Professional Documents
Culture Documents
Welcome to 4CC, a super-heroic RPG intended to evoke the feel of comics and graphic
novels. Unlike many roleplaying games this one isnt inspired by films or television, but
rather by the antics of superheroes found in the pages of comics published by the likes
of Marvel and DC.
A ROLEPLAYING GAME
Roleplaying games are where you and a group of friends get together to tell a story.
Thats the core of every roleplaying game, and anything else is just dressing for the
core feature of a shared, collaborative narrative experience. Just like in many
roleplaying games, one of you will take on the role of creating and describing the world,
and playing the majority of its inhabitants when needed in 4CC we call that person
the Editor. The rest of the players will take on the role of a single hero whose
adventures are the focus of the story youll tell. Because most players will fall into this
category we usually just refer to them as players, and the characters they portray are
normally known as heroes.
somewhat during this period, and the focus shifted away from the epic adventures that
had dominated the Silver Age and towards the personal issues of the heroes
themselves. Stories involving drug use, alcoholism, environmentalism, and more
authentic criminal activity were common during this period.
With the advent of comics like Watchmen and Batman: The Dark Knight Returns the
move from being a child-friendly medium to psychologically-complex and thematically
dark stories and characters was complete, and the Modern, or Dark, Age of comics
began. Continuing to the modern day this age deals with heroes of greatly varied
power-levels, but political, religious, and ethical themes are all commonplace. Whereas
the Golden Age had concentrated on the adventures superheroes had, the Silver Age
on the powers and capabilities of those heroes, and the Bronze on the heroes
themselves, the Modern Age focuses on the place of heroes in the world around them.
Arcs such as Civil War from Marvel, the explosion of independent comic companies, and
the creation of heroes that break many of the rules of traditional comics such as
Sandman are all important aspects of the Modern Age.
What age you play in, or if you ignore them all to create your own unique take on
superheroes, is up to you. 4CC can support any of them.
wouldnt just punch him in the face, youd instead create the tag bloody and bruised
on him, making him limp away.
You can even represent people, objects, or even whole groups of people with a tag. If
theres a tag in a scene labelled rowdy crowd of drunks then thats all you need to
represent that group of people. If a villain turns up with a bunch of henchmen theyre
not all villains unto themselves, theyre just a loyal gang of threatening henchmen
tag. Only people with a proper name (not like Greg, but like Argon the Destroyer)
get to be characters in of themselves, and ultimately characters like the heroes are still
pretty much just a collection of tags that work in a special way.
When you make a check, roll the dice and count up the number of points of active and
passive effect. You can also add a bonus point of the relevant kind of effect if you have
an advantage that relates to the action youre taking (see p. xx for more about
advantages). If your action is being opposed by someone, then they roll their dice and
cancel out your points with theirs (active points being cancelled out by passive, and
passive by active).
Each point of effect you have left after any have been cancelled out can be used to
create a new tag (usually just one is needed, but the Editor can rule you need more),
change an existing tag, bypass an existing tag, or remove a tag. Alternatively you can
use it to activate a permatag (see p. xx) on a character.
STORY BOARDS
This section details the full rules of the game, including the core concepts used, and
how to participate in exciting heroic combat!
TAGS
AND TAGGING
One of the most important concepts in 4CC is tagging, the process of placing, altering,
removing, and bypassing descriptions of people, things, and places that have narrative
and mechanical power.
Tag Type
Example
PERMATAGS
Characters (heroes and villains) have a special kind of tag unique to them: the
permatag. Permatags are just like other tags (important bits of description that have
narrative power) but are unusual in that they can almost never be changed or removed
they are permanent. Whilst permatags work just like other tags by setting narrative
constraints, they can also be activated.
Activating a permatag can be done by spending effect just like creating, changing,
bypassing, or remove a normal tag. What activating a permatag does is bring that
narrative concept forwards and make it a focus, and if necessary, alters the course of
the narrative to reflect that. So if a character has Horrible reaction to silver and
someone activates that tag, then theyre about to be thrown through the window of a
cutlery shop. On the other hand if they were The last scion of a lost world then it
might mean that remnants of that world are going to show up soon.
Activating permatags is an important narrative action, but it can easily be overused.
The Editor is free to veto any such activations if it would just get in the way of the
narrative as a whole, but are encourage to try and work permatag activations in as best
they can. Players are encouraged not to activate them too often as they can soon
dominate the game as a whole.
Grant has the permatag Turns into a rampaging killing machine when angry on his
sheet, and one of his enemies spends effect to activate it. Sure enough he goes into a
mindless fury and starts smashing up everything and anything.
