also used when you are trying to rush an opponent (see Rushing in the combat section).
      •	 STRENGTH - Simply put, this is your character’s physical power. It determines how much weight the
         character can lift/throw, and it is also the amount of damage he, or she, causes when punching or
         kicking an opponent.
      •	 INTELLECT - This is your character’s brain power, or smarts. You’ll use this Trait when trying to over-
         come any mental puzzles you may encounter along the way. Trying to solve mathematical equations,
         chemical formulae, and even remembering where you left your keys calls for the use of the Intellect
         Trait.
      •	 VISION - This is both the character’s ability to physically notice things, and to “sense” those things that
         aren’t readily visible. Instinct, or Sixth Sense are other ways to describe this Trait.
      •	 EGO - This Trait is a measure of a character’s mental strength, or willpower. It comes into play whenev-
         er the character is subjected to mental stresses such as mind control powers or abilities, or when being
         physically tortured.
5
    Secondary Traits
    The character’s Secondary Traits are Health, Fate, Fame, and Means. The Health and Fate Traits are derived
    from totaling up your character’s MASSIVE Traits. Fame and Means are generated randomly, or can be pur-
    chased if using the point-buy method of character generation.
          •	 HEALTH - This is how much damage your character can sustain before being knocked unconscious.
             To get your Health total, add your character’s Melee, Agility, Stamina, and Strength Traits together.
          •	 FATE - Fate is a pool of points that your character can use to tweak dice roll results during combat, or
             any other situation where you have to roll for success. To generate your starting Fate pool, add the
             character’s Intellect, Vision, and Ego together. You will be using Fate points often during an adven-
             ture, but you will also be receiving them for successful actions during the game as well, so this total
             will fluctuate throughout an adventure session.
          •	 FAME - This is a measure of how famous, or infamous your character is in the public eye. If you are
             relatively unknown (which many super heroes tend to be in the beginning), your Fame score will
             likely be 0, or maybe a few points higher. However, you might be quite famous from the get-go, and
             could begin the game with a high Fame score. This score is rolled randomly on Table C.
          •	 MEANS - This Trait shows how rich, or poor, your character is in the beginning. Means isn’t an exact
             dollar amount of worth, but more or less your character’s credit rating per month. If you’re of Av-
             erage (6) Means, your character is considered to be a regular working Joe, making standard hourly
             wages in a factory, or other nine to five type of job. If your Means score is Exceptional (20) then your
             character is independently wealthy, either through inheritance or successfully running your own
             small business. This score is also randomly generated by rolling on Table C.
                                                 Option
                                                  In unarmed combat, a character normally does damage equal to their
                                                  Strength Trait Value on a successful hit. This works extremel well
                                                  in a comic-centric role playing game, but if you are playing a game
                                                  with a more cinematic flare you’ll want to keep your characters, and
                                                  sometimes their antagonists, on their feet for a while longer than a
                                                  single comic frame will display. Here we introduce Melee Damage as
                                                  an additional Secondary Trait.
At this point in the game, you can simply choose an Origin, or roll one
randomly if you have no idea of the type of character you wish to cre-
ate. Choose, or roll for, an Origin from the list below:
    ROLL     BODY TYPE                        BUILD POINTS
    00-21    Skilled Human                   T: 80; P/S/A: 150
    22-37    Changed Human                  T: 100; P/S/A: 100
    38-51    Technologically Enhanced        T: 80; P/S/A: 150
    52-61    Robot                          T: 180; P/S/A: 150
    62-77    Mutant                         T: 150; P/S/A: 150
    78-89    Alien                          T: 200; P/S/A: 150
    90-99    Symbiot                         T: 42; P/S/A: 130
CHANGED HUMAN - The character has been altered by some form of accident, or experimental application.
Raise one (1) of the character’s MASSIVE Traits by +20. Roll beginning Traits on column C.
TECHNOLOGICALLY ENHANCED - This character has acquired his or her powers through the use of technology.
All initial powers must be assigned to weapons, a suit of armor, or other gadgetry that the character uses while
fighting the bad guys. Raise Intellect by +20. Means is also increased by +20. Roll on column A for starting Traits.
ROBOT - The character is some sort of mechanical, or magical construct. Raise all MASSIVE Rank Values by +10.
Character’s Fame begins at Void (0). Robots roll on column B to generate starting Traits.
MUTANT - The character’s genetic makeup has been altered, either by accidental exposure to cosmic, or atomic
radiation, or naturally inherited at birth. Raise Stamina by +10. Means is reduced by 10 (minimum of 1). Fame
is reduced to 0. Character gains one bonus Power. All starting powers are innate. Mutants roll on column B for
beginning Traits.
ALIEN - The character has come into the world from another planet, or plane of existence. Raise all MASSIVE
Rank Values by +10. Alien characters begin with one less Power (minimum of one). Each Power can be an inborn
ability, or mechanical in nature. Aliens use column B when rolling beginning Traits.
SYMBIOT - A Symbiotic character relies on another creature for sustenance and locomotion. In return, the Sym-
biotic character grants special abilities or some other benefit to its host. In most cases, the symbiotic relation-
ship is a mutually agreed partnership, but in some cases the pairing is more like slavery.
All of a Symbiot’s Physical Primary Attributes begin at 6 points, relying on their host’s body type for protection
and locomotion Roll up a second character to represent the Symbiot’s host body. Their Mental Attributes (Intel-
lect, Awareness, and Willpower) are generated by rolling on column B.
7
    To Randomize or Not to Randomize...
    Now comes the fun part, do you want to roll up the rest of your character randomly, or do you want to take up
    the reins, and build your character from the ground up? Both methods will be covered in the following pages.
    As mentioned previously, random generation leaves your character’s Traits, Powers, and other options up to
    chance. You have little to no control over what you will come up with. However, if you need a quick character
    for a last minute gaming session, pick up the dice and roll. This is also an excellent method that the GM can
    use for coming up with a quick villain if the main bad guy isn’t enough of a challenge for the PCs.
     TO PURCHASE                                       COST
     Primary Traits                                  Rank Value
     Secondary Traits                                Rank Value
     1 Skill or Spell Level                             20
     1 Associate                                        20
     1 Power or Psychic Ability                  2 X Rank Value
Secondary Traits
The character’s Secondary Traits are Health, Fate, Fame, and Means. As mentioned previously, your Health
score is generated by totaling up the first four scores of your MASSIVE Traits. Likewise, your Fate points are
generated by adding up the last three scores of your MASSIVE Traits. Next, we look at Fame, and Means. Unless
you’re using the Point-Buy method, you’ll roll for both of these scores on the Rank Value Table.
FAME - First let’s roll for Fame. Roll percentile dice, and compare the result to column C. Your character’s Origin
may affect the final total score.
MEANS - Next comes the character’s Means. This time we roll on column B. Again, the final total score may be
affected by the character’s Origin. Note your scores in the appropriate location on the character sheet, and let’s
move on.
Optional
MELEE DAMAGE - As noted earlier, Melee Damage is an optional Secondary Trait for use in combat. Instead of
using the character’s full Strength Trait Value as the damage score in unarmed combat, count the number of
Row Steps on the Master Table from zero to the Strength Trait Value and multiply by 2.
  Example: A character with a Strength Rank Value of 20 would do 10 points of damage when punching or kick-
  ing an opponent.
If the character uses a melee weapon, he or she then adds the Melee Damage Trait to the damage value of the
weapon.
  Example: The character draws a sword and hits an opponent. The sword’s damage is 10 plus the character’s
  Melee Damage Trait score of 10 for a total of 20 points of damage.
    Okay, so we’ll assign our character’s Primary Trait scores where we want them. We want him to be decent in a fist
   fight, so let’s give him a Melee score of 30, that’s Significant. We also want him to be nimble, maybe more so than
   anything else, so let’s put the 50 in Agility, a Stupendous score. His Stamina should be worthwhile, so let’s drop an
   Exceptional score of 20 there. Oh, hey, Muties get a bonus of +10 to their Stamina, so let’s raise that score to 30.
   Don’t want him to be a 90 pound weakling, so let’s give him a Significant Strength score of 30. He’s no Einstein, but
   he’s not a crash test dummy either, so let’s give him an Above Average Intellect of 10. His Vision should also set him
   above others, so let’s put that other 10 there. Okay, so he’s not a very strong willed person, but he’s just as good as
   the next guy, so we’ll put the Average score of 6 down for his Ego.
   Now let’s get our Secondary Traits taken care of. Adding up the MASS portion of the Primary Traits, we get a total
   of 140. This is the character’s Health score. Very nice. Now we add the IVE half of the Traits for a total score of 26
   - ugh - our boy doesn’t have a lot of Fate points to play with now does he? Oh well, that’ll fluctuate during game
   play anyway. Our next step is the character’s Fame. Being a mutant, our character automatically begins with a Fame
   score of 0. That was easy, huh? Next comes Means. Again, a Mutie gets hit with a penalty for being what he is, so
   whatever we generate will already be reduced by -10. To generate our score, we roll on column B of the Rank Value
   Table for a score of Inconceivable (40)! Oh, wait, we have to subtract 10 from that, so we’re knocked back down to
   Significant (30). Still, it appears that our mutant has an income equivalent to that of a small corporation. Not too
   shabby! This kind of conflicts with his having a Fame of 0, but perhaps he’s a Prince or something from an island
   nation that nobody pays much attention to. Whatever the case, we’ve got our Primary and Secondary Traits taken
   care of.
9
    Section 3: Skills & Associates                                       Option
    Once you have determined your character’s Origin, and               Characters can purchase up to five levels
    generated its Traits, it is time to decide what skills he or she    in any skill. Each level in a skill gives a +1
    knows. Each skill is tied to a particular MASSIVE Trait and         Row Step to the Primary Trait it is associ-
    gives a +1 RS to the Trait whenever the skill is used. With the     ated with. Should a character acquire the
    Game Master’s approval, you may also take one, Advanced             Improved Skills power, he or she still gets a
    skill in place of two regular skills. This gives the character a    +3 RS bonus to the chosen skill, which can
    +2 RS bonus when using the Advanced skill.                          raise it above the maximum level limit of 5.
    Focusing
    Sometimes a player will want to have their character be more fine tuned in a specific skill. He or she may want
    to be really good with a certain weapon, or be able to really know how to keep an old favorite robot in operat-
    ing order. Focusing allows the character to be more highly skilled when using that one thing that they are good
    with. Focusing increases the character’s bonus from the skill level from +1 RS to +2 RS whenever that particu-
    lar item or ability is involved. The cost of focusing is the same as raising a kill level, and whenever the base skill
    is increased it costs an additional 100 Fate points to raise it.
    Random Skills
    Unless you are building your character via the Point-Buy method, use the               % ROLL        No. of SKILLS
    table at right to determine the number of skills your character begins with.            00-19              1
    All skills may be attempted unskilled except those marked with an asterisk *.           20-49              2
                                                                                            50-79              3
    Next, roll a single 10-sided die to determine which skill table to roll on, and
    then roll d% for the specific skill.                                                    80-99              4
                                                                                                              10
00-01 MELEE SKILLS            05 STAMINA SKILLS                     08 VISION SKILLS
 00-32    Blunt Weapons        00-24    Athletics                     00-06     Artistry
 33-65    Edged Weapons        25-49    Climbing                      07-12     Beast Control
 66-99    Martial Arts         50-74    Running                       13-21     Bluffing
                               75-99    Swimming                      22-29     Camouflage
02-03 AGILITY SKILLS
                                                                      30-37     Detect Lie
 00-04    Archery             06-07 INTELLECT SKILLS
                                                                      38-44     Detect Traps
 05-09    Balancing            00-03    Alien Lore
                                                                      45-52     Disguise
 10-13    Contortion           04-06    Ancient History
                                                                      53-60     Gambling
 14-18    Disarm Traps         07-09    Appraising
                                                                      61-68     Interrogation
 19-23    Dodging              10-13    Arcane Lore
                                                                      69-75     Meditation
 24-27    Driving              14-16    Astronavigation*
                                                                      76-83     Predict Weather
 28-31    Escape               17-19    Barter
                                                                      84-91     Research
 32-35    Hiding               20-23    Botany
                                                                      92-99     Tracking
 36-40    HOV Ops              24-27    Capital Ship Engineering*
 41-45    Lock Picking         28-32    Capital Ship Piloting       09 EGO SKILLS
 46-50    Pick Pockets         33-36    Capital Ship Weapons          00-15      Animal Handling
 51-55    Piloting             37-40    Computer Ops                  16-31      Command
 56-58    Ranged Weapons       41-44    Dead Language                 32-46      Hypnotism
 59-61    Rope Use             45-48    Demolitions                   47-63      Intimidation
 62-64    Set Snares           49-52    Electronics                   64-79      Resist Domination
 65-70    Sleight of Hand      53-56    Envirosuit Ops                80-99      Willpower
 71-76    Starship Gunnery     57-58    First Aid                   All beginning characters start the
 77-80    Starship Piloting    59-61    Foraging                    game with skills at first level. If the
 81-84    Stealth              62-63    Geo-Navigation              GM would like to have your char-
 85-88    Thrown Objects       64-66    Heraldry
                                                                    acters be more advanced, you can
                                                                    roll on the following table to deter-
 89-92    Thrown Weapons       67-69    Language
                                                                    mine each skill’s starting level:
 93-96    Tightrope Walking    70-72    Medicine*
 97-99    Tumbling             73-75    Mining                       D%       SKILL LEVEL CLASSIFICATION
                               76-78    Planetary Science           00-49         1              Novice
04 STRENGTH SKILLS                                                  50-69         2             Advanced
                               79-82    Repair
 00-24 Intimidation                                                 70-84         3              Adept
                               83-85    Robotics
 25-49 Jumping                 86-89    Security                    85-94         4              Expert
 50-74 Lifting                 90-93    Starship Engineering*       95-99         5              Master
 75-99 Wrestling               94-96    Survival
                               97-99    Toxicology
11
                                                             EDGED WEAPONS – Types of edged weapons include
     Using Skills                                            swords, daggers, knives and the like.
     Whenever a character is attempting to perform
     a difficult task that would be covered by a skill,      MARTIAL ARTS – Martial Arts comes in many styles. In
     he or she makes a skill check. All of the skills are    its basic form, this skill gives a +1 RS bonus to the Me-
     grouped by the Primary Traits that govern them.         lee skill for any type of unarmed hand to hand combat.
     Edged Weapons falls under Melee, Foraging and           Specific styles can be designed by the player and the
     Survival are listed under Intellect, etc. The GM will   Game Master and can have special attacks that may be
     determine if a skill check is necessary based upon      learned with each new level.
     what else may be going on at the time that the
     character is attempting to use it. For instance, if a   Some basic style additions are listed here to help guide
     character is leisurely scrolling through the Univer-    the player or GM in designing their own specific style:
     sal Web on a ship’s computer during a hyperspace         •	   Quick Strike - This style uses multiple, rapid attacks
     jump, no roll would be needed, but if he or she               that allow the combatant to get in several punches or
     was needing to find specifc information on how                kicks during a Turn at the cost of doing less damage
     to repair a damaged laser cannon during a space               per strike. The character makes a number of attacks
     battle, then the GM would require the player to               equal to his or her Melee rank score divided by ten,
     roll.                                                         but each hit only does half his or her Strength or Me-
                                                                   lee Damage score (rounded up) in damage.
     Melee Skills                                             •	   Locks & Bars - This style focuses on trapping an op-
     BLUNT WEAPONS – The character is knowledge-                   ponent’s arms and legs by twisting, bending, or even
     able in the use of blunt weaponry. Examples                   pinching their joints in ways that will immobilize them,
                                                                   and possibly render them unconscious. Characters
     include club, maces, hammers and similar types
                                                                   that utilize this style achieve a Hold on a White result
     of weapons.
                                                                   or higher.
                                                                                                                          12
 •	   Power Strike - This style concentrates on hard hitting      LOCK PICKING – The character has learned to pick
      attacks that amplify the damage with each strike. The       locks in order to gain access to secured rooms or
      character receives a +1 RS to Strength for damage           containers.
      purposes.
                                                                  PICK POCKETS – In order to get by in the streets,
 •	   Energy Reversal - The martial artist utilizing this style   the character has learned to discreetly acquire
      pits his or her opponent’s energy against them self.        valuables from others by reaching into pouches
      The target of these attacks typically gets thrown,          or pockets to grab the loot.
      sometimes for great distances, by a simple twist of a
      wrist. Whenever the character is attacked, he or she        PILOTING - This skill covers flying atmospheric
      can attempt to Evade the incoming strike. With a Red        vehicles over a planet’s surface. Select a specific
      result or better, the character achieves a Pound result     type of aerial vehicle at character creation for
      against his or her attacker. If the target is thrown, he
                                                                  each instance of the skill. Add the skill level bonus
      or she receives double damage from the impact.
                                                                  to the vehicle’s Handling rating when performing
                                                                  maneuvers.
Agility Skills
                                                                  RANGED WEAPONS - The character understands
ARCHERY – The character is skilled in the use of bows             the basics of using various types of ranged weap-
of various types, from long bows and short bows to                ons that fire projectiles or energy beams at great
crossbows of various sizes.                                       distances.
BALANCING – The character has the ability to maintain             ROPE USE – The character can tie and untie knots
his or her balance under various conditions.                      of all kinds. A being tied up by a character using
CONTORTION – The character has trained his or her-                this skill must make a Blue result on any attempt
self to be able to bend and twist their body in an un-            to break free unless they possess the same skill.
natural fashion. This can allow the character to get into         SET SNARES – This skill increases the character’s
small spaces that others of their stature couldn’t go.            chance of trapping small animals. The traps may
DISARM TRAPS – The character is familiar with many                also be used to capture humanoids of various
types of dangerous traps and how to disarm them.                  sizes.
                                                                  SLEIGHT OF HAND – The character is able to
DODGING – The character’s reflexes have been honed                make things appear or disappear into thin air by
to give them a better ability to dodge ranged attacks.            palming them and distracting their audience.
DRIVING - The Driving skill covers all sorts of wheeled           STARSHIP GUNNERY - This skill is required to man
vehicles from passenger sedans to tour buses. Add                 the various weaponry found aboard a starship.
the skill modifier to a vehicle’s Handling rating when
performing maneuvers requiring a check.                           STARSHIP PILOTING - Starships require a quick
                                                                  eye and a quicker mind when zipping through
ESCAPE – This skill allows the character to slip out of           real space, especially during combat with another
non-magical bindings. The character may attempt to                vessel. A highly skilled pilot can be the clincher in
escape from magical bonds, but they must roll a Blue              many combat scenarios. Add the Starship Piloting
result to do so.                                                  skill level bonus to the starship’s Handling value
HIDING – The character has the ability to tuck them-              when performing maneuvers.
selves into the shadows or to camouflage themselves               STEALTH – Character’s skilled in Stealth increase
to make themselves harder to notice.                              their chances to sneak up on unsuspecting
                                                                  targets. Sneaking sets the difficulty for an oppo-
HOV OPS - The HOV Ops skill is used when attempt-                 nent’s Vision check while searching for intruders.
ing difficult maneuvers while operating a hover style
vehicle. The skill will only come into use during chases          THROWN OBJECTS – A character with this skill
or whenever a tricky maneuver is attempted.                       can lob large rocks or other non-weapon items
                                                                  with accuracy.
13
     THROWN WEAPONS – The character has
     learned to accurately throw various edged or
                                                          Intellect Sills
     piercing weapons. The weapons include dag-           ALIEN LORE - The character is knowledgeable about
     gers, darts or spikes, or other similar weapons.     various alien species and their cultures. He or she can
                                                          utilize this information to enhance relations with other
     TIGHTROPE WALKING – The character can walk           species as they are encountered or to assist in combat-
     across chasms or from rooftop to rooftop across      ing them.
     secure ropes, cables or even vines.
                                                          ANCIENT HISTORY - The character is knowledgeable
     TUMBLING – This skill can be used to reduce          about ancient civilizations and historic battles.
     damage from falls. Roll the modified Agility Trait
     after a fall to reduce the damage based on the       APPRAISING - The character can estimate the value of
     Result of the roll. White and Red results reduce     objects and merchandise.
     the damage taken by half. A blue result prevents
                                                          ARCANE LORE - The character is studied in various
     all damage.
                                                          areas of occult and mystical knowledge.
     Strength Skills                                      BARTER - The character can haggle with traders to get
     INTIMIDATION - The character can threaten            a better deal. Add to Intellect or Renown, whichever is
     an opponent with physical violence and make          the highest, when dealing with merchants.
     them hesitant to interact with him or her. If the
     Intimidation check is successful, all actions made
     by the target when dealing with the character
     suffer a -1 RS penalty.
     Stamina Skills
     ATHLETICS - This skill allows the character to
     perform leaps and tumbles while traveling
     through an area that would normally be very
     difficult terrain. This is also known as parkour.
GAMBLING - There are almost as many forms of                  WILLPOWER – The character can withstand intim-
gambling in the galaxy as there are sentient species.         idation and interrogation made against them.
Using the Gambling skill, a character can understand
the odds necessary to win a particular game, and even         Uncategorized Skills
bend them to his or her favor. The opposing player’s
Gambling skill or Brains attribute is the target number       The following skills can be coupled with one, or
for the opposed roll.                                         more, of the previous categories. These are spe-
                                                              cialty skills that will increase the RS modifier of
INTERROGATION – The character uses mental coercion            the associated skill by +1.
to force a captive into revealing information.
                                                                 MARKSMAN - This can be applied to the
MEDITATION – The character can use Meditation to                 Archery, Guns, Thrown Objects, or Thrown
increase their mental recovery. It also doubles a magic          Weapons skills.
user’s Magical Energy Level recovery rate.
                                                                 WEAPONS MASTER - The character receives
PREDICT WEATHER – The character can forecast the                 a +1 RS when using melee weapons, on top of
weather conditions coming in the next couple of days.            any other modifiers gained by other skills.
RESEARCH – This skill increases the character’s chance           WEAPONS SPECIALIST - The character receives
to learn information about a subject.                            a +2 RS when using a weapon that he or she
                                                                 has chosen as a “signature” weapon.
TRACKING – The character uses the skill to track ani-
mals or people across vast distances.
                                                              Associates
                                                              Just about everybody knows somebody. Whether
Ego Skills                                                    it be your best friend from your old village, your
ANIMAL HANDLING – The character can calm animals              master that taught you all you know, or a priest
and teach them tricks or train them to do work.               who has blessed your family farm, these people
                                                              are your character’s Associates. Whenever you
COMMAND - The Command skill is used when the                  get stuck for information, or just get into a jam
character is trying to get a group of NPCs under his or       that you can’t get out of alone, your Associates
her command to carry out a set of orders.                     may be able to help. % ROLL No. of ASSOCIATES
                                                              To determine the
HYPNOTISM – This skill allows the character to at-                                     00-19            1
                                                              number of Associ-
tempt to gain mental control over another being. The                                   20-59            2
                                                              ates your character
character must have the attention of the target for one
                                                              starts out with, roll    60-89            3
full Turn before making the attempt to hypnotize them.
                                                              on the table at right. 90-98              4
The result of the Hypnotism roll sets the target result
for the being to make an Ego check to resist. If failed,                                99              5
17
                                                                  •	 Medical - An associate in the Medical profession
     Utilizing Associates                                            can be a huge benefit to the character, especially
     Okay, so now you have some Associates. So
                                                                     after heavy combat. The medical professional
     what are you supposed to do with them?
                                                                     could be a nurse who could patch up the charac-
     Depending upon what your Associates do for a
                                                                     ter’s wounds enough to get them through to an-
     living, you can gain a lot, or a little, of just about
                                                                     other day, or a physician in a hospital who could
     anything you need. For instance, if one of your
                                                                     repair more significant damage or even bring the
     Associates is a port guardsman, you can ask for
                                                                     character back from the dead.
     information about people. If you have a crime
     lord as an Associate, you might be able to get               •	 Criminal - A professional criminal associate is
     special equipment, or even hard cash, whenever                  a member of a large gang or organization. The
     you need it. If your Associate is a cabbie, you                 associate could be a local thug that can provide
     might get free rides across town, or wherever                   information about what’s happening in the
     he, or she, is willing to take you. The following               streets, or a “made man” in the “famiily” who
     are some suggested Associate types and the                      could acquire illicit equipment or other items
     possible aid that they can offer.                               that the character can’t, with good conscience,
                                                                     get for themselves.
     PROFESSIONALS - Professional associates are
     people who have gone through lengthy training to         SCIENTIFIC - Scientific associates give the character access
     attain the skills needed to hold important positions     to laboratories and research facilities that he or she
     in their chosen field. Doctors, lawyers, business-       normally wouldn’t have access to. A chemist could create
     men, law enforcement and even superhero or-              special polymers for the character to use to build special
     ganizations can all be considered as Professional        equipment with, or a researcher can help them figure
     Associates. Here are a few examples:                     out what this strange alien looking device is supposed to
                                                              do. Scientific associates are primarily going to be used for
         •	 Law Enforcement - Associates in this
                                                              information gathering.
            profession can be as simple as a neigh-
            borhood beat cop or as high ranking as            ARCANE - Sometimes it’s good to know someone with
            an agent of the F.B.I. or the C.I.A. The          knowledge of the occult. Sorcerers, witch doctors, a
            character may receive aid in the form of          voodoo priestess, all of these practicioners of the “dark
            information about specific crime activi-          arts” can be very beneficial to a character, especially if
            ty or identifying the owners of vehicles,         he or she finds themself as the subject of a curse, or are
            or the character may be able to secure            plagued by extra-dimensional beings intent on devouring
            some pieces of equipment that are only            the world. An arcane associate can help the character by
            available to members of law enforcement.          divining information from the beyond about a subject
            Some higher ranking law enforcement               they are searching for, or transporting them to other di-
            officials may contact the character from          mensions or worlds to chase down a mystical villain.
            time to time seeking help in apprehending
            difficult criminals or solving a tough case.