If theres a tag in a scene that you dont want to be around anymore, you can spend
effect and perform an action to remove it. Again the action must make sense and have
an outcome that leads to the tag being removed you cant remove a tag without an
appropriate action. When you remove a tag its just gone, and removing it usually
requires the same amount of effect as creating it in the first place.
Starhawk sees that the spatial vortex is beginning to collapse, but there are still
refugees to escape. He summons the power of the Omega Force and funnels his energy
into the vortex to stabilise it, rolling a check and removing the Dangerously Unstable
tag from the vortex.
AND VOLUMES
In 4CC the action is divided up into panels, pages, issues, and volumes the framework
of a comic book. Actions take place within panels, which make up pages, which are
contained within issues, a number of which make up a volume.
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ANATOMY OF A PANEL
The panel is the smallest unit of action in 4CC and as such one of the most important.
Whenever you perform an action it takes place within one or more panels just like it
would in a comic. A panel is basically enough narrative time for a short, simple action
to take place. If you throw a punch, climb a wall, or read a significant line in a book
then youll be making a check that takes place in a single panel.
But not all actions fit so neatly into a single panel, with the action taking place over a
number of panels before its complete. In such a case the action is divided between
multiple panels, with the check and outcome being made in the last. Of course, in most
circumstances it doesnt matter if it takes longer than a single panel to perform an
action, but during an action sequence it does, with other characters acting between
each panel of the action.
If an action is taking place during an action sequence and is going to take multiple
panels the Editor should determine how many it takes place across. They should
consider the circumstances surrounding the scene, the abilities of the character acting,
and the action itself. Try and imagine what it would look like if it were in a comic and
then determine the number of panels it takes from there.
The Burning Fist is running to the other side of the city. The Editor describes a panel
with him standing on the edge of a building surveying his route, another of him leaping
between rooftops, one of him sliding across the bonnet of a car, and then the last panel
of him arriving at his destination. It takes four panels.
Sometimes a panel will contain an action that doesnt not require a check. If youre not
trying to create, remove, change, or bypass a tag, then you dont need to roll any dice,
but your action still needs panels to happen in. Talking, crossing the road, climbing a
wall, and so on are all examples of such actions.
TURNING A PAGE
When a scene concludes its time for the Editor to turn the page and let a new scene
begin. Exactly when a page turns is up to the Editor, but usually a new page is begun
when the heroes overcome a substantial task or the location changes. For the most part
turning a page is just a formality a matter of marking the end of one scene and the
start of another.
However, there is a mechanical effect of ending one page and beginning another. When
this happens tags that are currently in effect are refreshed, with the Editor deciding
which ones are kept and which are lost. For example bruises and cuts might heal (or at
least become narratively unimportant), a fire that was raging burns out, and so on.
Sometimes the Editor will decide that instead of a tag disappearing, it changes in some
way. Though what tags expire or alter is up to the Editor, the players are free to suggest
(particularly if they are attached to their heroes).
they want to call the issue, as this gives them a collaborative starting point for where
they want to go with the tale. If the group decides that Defenders No More! is a good
title, then its likely to concern the apparent disbandment of the heroic team, for
example. If this issue is really just a continuation of a previous story, feel free to give it
a number (Defenders No More Part Two), but dont be afraid of changing things
around. The advantage of naming your issues before they begin is that it gets everyone
in the same place when it comes to creating a narrative.
Issues are contained within a volume, which is a significant storyline or a series of
interlinked stories. Volumes should also be named, but this is usually done by the Editor
this gives them a chance to explain to the players what kind of story they are looking
to tell. If you want this can be a collaborative opportunity just like naming an issue, but
this leads to more sandbox play than is usual in comics. Volumes often last for dozens
of sessions and issues, and ending one and beginning another should be a significant
event for the group.
ARTISTIC LAYOUTS
Splash
A splash or splash page is a large, often full-page illustration which opens and
introduces a story. When you turn a new page and the basics of the situation have been
described by the Editor, one player can choose to create a splash, and should roll the
dice no advantages can add extra effect to this roll. You can spend the resulting points
of effect on a one to one basis to create tags in the scene which are considered just
part of the scene, just as if theyd been described by the Editor in creating the scene.
You should describe what the splash looks like, making clear what tags are being
created.
Unbreakable and Craig Law arrive at a crime scene to investigate and Sophie
(Unbreakables player)decides to create a splash page. She rolls the dice and gets 2
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points of active effect and 1 passive. She creates two tags: Helpful Law Enforcement
Personnel rated at 2 point of effect and Untouched Crime Scene rated at 1 point of
effect. She describes how the splash shows the two characters stood on the roof of a
building surveying the alley below, flashing police lights and officers surrounding the
scene, the alley cordoned off with yellow crime scene tape.