19
                                                           without the substance for a specified amount of time
     Drawbacks                                             will cause the character to be off center, irritable, and
     Nobody is perfect, and super heroes are no excep-
                                                           quite unpleasant to be around.
     tion to this fact. Once you’ve gotten down your
     character’s Traits and Powers, you might consider     Simple addictions such as to food or nicotine, and to
     picking up a Drawback.                                a lesser extent alcohol, will cause the character to
                                                           become fidgety, or nervous, and quite aggravated by
     Drawbacks are personal character flaws, or even
                                                           things that appear to be innocent to others. The char-
     weaknesses, that the PC must deal with in their
                                                           acter will suffer a -1 RS penalty to all social interactions
     day to day lives, as well as when they’re out
                                                           until he/she gets what they crave. This level of Addic-
     fighting the bad guys. Some Drawbacks may even
                                                           tion should only be worth about 5 to 10 Build Points.
     have physical aspects that can hinder actions, or
     cause problems in social interactions. If a char-     More moderate Addictions would include heavier alco-
     acter chooses to take a Drawback, they must be        hol use, or “recreational” drug use. Again, going with-
     prepared for all of the ramifications that come       out the substance will cause the character to become
     with it.                                              irritable, and sometimes even violent. Social interac-
                                                           tions will suffer a -2 RS penalty to the character’s Fame
     Drawbacks are typically taken during charac-
                                                           rolls. This level of Addiction should give the character
     ter creation, though some could be applied as
                                                           between 10 to 20 extra Build Points.
     the character develops through game play. It is
     suggested that a character should take only one       ARCH-ENEMY - Sometime in the character’s past he,
     Drawback, but it is not forbidden to take more.       or she, has defeated someone in a rather humiliating
     You should discuss the types, and number, of          fashion. That somebody keeps coming back with a
     Drawbacks you want your character to have with        vengeance. An Arch-Enemy will pop up from time to
     the Game Master.                                      time to try to cause the character’s downfall, if not
                                                           their demise.
     When you take up a Drawback, you will receive
     a number of character build points that you           An Arch-Enemy should give the character between 5 to
     can apply to any of your Primary or Secondary         20 Build Points based upon how powerful the enemy
     Traits, Powers, Skills, or Associates. You may even   is. If the enemy is a non-super level villain (a reporter
     choose to add these extra points to the charac-       bent on shaming the hero, or a crooked cop looking to
     ter’s Fate point total to be used while adventur-     bust the character for any reason), then he/she would
     ing. The number of points you will receive will be    only be worth 5 to 10 points. For more influential en-
     determined by the Game Master.                        emies (head of a major corporation, or a government
                                                           official), or super powered enemies, the character
     Some sample Drawbacks, and their suggested
                                                           should receive from 10 to 20 extra Build Points.
     Build Point award for taking them on, are listed
     below:
  P   owers
                                                                                                                        22
ßSection 4: Powers
Now comes the fun! Once you have your Primary and Secondary Traits, it’s time to get your powers. Like almost
every aspect of character creation, your character’s Origin may affect the number of Powers he, or she, receives
at creation. To determine the number of powers your character will begin the game with, roll on the following
table:
     %ROLL                 No. of Powers   Now that we know how many Powers your character has, it’s time to
     00-19                      1          see what they are. Below is a set of tables listing all of the powers that
                                           are currently available in the 4C Expanded rules set. If you don’t see a
     20-59                      2
                                           power that you want in the list, new powers can easily be created by
     60-89                      3          inspired players and GMs. If you roll the same power twice you may
     90-98                      4          elect to either increase the power’s Rank Value by +20 or roll again on
       99                       5          the same table.
 %ROLL 0-1 DEFENSIVE POWERS                %ROLL 4-5 SELF ALTERATION POWERS          %ROLL 8-9 TRAVEL POWERS
 00-06      Absorption                     00-05    Alter Ego                         00-08   Astral Projection
 07-13      Body Armor                     06-10    Amphibious                        09-17   Burrowing
 14-20      Caustic Body Fluids            11-14    Astoundingly Wealthy              18-26   Dimension Jump
 21-26      Chameleon                      15-19    Celebrity                         27-34   Environmental Shell
 27-32      Combat Awareness               20-24    Dark Vision                       35-44   Flight
 33-39      Contaminant Resistance         25-30    Elasticity                        45-53   Portal
 40-45      Detection                      31-35    Extra Body Parts                  54-62   Super Leap
 46-50      Force Field                    36-40    Growth/Shrinking                  63-72   Super Speed
 51-56      Hardiness                      41-45    Headquarters                      73-81   Teleportation
 57-62      Invisibility                   46-51    Improved Skills                   82-90   Vehicle
 63-68      Mind Shield                    52-55    Multiplicity                      91-99   Wall Crawling
 69-74      Nine Lives                     56-62    Physical Metamorphosis
 75-79      Nullification                  63-67    Regeneration
 80-84      Phasing                        68-73    Shape Shift
 85-89      Protected Sense                74-79    Side-Kick
 90-94      Reflection                     80-84    Super Sense
 95-99      Resistance                     85-89    Trait Boost
                                           90-94    Trait Increase
 %ROLL 2-3 OFFENSIVE POWERS
                                           95-99    Water Native
 00-09      Claws
 10-19      Elemental/Energy Control       %ROLL 6-7 CONTROL POWERS
 20-29      Elemental/Energy Generation     00-13   Animal Command
 30-39      Fast Attack                     14-27   Animate
 40-49      Manifest Weakness               28-41   Magic
 50-59      Mind Control                    42-55   Molecular Manipulation
 60-69      One-of-a-Kind Weapon            56-70   Plant Control
 70-79      Paralyzing Touch                71-84   Telekinesis
 80-89      Rage                            85-99   Telepathy
 90-99      Weapon(s)
23
     The tables are divided into Defensive Powers, Offensive Powers, Self Alteration Powers, Control and Travel
     Powers. To generate your Powers randomly, roll a single 10-sided die to determine which table to roll on, and
     then roll d% for the power.
     Once you’ve rolled up your allotted Powers, you’ll need to determine their Rank Values. To generate each Pow-
     er’s Rank Value, roll on column D of the Rank Value table on page 7.
     Power Descriptions
     All of the powers are listed
                                           Ah, now for the fun stuff, Powers! First we have to figure out how
     alphabetically on the following
                                           many Powers our hero can have to begin with, so let’s roll on the
     pages with descriptions for each.
                                           Table. Upon rolling the dice, we get a 73. That gives us a whopping
     ABSORPTION - The character is         4 Powers to begin with. And, since our guy is a Mutant, he gains one
     immune to damage inflicted by         extra power in addition to those rolled. Awesome!
     a specific elemental or energy
                                           Now we just have to roll on the Powers Table to find out what those
     type (select one, see pg. 26) up
                                           Pow- ers are. Rolling the dice, we come up with Elemental/Energy
     to the Rank Value of this Abil-
                                           Control, Flight (ah good, no hailing taxis to get to a crime scene!),
     ity. Any damage inflicted over
                                           Headquarters (hey, that’ll help justify his high Means Rank), Super
     the Rank Value of this ability is
                                           Sense, and Elemental/Energy Generation. Cool, this guy appears to be
     suffered normally.
                                           shaping up nicely.
     The character may use the
                                           Now let’s roll for his Power’s Rank Values. Rolling on column D we get
     absorbed energy in one of two
                                           40, 20, 10, 20, and 40. Let’s give the big numbers, Inconceivable (40),
     ways:
                                           to his Elemental/Energy Control and Generation Powers. Hey, since
      •	 Healing - The character           he has both Powers, he gets an additional +10 permanently added to
         instantly recovers a num-         both, giving him a Stupendous (50) in each Power, that’ll make him
         ber of damage points equal        one tough hombre in any fight. We’ll put an Exceptional (20) down for
         to the damage absorbed,           Flight, and the other 20 can go to his Headquarters. Lastly, we’ll drop
         up to his or her maximum          the Above Average score of 10 into his Super Sense.
         total.
                                           Our guy is looking really good now. Let’s define a few things about his
      •	 Attack - The character, on        Powers. First, his Elemental/Energy Control and Generation Powers
         his next turn, may unleash        will be based on fire (only because that’s what I want him to have).
         the absorbed energy as            Next, we have to decide what his Super Sense will be. For this charac-
         an attack. Treat as an            ter, I want him to have a special type of vision, maybe thermal vision,
         appropriate elemental or          that allows him to see the heat signatures of people, animals, or
         energy control attack with        objects, even through walls.
         a Rank Value equal to the
                                           Okay, our guy is looking really cool now. All that is left is to flesh him
         number of damage points
                                           out with some Skills, Associates and some gear and we can play!
         absorbed.
     ALTER EGO - The character possesses another form, a different persona he can willingly change into. Create a
     second character to use as this character’s Alter-Ego. The second character is an average member of the origi-
     nal’s species possessing similar abilities. Additionally, the second character cannot possess any primary trait or
     special ability with a Rank Value greater than 30; any result rolled over 30 is automatically reduced to 30.
     AMPHIBIOUS - The character has specially developed lungs that allow them to breath equally well in air or
     in water. A character with this power cannot be drowned while submerged but will suffocate if the necessary
     element for breathing is not present.
                                                                                                                  24
ANIMAL CONTROL - The character can communicate              happening. He, or she, may return to the body
with and control animals. To successfully communi-          instantaneously, and defend it, but suffers from a
cate with an animal the character must roll d% on the       -2RS penalty to all actions for one Turn until he/
Master Table using the Rank Value of this power or the      she is reoriented. The character can remain in
character’s Ego +10, whichever is greater. A result of      Astral form indefinitely, but the body must still
white or greater indicates successful communication         be maintained with food, water, oxygen, and all
has been established.                                       other necessities. If the body dies while in Astral
                                                            Projection, the character becomes a non-corpore-
To control an animal, the character must achieve a          al ghost.
blue result. The character can control one type of an-
imal (such as birds, reptiles, mammals, sea creatures,      BODY ARMOR - The character has armor of
etc.), which must be determined at the time of the          some kind, perhaps a carapace, a thick hide or a
character’s creation.                                       protective body suit, which reduces damage by
                                                            an amount equal to the Rank Value of this ability.
ANIMATE – The character can animate almost any              If the Body Armor is technological in nature, it
object, or number of objects, he, or she, can see, or       can also be a platform for most of the character’s
touch, up to and including biological forms (dead bod-      other powers.
ies). The animated object(s) is completely under the
character’s control and will carry out whatever action      Another facet
it is ordered to perform. Animated objects are not          of Body Armor
affected by mental attacks. They have a Health score        is that it can
equal to their material strength, or half their original    act as a sort
Health score if they were once living beings.               of exoskel-
                                                            eton that
The duration of the animation is a number of Turns          enhances the charac-
equal to the power Rank Value score, or until the char-     ter’s MASS Traits. At
acter releases the animated object(s). The number of        creation, you have the
objects that can be simultaneously animated is equal        option of using a portion
to the power Rank Value divided by 10 (minimum of 1         of the Rank Value rolled for
object).                                                    Body Armor to enhance
                                                            your character’s Melee,
ASTOUNDILNGLY WEALTHY - This is not an actual
                                                            Agility, Stamina, and
“power.” The character has come into a fortune, either
                                                            Strength scores. Obviously,
through inheritance, hard work, or winning the lottery.
                                                            this will whittle down the
This result increases the character’s Means by +50 and
                                                            armor’s protection value,
Fame by +20.
                                                            but if you roll high enough, it
ASTRAL PROJECTION - The character’s mind/spirit leaves      won’t hurt to lose 1 or 2 Row Steps
the physical body behind and can travel practically any-    in order to boost a lower Trait. So if
where. While out of the body, the character may travel      your character ends up with a Melee Trait score
into the ocean depths, into space, or even through          of Average (6), you can lower your armor’s Rank
solid materials, all without harm. While traveling in       Value by one RS to increase the Trait to Above
this manner, the character can only be attacked by          Average (10).
other Astral beings, or by attack forms that affect one’s   BURROWING - The character possesses the abil-
Intellect or Ego.                                           ity to tunnel beneath the earth, moving at a rate
One of the dangers of Astral Projection is in leaving       equal to his normal running speed (see Move-
one’s physical body unprotected. While away, the            ment, p. 89) through any subterranean terrain
character’s body appears to be in a form of suspended       with a material rank equal to or less than the
animation, or coma. It will take damage from attacks        Rank Value of this ability. The character cannot
normally, and the character will be aware of what is        burrow through other creatures.
25
     CAUSTIC BODY FLUIDS - The character’s blood,              Optional: Instead of claws the character possesses
     spittle, urine, etc, is composed of a caustic sub-        another type of weapon of the player’s choosing which
     stance to most other beings. Other characters or          may be used for bashing or slashing attacks (choose
     creatures coming into physical contact with the           one).
     character’s specified bodily fluid will be burned
     for an amount of damage equal to the power’s              COMBAT AWARENESS - The character has a special
     Rank Value divided by 10 per Turn until it is neu-        sense that alerts the character to danger seconds be-
     tralized with a base material of some sort.               fore it strikes. In all instances in which the Vision trait
                                                               is used the character uses the Rank Value of this ability
     CELEBRITY - This result is not a “power.” The char-       or the character’s Vision +10, whichever is greater.
     acter’s Fame score is increased by +30. The char-
     acter is so famous that whenever he would gain,           CONTAMINANT RESISTANCE - The character possesses
     or lose, Fame (see p. 106) the values are doubled.        a strong resistance to toxins, diseases, and the like.
     The character cannot possess a secret identity.           Any time the character must roll to resist the effects of
                                                               poison, disease, or similar environmental hazards the
     CHAMELEON - The character’s body, as well as              character may use the Rank Value of this power or the
     worn or carried items, can be changed at will             Rank Value of Stamina +10, whichever is greater.
     allowing the character to blend into the sur-
     roundings. This is similar to Invisibility (see p. 29),   DARK VISION - The species can see in total darkness
     except it is easier to detect the character; anyone       as if it were a moonlit night. If a sudden bright light
     searching for the character rolls d% and adds the         source appears while the species is using Dark Vision
     Rank Value of their Vision trait to the roll and          they are blinded for 2d10 Turns.
     compares it against the character’s d% roll plus          DETECTION - The character has the ability to detect a
     the Rank Value of this ability. If the character rolls    specific form of energy, ability, or supernatural pres-
     higher than the searcher the character remains            ence. Select one type from the following list:
     hidden.
                                                                •	 Magnetic - The character can detect magnetic
     CLAWS - The character has some form of claws,                 fields – usually powers of those possessing mag-
     either a natural part of the character’s body or              netic control – within a number of sectors equal
     a worn item. The character uses the Rank Value                to the Rank Value of this power.
     of either the character’s Melee or this power
     to make slashing attacks. Claws are treated as a           •	 Psychic - The character can detect psionic activ-
     one-handed weapon for purposes of damage.                     ity or ability –when a power is used or someone
                                                                   possesses a power – within a number of sectors
                                                                   equal to the Rank Value of this power.
ELASTICITY - The character has the ability to elongate and contort their body or individual limbs / appendages.
The distance that they can stretch themselves is limited by the individuals Strength score. The rate is 1 meter
per point of Strength.
ELEMENTAL/ENERGY CONTROL - The character has the ability to control a single element/energy chosen from
the following lists. The character can manipulate the element or energy to his or her will. Some suggestions on
how to use this power are listed below:
 ELEMENT
    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.
            The character can cause fireballs to leap from a fire pit to attack with, increase or decrease the temperate of a
   Fire
            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
 Electrical The character can manipulate electricity to attack, create force fields, lift objects, etc.
   Light    The character can manipulate light to attack, blind opponents, create force fields, etc.
            The character can manipulate ferrous metals to attack, create walls of metal that act as armor, lift metallic
 Magnetic
            objects, etc.
  Sound     The character can manipulate sound to attack, lift objects, create force fields, etc.
Note that the above are guidelines only. The exact extent of what this power can do is up to the Game Master.
Here are a few possibilities:
 •	 WEATHER CONTROL - A subset of elemental control, a character may choose to manipulate the weather.
    This can be especially powerful since it allows a character to manipulate air, lightning, rain, and any other
    aspect associated with storms/weather.
 •	 ATTACKING - A character using Elemental Control to attack may use either the power Rank Value or the
    character’s Melee Rank Value +10, whichever is greater, for melee attacks. For ranged attacks use the
    power Rank Value or the character’s Agility Rank Value +10. Damage inflicted in either case is equal to the
    power Rank Value.
 •	 BODY ARMOR - The caster can use the elements to encase them in a sort of body armor having a material
    strength of the element. Earth would obviously be the best choice against physical attacks, but fire, water
    and air can have their uses as well. The armor gives protection to the caster equal to the material strength
    of the element plus the spell’s Rank Value.
ELEMENTAL/ENERGY GENERATION - The character has the ability to spontaneousy generate a single element
or type of energy chosen from the the Elemental/Energy Control power list. The character can also control the
chosen element or energy as per the Elemental/Energy Control power but that control is at an effective Rank
Value equal to one-half the Rank Value of this power.
A character that possesses matching Elemental/Energy Control and Elemental/Energy Generation gains a per-
manent +10 Rank Value bonus to both powers.
27
     ENVIRONMENTAL SHELL - This power creates and extra-dimensional pocket where the caster is completely sus-
     tained from starvation, thirst, and from asphixiation. He or she is impervious to heat or cold, and even the vac-
     uum of space. The character can withstand being trapped underwater, and even being buried alive. The pocket
     does not protect the caster from attack, however. If the caster has a rank of 30 or higher, he or she can envelope
     other beigns within the pocket if desired. The caster can remain within the pocket indefinitely.
     EXTRA BODY PARTS - The character has additional body parts beyond two arms and two legs, either a com-
     pletely new part (such as a tail) or extras of an existing part (four arms instead of two). The character selects a
     single extra body part. Extra body parts function as follows:
      •	 Claws - The character gains the Claws power (see p. 25). If the character already possesses the Claws pow-
         er the power’s Rank Value is increased by +20.
• Extra Arms - The character gains one bonus attack each turn.
• Extra Legs - The character moves faster; increase movement by 1 sector each turn.
      •	 Body Armor - The character gains the Body Armor power. If the character already possesses it, the power
         Rank Value is increased by +20.
• Tail - The character gains one bonus attack each turn and may use the tail as if it were an extra arm.
      •	 Wings - The character gains the Flight power with the speed determined by the Rank Value of this power.
         If the character already possesses the ability, its Rank Value is increased by +20.
     FAST ATTACK - A character with this power can attack a number of             RANK VALUE          ATTACKS/TURN
     times each turn depending on the power’s Rank Value:                            1-29                   2
     FLIGHT - The character can fly either through the use of an item or by         30-49                   3
     innate means. When flying the character can move a number of sec-               50+                    4
     tors per turn depending on the Rank Value of the power:
FORCE FIELD - The character has the ability to generate a force field, either through mental powers or a device.
      •	 Device: The force field acts as body armor with a Rank Value equal to the ability. If an attack deals damage
                                                                                                                    28
     in excess of this force field’s Rank Value the device is shorted out for 1-10 turns (during which time it
     cannot be used).
 •	 Mental: The force field acts as armor with a Rank Value equal to the power or the character’s Willpower
    +10, whichever is greater. If an attack deals damage in excess of the force field’s Rank Value or the
    character’s modified Willpower, the character must roll on the Master Table using the Rank Value of
    the character’s Stamina. A gray result leaves the character dazed and he or she must spend 1-10 turns
    recovering (the character may take no actions during that time). On any other result the character is dazed
    for one turn.
GROWTH/SHRINKING -The character can grow                   RANK          MAX HEIGHT         MINIMUM HEIGHT
larger or smaller (select one), to a maximum/min-
                                                            1-2               9 feet               4 feet
imum height as shown on the table at right:
                                                            3-5              12 feet               3 feet
When using Growth, the Rank Value of the char-              6-9              15 feet               2 feet
acter’s Strength is changed to the Rank Value of           10-19             18 feet               1 feet
this power or the character’s Strength Rank Value
                                                           20-29             21 feet              6 inches
+10 whichever is greater. Opponents attacking
the bigger character gain a +1 RS bonus on their           30-39             24 feet               3 inch
attacks.                                                   40-49             27 feet               2 inch
                                                           50-74             30 feet               1 inch
When using Shrinking the Rank Value of the char-
                                                           75-99             60 feet              1/3 inch
acter’s Strength is unaffected. Anyone attacking
the character when using this ability suffers a -1        100-149           120 feet               ¼ inch
RS penalty and the character gains a +2 RS bonus          150-999           240 feet              1/8 inch
to attacks.                                                1000+            480 feet             1/16 inch
HARDINESS - The character’s species evolved on a world with extreme conditions, resulting in their race be-
ing far more resilient in similar climates. Choose one extreme climate at character creation (examples include
desert conditions, ice, radiation, etc.) The character has a resistance to the chosen condition at the Rank Value
of the ability.
HEADQUARTERS - The character possesses a secret headquarters. The headquarters size and location must be
approved by the Game Master. The exact makeup of the headquarters – weapons locker, garage, communi-
cations center, prison, etc. – must also be approved by the Game Master. The Rank Value of the headquarters
should be used as a rough guide.
     MANIFEST WEAKNESS - The character can cause             MIND SHIELD - The character creates a mental barrier
     another being to suffer the effects of a weak-          to protect his or her mind from mental attacks. The
     ness as if the target had been afflicted with it        character is alerted to any attempt to read his or her
     from the beginning. For normal human beings,            thoughts and can lock down the barrier to prevent any
     the weakness can be a simple allergy, or cause          further attacks on the following Turn. This provides
     the target to become deathly ill when exposed           the caster with a +3 RS bonus to his or her Ego checks
     to the stimulus (chosen by the character when           against mind affecting attacks.
     the power is activated. Magical or super pow-           MOLECULAR MANIPULATION - This power allows the
     ered beings will suffer power loss, and possible        character to rearrange the molecules of surrounding
     death, as long as they are exposed to the chosen        objects into another form. One could change a flower
     substance.                                              into a knife, or bullets into raindrops. The character
     The character using this power must roll a full         can only manipulate the molecules of a substance’s
     Success result (red column) on the Master Table         material value that are equal to, or less than, the pow-
     in order to create the weakness. The target’s           er’s Rank Value. Once changed, the object remains in
     Ego Trait Rank Value is subtracted from this            its new state permanently, or until the character uses
                                                             the power on it again.
                                                                                                                      30
MULTIPLICITY - The character has the ability to create exact duplicates of his/herself. A successful power roll
brings into existence a number of clones equal to the power rank divided by 10. The Health of the duplicates is
determined by the success level of the power roll. A White result gives the clone 25% of the originator’s total
Health, Red 50%, and Blue 75%. The clones are mentally linked to the character, and will do as he/she com-
mands. The duplicates will remain in existence for a number of hours equal to the power rank divided by 10, or
until destroyed, whichever comes first.
NINE LIVES - The character is exceptionally lucky. At the start of each game session the character gains a pool of
Fate points (see p. 5) equal to twice the Rank Value of this power. These points must be used during that game
session to affect die rolls and cannot be saved or used for character improvement. Additionally, once each game
session the character may roll the dice without declaring the tens die until after the roll.
NULLIFICATION - The character possesses the ability to nullify – completely negate – the powers of others
within a number of sectors equal to one-tenth the Rank Value of this power (round up). If the result of the
power roll is gray, the nullification attempt fails, and the character suffers damage equal to one-half (round up)
the Rank Value of the target’s power rank value that the character attempted to nullify. If the result is white the
targeted being’s power is drained to half its rank value (round up). On a Red or Blue result the target’s power is
negated for five turns. The target regains the power at the end of the fifth Turn.
ONE-OF-A-KIND WEAPON - The character owns a unique weapon of the player’s choice which deals damage
equal to its Rank Value.
PARALYZING TOUCH - The character’s touch can render opponents unable to move. To paralyze an opponent
the character must first make a successful melee attack which deals no damage. The target must then roll on
the Master Table using its Stamina Rank Value to resist. If the result is gray the target is paralyzed – knocked
down and unconscious – for a number of rounds equal to one-tenth the Rank Value of this power (round up).
PHASING - The character ‘s body can change into an insubstantial form allowing the character to pass through
objects. The power also grants the character body armor at the Rank Value of this power while phased.
PHYSICAL METAMORPHOSIS - The character’s body can change into an unusual material, (select one from the
following list at character creation), at will. When metamorphosed the character possesses the traits of the
material and gains body armor equal to the Rank Value of this power.
31
                    The character transforms into a being of pure energy (electricity, light, radiation, etc., choose
                    one). When in the chosen energy form the character may do such things as:
          Energy     •	 Jump into power lines and travel through them. (Electricity)
                     •	 Move at the speed of light. (Light)
                     •	 Cause radiation burns and sickness. (Radiation)
                    The character transforms into a being of pure fire. When in fire form the character is capable of
          Fire
                    setting things on fire.
                    The character transforms into a being of pure metal. The character’s Strength Rank becomes
          Metal
                    equal to the Material Strength Value of the metal chosen.
                    The character transforms into a being of pure water. When in water form the character may
          Water
                    choose to flow like water, running through cracks and other small spaces.
         Damage - Depending on the form and Gamemaster approval the character may make use of the Rank Value
         of this ability to determine damage when attacking (punching with fists of steel, igniting things if made of
         fire, etc.).
     PLANT CONTROL - The character can control                  RAGE - The character using this power slips into a sort
     plants, forcing them to twist and turn, and use            of berserker-type rage, causing him/her to become
     them to wrestle and attack opponents, or block             a veritable monster in combat. When activated, the
     attacks. The character performs all of these               power reduces the character’s Intellect score down to
     actions, through a chosen plant, using the Rank            Weak (1), but raises his/her Melee and Strength scores
     Value of this power or the character’s Melee +10,          by the power Rank Value. This raises the character’s
     whichever is greater. The character can control a          Health score for the duration of combat. This power
     number of plants each turn equal to the number             remains in effect until combat has ended, plus 1-10
     of times he can attack in a turn (controlling counts       turns afterward. Once the Rage has passed, the char-
     as an attack). The character can only control              acter will need to rest for 3-30 Turns.
     plants within a number of sectors equal to one-            REFLECTION - The character possesses the ability
     tenth the Rank Value of the power (round up).              to reflect the effects of another character’s power
     PORTAL - This power is a limited form of Telepor-          back at the originating character. To use this power
     tation. The character opens a small dimensional            the character must roll d% on the Master Table using
     doorway from one point in space to another,                the Rank Value of this power. If the result is gray the
     and physically steps through it to appear on the           reflection attempt fails and the character suffers the
     other side. The character must be able to see the          normal effects of the power. If the result is white both
     destination point, or be familiar with the targeted        the character and the originator of the affected power
     area. “Blind Porting” can result in actual physical        suffer the normal effects of the reflected power. On
     damage if the character steps into thin air, and           any other result the power is reflected back and the
     falls several feet to the ground below. The Portal         originator suffers the power’s full effect.
     remains open for a number of Turns equal to the            REGENERATION - The character heals quickly. Once per
     power’s Rank Value, or until the character clos-           turn, instead of taking another action, the character
     es it. If left open, other characters may follow           may recover a number of Health points equal to the
     through, whether they be friend or foe.                    Rank Value of this power.
     PROTECTED SENSE - One of the character’s senses            RESISTANCE – The character gains the ability to resist
     – either a normal sense (sight, hearing, etc.) or a        damage from a particular attack form. This resistance
     super sense – is completely immune to damage or            can be against anything from energy attacks to physical
     attacks of a Rank Value equal to or less than the          attacks to mental attacks, and even psionics. The char-
     Rank Value of this ability. Touch, though a sense,         acter ignores any damage from the chosen attack form
     cannot be protected.                                       up to the power’s Rank Value.
                                                                                                                 32
SHAPESHIFT - The character can change their body                   RANK VALUE             SECTORS/TURN
into any shape desired (animals, other characters,
                                                                        1-2                       1
objects) though the character retains the character’s
original size (unless the character also has the Growth                 3-5                       2
or Shrinking power pg. 28). The change is automatical-                  6-9                       3
ly successful unless the character attempts to imper-                  10-19                      4
sonate a specific thing (such as another character) at                 20-29                      5
which point roll on the Master Table using the Rank                    30-39                      6
Value of this ability. A Gray result means the character
                                                                       40-49                      7
fails to adequately copy the character or object and
can be easily identified.                                              50-74                      8
                                                                       75-99                     10
SIDE-KICK - The character possesses a sidekick that                   100-149                    15
assists him or her on adventures (and is the perfect
                                                                      150-999                    20
tool when the Game Master wants to cause trouble).
Create a second character. This new character may                      1000+                     35*
possess no primary trait greater than the main char-             * A character with Super Speed can circle the
                                                                 world in a single turn.
acter’s and cannot possess more than one-half the
number of powers (round up) of the main character.
Any results that would break these two rules are           TELEKINESIS - The character possesses the mental
automatically reduced. The sidekick is under the Game      ability to move objects without touching them.
Master’s control.                                          The upper limit of weight the character may lift
                                                           with this power is the greater of the power’s Rank
SUPER LEAP - The character can jump across great           Value or the character’s Willpower Rank Value
distances. The character may leap up to a number of        +10.
sectors each turn depending on the Rank Value of the
ability.                                                           RANK VALUE                 WEIGHT
                                                                        1-2                    50 lbs.
SUPER SENSE - The character possesses a single                          3-5                   100 lbs.
extraordinary sense such as superhearing or super-
                                                                        6-9                   200 lbs.
sight. Rolls made to use the heightened sense use this
power’s Rank Value or the character’s Awareness +10,                   10-19                  400 lbs.
whichever is greater.                                                  20-29                  800 lbs.
                                                                       30-39                    1 ton
A player may, with Gamemaster approval, have an
                                                                       40-49                   10tons
entirely new sense. For example, a character may be
blind but possess echolocation (“seeing” like a bat) or                50-74                  50 tons
possess infravision in addition to normal sight allowing               75-99                  80 tons
the character to see in darkness without penalty.                    100-149                  100 tons
                                                                     150-999                  200 tons
SUPER SPEED - The character can run at superhuman
speeds. The character moves up to a number of sec-                    1000+                   400 tons
tors per turn based on the Rank Value of this ability or
                                                           Ranged Attacks: The character may also use this
the character’s Agility +10, whichever is greater.
                                                           power to perform ranged attacks - by throwing an
When attempting an unusual maneuver, such as run-          object or simply using telekinetic “force” - using
ning across water or up walls, the player must roll d%     the character’s Willpower in place of Agility. A
on the Master Table using the Rank Value of this power     successful attack deals damage equal to the Rank
or the character’s Agility +10, whichever is greater. A    Value of this power.
failure results in the character sinking into the water
or falling from whatever height he or she manages to       TELEPATHY - The character can read the minds
reach.                                                     of others and transmit mental messages. For all
33
     actions involving this power the character uses      trait operates at this new value. At the end of this time
     the greater of the power’s Rank Value or the         the affected primary trait’s Rank Value is reduced to
     character’s Ego +10.                                 one-half (round up) its normal value for 1d10 turns.
     A character with this power may read the mind        TRAIT INCREASE - The character receives a permanent
     of any character with a Ego Rank Value that is       increase in the rank value of any two primary traits by
     lower than the character’s Rank Value in this        +15 each. If this “power” is rolled twice the bonus to
     power or the character’s Ego +10, whichever is       each primary trait chosen is increased to +20 each.
     greater.
                                                          VEHICLE - The character possesses a unique and excep-
     A character with this power is automatically         tional vehicle. The character selects an existing vehi-
     aware when someone attempts to read the              cle and then increases the Durability, Handling, and
     character’s mind. The character may attempt to       Velocity of the vehicle by one-half this power’s Rank
     block the other telepath; both characters roll       Value (round up). In addition to this increase the vehi-
     d% and add the Rank Value of this power or the       cle possesses two special systems – weapons, unusual
     character’s Ego +10, whichever is greater.           abilities that mimic a power, or any other equipment
                                                          the Game Master will approve – with each system at a
     TELEPORTATION - The character may teleport           Rank Value equal to one-half this power’s Rank Value
     a number of sectors equal to the Rank Value of       (round up).
     this power in a single turn. If the character can
     see the destination point, or knows the area,        WALL-CRAWLING - The character can move normally,
     and makes a result of gray on the spell casting      either through using a specialized device or innate
     roll, the character arrives dazed at the destina-    means, across surfaces from which most people would
     tion sector and must spend the next turn recov-      fall (walls and ceilings, for example). Gamemasters
     ering (the character may take no actions that        should inflict a row step penalty when attempting to
     turn). However, if the caster is unfamiliar with –   move across a slippery surface.
     or cannot see – the destination sector and tele-
     ports into a solid object – which can include the    WATER NATIVE - The character is from a watery civili-
     ground – the player must roll d% on the Master       zation and may breathe underwater or on land. When
     Table using the Rank Value of the character’s        swimming, the character moves a number of Sectors
     Stamina. A result of gray immediately bounces        determined by the Rank Value of this power.
     the character back to the starting sector. He or
                                                                   RANK VALUE          SECTORS/TURN
     she takes one half of the object’s Material Value
     in damage, and is dazed and must spend 1-10                       01-02                   1
     turns recovering (taking no actions during that                   03-29                   2
     time). A white result immediately bounces the                      30+                    3
     character back to the starting sector where he
     or she is dazed for one turn.                        WEAPON(S) - The character possesses a weapon, or
                                                          weapons, with a combined total damage equal to the
     TRAIT BOOST – This power gives the character a       Rank Value of this power.
     temporary boost to any one primary trait of the
     character’s choice by giving it a +1 RS bonus for    The character may possess weapons that do not ap-
     every 10 points of the power Rank value. For a       pear within these rules or in existing 4C System games
     number of turns equal to one-tenth the newly         or supplements. Such new weapons must be approved
     boosted value (round up), the affected primary       by the Game Master.
34
35
M AGIC
                                                                                                                   36
Section 5: Magic
                                                            The MEL replenishes at a rate equal to the char-
                                                            acter’s Ego Rank per hour of rest. This rate may
                                                            be adjusted through meditative methods that
Magic in the original 4C System was too simplistic, and
                                                            enhance the Ego, or through magical devices or
quite frankly, too powerful. The entry for magic simply
                                                            totems created specifically for this purpose. The
states that Magic is the only power that the character
                                                            caster may also procure magical items that can be
can have, but that it could be used to emulate any
                                                            used to store certain amounts of their own per-
other power in the list, and that only one spell could
                                                            sonal energies to be used later on when casting
be cast per turn. However, should the player decide to
                                                            spells. These items are like rechargeable batteries
raise his or her character’s power rank through the use
                                                            and hold a finite amount of “charges” that the
of Fate points, you’d have a very powerful sorcerer on
                                                            caster can use in a pinch when his or her own
your hands! Some folks may like it to be that simple,
                                                            reserves are getting low, or if the caster wishes to
but many others prefer some crunch!
                                                            preserve his or her main supply.
If you like to keep things simple, continue to use the
                                                            These items can take the shape of just about
Magic power as it stands in the original rules. If you
                                                            anything that the caster chooses to imbue his or
want magic to be more robust in your campaigns, then
                                                            her Self Energy with; wands, staves, rods are all
please consider the following!
                                                            classic examples. Other forms may include types
                                                            of jewelry (rings, necklaces), or even favorite toys
Types of Magic                                              from the caster’s youth (dolls, toy soldiers, etc.)
Magic taps into various mystical energies in order to       These items may be charged through certain rit-
produce the effects desired by the caster. In this sys-     uals or meditative practices and will maintain the
tem, a character may utilize three main sources with        power imbued until it has been used up. Many
which to cast their spells; Self, Cosmic, and Ethereal.     casters often safeguard their items with words
Each of these sources may be used to cast a number of       of power, or passwords, to unlock the energies
different spells. Let’s take a look at them below.          within. An unlocked wand or staff may be used
                                                            by another caster at will. To those untrained in
Self Energy                                                 the mystical arts, the item will appear as nothing
Self Energy is power derived from the caster’s physical     more than a decorative piece, or a simple object.
and mental being. Some might even say the energy
comes from the very soul or spirit of the caster. It is     Cosmic Energy
used for spells that primarily affect the caster him/her-   Cosmic Energy is energy drawn from the physi-
self, or other willing individuals.                         cal universe around us. It is an energy that flows
Using Self Energy literally draws upon the caster’s         through all matter, both living and inert. Cosmic
physical Health and Ego, and any character that             Energy is used for spells that affect the world
chooses to practice magic using this type of energy         around the caster. Many combat and defensive
will have a separate Magical Energy Level (MEL) to tell     spells use Cosmic Energy as the power source.
them when they have used up their daily allotment           To use Cosmic Energy, the caster acts as a con-
of power. The MEL is a combination of the character’s       duit, channeling the power through his or her
Health total (Melee + Agility + Strength + Stamina), and    body, or a specially crafted magical item (again,
his or her Ego Trait Rank score. Each spell will have a     this could be a wand, ring, toy, etc.) As with Self
cost that must be subtracted from this total at casting.    Energy, each spell has a certain cost when cast.
The energy is used even if the spell is unsuccessful or     However, instead of depleting the caster’s Magi-
interrupted. Once the caster’s magical energy reaches       cal Power, it can overload it, so the use of magical
a level lower than their Ego Rank, they begin to get        items to direct the energy is a common practice.
weak, performing all actions with a -2 RS penalty until
their Magical Power regenerates. If the caster’s Mag-       If the caster does decide to channel Cosmic Ener-
ical Power level reaches zero, he or she will fall into a   gy through their own body, the raw power begins
coma for a number of hours equal to their Ego Rank.         building up within. If the cost surpasses his or
37
     her MEL, he or she begins taking physical damage       rank value. Each time a spell is cast, the cost is applied
     from the inside out. If the caster’s Health total      to the Magical Energy Level.
     reaches zero, he or she literally bursts into magi-
     cal flames and turns to dust.                          Magical Energy Level
                                                            Self and Cosmic Energy spells rely on the caster’s
     Ethereal Energy                                        Magical Energy Level (MEL) when casting. The Magical
     Ethereal Energy is magical power that is grant-        Energy Level is made up from the character’s physical
     ed to the caster by extra-dimensional beings or        Health Secondary Trait added to his or her Ego Primary
     gods and goddesses. It is used by mages and by         Trait score. So, a Mage with a Health total of 100 and
     priests alike. To use Ethereal Energy, the caster      an Ego rank value of 40 will have a Magical Energy
     must either make a deal with an entity or swear        Level of 140.
     allegiance to them. The caster can then use the
     energy to cast various spells, some of which can       Self Energy spells will deplete the MEL and will phys-
     be very powerful.                                      ically exhaust the caster if it is reduced to zero. Char-
                                                            acters who are drained of Magical Energy collapse and
     Most spells that use Ethereal Energy require the       any actions attempted are performed at -2 Row Steps
     caster to chant a short, quick prayer or praise to     for 1-10 Turns. At the end of that time the caster will
     the entity and special hand gestures are some-         regenerate an amount of Magical Energy equal to his
     times also used. Special items may also be used        or her Ego rank value.
     to channel the entity’s power. These items are
     typically in the form of holy (or in some instances    Cosmic Energy spells use the MEL as a pressure gauge.
     unholy) tokens or relics, but they may also be a       Each time a Cosmic Energy spell is cast, the energy
     simple staff, weapon or other special device.          used passes through the character unless he or she
                                                            uses a magical item designed to act as a channel. If the
     There is no direct cost to use Ethereal Energy to      caster channels the energy themselves, the spell cost
     be paid by the caster as there is with the other       of each Cosmic Energy spell is recorded in the Cosmic
     types of energy. However, if the entities that the     Energy column of the MEL and adds up over several
     caster has sworn allegiance to call out to them        castings. Once the MEL maximum has been reached,
     to perform a special action or quest, they must        the caster begins taking physical damage from the
     oblige, or they will lose access to the energy,        inside of his or her body. When the caster’s physical
     or worse. This doesn’t happen very often with          Health reaches zero, his or her body bursts into flames
     entities of the benevolent sort, but more sinister     and turns into a pile of ashes.
     beings may demand service from their adherents
     quite frequently. Be careful to whom you give
     your loyalties!
     Casting a Spell
     Spell Rank Values
     Each spell has its own Spell Rank Value. Whenever
     a new spell is learned, it has an initial Rank Value
     of 10. This rank value may be increased through
     the use of Fate Points at a cost of 10 times the
     current spell rank. For example, to raise a spell
     from rank 10 to rank 20 costs 100 Fate points.
     Casting Cost
     Each Self and Cosmic Energy spell has a cost in
     Magical Energy. The cost is equal to the spell’s
                                                                                                                    38
Duration                                                    Once a spell is learned, the caster may cast the
A spell’s duration is determined by its rank value unless   spell as often as he or she wishes as long as there
stated otherwise in the description.                        is enough Magical Energy to fuel it. The number
                                                            of spells a character can have in their memory is
Area of Effect                                              based upon their MEL divided by 10. So, a Mage
A spell’s Area of Effect is also determined by its rank     with an MEL of 150 can know a total of 15 spells
value unless stated otherwise in the description.           at a time. These “spell slots” can be filled with the
                                                            same spells for as long as the character desires,
   SPELL RANK        DURATION           AREA OF EFFECT      but if a new spell is needed, one of the older
        1               1 Turn               Touch          spells must be temporarily “forgotten” to allow
        3               1 Turn               Touch          for the knowledge of the new spell to be memo-
        6               1 Turn               Touch
                                                            rized. Older spells can always be re-studied at a
                                                            later time if and when they are needed. A char-
        10             10 Turns             1 sector
                                                            acter may acquire an unlimited number of spells
        20              1 hour             2 sectors        within their spellbooks or scrolls.
        30            1-10 hours           5 sectors
        40              1 day              10 sectors
                                                            During game play, a character can learn new
                                                            spells by studying spellbooks and scrolls found or
        50             1 month              10 miles
                                                            purchased while adventuring. The cost of learning
        75              1 year             200 miles        a new spell is 200 Fate points. The player must
       100           Permanent             Worldwide        then make a successful Intellect or Research skill
       150           Permanent             Worldwide        check. If the check fails, the character only loses
       250           Permanent             Worldwide        50 Fate points, and he or she may attempt to
                                                            learn the spell at another time. This cost may be
       500           Permanent             Worldwide
                                                            reduced by performing a successful Spell Craft
      1000           Permanent            Dimensional       check. A White result on the check reduces the
      1500           Permanent            Dimensional       cost to 175 Fate points, a Red result reduces it to
      2500           Permanent             Universal        150, and a Blue result reduces the cost to 100. If
      5000+          Permanent            Multi-Versal      the spell is being taught by another character, the
                                                            cost is automatically reduced to 100 Fate points,
Learning Spells                                             and the character receives a +1 RS to the Intellect
Magical spells can be learned or gained in various          or Research skill check.
ways. At character creation, the character will already
have learned a few spells to get them on their way to
adventure. For Mages, these spells will either have
been taught to them by a master or family member.
For a Priest or Priestess, the magic comes to them in
response to prayers to their deities or through making
deals with nefarious entities. The number of spells the
character receives may be generated by rolling on the
table below.
              % ROLL             No. of SPELLS
              00-19                    1
              20-59                    2
              60-89                    3
              90-98                    4
                99                     5
39
     Spells
     Many of the spells listed hereafter are taken from the Powers list from the original 4C System rules. Other spells
     are adapted from the original game system that the 4C System was carved from. Several others have been scav-
     enged from a myriad of other gaming systems. That said, this list should be quite comprehensive.
                                                                                                                 40
% ROLL   01-05: SELF ENERGY SPELLS   % ROLL   06-08: COSMIC ENERGY SPELLS      % ROLL   09-00: ETHEREAL SPELLS
00-03    Absorption                  00-02    Alter Object                     00-05    Ability Duplication
04-05    All Seeing Eye              03-05    Animal Command                   06-13    Absorption
06-07    Analyze Object              06-08    Animate                          14-21    Banish
08-09    Anchor                      09-11    Bestow Weakness                  22-29    Dimensional Portal
10-11    Astral Projection           12-14    Binding                          30-35    Dimensional Window
12-14    Body Armor                  15-17    Burrowing                        36-50    Environmental Shell
15-16    Chameleon                   18-20    Charm                            51-60    Ethereal Armor
17-18    Change Luck                 21-23    Confuse                          61-68    Ethereal Blast
19-21    Combat Awareness            24-26    Conjuration                      69-76    Ethereal Servant
22-23    Contaminate Resistance      27-29    Control Emotion                  77-88    Heal Other
24-25    Detect – Danger             30-31    Curse                            89-94    Remove Curse
26-27    Detect – Evil               32-37    Elemental Generation & Control   95-99    Scry
28-29    Detect – Flaw               38-43    Energy Generation & Control
30-31    Detect – Magic              44-46    Entanglement
32-33    Detect – Psionic            47-49    Fear
34-35    Detect – Spirit             50-52    Glamour
36-37    Elasticity                  53-55    Growth / Shrinking – Others
38-39    Empathy                     56-58    Heal Other
40-41    Enhanced Sense              59-61    Illusion
42-43    Enhanced Speed              62-64    Invisibility – Others
44-45    Enter                       65-67    Mesmerism
46-47    Flight                      68-70    Mind Control
48-49    Foretell                    71-73    Mind Probe
50-51    Growth / Shrinking          74-76    Mind Trap
52-53    Hasten                      77-79    Nullification
54-55    Heal Self                   80-82    Paralyzing Touch
56-57    Invisibility                83-85    Plant Control
58-59    Leap                        86-88    Reclamation
60-61    Levitation                  89-91    Surge
62-63    Linguistics                 92-94    Telekinesis
64-65    Major Shield                95-97    Telepathy
66-67    Mental Barrier              98-99    Teleportation
68-69    Minor Shield
70-71    Multiplicity
72-73    Phasing
74-75    Physical Metamorphosis
76-77    Portal
78-79    Rage
80-81    Reflection
82-83    Regeneration
84-85    Resistance
86-87    Shape Shift
88-89    Trait Boost
90-91    Trance
92-95    Wall Crawling
96-99    Water Freedom
41
                                                              If the item was left behind for over a year before the
     Self Energy Spells                                       caster has found it, he or she receives a -1 RS to the
     ABSORPTION – The character is immune to                  Spell Rank for every 10 years of time passed.
     damage inflicted by a specific elemental or energy
     type (select one, see pg. 48) up to the Rank Value       ANCHOR – The Anchor spell causes the caster to
     of this spell. Any damage inflicted over the Rank        become almost completely immobile to anyone or any-
     Value of this spell is suffered normally.                thing that attempts to move them. The caster receives
                                                              a mystical form of Body Armor equal to the Spell Rank
     The character may use the absorbed energy in             and is unaffected by Pound and Concuss results from
     one of two ways:                                         combat attacks. The surface that the caster is an-
      •	 Healing: The character instantly recovers            chored to can be destroyed, but its Material Strength
         a number of damage points equal to the               is doubled. If destroyed, the character may be moved
         damage absorbed, up to his maximum value.            normally. The spell lasts until its duration is over or
                                                              until the caster dispels it.
      •	 Attack: The character, on his next turn, may         ASTRAL PROJECTION – The character’s mind/spirit
         unleash the absorbed energy as an attack.            leaves the physical body behind and can travel practi-
         Treat as an appropriate elemental or energy          cally anywhere. While out of the body, the character
         control attack with a Rank Value equal to the        may travel into the ocean depths, into space, or even
         number of damage points absorbed.                    through solid materials, all without harm. While travel-
     ALL SEEING EYE – The caster gen-                         ing in this manner, the character can only be attacked
     erates an invisible floating eye that                    by other Astral beings, or by attack forms that affect
     allows him or her to see at normal                       one’s Intellect or Ego.
     distances that he or she may                             One of the dangers of Astral Projection is in leaving
     normally see. The eye can be di-                         one’s physical body unprotected. While away, the
     rected to distances determined                           character’s body appears to be in a form of suspended
     by the spell’s Rank and can see                          animation, or coma. It will take damage from attacks
     through darkness, both normal                            normally, and the character will be aware of what is
     and magical, and it can also see                         happening. He, or she, may return to the body instan-
     through illusions and detect magical                     taneously, and defend it, but suffers from a -2RS penal-
     creations (including astral projections).                ty to all actions for one Turn until he/she is reoriented.
     The eye is a physical thing that can be destroyed        The character can remain in Astral form indefinitely,
     if detected. It is linked to the caster via the Ego      but the body must still be maintained with food, water,
     Trait and has Health equal to its Rank. If the eye       oxygen, and all other necessities. If coupled with the
     is destroyed, the caster takes damage equal to his       Environmental Shell spell (pg. 52), these necessities are
     or her Ego score.                                        taken care of. If the body dies while in Astral Projec-
                                                              tion, the character becomes a non-corporeal ghost.
     ANALYZE OBJECT – With this spell the caster may
                                                              BODY ARMOR – The character creates a mystical shell
     handle an object that he or she is unfamiliar with
                                                              of armor which reduces damage by an amount equal
     and discover various bits of information about
                                                              to the Spell Rank. The armor protects the caster from
     it. This spell is cast in two stages. If the character
                                                              physical, elemental, energy, and magical damage.
     makes a successful casting roll, he or she discov-
     ers what the object is, what it does, and how it is      CHAMELEON – The Chameleon spell allows the char-
     operated.                                                acter’s body, as well as worn or carried items, to be
     The next stage, if the caster desires, requires a        changed to blend into his or her surroundings. This is
     second casting roll. If successful, the caster learns    similar to Invisibility (see pg. 43), except it is easier to
     the identity of the last person to wield the item,       detect the character; anyone searching for the char-
     and his or her thoughts and actions during the           acter rolls d% and adds the Rank Value of their Vision
     last few hours before the item was released.             trait to the roll and compares it against the charac-
                                                                                                                        42
ter’s d% roll plus the Rank Value of this spell. If the          Strength score up to 3 RS higher than the caster’s
character rolls higher than the searcher, the character          spell Rank.
remains hidden.
                                                                 DETECT MAGIC – Upon casting, this spell reveals
CHANGE LUCK – Upon casting this spell, the character             all items or beings that possess magical energy.
gains a pool of Fate points equal to twice the Spell             The objects or beings will glow with a light aura
Rank. The spell takes two full Turns to cast.                    that is visible only to the caster.
These points must be used during the current game                DETECT PSIONICS – This spell reveals the presence
session to affect die rolls and cannot be saved or used          of beings or objects that have psychic abilities or
for character improvement. Additionally, once each               that have been affected by psychic powers. The
game session the character may roll the dice without             items and beings will glow with an aura of varied
declaring the tens die until after the roll.                     hues and is detectable only by the caster.