Tier
By spending one or more points of effect on a check, the character can make the panel
they are currently in represent a tier of panels (a single row across a page). By doing
this they can involve their teammates in their current action those nominated (one
effect point buys in one nearby teammate) can roll their own checks in the same
panel and apply effect from them as long as they are all contributing to the same
specific goal or task (like hacking a database or building a defensive structure). The
Editor has the final say on whether actions are suitable or not.
Spread
By spending four points of effect on a check, the character can make the panel they are
currently in represent a spread an image that spans across two pages. By doing this
they can involve all their teammates who are nearby in the current action every hero
on your team can roll their own checks in the same panel and apply effect from them
as long as they are all contributing to the same general task (like fighting the Doom
Squad or searching the shipyards). The Editor has the final say on whether actions are
suitable or not, but they are encouraged to be lenient.
By spending six points of effect on a check, the character can make the panel they are
currently in represent a fold-out spread, where you fold out extra pages in a comic to
make a truly huge image. Not only can everyone else in the team act, they can act as if
it were their own panel that means they can use artistic panel layouts and narrative
effects of their own. The only stipulation is that they cant use this one (a spread).
Sound Effects
By spending a point of effect on a check, the character can add sound effects to their
action making their panel more impressive. You can only add sound effects to a panel
where they would make sense (so crashing through a window is great, but sneaking
down the corridor isnt so good), and you must tell the Editor what sound effect you
want to add. Sound effects draw narrative focus onto that panel, enhancing the rest of
your action. When you add a sound effect the cost of creating, altering, removing, or
bypassing a tag is reduced by one to a minimum of one. Note that this is not a bonus,
but instead reduces the cost of doing something if its already at cost one, theres no
effect.
Artistic Layout
The character can spend one or more points of effect on a check to alter the
appearance of the panel they are acting in. This allows them to stretch it across a page,
create a series of interlinked panels, or otherwise play around with the appearance of
that panel. Describe what the panel looks like to the Editor and the other players, and
you can perform an action which would normally take up two or more panels in a single
panel. For each panel beyond the first it would normally require, you must spend a
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point of effect, but in this way you can do truly impressive things (like hacking past
multiple firewalls in quick succession, or super speeding across the mainland united
states).
NARRATIVE TECHNIQUES
Comics adhere to certain tropes and narrative techniques that crop up again and again,
and 4CC endeavour to allow you to recreate them during play. Each of the following
techniques can be used by spending one or more points of effect on a roll, as described
in each entry.
Setup
The most common narrative technique is to setup an advantage for another character.
To do this simply spend one or more points of effect and describe a minor secondary
effect of your action (like leaving the ground strewn with broken glass after throwing
someone through a wall). It doesnt create tag (it has no narrative power in the same
way unless the Editor rules it does) but instead creates a temporary advantage (just
like the kind of advantages you have on your sheet) that the next person can make use
of. The advantage created has a rated equal to the number and type of effect spent to
create it. For example, if you left the ground strewn with broken glass with two active
points of effect, the advantage might be Broken Glass Hazard ++. This advantage is
considered available to everyone in the scene, and when its used once it disappears.
As per the usual rules, you can only make use of one advantage on a single roll.
Cut To
Sometimes a hero gets into situation where things arent going their way and they
dont see how they can win. If they are in a bad situation like this they can use a point
of effect of either type on a check to shift the narrative focus to other members of their
team, who can hopefully do something to help them out of their predicament!
Memory Loss
Possibly the most important narrative technique for any hero, convenient memory loss
allows them to ensure that, with the expenditure of a single point of effect of either
type, that a bystander of any kind no longer knows their secret identity, even if they
really should. This technique should usually be used towards the end of an issue, and
this cost only represents the best case scenario, where its pretty likely they wouldnt
remember your identity (were inhabited by an alien entity, infected with a rampaging
super-virus, etc). If its less probable (been in a car crash, hypnotised by a super villain,
made to lose their inhibitions by a genetically-altered plant, etc) then it might cost two
points, whilst really really improbable causes (they selectively forget it after a knock on
the head, they were on drugs at the time, etc) then the Editor can raise the cost to
three or even higher.