COMBAT AWARENESS – The caster gains a special                    DETECT SPIRIT – This spell allows the caster to
sense that alerts the character to danger seconds be-            detect spiritual beings or objects that have come
fore it strikes. In all instances in which the Vision trait is   from other dimensions. Good spirits emit light
used the character uses the Rank Value of this spell or          colored auras while evil spirits have a darker tint.
the character’s Vision +10, whichever is greater.                These auras may be seen by the caster and by
                                                                 other spiritual beings.
CONTAMINANT RESISTANCE – The caster is granted a
strong resistance to toxins, diseases, and the like for          ELASTICITY – The caster’s body can stretch, allow-
the duration of the spell. Any time the character must           ing the character to attack someone in a different
roll to resist the effects of poison, disease, or similar        sector. A character with this power can stretch a
environmental hazards the character may use the                  number of sectors equal to this spell’s Rank Value
Rank Value of this spell or the Rank Value of his or her         divided by 10 (round up).
Stamina +10, whichever is greater.
                                                                 EMPATHY – The caster can detect the feelings or
DETECT DANGER – Similar to Combat Awareness, this                emotions of an individual or group and works on
spell projects a field of detection around the caster            animals as well. Though it doesn’t allow him or
to the spell’s Rank range that alerts him or her to any          her to read actual thoughts, the caster can discern
form of danger, including physical, magical or psychic.          fear, hatred, mistrust or love. Furthermore, the
                                                                 caster can also determine the object of the indi-
DETECT EVIL – The caster                                         vidual’s or group’s emotions.
can detect the presence of
evil beings or objects to a                                      An added benefit of this spell is that the caster
distance determined by the                                       can project his or her own emotions to an indi-
spell’s Rank. The evil presents                                  vidual or group. This can come in handy during
itself as a dark aura around                                     negotiations or when trying to calm down a mob.
the being or object notice-                                      This aspect of the spell may only be used once per
able only to the caster.                                         casting.
DETECT FLAW – The caster                                         ENHANCED SENSE – The caster may enhance a
can study a non-magical                                          single sense such as hearing, touch or sight. Rolls
object and determine its fatal                                   made to use the heightened sense use this spell’s
weaknesses. The caster may                                       Rank Value or the character’s Vision +10, whichev-
then make a magical attack                                       er is greater.
on the object. On a Red
Result or better, the object is                                  A player may, with Game Master approval, have
obliterated. This can be done                                    an entirely new sense. For example, a character
to objects having a Material                                     may be blind but possess echolocation (“seeing”
43
     like a bat), or infravision, in addition to normal     larger or smaller, to a maximum / minimum height as
     sight allowing the character to see in darkness        shown on the table below:
     without penalty.
                                                             SPELL RANK       MAX HEIGHT       MINIMUM HEIGHT
     ENHANCED SPEED – The character can run at
                                                                 1-2            9 feet              4 feet
     superhuman speeds. He, or she, can move up to
     a number of sectors per turn based on the Rank              3-5            12 feet             3 feet
     Value of this spell or the character’s Agility +10,         6-9            15 feet             2 feet
     whichever is greater.                                      10-19           18 feet             1 feet
                                                                20-29           21 feet            6 inches
              RANK VALUE         SECTORS/TURN
                                                                30-39           24 feet             3 inch
                   1-2                  1
                                                                40-49           27 feet             2 inch
                   3-5                  2
                                                                50-74           30 feet             1 inch
                   6-9                  9
                                                                75-99           60 feet            1/3 inch
                 10-19                  4
                                                               100-149         120 feet             ¼ inch
                 20-29                  5
                                                               150-999         240 feet             1/8 inch
                 30-39                  6
                 40-49                  7                       1000+          480 feet             1/16 inch
                 50-74                  8                   When using Growth, the Rank Value of the character’s
                 75-99                  10                  Strength is changed to the Rank Value of this spell or
                100-149                 15                  the character’s Strength Rank Value +10 whichever is
                150-999                 20                  greater. Opponents attacking the bigger character gain
                                                            a +1 RS bonus on their attacks.
                 1000+                  35
                                                            When using Shrinking the Rank Value of the char-
     When attempting an unusual maneuver, such as           acter’s Strength is unaffected. Anyone attacking the
     running across water or up walls, the player must      character when using this power suffers a -1 RS penalty
     roll d% on the Master Table using the Rank Value       and the character gains a +2 RS bonus to attacks.
     of this spell or the character’s Agility +10, which-
     ever is greater.                                       HASTEN – The caster can cast spells or perform attacks
                                                            a number of times each turn based on the power’s
     ENTER – When cast, this spell will unlock any          Rank Value.
     mundane barred door or container instantly. To
     unlock magically barred doors or containers, the       HEAL SELF – Once per day, the caster can heal him or
     caster must roll a success equal to or greater than    herself a number of points equal to the spell’s casting
     the spell that was cast to lock it.                    Rank.
     FLY – The caster gains the ability to fly. When        INVISIBILITY – The caster can become invisible and
     flying the character can move a number of sectors      remain so for the duration of the spell. Sound, scent,
     per turn depending on the Rank Value of the            heavy rain, and other methods can still give an invisible
     spell.                                                 character away. The caster may also attempt to turn
                                                            objects invisible by touching them. Roll d% on the Mas-
     FORETELL – The caster can predict the actions
                                                            ter Table using the Rank Value of this spell, on a result
     of anyone he or she has observed for at least 5
                                                            of red or greater the item or touched is invisible and
     Turns. If successfully cast, the caster does not
                                                            remains so as long as the character touches it.
     have to decide what to do in that Turn until after
     his or her opponents have declared their actions.      LEAP – The caster can jump across great distances. The
                                                            character may leap up to a number of sectors each
     GROWTH / SHRINKING – The caster can grow
                                                            turn depending on the Rank Value of the spell.
                                                                                                                   44
                                                           The caster is alerted to any attempt to read his
                                                           or her thoughts and can lock down the barrier to
                                                           prevent any further attacks on the following Turn.
                                                           This provides the caster with a +3 RS bonus to his
                                                           or her Ego checks against mind affecting attacks.
WALL CRAWLING – The caster can move normally                 BESTOW WEAKNESS – The caster can cause
across surfaces from which most people would fall            another being to suffer the effects of a weakness
(walls and ceilings, for example). Game Masters should       as if the target had been afflicted with it from the
inflict a row step penalty when attempting to move           beginning. For normal human beings, the weak-
across a slippery surface.                                   ness can be a simple allergy, or cause the target
                                                             to become deathly ill when exposed to the stim-
WATER FREEDOM – The caster gains the ability to              ulus (chosen by the character when the power is
breathe underwater or on land. When swimming, the            activated. Magical beings will suffer power loss,
character moves a number of Sectors determined by            and possible death, as long as they are exposed
the Rank.                                                    to the chosen substance.
Cosmic Energy Spells                                         The character using this spell must roll a full
                                                             Success result (red column) on the Master Table
ALTER OBJECT – The caster can rearrange the physi-           in order to create the weakness. The target’s Ego
cal makeup of objects within the same sector. He or          Trait Rank Value is subtracted from this spell’s
she cannot change mass of the object, or the type of         Rank Value, so the stronger the target’s Ego, the
material that it is constructed of, only how the original    harder it is to create the Weakness.
matter is assembled. So, a large wooden crate could be
                                                             BINDING – The caster creates magical bands to
rearranged into a row boat or a sword could be turned
                                                             form and attempt to entangle a target within
into a shovel. The spell is only effective with items with
                                                             spell’s rank range. If the target has room to move
a Material Strength equal to or less than the spell’s
                                                             as the binding is forming (takes 1 Turn), he or
Rank. The effects of the spell are permanent unless it is
                                                             she may attempt to Dodge to escape them. If the
cast on the object again.
                                                             Binding is successful, the caster may choose to
ANIMAL CONTROL – The caster can communicate with             engulf the target completely or simply bind their
and control animals. To successfully communicate with        hands and feet.
an animal the character must roll d% on the Master
                                                             The Binding doesn’t cause any damage to the
Table using the Rank Value of this power or the charac-
                                                             target and can only be broken by magical attacks
ter’s Ego +10, whichever is greater. A result of white or
                                                             that do damage of the spell’s Rank Value or high-
greater indicates successful communication. To control
                                                             er, or if the caster is rendered unconscious.
an animal, the character must achieve a red result. The
character can control a number of animals equal to the       BURROWING – The caster may tunnel beneath
spell’s Rank value.                                          the earth, moving at a rate equal to his normal
                                                             running speed (see Movement, p. 89) through
ANIMATE – The caster can animate almost any object,
                                                             any subterranean terrain with a material rank
or number of objects, he, or she, can see, or touch, up
                                                             equal to or less than the Rank Value of this spell.
to and including biological forms (dead bodies). The
                                                             The character cannot burrow through other char-
animated object(s) is completely under the character’s
                                                             acters.
control and will carry out whatever action it is ordered
to perform. Animated objects are not affected by             CHARM – The caster magically presents him or
mental attacks. They have a Health score equal to their      herself in a pleasing manner causing all hostile
material strength, or half their original Health score if    beings within one sector to make an Ego check
they were once living beings.                                with a target Result level equal to the Result of
47
     the caster’s spell roll. If the targets fail, they are         in constant contact with the target (chatting, looking
     immediately Charmed by the caster and “change                  into their eyes, etc.), he or she may cast the spell. A
     their mind” about him or her and become hostile                successful casting establishes control over the subject.
     with someone else entirely. Targets may attempt                If the target fails an Ego check to break the spell’s hold,
     to free themselves from the effects of the spell               he or she is then susceptible to the caster’s sugges-
     by making an Ego check each Turn until he or                   tions. Love, hate, fear, sadness, any emotion can be
     she beats the Result Value of the caster’s spell.              brought to the surface and enhanced to overwhelm
     The spell will also be broken if the caster attacks            the target. This can disrupt spells, force a fighting
     a target. If the target remains Charmed until the              man to become madly in love or make a brave man
     end of the spell’s duration, he or she will not                whimper in utter horror at the sight of a shadow. The
     remember that they have been charmed, nor who                  emotion ends immediately when the duration of the
     charmed them.                                                  spell ends, and the target returns to his or her original
                                                                    emotional state. The spell can affect only one target
     CONFUSE – Upon a successful casting of Confuse,                at a time, and only one emotion may be enhanced per
     all targets within the spell’s area of effect must             casting.
     make a successful Ego check or fall into a state
     of confusion for 1-10 Turns. The results of the                CURSE – This powerful spell causes a single target to
     spell can be generated randomly on the following               be cursed. Once the spell is cast successfully, the target
     table, or the GM can apply his or her own special              may make an Ego check to avoid its effects and ne-
     results.                                                       gate the spell. If the Ego check fails, the target suffers
     CONJURATION – The caster may summon objects                    modifiers of 1 RS (+ or -) to all actions that will have a
     or beings from one location to their current area.             negative impact on the subject. The target can attempt
     Simple objects or small harmless animals may be                one Ego check per day to break the curse, or he or she
     conjured without making a roll. Larger, more dan-              may seek out the assistance of another spell caster
     gerous objects or creatures require the caster to              to attempt to remove it. The spell can be dispelled by
     make a successful spell roll. Sentient beings that             another caster by casting a Remove Curse spell with
     are friendly to the caster must roll a Red result or           a success equal to or greater than the success level of
     greater on the casting roll. An unwilling sentient             the Curse.
     target requires a Red result or greater on the roll
     and the target may make an Ego check to resist                 The player may request different effects besides the
     the summoning.                                                 original malady mentioned above. The GM should con-
                                                                    sider the suggestions and place conditions or restric-
     CONTROL EMOTION – After spending one Turn                      tions on them at his or her discretion.
                                                                                                                              48
ELEMENTAL GENERATION & CONTROL – The char-                         ENERGY GENERATION & CONTROL – As with Ele-
acter has the ability to generate and control a single             mental Generation & Control, the caster has the
element chosen from the following list. The character              ability to control a single chosen type of energy
can manipulate the element to his or her will. Some                from the following list.
suggestions on how to use this spell are listed on the
following table:                                                    ENERGY
                                                                    Electrical   The character can hurl lightning bolts,
 ELEMENT
                                                                                 create force fields, lift objects, etc.
 Air       The character can manipulate winds to attack,
                                                                    Light        The character can manipulate light to
           create force fields, lift objects, etc.
                                                                                 attack, blind opponents, create shields,
 Earth     The character can manipulate the ground to                            etc.
           attack, create walls of earth that act as armor,
                                                                    Magnetic The character can manipulate ferrous
           lift objects, etc.
                                                                             metals to attack, create walls of metal
 Fire      The character can create fireballs to attack                      that act as armor, lift metallic objects,
           with, increase or decrease the temperate of a                     etc.
           flame, create a wall of fire like a force field, etc.
                                                                    Sound        The character can manipulate sound to
 Water     The character can manipulate water to attack,                         attack, lift objects, create shields, etc.
           create walls of water that act as armor, lift
           objects, etc.                                           ENTANGLEMENT – This spell creates a physical
Note that the above are guidelines only. The exact                 web-like substance to creep out from the ground
extent of what this spell can do is up to the Game Mas-            around the caster to cover an entire sector,
ter. Here are a few possibilities:                                 trapping every being within it, friend or enemy,
                                                                   unless they make a successful Agility check. The
 •	 Weather Control: A subset of elemental con-                    web has a material strength equal to the spell’s
    trol, a character may choose to manipulate the                 rank value and can be destroyed by physical or
    weather. This spell can be especially powerful                 magical means. If the caster is rendered uncon-
    since it allows a character to manipulate air, light-          scious before the spell duration ends, the web
    ning, rain, and any other aspect associated with               will disappear.
    storms/weather.
                                                                   FEAR – This spell generates an aura of Fear to
 •	 Attacking: A character using Elemental Control                 emanate from the caster that will affect all targets
    to attack may use either the spell’s Rank Value or             within its area of effect unless they roll a suc-
    the character’s Melee Rank Value +10, whichever                cessful Ego check. Failure causes the targets to
    is greater, for melee attacks. For ranged attacks              want nothing more than to flee from the caster
    use the spell’s Rank Value or the character’s                  as quickly as they can for the duration of the
    Coordination Rank Value +10. Damage inflicted in               spell. The target is so scared of the caster that all
    either case is equal to the spell’s Rank Value.                actions performed within sight of him or her are
                                                                   made with a -2 RS penalty.
 •	 Body Armor: The caster can use the elements
    to encase them in a sort of body armor having                  The subject of the Fear spell may make an Ego
    a material strength of the element. Earth would                check every 3 Turns in an attempt to break free.
    obviously be the best choice against physical                  If successful, the caster will not know that the
    attacks, but fire, water and air can have their uses           target has broken free unless he or she attacks or
    as well. The armor gives protection to the caster              acts without fear.
    equal to the material strength of the element
    plus the spell’s Rank Value.                                   GLAMOUR – This spell creates a series of strob-
                                                                   ing and flickering lights to appear in a specific
 •	 Lifting Objects: The upper weight limit of an ob-              location of the caster’s choice within the area
    ject the character may lift is based on the spell’s            of effect. The lights will distract and confuse all
    Rank Value (see table at right).                               targets, except the caster, caught within the area
49
     to suffer a -1 RS penalty to all actions. If the caster   illusion will disappear. Any creature within the area can
     wishes to cast the spell directly onto a single           see, hear and even taste the illusion, but they cannot
     target, he or she must make an Agility attack roll        touch it. Attacks against the illusions appear to be inef-
     with a Red result or higher. If successful, the tar-      fective unless the caster wishes otherwise. Those sub-
     get suffers a -2 RS penalty to all actions until the      jected to the spell may attempt to disbelieve the illusion
     spell ends.                                               by making a successful Ego check.
     GROWTH/SHRINKING OTHERS – This spell is                   INVISIBILITY OTHERS – Similar to the Self Energy spell
     similar to the Self Energy spell. The caster can          Invisibility, the caster can cause a willing target to
     cause a willing target to grow larger or smaller, to      become invisible and remain so for the duration of the
     a maximum / minimum height as shown on the                spell. Sound, scent, heavy rain, and other methods
     table below:                                              can still give an invisible character away. The invisible
                                                               character may also attempt to turn objects invisible by
         SPELL          MAX             MINIMUM
                                                               touching them. Roll d% on the Master Table using the
         RANK          HEIGHT            HEIGHT
                                                               Rank Value of this spell, on a result of red or greater the
           1-2           9 feet            4 feet              item or touched is invisible and remains so as long as
           3-5          12 feet            3 feet              the character touches it.
           6-9          15 feet            2 feet
                                                               MESMERISM – This spell allows the caster to hypnotize
          10-19         18 feet            1 feet
                                                               creatures with less than human Intellect (3 or lower). A
          20-29         21 feet           6 inches             successful spell casting check gives the caster the ability
          30-39         24 feet            3 inch              to speak to the creature. If the creature’s Stamina Trait
          40-49         27 feet            2 inch              is lower than the spell’s rank value, the caster may also
          50-74         30 feet            1 inch              command it to perform simple tasks (get a rat to re-
          75-99         60 feet           1/3 inch             trieve a cell door key, or a bird to carry a message to an
                                                               ally). Only one creature may be mesmerized at a time.
         100-149       120 feet            ¼ inch
         150-999       240 feet           1/8 inch             MIND CONTROL – The caster can take over the minds of
          1000+        480 feet           1/16 inch            others. A target of Mind Control must be within visual
                                                               range of the character and must possess an Ego Rank
     When using Growth, the Rank Value of the char-            Value less than the Rank Value of this power or the cast-
     acter’s Strength is changed to the Rank Value of          er’s Ego, whichever is greater.
     this spell or the target’s Strength Rank Value +10
     whichever is greater. Opponents attacking the big-        To take control of another the character must roll d%
     ger character gain a +1 RS bonus on their attacks.        on the Master Table using the Rank Value of this spell
                                                               or the character’s Ego +10, whichever is greater. If the
     When using Shrinking the Rank Value of the char-          result is gray the mind control attempt fails. If the result
     acter’s Strength is unaffected. Anyone attacking          is white or greater the target is controlled until the
     the character when using this power suffers a -1          character releases the targeted character or the target
     RS penalty and the character gains a +2 RS bonus          is ordered to do something out of the ordinary (such as
     to attacks.                                               injure a companion) at which point the target rolls d%
                                                               on the Master Table using the Rank Value of the target
     HEAL OTHER – The caster can heal other beings a           character’s Ego. A result of red or greater is needed to
     number of points equal to the spell’s rank value.         break free of the mind control.
     ILLUSION – This spell allows the caster to create         MIND PROBE – The caster taps into the target’s mind
     illusory images of things, people and creatures           and is able to discover various details such as its true
     that will perform any actions that he or she di-          identity, and other details about him or her. If the caster
     rects them to do within the spell’s area of effect.       wishes to search for any secrets or specific information
     The caster must maintain his or her concentra-            that the target may be trying hard to hide, the caster
     tion throughout the duration of the spell or the
                                                                                                                       50
must make a Red Success or greater. The target must           of the spell casting roll is gray, the nullification
roll an Ego check equal to or greater than spell casting      attempt fails, and the character suffers damage
roll to avoid giving up the information.                      equal to one-half (round up) the Rank Value of
                                                              the target’s Magical Energy Level that the char-
MIND TRAP – This spell may be cast if the caster              acter attempted to nullify. If the result is white
believes he or she might be the target of any form of         the targeted being’s Magical Energy is drained to
mental attack. The spell duration is 10 Turns or until        half its current total (round up). On a Red or Blue
the caster is attacked. If attacked, and the caster rolls     result the target’s remaining Magical Energy is
a successful casting check, the Mind Trap repels the          depleted for five turns. The target regains half of
attack and lashes back at the attacker doing the spell’s      his or her previous amount of Magical Energy at
rank value in damage to the attacker. If the caster has       the end of the fifth Turn.
any pent-up Cosmic Energy built up in his or her Mag-
ical Power slot, it is added to the damage dealt. If the      PARALYZING TOUCH – The caster’s touch can
spell casting roll fails, then the attack works against the   render opponents unable to move. To paralyze an
caster, but the damage dealt is reduced by -2 RS.             opponent the caster must first make a successful
                                                              spell casting roll, and then hit the target with a
NULLIFICATION – The character possesses the ability           melee attack. This attack deals no damage, but
to nullify – completely negate – the Magical Energy of        the target must then roll a successful Stamina
others within a number of sectors equal to one-tenth          check to resist. If the result is gray the target is
the Rank Value of this spell (round up). If the result        paralyzed – knocked down and unconscious – for
                                                              a number of Turns equal to one-tenth the Rank
                                                              Value of the spell (round up).
 P   sionics
                                                                                                                  54
Section 6: Psionics
                                                            it are unavailable until it is charged once more.
                                                            These items can either be worn like jewelry, or
A psychic character, or Psionicist, has special abilities   simply carried around in a pouch, but they must
that appear magical in nature, but are in fact powered      be within contact distance of the psychic in order
by mental energy. The Psionicist derives his or her         to do what they were designed to do.
energy from their own Ego, and from what they can
                                                            Certain crystals and other minerals can also
siphon from other beings around them.
                                                            be used to channel the psychic energies of the
A Psionicist has a Psychic Energy Level (PEL) which is a    Psionicist in a similar fashion to the tuners. The
measurement of their individual power. Each psychic         crystals do not have to be charged like the tuners
power has its own Rank Value, and whenever a psychic        as they draw their power from the universe
power is used, the power’s Rank number is subtracted        around them. Each crystal may only be utilized
from the PEL. The PEL is made up of the character’s         until its energy is used up, then it becomes noth-
Health total plus their Vision, and two times their Ego     ing more than a pretty paper weight. Crystals may
Trait Value. So, a character with 100 Health, a Vision of   be purchased from just about anywhere, or they
20 and an Ego of 40 has a PEL of 200.                       can be mined by the psychic themself. Purchased
                                                            crystals tend to have less energy stored within
Using Psychic Abilities                                     them than those dug up by the character. Typical
The Psychic powers available to the Psionicist are          energy levels in purchased crystals run from 10
willed into action by the psychic’s thoughts alone. It      points to 50. Mined crystals can have from 20
is a powerful form of metaphysical manipulation that        energy points to 150 or more. The GM will tell
doesn’t go without cost. Each time a psychic power          you how many energy points a particular crystal
is used, its Rank Value is subtracted from the charac-      contains.
ter’s PEL. Once the character’s PEL is used up, he or
she may continue to use their abilities, but the price      Psychic Abilities
is paid from their Health total. The internal damage        Psychic abilities, or powers, are mysterious in
taken when pushing themselves in this fashion mani-         their operation. From the outside, an onlooker
fests itself through hemorrhaging (bleeding) from their     wouldn’t even know that anything out of the or-
eyes, ears, nose, and mouth. Once the character’s           dinary was happening unless the power has obvi-
health reaches zero, he or she goes into a coma for         ous effets like telekinesis or energy manipulation.
2-20 hours.                                                 Let’s take a look at some of these powers now.
The high cost associated with using psychic abilities       All characters have the potential to use psychic
would seem to deter the Psionicist from using their         powers, though those with heightened Ego Trait
powers often, or attempt to increase their Rank Value       scores are more capable than others. Begin-
to make them more effective, but there are various          ning characters have the option to take Psionics
devices and natural objects that the psychic can utilize    through the Point Buy system, or they may ran-
to help expand their total PEL.                             domly generate their powers. Roll on the follow-
                                                            ing table to determine the number of psychic
Tuners & Crystals                                           powers that the character begins with:
Several psychics use special devices called Tuners that
they “train” to fine tune and amplify their psychic                   % ROLL          No. of POWERS
energy. A tuner can be any sort of item from a piece                  00-19                  1
of jewelry to a favorite melee weapon, or even a toy.                 20-59                  2
These devices enhance the character’s Ego Primary                     60-89                  3
Trait with a +1 RS for the purpose of increasing their
                                                                      90-98                  4
PEL only. The items must be “charged” by the Mental-
ist each night by channeling their energies into them                   99                   5
while meditating. If the device isn’t charged each
night, the trait boost and bonus points provided by
55
     Once you know the number of powers the character may start with, roll for each ability on the following table,
     and then roll on column D of the Rank Value Table on page 7 to generate the power’s Rank.:
     ANIMAL CONTROL - The character can commu-                     ASTRAL PROJECTION - The character’s mind/spirit leaves
     nicate with and control animals. To successfully              the physical body behind and can travel practically any-
     communicate with an animal the character must                 where. While out of the body, the character may travel
     roll d% on the Master Table using the Rank Value              into the ocean depths, into space, or even through
     of this ability or the character’s Ego +10, whichev-          solid materials, all without harm. While traveling in
     er is greater. A result of white or greater indicates         this manner, the character can only be attacked by
     successful communication has been established.                other Astral beings, or by attack forms that affect one’s
                                                                   Intellect or Ego.
     To control an animal, the character must achieve
     a blue result. The character can control one type             One of the dangers of Astral Projection is in leaving
     of animal (such as birds, reptiles, mammals, sea              one’s physical body unprotected. While away, the
     creatures, etc.), which must be determined at the             character’s body appears to be in a form of suspended
     time of the character’s creation.                             animation, or coma. It will take damage from attacks
                                                                   normally, and the character will be aware of what is
     APPORTATION -       RANK VALUE SECTORS WEIGHT                 happening. He, or she, may return to the body instan-
     This power allows       1-2       1     50 lbs.               taneously, and defend it, but suffers from a -2RS penal-
     the psychic char-                                             ty to all actions for one Turn until he/she is reoriented.
                             3-5       2    100 lbs.
     acter to effective-                                           The character can remain in Astral form indefinitely,
                             6-9       9    200 lbs.
     ly teleport items                                             but the body must still be maintained with food, water,
     from one place to      10-19      4    400 lbs.
                                                                   oxygen, and all other necessities. If the body dies while
     another. The dis-      20-29      5    800 lbs.
                                                                   in Astral Projection, the character becomes a non-cor-
     tance and weight       30-39      6      1 ton
                                                                   poreal ghost.
     that an object         40-49      7    10 tons
     can be apported        50-74      8    50 tons                AURA READING - The psychic has the ability to read
     relies upon the        75-99      10    80tons                the aura of others. Auras can show the emotion of a
     power’s rank. See     100-149     15   100 tons
                                                                   being, like anger, love, happiness or sadness. It can
     the table at right                                            also show the likely intentions of a being as well, such
                           150-999     20   200 tons
     for both:                                                     as the intent to harm others or willingness to give aid.
                                1000+      35     400 tons
                                                                                                                         56
BLOCK SENSES - The psionicist may “turn off” one              to add the power rank to any action requiring a
of the main senses of a single target; vision, touch,         Vision check. This power also allows the character
hearing, smell, etc. The targeted individual may make         to see future events by hours, months, or even
an Ego check to avoid the effects with a success level        years depending on the power rank.
equal to the power roll.
                                                              CRYOKINESIS - The psychic has the ability to
CALM - This power casues the intended target to settle        manipulate temperatures with his or her mind
into a peaceful, relaxed state of mind to the point of        to the freezing point. Any ice created with this
drowsiness. The target must make a successful ego             ability has a material strength value equal to the
check against the success level of the power roll to          power’s rank. The character can use the power to
break free from the effect or he or she will remain in        attack, forming ice shards which can be hurled at
the state for 2-20 turns. All attempted actions while         their enemies doing rank level damage.
under the effects of calm are made at a -3 RS penalty.
                                                              ENERGY HEALING - With this power, the psychic
CHRONOKINESIS - This power gives the psychic the              uses their own psychic energy to heal themselves
ability to manipulate time around them. At low rank           or others of damage from mental or physical
levels, this ability only allows the psychic to affect time   attacks. The character heals a number of health
in seconds or minutes. At higher levels, the Psioni-          equal to the power rank value.
cist could travel several days, months or even years
through time. Check the table at right to determine           ENERGY MANIPULATION - With this power the
the power’s ability to affect time:                           psychic has the ability to both generate and con-
                                                              trol a specific form of energy chosen at character
  RANK VALUE                        TIME                      creation from the following table:
       1-10                      1-10 Turns
                                                               ENERGY
      11-50                      1-10 Hours
                                                                            The character can hurl lightning bolts,
     51-100                       1-10 Days                    Electrical
                                                                            create force fields, lift objects, etc.
     101-250                     1-10 Weeks
                                                                            The character can manipulate light to
    251-1000                    1-10 Months                    Light        attack, blind opponents, create shields,
      1000+                       1-10 Years                                etc.
CLAIRAUDIENCE - Clairaudience allows the psychic to                     The character can manipulate ferrous
                                                                        metals to attack, create walls of metal
hear beyond the normal levels of their species. At low         Magnetic
                                                                        that act as armor, lift metallic objects,
rank levels, the psychic can hear whispers from across                  etc.
a crowded room. At higher power ranks, the Psionicist
                                                                            The character can manipulate sound to
could conceivably speak to beings from other dimen-            Sound
                                                                            attack, lift objects, create shields, etc.
sions. A character using clairaudience may use this
power or their Vision +10, whichever is greater, when         FEAR – This power generates an aura of Fear
checking for surprise.                                        to emanate from the psychic that will affect all
                                                              targets within its area of effect unless they roll a
CLAIRSENTIENCE - A psychic with clairsentience has            successful Ego check. Failure causes the targets to
the ability to sense things not normally perceivable.         want nothing more than to flee from the psioni-
Even creatures with the ability to make themselves            cist as quickly as they can for the duration of the
invisible, either with a power or through technology          power. The target is so scared of the psychic that
may be detected by a character using clairsentience.          all actions performed within sight of him or her
Some call this ability a “sixth sense”. At higher rank        are made with a -2 RS penalty.
levels some psychics have the capability to see beings
on other worlds or dimensions.                                The subject of Fear may make an Ego check every
                                                              3 Turns in an attempt to break free. If successful,
CLAIRVOYANCE - Clairvoyance allows the psychic to             the caster will not know that the target has bro-
“see” the future. At all levels this power acts like the      ken free unless he or she attacks or acts without
Combat Awareness ability, giving the psychic the ability      fear.
57
     LEVITATION - The Psionicist is capable of lift-
     ing him or herself, or other objects, with but a
     thought. This power can also be used as a form of
     travel. The amount of weight that the character
     can lift is determined by the power rank value on
     the following table:
 G   ear
                                                                                                                    62
Section 7: Gear
                                                            lower than their Means Trait Value as frequently
                                                            as they need to. This doesn’t mean that they can
Characters will need various bits of gear, weapons and      buy out a whole store of items that fall within
vehicles to get through the daily grind of whatever         that range, but if they need to purchase multiple
they are doing. An individual’s personal equipment          items that meet the benchmark, the GM should
can be a valuable asset to them in a crisis. Even such      allow it. For items that need a Means check to
mundane items like a lighter or poncho could be a life      purchase, the character is only allowed to at-
saving tool at the right moment. Let’s take a look at       tempt the check once per pay period of his or her
some of the available gear a character might want, and      character’s day job, or once per game week. If a
what they must do to acquire it.                            Means check fails, the character simply doesn’t
                                                            have the funds available to make a purchase. He
Purchashing Gear, Is it Within My Means?                    or she will have to wait until the next paycheck
Whenever a character wants to pick up a new piece           hits the bank before they can try it again.
of gear, he or she can stroll into their favorite gearpo-
rium, drop a few bucks and go their merry way with          Pooling Resources
their new sackful of goodies. Okay, maybe it’s not all      Some items are simply too costly for a single char-
that simple. In the game, the characters will often have    acter to be able to afford. If the cost of an item
most of what they need at hand, but occasionally they       is two Row Steps or higher above the character’s
will need to pick up some special gadgets to make their     Means Rank Value, it is too expensive for him or
lives easier. Things don’t always come freely though,       her to acquire alone. If the character is part of
so how do they pay for them? The answer is with their       a team, then they may pool their resources in
Means.                                                      order to be able to make the purchases that they
                                                            desire.
The Means Trait is a reflection of what a character can
afford, not an actual monetary value. The score is sim-     If a group of characters wants to pool their re-
ilar to the character’s Primary Traits in that it is used   sources to make a purchase, the character with
to make checks when attempting to purchase the gear         the highest Means score adds a +1 RS modifier
they want or need. The Mean score is the Rank Value         to his or her Rank Value for each character in the
used when rolling on the Master Table to determine          group. Characters with a Means Trait Value of 1
whether they have the necessary funds to purchase a         cannot add anything to the pool as they can bare-
particular item.                                            ly afford to pay for their own necessities. If the
                                                            combined Row Step modifiers do not bring the
When attempting to make a purchase, compare the             lead character’s Means Rank Value to within one
Cost of the item desired to the character’s Means Val-      Row Step of the cost of the item, then it is too
ue score. If the character’s Means is three times higher    expensive for the qroup as a whole, and they will
than the cost of the item, he or she may purchase it        have to find another method of raising the funds
without rolling the dice. If the item is equal to or one    for the purchase.
rank lower than the character’s Means, he or she must
                                                            The lists on the following pages are just samples
make a White result on the Means check to be able to
                                                            of the many items that may be found amongst
purchase it. If the cost is one Row Step or more higher
                                                            a being’s personal belongings. They are a mix
than the character’s Means, he or she must make a
                                                            of historical, modern and futuristic equipment.
Red result or higher on the Means check. If the cost
                                                            Each item’s purpose and usage will be described
is higher than one Row Step above the character’s
                                                            following the lists, as well as any special modifiers
Means Value, it is out of his or her reach.
                                                            a specific piece of gear may give to the character
The character can purchase items that cost three times      using it.
63
     BASIC GEAR               COST   BASIC GEAR         COST   ARMOR & SHIELDS           AV       COST
     Backpack                  3     Grappling Hook      6     Ballistic Plate Armor     20        20
     Basic Adventurers Pack    10    Hammer              6     Breast Plate               6        30
     Basic Repair Kit          10    Healer’s Pack       6     Chain Mail Shirt           6        10
     Basic Survival Pack       10    Holy Symbol         1     Chain Mail Suit           10        20
     Bed Roll                  3     Hunter’s Trap       6     Envirosuit                30        30
     Binders                   10    Hydrator            10    Force Bracers            +3/3       20
     Binoculars                6     Ignitor             1     Full Face Helmet          10        10
     Blanket                   1     Lantern             6     Great Helm              6 (head)    10
     Candles (12)              1     Lock                3     Half Helm               3 (head)    6
     Chalk (12)                1     Lockpicking Kit     3     Half-Plate Armor          15        20
     Chest, Large              6     Miner’s Pack        10    Heavy Fur                  3        3
     Chest, Small              3     Mini-Comp           20    Hide Armor                 6        6
     Climbing Gear             6     Poison              10    Leather Armor              6        3
     Communicator              10    Pouch               1     Mesh Armor                10        10
     Data Chip                 6     Radiation Meter     6     Personal Force Shield      *        *
     Data Pad                  10    Radiation Suit      10    Plasteel Shield          +3/6       10
     Emergency Beacon          20    Rations (1 week)    10    Plate Mail                20        40
     Envirosuit                30    Rope (20 meters)    6     Reflector Shield         +3/6       10
     First Aid Kit             6     Sleeping Bag        3     Ring Mail                 10        10
     Fishing Equipment         3     Survival Blanket    3     Scale Mail                15        30
     Flashlight                3     Tent                6     Shield                   3/10      6/10
     Gas Mask                  6     Torch (6)           6     Skull Cap                  6        6
     Gear Bag                  1     Translator          10    Splint Mail               10        10
     Glow Sticks (6)           6     Utility Belt        6     Studded Leather            8        6
                                     Waterskin           3     Synth-Hide                 8        6
                                                               *See Description
                                                                                                     64
MELEE WEAPONS TYPE DAM COST            RANGED WEAPONS                TYPE   RANGE   DAMAGE    COST
Battle Axe           S     15     20   Blow Gun                       P       2        1       1
Beamer              E      10     30   Boomerang                     B/S      1        6       6
Club                B      6      3    Bow, Long                      P       6       10       10
Collapsible Baton   B      6      6    Bow, Short                     P       3        8       10
Dagger               S     6      6    Chakram                       S/B      1        8       10
Flail               B      10     10   Crossbow                       P       8       15       10
                                       Flame Thrower                  E       2      15/10     20
Hammer              B      8      6
                                       Grenade                        E*      2        *       10
Hatchet              S     8      6
                                       Heavy Machine Gun              P      10       30       20
Horseman’s Pick     B      15     10
                                       Javelin                        P       2        8       3
Knife                S     6      3
                                       Laser Pistol                   E       8       10       10
Knucks              B      3      3
                                       Laser Rifle                    E      10       20       10
Lance               P      15     10
                                       Micro-Missile Launcher         P      10       20*      30
Laser Lance         E/P    20     30
                                       Missile Launcher (Shoulder)    E      20       40*      50
Mace                B      8      10
                                       Pneumatic Pistol               P      4*        6       6
Machete              S     8      3    Pneumatic Rifle                P      6*        8       6
Morning Star        B      10     10   Projectile Pistol              P       6        8       6
Pole Arm             S     15     10   Projectile Rifle               P       8       10       6
Shillelagh          B      6      1    Scatter Gun                    P       3      15/6/3    6
Sonic Hammer        B     15/St   20   Spear                          P       1       10       3
Spear               P      10     3    Sub-Machine Gun                P       6       20       20
Spear-Staff         P      10     3    Throwing Axe                   S       1       10       6
Staff               B      6      1    Throwing Knife                P/S      1        6       10
Static Whip         E     10/St   20   Throwing Spikes                P       1        3       3
Stun Baton          B/E   6/St    20   * See Description
     BASIC ADVENTURER’S PACK - This is a backpack            CHALK - Chalk is a simple bit of mineral that can leave
     filled with some standard gear that are commonly        marks on various surfaces. It can be used to mark trails
     purchased by travelers. The pack includes; 50 feet      or to sketch images or diagrams for plan making.
     of rope, 12 candles, flint and steel, a waterskin
     and a bedroll.                                          CHEST - A chest is a box that can hold larger items
                                                             that require more protection than a pack or pouch,
     BASIC REPAIR KIT - This kit includes various tools,     but they are heavier and bulkier and require a mount
     meters, and small spare parts to allow a character      or wagon to transport. Chests are water resistant to a
     to make small repairs to gadgets and weaponry.          degree, but are highly susceptible to fire. Chests come
     Using a Basic Repair Kit adds a +1 RS to any repair     in large (up to 5 feet by 3 feet) and small sizes.
     attempts.
                                                             CLIMBING GEAR - Climbing gear consists of several
     BASIC SURVIVAL PACK - A basic survival pack             metal spikes and clamps, and a small hammer. Used in
     holds several items that can help a character           conjunction with rope, climbing gear adds an addition-
     endure being lost or stranded in many situations.       al +1 RS to Climbing skill checks.
     These items include; an Emergency Beacon, a
     First Aid Kit, Glow Sticks, a Hydrator, an Ignitor, a   COMMUNICATOR - A simple communicator can be
     weeks worth of Rations, and a Survival Blanket.         used to send and receive voice, text and video messag-
                                                             es to other characters with similar devices, or to com-
     BEDROLL - A bedroll can be as simple as a thick         munication devices on a planet’s surface or orbiting
     furred animal skin to a finely stitched mat of lin-     starships.
     en. A bedroll adds a bonus of +10 to a character’s
     Stamina for the purpose of daily Health recovery.       DATA CHIP - Data chips are storage devices that can be
                                                             inserted into data pads or computers with appropriate
     BINDERS - Binders are used to secure prisoners to       ports, and used to store and read information. A single
     prevent them from easily escaping. Some binders         data chip can contain thousands of volumes of text, or
     are nothing more than hand-cuffs, while others          hundreds of hours of voice or video messages.
     are designed to encircle the prisoner’s body to
     pin their arms or other appendages. They come           DATA PAD - A data pad is a small device used to view
     in various sizes and configurations to be able to       information stored on data chips, and can also be con-
     handle differnt body types. Typical binders have        nected to the info-net if a comm signal is available.
     a material strength value of 20. Some binders are       EMERGENCY BEACON - A small device that can be
     also fitted with Rank Value 20 stun diodes that         clipped onto a character’s clothing, or worn like a
     can be set to activate automatically if the prisoner    piece of jewelry that sends out an emergency signal in
     attempts to leave a specified area, or can be man-      various frequencies. Emergency beacons can also be
     ually activated by the captor.                          used as an improvised tracking device that can be used
     BINOCULARS - Binoculars are used to give a              to follow a target. The signal strength of an emergency
     character a magnified view of an area. Searching        beacon is 150 sectors.
     with binoculars gives the character a+1 RS bonus        ENVIROSUIT - An Envirosuit gives its wearer protec-
     to Vision.                                              tion from environmental hazzards and conditions. It
     BLANKET - A simple patch of wool cloth or a sup-        contains an onboard air, food and water supply that
                                                                                                                     66
can keep a character alive for up to one week before it     such as a weapon or bag, to be dragged back to
must be refitted. The suit gives the wearer the pro-        the character.
tection of body armor against radiation and physical
attacks with a rank value of 30, but against energy         HAMMER - This is a small tool that can be used to
attacks the protection value drops to 6. Personal force     drive climbing spikes or nails. It can also be used
shields are often used in conjunction with an enviro-       to break open small rocks to check for precious
suit to protect against energy based attacks.               minerals when mining. The hammer can also be
                                                            used as an improvised weapon that causes +6
FIRST AID KIT - A first                                     Bashing damage.
aid kit can be used by
any character to treat                                      HEALER’S PACK - This is a small pack that can
themselves or others                                        be slung over the shoulder or worn on a belt. It
when wounded. Using                                         contains various herbs, oils, salves and bandages
a first aid kit gives the                                   used for healing. Using the pack on a wounded
character using it a +1                                     character gives a +1 RS to Healing skill checks.
RS when attempting to
treat injuries.                                             HOLY SYMBOL - A holy symbol can take the form
                                                            of just about anything that can represent a deity,
FISHING GEAR - Fishing gear gives the character a           from statues to weapons. Holy symbols can be
+1 RS to Survival skill checks. It consists of lures and    used to channel the Ethereal Energy of spells
string, and a net that can be cast into the water to trap   granted by the entity they are devoted to.
fish.
                                                            HUNTER’S TRAP - A hunter’s trap can be a large
FLASHLIGHT - Flashlights are invaluable in the dark-        or small cage that can be used to capture animals
ened confines of a space cruiser or cavern tunnels          alive, or a spring trap that clamps down on an
on a planet’s surface. It can be used as a spotlight,       animal’s leg or neck that can maim or kill it. The
casting a beam to a distance of up to 3 sectors, or as a    spring-type trap causes 20 points of damage to
mini-lantern shedding light in a circle within a 1 sector   any creature that sets it off. The creature must
diameter.                                                   make a successful Agility check to avoid being
GAS MASK - A gas mask protects the wearer from              caught.
harmful gases.                                              HYDRATOR - A hydrator is a small device that
GEAR BAG - A gear bag is a large cloth or synthetic         draws moisture from an atmosphere, and purifies
satchel that can be slung over the shoulder for easy        it for drinking. The device can collect up to 4 litres
transport. A gear bag can carry slightly larger items       of water per day.
than can fit into a backpack, such as rifles or similar     IGNITOR - An ignitor is a small device that is used
weaponry, up to a weight of 45 kilograms.                   to ignite fires.
GLOW STICKS - A glow stick is an enclosed plastic           LANTERN - A lantern can illuminate a radius of
tube that contains a pair of chemicals that react when      about 30 feet. It is less susceptible to rain or
mixed. The reaction creates a brilliant glow that illumi-   wind, and has a duration of approximately 12
nates an area of up to 1 sector in diameter. The dura-      hours.
tion of the reaction of each glow stick is eight standard
hours. Glow sticks are sold in packs of six.                LOCK - Locks can be used to secure containers
                                                            or doors from easy access. A basic lock can be
GRAPPLING HOOK - This is a three or four pronged            picked by a competent thief by making a success-
hook that can be tied to the end of a rope that can         ful lockpicking skill check. More advanced locks
be tossed over a wall or into a treelimb to be used for     impose penalties to lockpicking checks but are
climbing, giving a +1 RS to Climbing skill checks. The      more expensive to purchase.
hook can also be used to grab items from a distance,
67
     LOCKPICKING KIT - A lockpicking kit gives a skilled    ROPE - Rope can be used for many purposes, from
     character an extra bonus to gain entry to doors        climbing walls or mountains, to tying up a captured en-
     or containers secured with locks. The kit gives a      emy. It can be made from many different substances,
     bonus of +1 Row Steps to the Lockpicking skill.        but it is commonly made of synthetic materials, and is
                                                            sold in 20 meter lengths. Rope adds a +1 RS to climbing
     MINER’S PACK - This is a set of tools that can be      attempts when used.
     used to find and excavate precious minerals from
     the soil. The pack includes a pickaxe, a shovel, a     SLEEPING BAG - A sleeping bag can keep a character
     lantern, a small hammer and a pan.                     warm and snug when sleeping out of doors.
     POISON - Poisons come in various strengths rang-       TORCH - A torch provides illuminatin in a 20 foot radi-
     ing from mild sleep inducing effects to poisons        us. Torches can be purchased in bundles, but they can
     that can kill a target almost instantly. A being       also be improvised with a branch and some oil soaked
     subjected to poison must make a Stamina check          cloth.
     to avoid its effects. Some poisons are stronger        TRANSLATOR - Translators are small devices that are
     than others and may impose certain penalties or        programmed to decipher spoken languages after being
     set target Result levels to this check. For more on    exposed to them for a few hours. The devices can be
     Poison, see the Combat section.                        handheld or worn.
     POUCH - A pouch is a leather or canvas bag used        UTILITY BELT - Utility belts have multiple pouches that
     to carry small items such as coins, gems or jewel-     can carry several small items such as tools or similarly
     ry, or other similarly sized items.                    sized devices.
     RADIATION METER - A radiation meter alerts             WATERSKIN - This is a bag or sack made from a large
     the character to rising levels of deadly radiation.    animal bladder that can be used to carry a quantity
     It will begin to chime or give a visual indication     of water or other liquid. Having a waterskin gives the
     whenever radiation reaches threatening levels.         character a +1 RS to Survival checks.
     RADIATION SUIT - A radiation suit will protect the
     wearer from most forms of radiation with a pro-        ARMOR
     tection value of 50. It offers no protection from      BALLISTIC PLATE ARMOR - This armor protects the
     physical damage whatsoever.                            wearer from most types of physical damage, including
                                                            piercing, bashing and slashing, and impact damage
     RATIONS - Rations are made up of dried and             from falls. It is constructed from lightweight plasteel
     processed foods which are condensed into small         plates which are attached to an undergarment that
     cubes or squares to make them more transport-          doesn’t restrict movement. Ballistic plate armor only
     able. Rations aren’t the greatest tasting things in    protects the wearer from 6 points of energy damage.
     the galaxy, but eating them is better than starving.
     Rations are sold in packs that will feed an individ-   BREASTPLATE - A breastplate from a suit of Full Plate
     ual for one week.                                      Armor is sometimes worn over lighter suits of armor
                                                                                                                    68
such as leather or chain mail. It gives the wearer better    HALF-PLATE ARMOR - Half-Plate armor does away
protection than the lighter armor, but it’s not as cum-      with the forearm and shin plates and boots of
bersome or obtrusive as the heavier plate mail.              Full-Plate. It is heavier than chain mail, but more
                                                             flexible than full-plate.
CHAIN MAIL SHIRT - If a full suit of chain mail is a bit
too expensive, a shirt offers partial protection at a        HEAVY FUR - A set of heavy fur provides some
more affordable price.                                       protection from damage as well as protection
                                                             from the cold.
CHAIN MAIL SUIT - A suit of chain mail covers the
character from head to foot, offering moderate protec-       HIDE ARMOR - Similar to heavy fur, hide armor
tion while allowing more freedom of movement than            consists of pelts of animals and boiled leather bits
heavier options.                                             that provides protection and flexibility.
ENVIROSUIT - As armor, an envirosuit protects the            LEATHER ARMOR - One of the most common ar-
wearer from 30 points of radiation and physical dam-         mor types for adventurers. Leather armor is light
age, but only 6 points of energy damage. Being some-         and sturdy, and allows for more mobility than
what bulky, an envirosuit works best in Zero-G environ-      most of the other armor types.
ments. Wearing an envirosuit as armor on a planet’s
surface gives the wearer a -1 RS penalty to all physical     MESH ARMOR - Mesh armor is one of the most
actions. Some military envirosuits are fitted with shield    popular styles of armor for standard adventur-
generators that provide the wearer with AV 20 protec-        ing. It is extremely lightweight and very flexible.
tion from energy attacks.                                    It is also highly concealable, and able to be worn
                                                             beneath regular street clothing. Mesh armor
FORCE BRACERS - Force bracers are similar to personal        protects the wearer from slashing and piercing
force shields in that they create a small shield that will   damage with an Armor Value of 10, but only an
deflect energy weapon attacks. They are worn on the          AV of 6 against bashing attacks.
wrist of the character and must be put into the path
of an incoming attack to be effective. The character         PERSONAL FORCE SHIELD - Personal force shields
must make a Block attempt using their Agility with the       give the user protection against energy weapon
bracers to deflect the attack. Force bracers may also be     attacks. They are available in several protection
used in Rushing attacks. The size of the shield is rough-    levels, but are typically legally sold at a maximum
ly one meter in diameter.                                    AV of 10 with a cost matching the AV. Military
                                                             units can have AVs of up to 50 or higher. Black
FULL FACE HELMET - A full face helmet protects only          market shields have been hacked and can also be
the wearer’s head. It offers excellent protection when       purchased with AVs as high as military units, but
the visor is pulled down, but give the wearer a -1 RS        have the potential to short out. If a hacked unit
penalty to Vision checks unless the faceplate has a          takes a Blue result hit, roll on the Master Table
HUD viewer. Some helmets with a HUD can actually             using the unit’s original AV. A fail means that the
give the wearer a bonus to Vision checks and other           unit has overloaded and ceases to function until
action rolls depending on what is displayed.                 repaired.
GREAT HELM - The great helm is a                             PLASTEEL SHIELD - These shields areb discs or
full helmet with openings for the                            squares constructed of plasteel that can be car-
eyes and decorative holes on the                             ried on one arm, and are used to deflet physical
faceplate for ventilation. It protects                       attacks. They offer no protection against energy
the character’s head with an Armor                           attacks.
Value of 6.
                                                             PLATE MAIL - Plate Mail armor, also known as Full
HALF-HELM - The half-helm is the common headgear             Plate, offers the most complete protection. The
of the foot-soldier or regular rank and file warrior. It     character is encased from the neck down in rigid
gives the head protection with an Armor Value of 3.          metal plates. The only drawback of Plate Mail is
69
     a reduction in flexibility. A character dressed in      attached across the surface. It offers slightly better
     Plate Armor suffers a -1 RS penalty to Agility.         protection at a cost of extra weight.