Sudden Reveal
Many heroes, particularly those who brood and have cowls, have a tendency to
disappear when people are talking to them with their backs turned, or turn up at
surprisingly convenient times. Any character who is not currently involved in an action
sequence, but has not previously declared exactly what else they are doing, can
suddenly reveal themselves and jump into the fray by rolling a check and spending one
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of the resulting effect points on doing so. If their check results in no effect points, then
they must wait until the end of the current action order, but can still turn up anyway. If
you get more than one on the check, you can use the rest to do things as normal.
Fade to Black
If the hero, or the entire team, runs into a seemingly insurmountable challenge, or
faces impossible odds with no hope of survival, a character can spend four effect points
on a check to fade the action to black. When this happens the scene ends with a
dramatic fade out, the narrative jumps forwards to after they were successful, and the
story continues from there. They should attempt to describe how they resolved the
situation at some point before the end of the issue if they dont, then anyone affected
doesnt earn a milestone for that issue.
SPECIAL ISSUES
At the start of an issue the players can decide that the issue is special in some way
which has a variety of effects. Unlike artistic layouts and narrative techniques declaring
an issue to be special doesnt require you to spend effect, but instead is just done by
consensus. The players must have a consensus that the special issue is suitable and
interesting, and the Editor must also agree.
Flashback Issue
If the team declares that an issue is a flashback issue, then it takes places before the
current point in the volume, potentially years previously. This allows the team to put
things in motion that can come to fruition later, give exposition of bits of the plot
previously glossed over, and generally add to the narrative flow. You can only have one
flashback issue each volume, unless its really really cool.
Origins Issue
If the team declares than an issue is an origins issue then it doesnt take place within
the frame of the rest of the volume, but instead describes the heroic origin of one or
more of the characters. The character whose origin is being revealed should take on the
role of Editor for this issue, and provide characters to the others to play whilst the story
of their origins is being told. Everyone earns a milestone as normal for the session (to
be spent on their normal character). You should only ever have one origin issue for
each character.
Collectible Issue
If the team declares that an issue is collectible, then that means it will be a hugely
important issue in the overall story, probably the culmination or halfway point of a
volume. The Editor should describe the front cover of this issue, and the players should
then endeavour to make that image actually occur during play in this issue. If they
manage it, then they may all change one of their permatags however they wish (with
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the Editors approval of course). This is the only way in which permatags can change,
and there should only be one or two collectible issues each volume.
ACTION SEQUENCES
Action sequences, where heroes attempt to save the day in spectacular fashion and
where time is short until things go bad, are the meat and potatoes of the heroic
experience. In 4CC the same basic rules are used in action sequences as when
investigating, talking to others, or anything else, but there are some important nuances
and additions that players should be aware of.
ACTION ORDER
Action sequences are distinct from other types of play because they require the players
and the editor to work within the action order. Most of the time it doesnt matter who
goes when, or what order actions take place in other than to suit the narrative if one
character takes up two or three panels before someone else does something, thats not
a big deal. But in an action sequence the spotlight should shift between heroes equally,
and everyone should have a chance to shine thats the purpose of the action order.
When an action sequence begins the Editor nominates one hero (or a villain if there is
one in the scene) to start the action order. They should determine this based on the
circumstances of the action sequence, who is doing what already, and who is prepared
to act. Once theyve had a panel of activity, that individual then nominates another
participant to take a panel. After theyve acted, they then choose someone else to go,
and so on. All of the participants (heroes and villains) should get a chance to act at
least once in the action order. Once everyone has had a panel of activity, you can start
the action order again (though its unlikely to unfold in the same order), with the last
person to go nominating the first person to go in the next order.
Action sequences (and the action order) end when the narrative circumstances are
resolved: when the villain is defeated or flees, when the heroes are forced to withdraw,
or when you save the box of kittens from the burning building.
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force left over you can create, alter, or remove tags from them. You cant change their
permatags though, so dont bother even trying.
The Raven is in a throw-down with the Eviscerator, and she hurls a bowling ball at his
head. She rolls her check, and he rolls one in defence. She gets a point of Active Effect
and so creates the Dazed and Staggering tag on him. Hell need to remove that tag
before he can act normally again.
Editors should stick to their guns when it comes to reasonable mechanisms of removing
tags. Unless there is a clear way of removing a tag through an action or power, then the
character is stuck with it, at least for the time being. Unless they have some kind of
healing superpower, a character suffering terrible wounds is probably out for the rest of
the action sequence. Changing these tags when a page turns is the usual way to shift
them.
Tags like Dead are possible, but they can be removed just like any other tag in
comic books, people rarely stay dead permanently. However, the Editor should
discourage them as much as possible because theyre just plain boring, and should
require large numbers of effect points to create them on a target.