     REFLECTOR SHIELD - A reflector shield is a plasteel     SYNTH-HIDE - Some primitive cultures still utilize skins
     shield that has been coated with a special reflec-      and hides taken from the various creatures of their
     tive polymer that offers the bearer some protec-        worlds, but many more civilized species have deve-
     tion against both physical and energy attacks.          oped synthetic leathers and other hides to replace
                                                             the natural ones. These sythetics are hardier and offer
     RING MAIL - Ring mail armor protects the wearer         greater protection than the original materials, and can
     from slashing attacks quite nicely, but the Armor       be designed in various styles and colors.
     Rating is reduced by 1 Row Step against Bashing
     and Piercing weapons.                                   MELEE WEAPONS
     SCALE MAIL - This                                       BATTLE AXE - A battle axe is either
     armor is similar to                                     single edged with a spike or ham-
     chain mail armor in that                                mer head opposing, or double edged
     it covers the wearer                                    and heavily weighted for more power-
     from head to foot, but                                  ful cleaving. It can be a deadly weapon,
     instead of tiny links of                                but it is quite cumbersome.
     metal chain it is made
                                                             BEAMER - Beamers were originally hand-
     up of small metallic
                                                             held laser cutters used in repair work on
     scale-shaped plates
                                                             starships and surface vehicles. They weren’t
     and offers incredible
                                                             in service for long until they were being used
     protection. However,
                                                             as a highly concealable weapon that could be used
     the character suffers a
                                                             to kill an unsuspecting opponent. E.G.A.L. authori-
     -1 RS penalty to Agility.
                                                             ties quickly made the tools illegal to possess without
     SHIELD - A shield increases the Armor Rating of         proper licensing. Beamers emit a variable length laser
     a character by 1 Row Step. If the shield is the         “blade” that can cut through most materials with
     character’s only protection, it gives him or her an     relative ease. The blades will pass through other lasers,
     Armor Rating of 3. A shield can also be used when       but can be blocked by personal shields.
     Rushing, increasing the character’s Stamina by
                                                             CLUB - This is one of the simplest weapons to use, and
     +1 RS for damage purposes. A tower shield is a
                                                             can be improvised easily by grabbing a heavy tree limb
     larger, heavier shield that gives the character an
                                                             or broken table leg.
     Armor Rating of 10 by itself, or a +2 RS increase to
     his or her overall Armor Rating if used with armor.     COLLAPSIBLE BATON - Collapsible batons are easily
     A tower shield cannot be used while Rushing.            concealable, and quite devastating to targets struck
                                                             with them.
     SKULL CAP - A skull cap gives partial protection to
     the wearer’s head. It is less restrictive than a full   DAGGER - A small hand-weapon that can be easily
     face helmet, giving no penalties to Vision checks.      concealed, the dagger can be an extremely useful tool
                                                             for combat and more mundane tasks.
     SPLINT MAIL - This armor consists of metal strips
     attached vertically to a heavy canvas or cotton         FLAIL - The flail is a melee weapon with one or more
     under shirt. It provides great protection against       spiked or studded ball heads attached to a short wood-
     various types of damage, but is quite heavy and         en or metal shaft by a length of chains.
     noisy. Characters suffer a -1 RS penalty to Agility
     when attempting to be stealthy.                         HAMMER - The hammer is similar to a miner’s sledge,
                                                             but heavier. Some are also fitted with a spike on the
     STUDDED LEATHER ARMOR - Essentially leath-              opposite face of the hammer head.
     er armor with small studded or spiked rivets
                                                                                                                      70
HATCHET - A hatchet is a primitive tool used for chop-       style javelins, but with a heavier set of heads on
ping through wood, plastics and some metals. Hatch-          each end. The weapon can be thrown like a spear,
ets can also be utilized as a good slashing weapon to        or wielded like a quarterstaff.
cause some serious damage.
                                                             STAFF - This appears to be a simple walking aid
HORSEMAN’S PICK - This is a long pole weapon pri-            used by older folk or by mages or priests. It can
marily used from horseback. It is similar to a hammer,       be swung like a club to do moderate damage to
and is often found having a spike opposite the hammer        an opponent.
head.
                                                             STATIC WHIP - this weapon consists of a telescop-
KNIFE - Another primitive weapon that is often carried       ing cable that extends from a a cylindrical grip out
by almost every being in the galaxy. They are useful as      to a length of three meters. Attacks made with
tools and slashing weapons.                                  the whip are typically made to ensnare a target,
                                                             and then a charge is triggered to jolt the subject
KNUCKS - These are light weapons that can be slipped         with several amps of electricity.
onto the fingers of the character to give him or her
a little extra punch. Knucks can be constructed from         STUN BATON - A stun baton is similar to a col-
various materials.                                           lapsible baton, but it is fitted with a static charge
                                                             unit that delivers a jolt of electricity to the target
MACE - A mace is a short shafted weapon with a stud-         with each hit. Personal force shields will nullify
ded, bladed or spiked head.                                  the charge. A successful hit with a stun baton that
                                                             isn’t blanked by a force shield casues an instant
MACHETE - Yet another primitive but effective melee
                                                             Concuss result, forcing the target to make a
weapon. Machetes were created to help adventurers
                                                             Stamina check on the Concuss table.
hack their way through thick underbrush in heavy
forests and jungles. They are more concealable than          STUN KNUCKS - Stun knucks are insulated braces
larger weapons.                                              worn on the hands with electrodes protruding
                                                             passed the wearer’s knuckles. A successful hit
MORNING STAR - The morning star is a long-handled
                                                             with stun knucks causes an automatic Concuss
version of a mace, usually having long spikes on its
                                                             result, forcing the target to make a Stamina check
head giving it its name.
                                                             on the Concuss table.
POLEARM - This weapon is essentially a long handled
                                                             SWORD, GREAT - This is a long,
battle axe which gives the wielder more reach. It is
                                                             two-handed weapon that can
heavy and awkward, however, and may only be swung
                                                             cause some very serious dam-
every other Turn.
                                                             age. It is quite heavy, however,
SHILLELAGH - The shillelagh is basically a light club. It    and may only be swung once
is often used as a walking stick by characters wanting       per turn unless the character’s
to be perceived as being unarmed or non-threatening.         Melee Rank is high enough to
The head, or grip, of the stick is often a natural looking   allow for more than two attacks
knot or carved ball head and is sometimes reinforced         per Turn.
with metal bands or studs.
                                                             SWORD, LONG - The long
SONIC HAMMER - Sonic hammers originated as tools             sword is a standard weapon
used in the construction of habitations, large buildings,    that can be found amongst
and starships. They add a little extra kick upon impact      soldiers and adventurers alike
from sonic emitters inside the hammer head, giving           across many lands. They are
each strike a modulated pinging sound and causing            typically well balanced slashing
some heavy damage in the process.                            weapons that do moderate
                                                             damage.
SPEAR-STAFF - Spear-staves are similar to the old Earth
71
     SWORD, RAPIER - A rapier is a single-edged long          •	 Stun Arrowhead - 10 Blunt/Stun
     sword, often having a basket shaped hand guard.
     The blade is narrower than a standard long sword,        •	 Grappling Arrowhead - 10 (fitted with 50 meters
     and its tip is good for jabbing through looser links        of nano-cable)
     in chain mail or even scale mail armors.                 •	 Gaseous Arrowhead - Intensity 20 knockout gas
     SWORD, SCIMITAR - The scimitar is a curved,            The archaic version of the bow comes in two types;
     single-edged blade that is usually wider at the tip    Long and Short. Long bows can lob an arrow to a
     than at the hilt. It is definitely a weapon made for   maximum distance of four Sectors, or 200 yards. They
     hacking and slashing.                                  are typically carried by foot-soldiers as the shaft of the
                                                            bow is long and not as easy to fire from horseback. A
     SWORD, SHORT - The short sword is slightly lon-
                                                            short bow is more compact and lighter, but can only be
     ger than a dagger, but much shorter than the long
                                                            fired to a maximum range of three sectors (150 yards).
     sword. It can be used easily as a slashing weapon,
     but it is more often used to jab at an opponent.       CHAKRAM - This weapon is similar to a boomerang,
                                                            but it is in the shape of a metallic or heavy wooden
     WHIP - A whip is a light weapon that doesn’t
                                                            ring with a sharpened metal edge around the rim. It
     cause much damage, but like the blowgun or
                                                            can be thrown to do a minimum of 8 points of damage,
     throwing spikes it can be tipped with poisonous
                                                            or used as a slashing melee weapon which adds +3 to
     barbs to cause greater damage. The whip can also
                                                            the character’s Strength score for damage.
     be used to “grab” things up to 10 feet away.
                                                            CROSSBOW - This is a powerful ranged weapon that
     RANGED WEAPONS                                         can launch its ammunition up to 10 Sectors. A draw-
     BLOWGUN - This is a simple length of pipe of           back to this weapon is that it can only be fired every
     metal or a carved wooden tube which fires small        other Turn. The modern iteration of this weapon is
     darts via blowing through one end. The darts are       sturdier, and can fire its quarrels at greater distances.
     typically small and don’t do much damage on            Like a bow, crossbow bolts can also have different
     their own, but they can be dipped in a myriad          heads attached for various effects. (See above).
     of poisons that can do more serious harm to a
     target.
JAVELIN - A javelin is a short, spear-like weapon that       pressed air. The weapons are very effective in the
may be thrown up to two Sectors (100 yards). It can          vacuum of space, and underwater.
also be used as a melee weapon that adds +6 to the
                                                             PNEUMATIC RIFLE - Similar to the pneumatic pis-
wielder’s Strength score for damage purposes.
                                                             tol, the rifle uses a larger compressed air system
LASER PISTOL - A laser pistol is a standard weapon in        allowing for greater range shots.
the galaxy. They are deadly, and quite cheap in most         PROJECTILE PISTOL - A projectile pistol uses the
instances.                                                   gases from a compressed mini-explosion within
LASER RIFLE - Laser rifles are another common weap-          a bullet to launch a bit of lead or other metallic
on in the galaxy, used by everyone from militia to           projectile.
Tracers and everyone in between.                             PROJECTILE RIFLE - A projectile rifle fires the
MICRO-MISSILE LAUNCHER - This launcher can be                same type of bullets as a pistol, but at greater
worn on the wrist or fitted to several points on body        distances.
armor. The basic missile load out is a high explosive        SHOTGUN - This weapon is similar to the projec-
type, but several other types can be purchased.              tile rifle with the exception of the type of bullets
MISSILE LAUNCHER (SHOULDER) - A missile launching            fired. A shotgun fires a shell with several bits of
system that is fired from the shoulder is a light and        lead or metal that scatter to cover a wide area
extremely portable weapon with the power to destroy          upon leaving the end of the barrel. This shot only
many types of vehicles. The standard missile type is         has a range of 3 sectors. The damage is greatest
heavy explosive, but like its micro cousin, several other    within one sector of the scatter gun, and is re-
types are available. One such missile is known as the        duced in effectiveness at each sector beyond the
Tank Buster. It has a reactive tip that can blow a hole      first. Characters within the arc of fire may Dodge
through armor before the actual warhead goes off,            to avoid damage.
reducing the Durability rating by 2 Row Steps.
                                                             SPEAR - Spears are basically long poles with
PNEUMATIC PISTOL - The pneumatic, or air pistol, fires       daggers attached to the end. They can be used as
small projectiles via a high pressure burst of com-          a melee weapon to stab at an opponent from a
                                                             distance, or they may be thrown.
73
     THROWING AXE - This is a small hand-axe that          travel through rough terrain, and others with smooth
     can be hurled at an enemy from up to 1 Sector.        tires for higher speeds in the more civilized areas
                                                           which receive a +5 Velocity bonus. Most bikes can
     THROWING KNIFE - Throwing knives can be easily        carry up to two passengers. Being a vehicle without
     concealed on one’s body. They are often sold in       an enclosed passenger area, characters riding ground
     sets of three, and can be tossed accurately up to     bikes receive no protection from its Durability rating
     1 Sector.                                             unless they get off and hide behind them.
     THROWING SPIKE - These small spikes are highly        GROUND CAR - A ground car usually has four wheels
     concealable, and several can be carried at a time.    and accomodates between two to six passengers,
     Though they don’t do too much damage by them-         depending on the model. Sportier versions are a bit
     selves, they can be tipped with poison to cause       faster than the common models, and receive a Velocity
     greater damage to a target.                           bonus of +5.
     SURFACE VEHICLES
     AIR CAR - Air cars are a common sight on many
     worlds. These speedy conveyances can carry
     passengers across vast distances in style and com-
     fort. For safety purposes, many of these vehicles
     are fully automated with an artificial intelligence
     system that will follow directions so long as what
     is asked is legal. These systems can be hacked to
     bypass the AI and gain manual control.
                                                           HAULER - Haulers are large cargo vehicles used to
     BOAT (SMALL) - A small boat can either be pow-        transport various goods from point to point over long
     ered by a small motor, or a simpler vessel that can   distances. They have a large and lengthy detachable
     be rowed by one or more beings. A small boat can      trailer that is capable of carrying several tons of mer-
     carry three standard sized humanoids.                 chandise. Some haulers are wheeled, and others are
                                                           hover capable.
     BOAT (SPEED) - A speed boat is typically slightly
     larger than the small boat mentioned previously,      HOVER BIKE - A hover bike is similar to its grounded
     and is powered by a much faster motor. Speed          cousin in that it is light, fast, and maneuverable in tight
     boats can carry up to six standard sized human-       confines. Hover bikes, however, aren’t restricted to
     oids.                                                 needing a solid surface to travel upon, capable of zip-
                                                           ping along easily over land or water. Most hover bikes
     BOAT (MILITARY) - Military boats are light, fast,     can carry only one passenger, but some beefier models
     and heavily armed and armored. Most military          can bear two or three standard sized humanoids. Hov-
     boats can carry up to fifty or more personnel.        er bikes offer no protection to the riders unless they
                                                           are hiding behind them.
     CRAWLER - A crawler is a standard exploration
     vehicle used by many cultures throughout the gal-     HOVER CAR - Like a ground car, hover cars are primar-
     axy. The vehicles can have four, six, eight or more   ily designed to comfortably carry from two to six hu-
     wheels, and a large cargo area capable of carrying    manoid sized passengers through most terrain types,
     heavy payloads over very rough terrain. Crawlers      including water.
     can carry up to eight standard sized humanoids in
     relative comfort.                                     JET (MILITARY) - Military jets are atmospheric air
                                                           machines that were designed for war. Most jets carry
     GROUND BIKE - Ground bikes are two-wheeled            one or two passengers, with each having their own set
     vehicles that are fast and easy to maneuver in        of controls in case one or the other is killed or wound-
     tight spaces such as forests and narrow alleyways.    ed. Military jets are fitted with various weapons from
     Some versions are fitted with off-road tires for      lasers to missiles and bombs.
                                                                                                                    74
JET PACK - The jet pack is a wearable propulsion device      to propel it into the air. Planes can carry from one
that is capable of carrying a humanoid character up          to up to dozens of passengers depending on its
and through the air at great speeds. The pack can be         configuration.
small enough to conceal beneath a jacket or cloak but
it will have limited range. Larger devices will have a       TANK - Tanks have been used for war on count-
greater fuel capacity and offer the user extra range.        less worlds for eons. They are heavily armored
                                                             vehicles that use treads, wheels, or even hover
                                                             technology for locomotion. Tanks are often fitted
                                                             with large cannons that deliver deadly explosive
                                                             shells to targets at long distances, or other large
                                                             weapons capable of heavy destruction.
     •	 TEAR GAS - Tear gas grenades produce a             •	 HIGH EXPLOSIVE - High explosive is the standard
        billowing cloud of noxious fumes over a two           mini-missile payload. It is used in both fire-and-
        sector area that subjects all unprotected             forget missiles such as this classification, and in
        creatures and characters within it to major ir-       the aforementioned heat seaking missiles. The
        ritation of the eyes and skin, and causes their       fire-and-forget mini-missile relies on the charac-
        mucous membranes to operate in overdrive.             ter’s Agility Rank Value when firing in order to hit
        Characters without gas masks caught within            a target.
        the cloud suffer a -3 RS penalty to all actions    •	 NAPALM - Napalm missiles are filled with a
        until they vacate the area and wash away the          highly volatile mixture of fuel and gelling agents
        irritant.                                             that sticks to and burns everything it comes into
     MISSILES & MINI-MISSILES - Missiles can be               contact with. Targets struck by napalm take the
     small enough to fire from a shouldered launcher          full amount of damage on the first Turn, and an
     or large enough to be launched from a vehicle            additional 20 points of fire damage each Turn
     mounted system. Mini-missiles are small projec-          thereafter for 1-10 Turns, or until the flames are
     tiles approximately six to eight inches in length        extinguished.
     that are fired by launchers that can be worn on       •	 NUKE - Nuclear missiles are highly dangerous
     a character’s wrist or mounted to body armor.            weapons that are restricted to government agency
     Mini-missiles are restricted and may only be             usage only. Most heroic characters will avoid using
     purchased by military and other government               a nuke as the chance for collateral damage is too
     agencies. The following variations of missiles and       high. However, some situations may require the
     mini-missiles are just a few of the types that may       massive power of a nuclear missile as other weap-
     be available.                                            ons may not have the umph to handle the job.
     JAVELIN OF CHAINS - This weapon looks like a                SWORD OF THE DEPTHS - This magical weapon is a
     standard javelin with miniature chains etched               long sword forged by merfolk to be used against the
     around the length of the shaft. When thrown into            predators of the sea. It gives its user a +3 RS bonus to
     the midst of a group of opponents, the chains               Melee against all sea creatures, and does an additional
     launch out from the javelin after it strikes the            5 points of damage to any opponent. The blade begins
     ground. All creatures within one Sector of the              glowing brightly whenever sea creatures with ill intent
     javelin are attacked by the chains on the Strug-            are near.
     gling table. The chains have a Strength Value of 40         SWORD OF MACHESIS - Machesis was a monster
     and cannot be cut by normal weaponry. Creatures             hunter on the world of Migaddu. His fiercest hunts
     Held by the chains fall to the ground and cannot            were against the various shapeshifting creatures of
     make any actions except to attempt to Slip free.            the world. This silver bladed sword gives its wielder a
     The chains do no damage to held creatures.
                                                                                                                     82
+4 RS bonus to the character’s Melee Trait for attacks,
and does an additional 10 points of damage to shape
                                                             Magic Wands & Staves
shifting creatures. The blade does 5 points of addition-     Casting magic can take its toll on the caster.
al damage to all other opponents.                            Depending on the energy type used, the cast-
                                                             er’s MEL is either depleted, or taxed each time a
SWORD OF SPLITTING - This long sword is one of               spell is cast. Self Energy spells use the character’s
unparalleled sharpness. Whenever the wielder makes           own energy and reduce the caster’s MEL on each
an unmodified Blue result on his or her attack roll, the     casting. Cosmic Energy spells draw their power
target must make a Stamina check with a Red result or        from the universe and the caster must channel
better, or have the limb hit by the attack be amputat-       the energy through him or herself. Magic Wands
ed. The attack roll’s ones digit determines the limb that    and Staves were developed by various wizards to
is affected.                                                 ease the burden that the energies were placing
                                                             upon them.
 ONES DIGIT     LIMB SEVERED
    0-1         Head                                         Wands and staves prepared for Self Energy spells
                                                             act like batteries. The caster infuses some of his
    2-3         Left Arm
                                                             or her own energy into the item to be used at a
    4-5         Right Arm                                    later time to meet the needs of the casting cost
    6-7         Left Leg                                     of spells. Whenever a spell is cast, effects that
    8-9         Right Leg                                    would normally emanate from the caster appear
                                                             to come from the wand or staff instead.
SWORD OF TARAK - Tarak was a flamboyant warrior
who enjoyed making a scene during combat. His sword          Example: Malisdonin the Wise casts Energy Gen-
was created more for flash than for combat effective-        eration & Control - Electricity. Normally, the bolt
ness, but it turned into one of the most effective weap-     of lightning that he would generate would appear
ons a warrior could ask for. This is a long sword that       to come directly from his hands, but as he is using
gives the wielder a +3 RS bonus to Melee. The weapon         his staff, the lightning comes from the head of it
does an additonal 5 points of damage per hit. The            instead. The energy needed to power the spell
blade may also be commanded to bring forth a flame           is reduced from the stores in the staff instead of
that will do an additional 10 points of energy damage        from Malisdonin’s MEL.
to all opponents, and is doubled to 20 points against        The “charges” in a wand or staff will remain with-
cold based creatures.                                        in the item until they are used. Once depleted, a
TRIDENT OF THE SQUID - This is a standard looking            wand or staff may be recharged by the caster by
trident like those found in gladiator arenas. When used      performing special rituals that will transfer his or
in battle, the trident can be used to attack multiple        her own MEL points into the item. This should be
opponents in one stroke. The tines of the trident will       done in a place where the caster can rest after-
elongate and spread out to stab at up to three oppo-         wards to recuperate the energy they infuse into
nents when the magic word is spoken. The tines have          the wand or staff. Any character knowledgeable in
a range of up to one Sector and use the character’s          the use of wands or staves may pick one up and
Melee Trait Value, plus any skill level bonuses, to make     use it for their own spells unless it is enchanted
each attack. Each tine does 10 points of damage when         with a magic word to unlock it.
used in this fashion. When used as a standard trident,
the weapon does 15 points of damage. If the wielder
of the trident opts to flee rather than fight, the trident
can be made to emit a cloud of thick black smoke
when on dry land, or ink when under water, that will
provide cover for the character to make their escape.
Any attacks made against the character while shielded
by the cloud are made with a -3 RS penalty.
83
                                                                  This list is great for the character lucky enough to roll
     Headquarters                                                 Headquarters as one of their powers. But what if you
     Every hero needs a place to hang their cowl at the           aren’t that lucky? Does your character simply roam
     end of the day. A headquarters is a place where              the streets day and night looking for trouble, taking cat
     the characters can regroup after a hard day of               naps on park benches to get a little rest? Chances are,
     battling the bad guys and study up on their next             that isn’t the way the players would want their charac-
     big adventure. It should be a place of security and          ters to be.
     peace for the characters.
                                                                  Here we break down the monthly costs in Means asso-
     The entry for Headquarters in the Powers section             ciated with the suggested buildings and their contents
     lists several ideas for the size and contents of the         for characters or groups to be able to purchase a Head-
     character’s base of operations based on the Rank             quarters of their very own. The lists on the following
     Value rolled for the “Power”. This list is reposted          pages will have building with their number of rooms,
     below for easier reference.                                  and the cost of renting or purchasing the space.
 C OMBAT
                                                                                                                    88
Section 8: Combat
                                                             and the GM roll dice for any actions requiring a
                                                             check in the Resolution phase. Damage from suc-
Combat in 4C Expanded is fast and furious. The poten-        cessful attacks is applied, and a new turn starts
tial for a fatal outcome is ever present. A highly skilled   again.
warrior can often put away his opponent with as little
as one blow. Even a lucky shot from one that is not so       Declaration
skilled has the potential of severely damaging their         (What can I do In a Turn?)
target. Battle is not for the faint of heart.                Each combat Turn in the game is equal to approx-
                                                             imately three to six seconds of real time, so the
Time                                                         amount of actions your character can take is rath-
Time in the game runs pretty much the same as it does        er limited. Some actions may take longer than the
in the real world until you get into combat or begin         allotted time of a combat turn, while others can
performing skills that take time to resolve. When this       be performed with a couple of seconds to spare.
happens, time gets broken down into increments that
allow for keeping up with the actions your character is      Below is a list of some common combat actions
making. These increments are called turns.                   and the estimated time to perform each action:
A Turn represents a brief amount of time in which            Fire a Weapon: Simply squeezing the trigger of
a character may perform an action. Actions include           a weapon usually takes less than a second of
attacking, dodging, using a special ability or moving.       real time, but accuracy requires the shooter to
Characters with average Melee or Agility Traits may          take a moment to aim, so most characters will
only perform one action per turn. Characters with            only be able to fire one shot per turn. There are,
ranks higher than 25 in these Traits are allowed 2 or        however, a few weapons that operate in burst
more actions per Turn (see Multiple Actions).                and automatic fire modes that will launch a hail
                                                             of bullets or beams toward an opponent in rapid
Order of Combat                                              succession. Conversely, there are also weapons
1. Declaration                                               that must be manually reloaded after each shot
                                                             and will take a full turn to do so. Each weapon’s
2. Movement
                                                             description will have a Rate of Fire (ROF) listed to
3. Resolution                                                indicate the number of rounds, or bursts are fired
4. Damage Assessment                                         with each squeeze of the trigger.
A Turn of combat is broken down into four quick and          Reload Weapon: Reloading most weapons will
easy steps. The first is Declaration and it begins as each   usually take a full turn to complete. Some may
player describes what his or her character is up to for      even take longer, and this will be noted in the
the round. Movement, attacks, defenses, or preparing         weapon’s description. Special reloading devices
for an action to be carried out on a subsequent round        are designed to speed up this process and can cut
are all typical actions that most characters may at-         the time to reload a weapon by up to half a turn.
tempt.
                                                             Recover Weapon: Sometimes during the chaos of
The Movement phase allows characters to get intopo-          combat, a weapon is dropped. If it is the char-
sition for making an attack, to attempt to gain a better     acter’s only weapon, it is essential to regain it in
vantage point for a ranged attack, or to retreat from        order to defend ones self. If the character is para-
combat all together. Certain special attack forms, such      noid and carries dozens of weapons on his or her
as a Rush, require the character to advance toward           person at all times, a new weapon may be drawn
their target to gain the necessary momentum to inflict       to replace the lost one. Picking up a dropped
damage. Each character’s rate of movement will vary          weapon or drawing a new one takes about a half
from species to species.                                     a turn.
Once each character and NPC is in place, all players         Dive for Cover: This action is usually performed
89
     during the Movement stage at the beginning             Falling
     of a combat round. Sometimes, when taken by            There will be occasions when the characters will slip
     surprise or your original cover is compromised, it     and fall from higher ground, or be plummeting to a
     is necessary to find new protection. Diving behind     planet’s surface after bailing out of a crashing starship.
     a new cover source or simply dropping flat to the      The character will end up taking some serious damage
     ground takes away from your other options, but it      from the sudden impact with a solid surface unless
     does increase your chances of surviving combat.        they have a means of slowing their descent, such as
                                                            a parachute or jetpack. The rate at which the charac-
     Movement                                               ter is falling at the point of impact will determine the
     In most cases, much of the movement made               amount of damage taken. The damage taken from a
     during a game won’t be played out in character.        fall is 20 times the object’s speed at impact.
     But there will be some situations when you will
     need to know how far a character can move,             The rate of speed that a character falls varies a lot
     mostly during combat. If you like to use minia-        depending on a planet’s gravity, and in how the
     tures to keep up with combat actions, these rules      character orients their bodies during the fall. The
     will come in handy.                                    glactic standard of gravity that is based on the Terran’s
                                                            homeworld of Earth sets the terminal velocity bench-
     Movement is divided into individual areas known        mark speed at 10 Sectors per Turn. Unless a planet’s
     as sectors. Maps can be drawn by the GM to             gravity is drastically different, use the galactic standard
     indicate the area that a sector covers. A Sector is    for determining damage from a fall. For those planets
     equal to approximately 50 square yards, or one         that are at least one half times higher than standard,
     story in elevation (about 10 feet). The number of      multiply its listed gravity by 10 to determine maximum
     sectors a character may move in a turn is deter-       velocity.
     mined by the Rank Value of his or her Agility, or
     Special Ability.                                       An object won’t achieve maximum velocity as soon
                                                            as it begins falling. Unless it’s fired from a cannon or
     Standard movement rates for each character will        thrown by a larger creature, it will take a few Turns
     vary depending on their Origin. The player and         to reach max speed during a fall. For every Turn an
     GM should work together to determine how fast          object falls its speed doubles until reaching maximum
     or slow their character’s species can move. Use        velocity. So a character falling from the roof of a small
     the table below as a guideline for base movement       building will only take about 20 points of damage, but
     rates. All rates are listed as Sectors. Running dou-   if he or she falls from a skyscraper, the damage could
     bles the listed movement rate.                         reach 200 points.
            RANK VALUE         SECTORS PER TURN                   TURNS        FALLING SPEED         DAMAGE
                01-02                    1
                                                                    1                1                 20
                03-29                    2
                                                                    2                2                 40
                 30+                     3
                                                                    3                4                 80
                                                                    4                8                 160
     Climbing
                                                                    5                10                200
     The Move table assumes a character moving
     horizontally along the ground; if the character
                                                            Slowing down during a fall requires the character to
     is moving vertically (i.e. climbing a wall) use the
                                                            use something to increase the drag on their bodies.
     following table.
                                                            A parachute or jetpack, as mentioned previously, will
            RANK VALUE         SECTORS PER TURN             allow the character to perform a controlled descent
                                                            and avoid damage, but what if those items aren’t an
                01-29                    1
                                                            option? If the character can find anything to grab on
                 30+                     2                  the way down (tree limbs, or a floating sky-jellyfish)
                                                       90
as they fall it will slow their descent by half and
reduce the amount of damage taken. Some char-
acters might even get creative and use an amor-
phous partner as a make-shift parachute if they
can think quickly enough!
Swimming
In addition to moving across the sectors of a map
(either through walking, running, or climbing),
characters may also swim. Without the swimming
skill, a character moves only a single sector each
turn in water. A character that sinks or swims un-
der water may hold his or her breath for a num-
ber of turns equal to their Stamina Rank Value;
after that point the character must roll a Stamina
check and compare the results on the following
table:
 % RESULT EFFECT
     Gray      Character is drowning
               Caracter is winded; future Stamina
    White
               checks rolled with -1 RS penalty
     Red       No effect
     Blue      No effect
Exhaustion
A character can move for a number of turns equal
to the Rank Value of his or her Stamina before
running the risk of suffering from exhaustion. If
the character pushes themself beyond that limit,
he or she must roll a Stamina check and compare
the results on the following table:
 % RESULT EFFECT
               Character collapses and must rest for
     Gray
               3-30 turns
               Caracter collapses and must rest for
    White
               2-20 turns
     Red       No effect
     Blue      No effect
Zero-G Movement
Movement in zero gravity is quirky at best. With-
out assistance from a jet pack, a character will
simply drift along at whatever speed he or she
can achieve from physically launching themselves
from a ship or other object. In this situation, the
speed is based on the character’s Strength trait.
91
     The character will continue at this speed until       of does. Whenever a character of standard humanoid
     coming into contact with another object.              size attacks something larger or smaller than itself,
                                                           the scale of difference affects his or her attack and
     Miniatures and Movement                               damage. For instance, a humanoid character firing a
     As mentioned earlier, miniatures can come in very     laser rifle (Humanoid Scale) at an air car (Vehicle Scale)
     handy when combat begins. Things can become           would gain a +1 RS modifier to hit it, but would do -1
     very confusing for everyone after even a couple of    RS in damage. Likewise, a Capital ship attempting to
     turns of combat. The use of miniatures allows the     specifically target a tiny creature on the surface of a
     players and the GM to position their characters       planet would receive a -6 RS penalty to hit it, but a +6
     where they imagine them to be on a battle map         RS bonus to its damage.
     or within a 3D terrain setup.
                                                                  SCALING TABLE
     Battle maps created by the GM will be drawn                  SIZE                   RS MODIFIER + or -
     using Setors, an area which covers approximately
                                                                  Atomic                          5
     50 square yards. You can purchase maps created
     for other systems with hexes or grids that likely            Microscopic                     4
     represent only 5 to 10 meters. Converting these              Tiny                            3
     over to Sector maps is as simple as counting out             Small                           2
     the appropriate number of hexes or grids and                 Medium                          1
     outlining a group of them with a marker to create            Humanoid                        0
     a Sector.
                                                                  Vehicle                         1
     A lower Rank Value unit may be hacked to in-           A rider and mount working together can become
     crease the protection level, but may burn out if       a rather formidable force to reckon with. A trained
     subjected to too much damage. If the damage            mount can perform its attacks on demand either by
     inflicted from an attack was a Blue result, roll an    word of its rider or other audible cues such as whis-
                                                                                                                 100
tles, or through specific nudges or taps with knees or       Armor, or barding, can be of any type that can be
feet as the rider uses his or her own weapons to deal        purchased or crafted for a character. The armor
damage to their opponents. This sort of teamwork             must be fitted onto the creature by the character
doesn’t happen overnight. Unless the character is cre-       on a daily basis, as most creatures aren’t very
ated in a way that determines that he or she has had a       comfortable “wearing” such things and need to
mount for a considerable amount of time, the mount           be free of them for a time.
will either have to be trained by the character or the
character must purchase an already trained mount at          Vehicles in Combat
considerable cost.                                           All vehicles are defined by three Vehicle Traits;
Intelligent creatures will usually do their own thing        Durability, Handling, and Velocity. These are the
in combat, allowing the rider to tag along and take a        main statistics to be used in most combat situa-
swipe or two as they go. If the rider has gained the         tions.
trust of the creature, it will take direction in many
                                                             Durability
situations. If it determines that there is a better course
                                                             This Trait is a measure of how much damage a ve-
of action, however, it will take it.
                                                             hicle can suffer before being destroyed. Durability
Armor for Mounts and Creature Companions                     also doubles as armor, reducing the damage the
Many creatures already possess a natural form of             vehicle, and any characters inside, suffers from an
armor; thick hides, scales, or heavy fur, will all give a    attack by this value.
creature some protection against harm. Man-made              Durability is a numerical score (not Rank Value)
armor can be created or purchased for any creature           that is decreased as the vehicle takes damage and
that the character wants to protect.                         increased when the vehicle is repaired; if reduced
101
      to a score of 0 or lower, the vehicle is completely      For purposes of damage inflicted/suffered, a crash is
      destroyed. The Durability Trait can be increased         treated like a collision. If there is nothing but ground
      above its starting value by adding armor plating,        to hit in the sector the vehicle crashes into the ground
      but for each point of armor added, the score             (Material Value 50).
      of either Velocity or Handling is reduced by the
      same amount. Damaging and repairing vehicles is
      discussed on page 102.
      Handling
      This Trait measures the control of a vehicle.
      When attempting to perform sharp turns or other
      unusual maneuvers, use this score or the charac-
      ter’s Agility score, whichever is lowest, to make
      the check. The character’s skill level bonuses in
      operating the particular vehicle may be added to
      the Handling rate. The difficulty of the attempted
      maneuver sets the target color for the roll:
When a vehicle is in combat and is hit with an attack           Vehicle Damage & Repairs
that causes damage equal to or greater than the vehi-           When a vehicle is damaged due to combat, or any
cle’s total Durability rank, match the color result of the      other reason, repairs can be made to bring it back
attack with the following table:                                to its original condition so long as its Durbility
                                                                is not reduced to 0. Once a vehicle’s Durability
   RESULT       EFFECT                                          reaches 0 it is completely destroyed.
     Gray       Miss                                            Damage can be repaired by a character that has
    White       Minor Hit. Durability reduced by 1 points.      the Repair skill. The duration, in days, for the
     Red        Solid Hit. Durability reduced by 2 points.      repairs to be made is equal to the mechanic’s In-
                Possible System Damage.                         tellect Trait score modified by his/her Repair skill
     Blue       Critical Hit. Durability reduced by 4 points.   level, divided by 10.
                Possible Critical Damage.
103
 G    amemastering
                                                                                                                     104
Section 9: Gamemastering
                                                            to rooftop or notice an enemy hiding in a dark
                                                            alley) the Game Master does two things:
The Game Master’s (GM’s) job is a busy one. He or            1.	 Decides which Primary Trait or power ap-
she is in charge of every detail of the game that is             plies to the action. For example, Strength
not in the control of the Player Characters (PCs). The           for jumping or Vision for noticing or Super
GM must describe everything that the characters see,             Speed for running up a wall.
hear, taste, smell and touch, and be all of the strange
creatures, shop keepers, dignitaries, and every other        2.	 Decides the difficulty of the action based on
Non-Player Character (NPC) that the PCs encounter                the following table:
during a gaming session. As GM, you are the director
of this cinematic production of adventure.                                RESULT      DIFFICULTY
                                                                           Gray       Easy
That said, be sure that everyone, including yourself,
                                                                          White       Average
is having fun. Keep the game moving smoothly. Don’t
get bogged down by searching through the rules for                         Red        Difficult
a specific detail that may or may not have too much                        Blue       Very Difficult
impact on the adventure at hand. If it is stopping the
action, wing it. Make a decision and move on. If it is a    The player then rolls d% on the Master Table
crucial element to the storyline and success or fail-       based on the appropriate Trait or ability and com-
ure depends on that certain ruling, then you should         pares the color result to the color needed for suc-
know it already. Study the rules during the downtime        cess; if the result equals the color or greater, the
between gaming sessions and know the rules that you         character’s action succeeded. If the action fails,
are sure will be relevant to the adventure. If necessary,   it is up to the Game Master to determine exactly
write them down on a refference sheet, or at the very       what happens to the character as a result.
least write down the page number where they can be
                                                            In addition to setting the basic requirements for
quickly found in a pinch.
                                                            success, the Game Master can also use Row Step
If you are the sort of GM that likes to run your games      bonuses and penalties to reflect favorable or
on the fly, at the very least have some stats made          unfavorable conditions. The following are some
up for some generic NPC or creature types that the          suggested modifiers:
characters are likely to encounter during an adventure.
Stopping the game to roll up Kelorg the barkeep or a            SITUATION          MODIFIER
pack of Seulian rats can quickly become monotonous                                 -5 Row Steps to opponents
                                                             Hiding in shadows
for your players and will cause them to lose interest                              attempting to notice
in playing. Grab a scrap piece of paper or some index                              -2 Row Steps to Agility while
cards and jot down the scores you think you’ll need for         Fighting atop a    attempting to maintain bal-
a few NPCs or creatures and keep them ready any time           jostling vehicle.   ance while fighting atop the
you are playing. A happy group of players makes the                                carriage
GM’s job a lot nicer!                                         Climbing a wall in   -2 Row Steps to Strength while
                                                                  the rain.        trying to hold onto a wet ledge
The Rules
The Master Table has already been introduced in the         Character Health & Healing
Beginnings section, but the usefulness of the table         Characters start the game with a number of
extends beyond the confines of combat; the Master           Health points equal to the total of their first four
Table is the key to any an all actions characters per-      Primary Trait Rank Values (Melee, Agility, Stami-
form.                                                       na, and Strength). Characters lose these points as
                                                            they suffer damage throughout the course of an
When a character wants to attempt an action that will       adventure and may die if reduced to 0 points.
have an impact on the storyline (i.e. leap from rooftop
105
  Natural Recovery                                          If a character seeks medical attention for more serious
  If damage is taken throughout the course of a day         wounds, the attending Medics or Priests will roll d%
  of adventure, the characters will naturally heal          on the Master Table using the Medicine or Healing
  a number of Health points for each night of rest          skill. Any color Result higher than Gray indicates that
  equal to the Rank Value of their Stamina Trait            the surgery was a success, and the character regains
  score. This healing can be enhanced through the           a number of Health points equal to two times the
  use of medicines, or other methods described              priest’s or doctor’s Intellect modified by the Medicine
  below.                                                    or Healing skill level.
  First Aid Kits & Healer’s Packs                           In a medieval fantasy setting, if the character’s wounds
  Superficial wounds such as cuts, scrapes, and             are very serious (poisoning, near death, etc.), the
  bruises can be mended by anyone with access               Healer may employ magical means. This could include
  to a First Aid Kit, or Healer’s Pack in an archaic set-   using various healing potions or spells, up to and
  ting. Though some serious wounds can be tempo-            including prayers to their respective deities for divine
  rarily patched up, such as setting a broken bone,         intervention.
  or using a tourniquet to stop a bleeding deep cut,
  heavier damage (serious burns, lodged schrapnel,          Fate Points
  etc.) can only be treated by a Medic using the            Characters start the game with a number of Fate points
  Medicine skill.                                           equal to the total of their last three Primary Trait Rank
  For characters to be able to use a First Aid Kit or       Values (Intellect, Vision, and Ego). These points may be
  Healer’s Pack on themselves, they will have to be         spent to affect the outcome of events in the game. The
  conscious and in a position to reach the wounded          players may also save up Fate points to advance their
  areas upon their body. Characters do not need to          characters skill levels, or their spell or psionic rank
  have any levels in the Medicine, Healing or First         values (see Advancement).
  Aid skills to use a Kit or Pack.                          Characters gain Fate points for positive actions such
  A successful use of a First Aid Kit or Healer’s Pack      as defeating enemies or finding unique ways out of
  will heal a number of points equal to the Rank            tough situations, rescuing someone from a dangerous
  Value of the Intellect of the character using the         condition (pulling someone out of a burning building),
  kit. This Rank Value is adjusted by any levels the        making time for an associate, etc. The amount of Fate
  character has in the First Aid, Healing or Medi-          points received should be proportiante to the action
  cine skills. Any result on the Master Table above         and danger involved. The following guidelines should
  Gray is considered a success. A result of Gray is         help you determine a fair reward for their actions:
  simply a Failure with no Health points gained, and
  doesn’t result in any further damage.                      SITUATION                FATE POINT REWARD
                                                                                      Highest offensive rank value
  Medics & Priests                                           Defeating a foe
                                                                                      of the foe
  If a character has suffered some serious dam-
  age, including severe burns, heavy cuts, or deep           Saving a lost child      10 points
  wounds, he/she will likely need to see a Medic             Uncovering an evil
  or seek out a priest or priestess in a medieval            plot against a popular   30 points
  setting. Most cities will have decent hospitals or         leader
  temples that are equipped to handle patients                                        Rank value of strongest
  with more serious damage. The doctors and                  Finding amazing tech
                                                                                      ability
  nurses / priests and priestesses in residence have
                                                             Good roleplaying         5 to 20 points
  been trained in the art of various healing tech-
  niques, and are often capable of salvaging limbs,         The giving of Fate points should be a dynamic thing.
  and correcting tissue damage, things that a simple        The players should receive a steady flow of points to
  use of a First Aid Kit or Healer’s Pack wouldn’t be       encourage spending them on action rolls and for char-
  able to fix.
                                                                                                                    106
acter advancement. If the players are getting frustrated    ACTIONS ARE LOUDER THAN WORDS - The Game
due to not having enough Fate points, you should look       Master may assign Row Step bonuses and pen-
for new ways for them to gain what they need.               alties to the d% to reflect the character’s actions
                                                            prior to interacting with the public. If the char-
Means                                                       acter is acting negatively or threatening toward
Money is as essential in the world today as it has been     those he/she is speaking to, apply a -2 Row Step
in aeons past. Without money a character isn’t going        penalty to the Fame roll. If they are attempting
to get very far. You could survive without money, but       to appear friendly, or helpful, give them a +2 Row
you couldn’t ‘live’ without it.                             Step bonus.
Instead of having individual prices in dollars, we’ll use   DEALING WITH ENEMIES OR HOSTILE RACES -
a form of credit called Means. The character’s Means        The above assumes the character is dealing with
trait is an indication of what he or she can afford, not    law-abiding citizenry or races that are friendly
an exact amount of money that they possess. The fol-        to his or her own. If the character is interacting
lowing table gives an idea of the equivalence of wealth     with enemies or a race that is normally hostile to
that each character has access to.                          them, then the character receives a -3 RS penalty
                                                            to Fame. If used as a form of information gath-
         RANK VALUE            EQUIVALENT WEALTH
                                                            ering, a successful use of the Interrogation, or
             00                      Homeless               Intimidation skill will give the character a bonus
            01-03                     Servant               to their Fame roll according to the d% result. Gray
            06-10                  Dock Worker              gives no modifier, White gives a +1 RS, Red +2 RS,
            20-40              Small Business Owner         and Blue +3 RS.
            50-75                Corporate Officer          Gaining or Losing Fame
           100-150               Corporate Owner            Each time a character defeats a powerful enemy
           250-500                 Small Nation             or monster, or saves a life (or, if things aren’t go-
          1000-1500                Large Nation             ing well, commits a crime or kills), and the action
                                                            is known to the public, the character gains or
         2500-5000+                   Empire
                                                            loses a number of Fame points as listed below:
In general, the Game Master should allow characters          ACTION                      POINTS GAINED OR LOST
to procure items and services appropriate to their
                                                             Defeat Enemy or Creature               +5
Wealth Rank Value unless it would interfere with an
adventure.                                                   Rescue a Citizen                       +2
                                                             Commit Murder                         -10
Fame                                                         Ally With an Enemy                     -5
A character’s Fame determines whether or not he or
she is recognized by others when encountered. It can
                                                            The above amounts are suggestions only. If the
have some influence in negotiations or trade. Whenev-
                                                            enemy or monster a character stopped would
er a character is dealing with the public, roll d% on the
                                                            have affected an entire city, or if the life the char-
Master Table and check the color result on the follow-
                                                            acter saved was that of someone “important” or
ing table:
                                                            “famous”, the character may gain bonus points.
 RESULT     REACTION
 Gray       Unknown, or hostile towards the charac-         Character Advancement
            ter                                             Characters may improve their traits, skills, special
                                                            abilities and psionic powers as follows:
 White      Heard of. Friendly to a point
 Red        Well known. Will assist for a price             TRAITS, SPECIAL ABILITIES & PSIONICS - A char-
 Blue       Loved. Will assist without question             acter may spend Fate points to improve the Rank
                                                            Value of their Primary traits, spells and psionic
107
  powers. Increasing a Rank Value by one (20 to             see, hear, smell, taste and touch. You will also have to
  21) costs a number of points equal to the current         play the part of every Non-Player Character (NPC) and
  value times 10.                                           creature that the Player Characters (PCs) encounter. To
                                                            say that you will be busy is an understatement.
  New special abilities and psionic powers can be
  learned at a cost of 200 Fate points, and requires        To run a successful adventure, you need to be very
  a successful Intellect or Research skil check. If         familiar with the rules of the game. Nothing ruins the
  the check fails, only 50 Fate points are lost. If the     pace of the adventure and loses your players attention
  character has access to a teacher, he or she must         than stopping the action to look up a rule. If you have
  still make the appropriate skill or trait checks, but     trouble remembering certain rules, you could pick up
  with a +1 RS to the roll, and the cost of learning is     a pack of color coded note tabs to attach to the pages
  reduced by half .                                         with the rules in question to make them easier to find
                                                            quickly. Another idea is to write down specific, hard
  SKILLS - Characters may increase their skill levels       to remember rules on index cards or in a notebook to
  at a cost of 200 Fate points times the current skill      have them at hand when you need them.
  level. So, to go from level 1 to 2 would cost 200
  Fate points, and from level 2 to 3 would cost 400,        Unless you are using a pre-designed adventure, you
  and so on. Characters may also learn new skills at        will need to come up with an interesting plot to put
  first level at a cost of 250 Fate points.                 your players characters through. The type of adventure
                                                            you design should be geared towards your group of
  If being taught by another character, the teacher         adventurers and their particular power scheme or skill
  must be at least one level higher than the trainee        set. Most groups are a mixed bag of characters, rang-
  in the skill, and the character must make a suc-          ing from high-tech junkies to power house combatants
  cessful Intellect check after the training period to      to mystical or psychic types. Creating an adventure for
  see whether the teaching was effective. If suc-           such a group can be a challenge, but it can be done.
  cessful, the cost of increasing a level or learning a     The ideas in the table below can get you thinking to
  new skill is halved.                                      help you design a decent adventure for the different
                                                            character types your group may consist of.
  Running Adventures
  As the Game Master (GM), you are in charge of a           If your group is a mix of the listed types, you will have
  lot of aspects while running an adventure. You will       to craft adventures to appease each of them so that all
  have to describe everything that the characters           of the players will feel relevant. It is possible to throw
  NPCs                                                  Cabbie
      Alien Invader                                      M     A    S    S   I   V   E    HEALTH
       M     A     S     S  I    V   E   HEALTH          6    10    6    6   6   10  6      28
       10 20 10 10 10            10 20     50           SKILLS                    RANK     FATE
      SKILLS                      RANK    FATE          Driving (3)                         22
      Starship Piloting (2)                40           Geo-Navigation (2)         20
      Ranged Weapons (2)            40     PEL          Barter (2)                 20
      Psionics                             70           WEAPONS                  RANGE DAMAGE
      WEAPONS                     RANGE DAMAGE          Pepper Spray               1     3
      Laser Pistol                  8      10
      Barkeep
       M     A    S   S      I   V    E HEALTH
       10    6   10   6      6   6    6   32
      SKILLS                      RANK   FATE
      Ranged Weapons (1)           10     18
      Blunt Weapons (2)            30
      Barter (3)                   30
      WEAPONS                    RANGE DAMAGE
      Shotgun                       3   10/6/3
      Beat Cop
       M     A    S      S   I   V     E   HEALTH
       10    6    6     10   6   10    6     32
      SKILLS                      RANK      FATE
      Ranged Weapons (2)            20       22
      Driving (2)
      Interrogation (1)             10
      WEAPONS                     RANGE DAMAGE
      Pistol                        6     8
                                                                                      110
Combat Robot                               Soldier, Infantry
 M     A     S S   I      V     E HEALTH    M     A      S   S   I   V     E HEALTH
 20 20 20 10 10           20    3   70      10 10 10 10          6   10 10     40
SKILLS                      RANK   FATE    SKILLS                      RANK   FATE
Ranged Weapons (3)           50     33     Ranged Weapons (2)           30     26
Tracking (2)                 40            Thrown Weapons (2)           30
Security (3)                 40            Geo-Navigation (2)           20
WEAPONS                    RANGE DAMAGE    WEAPONS                    RANGE DAMAGE
Laser Rifle                  10     20     Projectile Rifle              8     10
                                                              Dog, Ferral
      Bears are found in various locales throughout the
                                                               M     A    S         S   I    V   E       HEALTH
      world, and can make their homes in several cli-
      mates and terrain types. They usually only attack       10     6    6        10   3    3   3         32
      to defend their dens and their young, or if their       ATTACKS                       DAMAGE        FATE
      food sources have become limited. Their primary         Bite                             6            9
      attacks are with their claws. If both claws strike      Claws (2)                        6         ARMOR
      successfully, they will attempt to hug their prey
      tightly doing their Strength Rank score in damage.
      If the hug is successful, the bear will also attempt   Ferral dogs roam freely in many areas in the wild and
      to bite the target for an additional 10 points of      in urban settings. They usually travel and hunt in packs
      damage.
                                                                                                              112
in the same fashion as their wild cousins. When        ple times throughout the day but only once every
encountered, a group of two or more ferral dogs        three rounds because the fuels or energies need-
will perform a Swarm attack, with each additional      ed to produce the effects must build up between
dog beyond the first adding a +1 RS bonus to the       uses. Dragons capable of flight will attempt to
main dog’s Melee Value. Alpha dogs are usually         grab at their victims with their hind claws as they
stronger and smarter than the average pack mem-        swoop down from above or do a strafing attack
ber, and receive a +1 RS to their Melee, Strength      with their breath weapon.
and Vision Trait scores, raising their Health to 46
and their Fate to 12.                                   Elephant
                                                         M    A      S     S    I     V    E HEALTH
                                                         6    10    40    30    6     6    6   86
                                                        ATTACKS                      DAMAGE   FATE
                                                        Tusks                           10     18
                                                        Trample                         20   ARMOR
                                                                                               10
       Gorilla
        M     A      S     S     I    V    E HEALTH
        10 10       30    20     6    6    3   70
       ATTACKS                       DAMAGE   FATE
       Bite                             6      15
       Fists                            10   ARMOR
The jaguar is one of the largest big cats in the world.        Considered the king of beasts, the lion is one of
It makes its home in the tropical regions of South and         the largest big cats in the world. Their natural
Central America, but has been spotted as far north             habitat is in the plains or savannas of Sub-Saha-
as the Southwestern states of the US. Like many big            ran Africa, and in the scrublands and forests in
cats, the jaguar stalks its prey and waits for the most        India. Lions are also found in most zoos around
opportune moment to strike. It attacks with both claws         the world.
in the same Turn when attempting to take down its
target. If both claws hit, it follows up on the next Turn      Lions live in large groups called Prides with one
with its mighty bite. if this attack is successful, the tar-   male lion acting as the leader. The pride can con-
get is considered to be under a Hold result and takes          sist of up to 40 lions, both male and female, but
automatice claw and bite damage each Turn until it is          most encounters happen with smaller groups (1-
dead or Slips free.                                            10) of hunting parties. The females of the group
                                                               are the main hunters, and tend to stalk their prey
                                                               using stealth and camouflage.
 Piranha
  M    A      S    S     I     V   E        HEALTH
  10 10       3    3     1    10   3          26
 ATTACKS                      DAMAGE         FATE           that seeks to completely destroy its double. The
 Bite                            6            14            Qliphoth will use various means to achieve its
 Swarm                                      ARMOR           goal, at first to demoralize the target’s character,
                                                            steadily increasing its vile acts to make the victim
                                                            out to be so lecherous and even criminal. At this
Piranha are fresh water fish primarily found in the         point, if the victim doesn’t take its own life due
rivers and lakes of South America. Some members of          to shame, the Qliphoth will confront him or her
the species have turned up in small groups as far north     itself.
as the southern United States as well. The piranha is a
                                                            The Qliphoth uses razor-like claws to attack its
small fish with a voracious appetite.
                                                            victim doing a minimum of 10 points of damage
Alone, a single piranha is often quite docile and would     with each strike. The creature also has the ability
likely flee anyone or anything coming in its direction.     to cast powerful magical spells to complete its
Most prianha travel in groups, or shoals, of 4 to 40        mission. If a human being is killed by a Qliphoth,
mostly for protection, but also for feeding purposes.       it is said that his or her soul is detroyed forever.
It is when piranha are in a feeding frenzy that they
become very dangerous for any creature within their          Rhinoceros, Black
waters.                                                       M    A     S     S      I    V    E HEALTH
As soon as one piranha draws blood from a target, the         6    6    30 30         3    3    3   72
whole group begins Swarming it. If the victim fails their    ATTACKS                      DAMAGE   FATE
Stamina check, the piranha can cause from 12 to 120          Rush                            30      9
points of damage per Turn. The group can strip a hu-         Horn                            10   ARMOR
man sized victim to the bone within a few Turns if they
                                                             Trample                         20     10
aren’t quickly removed from the water.
                                                            The black rhinoceros is a large, thick-skinned
 Qliphoth                                                   creature with two horns rising upward near the
  M    A      S     S    I     V    E       HEALTH          tip of its nose. It makes its home in various terrain
 10 20       20    50   20    30 40          100            types in middle and eastern Africa, from savannas
 ATTACKS                      DAMAGE         FATE           to jungles. A rhinoceros horn is a valuable com-
                                                            modity on the black market, and the creature is
 Claws                           10           90            often killed just for it.
 Magic                                       MEL
                                             140            Black rhinos are typically solitary creatures,
                                                            roaming the plains in search of the various leafy
                                            ARMOR           plants and shrubs that make up its diet. They are
                                              10            considered to be one of the most aggressive of
                                                            the species, attacking anything that it perceives as
In Jewish Mysticism, the Qliphoth is essentially the        a threat. One of its primary attacks is a Rush. The
representation of an evil opposite to pure good. Some       rhino will charge an opponent with its horn to
cultures consider this to be a form of doppelganger         deliver a base damage of 40 points. If the target is
or evil twin which can be of any sort of living creature    knocked to the ground, it will follow up its attack
117
      by trampling it to cause an additional 20 points of     Tarasque
      crushing damage due to its weight. The rhino can
      also use its horn to stab at opponents by angling        M     A    S      S     I    V    E        HEALTH
      its head and swinging it point first.                    20 20 50         50     6   20    3         140
                                                              ATTACKS                      DAMAGE          FATE
                                                              Bite                            20            29
                                                              Claws                           10          ARMOR
                                                              Stinger                         10            30
                                                              Poison (20)                     10
                  Master Table
Rank               % Roll                   Rank
Value      FA     MS    S         OS      Descriptor
5000+      00     01-19   20-59   60-99      Omega 5
2500       00     01-24   25-64   65-99       Psi 2.5
1500       00     01-29   30-69   70-99       Chi 1.5
1000       00     03-34   35-74   75-99       Mythic
 500      00-02   06-34   35-74   75-99    Wonderous Powers                                                        Rank
 250      00-05   06-39   40-79   80-99      Powerful
 150      00-09   10-39   40-79   80-99       Mighty
 100      00-14   15-44   45-84   85-99   Transcendent
 75       00-19   20-49   50-84   85-99      Colossal
 50       00-24   25-54   55-89   90-99    Stupendous
 40       00-29   30-59   60-89   90-99   Inconceivable
 30       00-34   35-64   65-93   94-99     Significant Melee Weapons                                  Type    Damage
 20       00-39   40-69   70-93   94-99    Exceptional
 10       00-44   45-74   75-96   97-99       Strong
  6       00-49   50-79   80-96   97-99      Average
                                                        Ranged Weapons              Type   ROF         Range   Damage
  3       00-54   55-84   85-98    99         Lacking
  1       00-59   60-89   90-98    99          Weak
  0       00-64   65-93   94-98    99          Void
Rank       FA     MS    S         OS        Rank
Value              % Roll                 Descriptor
Spell   Energy Type   Level   Rank Psychic Power   Rank
Notes:
Name:                          Profession:
 M    A   S   S   I   V   E      Health       Fate   Attacks   Damage
Notes:
Name:                          Profession:
 M    A   S   S   I   V   E      Health       Fate   Attacks   Damage
Notes:
                                Associates
Name:                              Notes:
Name:                              Notes:
Name:                              Notes:
Name:                              Notes:
Name:                              Notes:
Name:                              Notes:
Name:                              Notes:
Name:                              Notes:
                   A
                                             INDEX
                                             Basic Survival Pack	                   65    Claws	                        25
                                             Battle Axe	                            69    Climbing	                 13, 89
Ability Duplication	                    51   Beamer	                                69    Climbing Gear	                65
Absorption	                     23, 41, 51   Bear	                                 111    Club	                         69
Acidic, Burning Poison	                 98   Beast Control	                         15    Collapsible Baton	            69
Addiction	                              19   Beat Cop	                             109    Collisions	                 101
Agility				                              4   Bedroll	                               65    Combat	                       88
Air Car	                                73   Bestow Weakness	                       46    Combat Awareness	         25, 42
Alien				                                6   Biker Gang Member	                    109    Combat Results	               94
Alien Invader	                        109    Binders	                               65    Combat Robot	               110
Alien Lore	                             13   Binding	                               46    Command	                      16
Alligator/Crocodile	                  111    Binoculars	                            65    Common Creatures	           111
All Seeing Eye	                         41   Blanket	                               65    Communicator	                 65
Alter Ego	                              23   Blocking	                              96    Composition-4	                78
Alter Object	                           46   Block Senses	                          56    Composition-B	                78
Amphibious	                             23   Blowgun	                               71    Computer Ops	                 14
Amulet of Warding	                      79   Bluffing	                              15    Concuss	                      94
Analyze Object	                         41   Blunt Weapons	                         11    Concussion Grenade	           76
Anchor	                                 41   Boat                                         Confuse	                      47
Ancient History	                        13   	         Military, Small, Speed	       73   Conjuration	                  47
Animal Control	                 24, 46, 55   Body Armor		                        24, 41   Contaminant Resistance	   25, 42
Animal Handling	                        16   Boomerang	                              71   Contortion	                   12
Animate	                            24, 46   Boomerang of Droning	                   80   Control Emotion	              47
Anklet of Swiftness	                    79   Botany	                                 14   Cosmic Energy	                36
Apportation	                            55   Bow	                                    71   Cosmic Energy Spells	         46
Appraising	                             13   Bracer of the Wall	                     80   Cover	                        95
Arcane Lore	                            13   Breastplate	                            67   Crash	                      101
Arch-Enemy	                             19   Buckshot	                               78   Crawler	                      73
Archery	                                12   Bullets	                                76   Critical Damage	              94
Area of Effect	                         38   Burrowing	                          24, 46   Crossbow	                     71
Armor	                              67, 98                                                Cryokinesis	                  56
	          For Mounts & Companions	 100                           C                       Cup of Fullfilment	           80
Armor of Healing	                       79                                                Curse	                        47
Armor of Sustenance	                    79   Cabbie	                               109
Armor Piercing Bullets	                 76   Calm	                                   56                      D
Arrows & Bolts	                         75   Camouflage	                             15
Arrow of Accuracy	                      79   Candles	                                65   Dagger	                   69
Arrow of Messages	                      79   Cane of Salendus	                       80   Dagger of Deflection	     80
Arrow of Thunder	                       79   Capital Ship Engineering	               14   Dagger of Throwing	       80
Artistry	                               15   Capital Ship Piloting	                  14   Damage	                   97
Associates	                             16   Capital Ship Weapons	                   14   Dark Vision	              25
	          Arcane		                     17   Casting a Spell	                        37   Data Chip	                65
	 Professionals		                       17   Casting Cost	                           37   Data Pad	                 65
	          Scientific		                 17   Catching	                               96   Dead Language	            14
Astoundingly Wealthy		                  24   Caustic Body Fluids	                    25   Declaration	              88
Astral Projection	              24, 41, 55   Celebrity	                              25   Demolitions	              14
Astronavigation	                        13   Chain Mail Shirt	                       68   Detect Danger	            42
Athletics	                              13   Chain Mail Suit	                        68   Detect Evil	              42
Aura Reading	                           55   Chakram	                                71   Detect Flaw	              42
Avoiding Attacks & Damage	              95   Chalk	                                  65   Detect Lie	               16
                                             Chameleon	                          25, 41   Detect Magic	             42
                   B                         Changed Human		                          6   Detect Psionics	          42
                                             Change Luck	                            42   Detect Spirit	            42
Backpack	                              65    Character Advancement	                106    Detect Traps	             16
Balancing	                             12    Character Creation		                     4   Detection	                25
Balistic Plate Armor	                  67    Character Health & Healing	           104    Dice				                   2
Banish	                                51    Character Sheet	                      119    	         Altering		       3
Barkeep	                              109    Charm	                                  46   Dimensional Portal	       52
Barter	                                14    Chest	                                  65   Dimensional Window	       52
Bashing	                               91    Chimera	                              111    Dimension Jump	           25
Basic Adventurers Pack	                65    Chronokinesis	                          56   Disarm Trap	              12
Basic Gear	                            65    Clairaudience	                          56   Disguise	                 16
Basic NPCs & Critters	                109    Clairsentience	                         56   Disorienting Poison	      98
Basic Repair Kit	                      65    Clairvoyance	                           56   Dodging	              12, 95
Dog, Ferral	                          111    Flamethrower	                 71    Holy Symbol	                     66
Dragon, Fire	                         112    Flashlight	                   66    Horse	                          113
Dragon Ward	                           80    Flight	                       27    Horseman’s Pick	                 70
Drawbacks	                             19    Fly	                          43    Hover Bike	                      73
Driving	                               12    Focusing	                      9    Hover Car	                       73
Drum of Destruction	                   80    Foraging	                     14    HOV Ops	                         12
Durability	                           100    Force Bracers	                68    Hunter’s Trap	                   66
Duration	                              38    Force Field	                  27    Hydrator	                        66
Dynamite	                              78    Fortell	                      43    Hypnotism	                       16
                                             Fortress	                     59
                    E                        Fragmentation Grenade	        76                           I
                                             Full Face Helmet	             68
                                                                                 Ignitor	                          66
Edged Weapons	                      11
                                                                                 Ikuchi 	                        113
Ego				                              4
Elasticity	                     26, 42                         G                 Illusion	                         49
                                                                                 Improved Skills	                  29
Electro Bullets	                    76
                                             Gambling	                      16   Incendiary Grenade	               76
Electronics	                        14
                                             Gamemastering	               104    Intellect			                       4
Elemental/Energy Control	           26
                                             Gaseous Arrow	                 75   Intimidation	                 13, 16
Elemental/Energy Generation	        26
                                             Gas Mask	                      66   Interrogation	                    16
Elemental Generation & Control	     48
                                             Gear	                          62   Invisibility	                 29, 43
Elephant	                         112
                                             Gear Bag	                      66   Invisibility Others	              49
Elude	                              94
Elven Blade	                        80       Gear List	                     63
Emergency Beacon	                   65       Geo-Navigation			              14                      J
Empathy	                            42       Glamour	                       48
                                             Glow Sticks	                   66   Jaguar	                         114
Energy Generation & Control	        48
                                             Goop Grenade	                  76   Javelin	                         72
Energy Healing	                     56
                                             Gorilla	                     113    Javelin of Chains	               81
Energy Manipulation	                56
                                             Grapnel of Climbing	           81   Jet (Military)	                  73
Energy Reversal	                    12
                                             Grappling Arrow	               75   Jetpack	                         74
Enhanced Sense	                     42
                                             Grappling Hook	                66   Jousting	                        99
Enhanced Speed	                     43
                                             Great Helm	                    68   Jumping				                      13
Entanglement	                       48
Enter	                              43       Grenade	                   72, 75
Environmental Shell	            27, 52       Ground Bike	                   73                      K
Envirosuit	                     65, 68       Ground Car	                    73
                                             Growth/Shrinking	          28, 43   Killer Hornet Swarm	            114
Envirosuit Ops	                     14
                                             Growth/Shrinking Others	       49   Knife				                        70
Escape	                             12
                                                                                 Knucks	                          70
Ethereal Armor	                     52
Ethereal Blast	                     52
Ethereal Energy	                    37                         H                                    L
Ethereal Energy Spells	             51
                                             Half-Helm	                   68     Lamp of Sight	                    81
Ethereal Servant	                   52
                                             Half-Plate Armor	            68     Language	                         14
Evading	                            96
                                             Hallucinogenic Poison	       98     Lantern	                          66
Exhaustion	                         90
                                             Hammer	                  66, 69     Laser Pistol	                     72
Explosive Arrow	                    75
                                             Hammer of Gil	               81     Laser Rifle	                      72
Explosive Bullets	                  76
                                             Handling	                   101     Leap	                             43
Explosive Pneumatic Pellets	        77
                                             Hand of Thome	               81     Learning Spells	                  38
Explosives	                         78
                                             Hardiness	                   28     Leather Armor	                    68
Extra Body Parts	                   27
                                             Hasten	                      43     Levitation	                   44, 57
                                             Hatchet	                     70     Lifting	                          13
                    F                        Hauler	                      73     Linguistics	                      44
                                             Headquarters	            28, 83     Lion	                           114
Falcon	                                112   Healer’s Pack	          66, 105     Lock	                             66
Falling	                                89   Heal Self	                   43     Lock Picking	                     12
Fame			                          5, 8, 106   Heal Other	              49, 52     Lockpicking Kit	                  67
	           Gaining & Losing		         106   Health				                    5     Locks & Bars			                   11
Fast Attack	                            27   Heat Seeking Missile	        77
Fate Points		                    5, 8, 105   Heavy Fur	                   68                        M
Fear	                               48, 56   Helmets	                     99
                                                                                 Mace	                             70
Fighter Pilot	                         110   Heraldry	                    15
                                                                                 Machete	                          70
First Aid	                              14   Herding Cats	               108
                                                                                 Magic	                        29, 36
First Aid Kit	                    66, 105    Hide Armor	                  68
                                                                                 Magical Energy Level (MEL)	       37
Fishing Gear	                           66   Hiding	                      12
                                                                                 Magical Items	                    78
Flail	                                  69   High Explosive Missile	      77
                                                                                 	         List			                 79
Flail of Elberun	                       81   Hold	                        94
                                                                                 Magic Wands & Staves	             82
Major Shield	                         44                       P                           Reflector Shield	               69
Manifest Weakness	                    29                                                   Regeneration	               31, 45
Manticore	                          114    Paralytic/Sleep Inducing Poison	           98   Remote Viewing	                 58
Marked	                               20   Paralyzing Touch	                      30, 50   Remove Curse	                   52
Marksman	                             16   Parchment of Mapping	                      81   Repair	                         15
Martial Arts	                         11   Personal Force Shield	                 68, 99   Research	                       16
Master Table			                        3   Phasing	                               30, 44   Resistance	                 31, 45
Material Value	                       95   Physical Impediment	                       20   Resist Domination	              16
Means			                     5, 62, 106    Physical Metamorphosis	                30, 44   Resolution	                     91
Medics	                             105    Pick Pockets	                              12   Rhinoceros, Black	            116
Medicine	                             15   Piloting	                                  12   Ring Mail	                      69
Meditation	                           16   Piranha	                                 116    Robot	                           6
Melee				                              4   Planetary Science	                         15   Robotics	                       15
	          Attacks		             91, 94    Plant Control	                     31, 50, 57   Rope	                           67
	Damage	                        5, 8, 97   Plasteel Shield	                           68   Rope of Snaring	                81
	          Skills		                   11   Plate Mail	                                68   Rope Use	                       12
	          Weapon		              30, 69    Pneumatic Pellets	                         77   Roto-Hopper	                    74
Mental Block	                         59   Pneumatic Pistol	                          72   Roto Plane	                     74
Mental Cloak	                         59   Pneumatic Rifle	                           72   Row Steps			                     3
Mercenary	                          110    Point-Buy			                                7   Rubber Bullets	                 76
Mesh Armor	                           68   Poison	                                67, 98   Running	                        13
Mesmerism	                            49   Polearm	                                   70   Running a Campaign	           108
Micro-Missile Launcher	               72   Pooling Resources	                         62   Running Adventures	           107
Mind Control	                29, 49, 57    Portal	                                31, 45   Rushing	                        92
Mind Probe	                      49, 57    Possible Instant Death Poison	             98
Mind Shield	                          29   Postcognition	                             58                  S
Mind Trap	                       50, 57    Pouch	                                     67
                                                                                           Scale Mail	                    69
Miner’s Pack	                         67   Pound	                                     95
                                                                                           Scaling	                       91
Miniatures and Movement	              91   Power Descriptions	                        23
                                                                                           Scaling Table	                 91
Mini-Comp	                            67   Powers	                                    22
                                                                                           Scramble	                      59
Mini-Crawler	                         74   Power Strike	                              12
                                                                                           Scry	                          52
Mini-Missiles	                        77   Predict Weather	                           16
                                                                                           Security	                      15
Mining	                               15   Priests	                                 105
                                                                                           Security Guard	              110
Missile Launcher (Shoulder)	          72   Projectile Pistol	                         72
                                                                                           Self Energy	                   36
Missiles	                             77   Projectile Rifle	                          72
                                                                                           Self Energy Spells	            41
Molecular Manipulation	               29   Protected Sense	                           31
                                                                                           Semtex (Explosive)	            78
Morning Star	                         70   Psychic Abilities	                         54
                                                                                           Set Snares	                    12
Mount Attacks	                        99   Psychic Surgery	                           58
                                                                                           Shapeshift	                32, 45
Mounted Combat	                       99   Psychometry	                               58
                                                                                           Shark, Great White	          117
Mounted Vs Ground Troops	             99   Psionic Combat	                            59
                                                                                           Shatter	                       95
Movement	                             89   Psionics	                                  54
                                                                                           Shield	                        69
Multiple Actions	                     94   Pulling Your Punch	                        97
                                                                                           Shillelagh	                    70
Multiplicity		                   30, 44    Purchasing Gear	                           62
                                                                                           Shock, Pain & Stun Damage	     97
Mutant			                              6   Pyrokinesis	                               58
                                                                                           Shotgun	                       72
                  N                                            Q                           Shot Shell	                    78
                                                                                           Side-Kick	                     32
Nagaui	                             115    Qliphoth 	                               116    Siege	                         59
Nail	                                 95   Quick Strike			                           11    Siezing	                       94
Napalm Missile	                       77                                                   Skilled Human	                  6
Natural Recovery	                   105                        R                           Skills & Associates	            9
Net Arrow	                            75                                                   	          Skill List		        10
Nine Lives			                         30   Radiation Meter	                          67    	          Using Skills		      11
Nuke Missile	                         77   Radiation Suit	                           67    Skull Cap	                     69
Nullification	                    30, 50   Rage	                                 31, 45    Slashing	                      92
                                           Random Generation	                         6    Sleeping Bag	                  67
                  O                        Ranged Attacks	                           92    Sleight of Hand	               12
                                           Ranged Damage	                            97    Slipping	                      93
Octopus, Giant	       115
                                           Ranged Weapons	                       12, 71    Slug	                          78
Orb of Construction	   81
                                           Range Penalty	                            92    Smoke Grenade	                 77
One-of-a-Kind Weapon	  30
                                           Rank Values			                             3    Soldier
Order of Combat	       88
                                           Rank Value Table	                          7    	Infantry			 110
Origins				             6
                                           Rations	                                  67    	MP			 110
Origin Table			         6
                                           RDX (Explosive)	                          78    Snatch	                        95
                                           Reclamation	                              50    Sonic Hammer	                  70
                                           Reflection	                           31, 45    Spear	                         72
Spear of Geldus	                           81                   T                       Utility Belt	                    67
Spear-Staff	                               70                                           Utilizing Associates	            17
Special Ammunition	                        75   Tank	                             74
Spell List	                                40   Tarasque	                        117                            V
Spell Rank Values	                         37   Tear Gas Grenade	                 77
                                                Technologically Enhanced	           6   Vehicles	                        33
Spells	                                    39
                                                Telekinesis	              32, 51, 58    	         Damage & Repair	      102
Spike	                                     59
                                                Telepathy	                32, 51, 58    	         In Combat	       100, 102
Splint Mail	                               69
                                                Teleportation	                33, 51    Velocity	                       102
Staff	                                     70
                                                Tent	                             67    Vision				                        4
Stamina			                                  4
Starship Engineering	                      15   Thoughtography	                   59
                                                Throwing Axe	                     73                        W
Starship Gunnery	                          12
Starship Piloting	                         12   Throwing Knife	                   73
                                                                                        Waiting	                          96
Static Whip	                               70   Throwing Spike	                   73
                                                                                        Wall-Crawling	                33, 46
Stealth	                                   12   Thrown Objects	                   12
                                                                                        Walker	                           74
Street Thug	                             110    Thrown Weapons	                   13
                                                                                        Warg	                           118
Strength			                                 4   Tightrope Walking	                13
                                                                                        Water Freedom	                    46
Struggling	                                93   Time	                             88
                                                                                        Water Native	                     33
Studded Leather Armor	                     69   TNT	                              78
                                                                                        Waterskin	                        67
Stun Arrow	                                75   Torch	                            67
                                                                                        Weakness	                         20
Stun Baton	                                70   Toxicology	                       15
                                                                                        Weapon (power)	                   33
Stun Knucks	                               70   Tracking	                         16
                                                                                        Weapons Master	                   16
Stunner Pneumatic Pellets	                 77   Trait Boost	                  33, 45
                                                                                        Weapons Specialist	               16
Suggestion	                                58   Trait Increase	                   33
                                                                                        Weapon Types	                     97
Super Leap	                                32   Traits				                          2
                                                                                        Whip	                             71
Super Sense	                               32   	Primary	                     2, 4, 7
                                                                                        Willpower	                        16
Super Speed	                               32   	Secondary	                   2, 5, 8
                                                                                        Wrestling			                  13, 93
Surface Vehicles	                          73   Trance	                           45
Surge	                                     51   Translator	                       67
Survival	                                  15   Tribal Warrior	                  110                            X
Survival Blanket	                          67   Trident of the Squid	             82
Swarming	                                  94   Troubled Past	                    20    Xtabay	                         118
Swimming	                              13, 90   Truth Serum	                      98
Sword	                                          Tumbling	                         13                            Z
	           Great, Long		                 70    Tuners & Crystals	                54
	           Rapier, Scimitar, Short	      71    Turnabout	                        94    Zero-G Movement	                 90
Sword of the Depths	                      81    Types of Magic	                   36    Zombie	                         118
Sword of Machesis	                        81                    U
Sword of Splitting	                       82
Sword of Tarak	                           82    Uncategorized Skills		            16
Symbiot	                                   6    Undead, Skeleton	                117
Synth-Hide	                               69    Using Psionic Abilities	          54
      Your arch-enemy, the Rapscallion, has
   deposited bombs throughout the city in vital
    locations. Your team has just two hours to
   locate and disarm them all. What do you do?
                     WITH
4C EXPANDED
       Your choices are unlimited!
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