The above rules work great for fighting villains (i.e. characters with permatags and
advantages) but they dont reflect how the system deals with mooks, mobs, hordes of
angry barbarians, robot ninjas, and so on. Because these kinds of threats dont have
permatags and advantages theyre not characters as such, but instead just tags the
Menaced by Angry Mutant Hamsters tag on a scene is sure to cause chaos, but
defeating them is just a matter of making a standard check and getting enough effect
to satisfy the Editor. Describe this however you wish its your time to look like a
badass when you do.
Permanent death should be exceedingly rare for heroes and villains alike, and should
really be at the discretion of the person playing that character. If your hero dies in
combat and you feel like its time to let them go, then they actually died. Likewise, if
you hit a villain so hard he bursts, the Editor can decide that the terrifying balloon man
might have had his day, and let him rest in pieces.
MILESTONES
Though superheroes start off being pretty damn awesome, they grow and change over
time as well. At the end of each issue each player can improve their character by
adding a new advantage to their sheet. You must rate this new advantage with either a
+ or a - as normal, but it works just the same as other advantages. This means that
over time characters can build up a truly impressive array of advantages and this is
intentional superheroes dont tend to become more powerful (except as part of the
plot) but they do tend to become more versatile.
Megaman reaches a milestone and so he gets a new advantage. In the last issue he
spent a lot of time inspiring troops under his command, and so he decides to take
Inspiring Command+ as his new advantage.
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Milestones dont allow you to change your permatags, but Collectible Issues do (see p.
xx). Remember that you can effectively make your character more powerful by
expanding the scope of their permatags over time.
Unbreakable is part of a collectible issue where he gets the chance to change one of
his permatags. He decides to upgrade his Impervious to All Weapons permatag to
Impervious to All Damage which means he can now do things like shrug off lightning
strikes! The Editor agrees with the upgrade, and the change is made.
CONCEPT ART
This section deals with how to create a hero for play with 4CC. When you create a hero,
following this process through step by step:
1. Develop a concept
2. Create your permatags
3. Choose three points of advantages
CREATING
A HERO
The first thing you need when youre looking to make a hero is an idea of who you want
them to be. Come up with an idea of roughly who they are, what they can, what they
look like, and what you want them to be called. You dont need to create huge amounts
of detail at this stage, but instead just a brief overview so its easier to create your
permatags and choose your advantages.
Sophie has decided she wants to play someone who is very hands on and rough and
tumble. She comes up with an idea for a character she dubs Unbreakable who can
withstand almost any injury.
Mark is also playing but wants to make a character who is a bit more down to earth
than Sophie, and decides that his character should be relatively mundane but highly
trained. Hes been watching a lot of martial arts films lately, and so comes up with the
idea of a ninja fighting for justice who hides behind the guise of a journalist, and names
her The Raven.
PERMATAGS
Characters are primarily made up of special tags called permatags (indicating that they
stick around forever and rarely change or are removed). Every character begins play
with four permatags each of which represents something important and special about
them.
The first permatag a character possesses is their origin how they gained their powers
or training, and what the source of their abilities is.
Sophie decides that Unbreakable was given his powers during an illegal genetic
experiment, and records his origin as Born Human, Made Inhuman
The Raven gained her abilities after she was raised by ninjas, and so Mark writes her
origin down as Raised by Ninjas. The Editor suggests using this opportunity to create
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a cool in-world group, and Mark agrees, so he changes it to Raised by the Deathhead
Cult
The second permatag a character possesses is their main power set the most
important aspect of what they are capable of. This can be a summary of all their powers
if you want, but the Editor has to agree its a reasonable choice. If you want your
character to have lots of superpowers, youll probably need to give them a secondary
power set too (see below).
Unbreakables main power is to simply be able to survive almost any injury, so Sophie
decides his power set permatage should be Impervious to All Weapons.
The Raven doesnt have supernatural powers, but instead just has astonishing physical
prowess, and so Mark gives her the permatag Master of the Way of the Ninja.
The third permatag a character possesses either represents a secondary power set
(other powers that the character possesses) or a more mundane professional
background. For bronze and modern age games the latter is more common, but for gold
and silver age heroes you cant have too many powers.
Though its a bit of a clich, Sophie likes the idea of Unbreakable being an amnesiac,
and so she skips over a mundane profession. She beefs up his superhuman abilities
with a secondary power set permatag of Enhanced Strength and Speed
Since shes a pretty mundane character Mark doesnt want to give The Raven a
secondary power set, instead choosing Hotshot Young Journalist as a professional
background.
The final permatag you need to choose for your character is a weakness. This can be a
personal connection, a painful sensitivity to a particular substance, or just a tendency
to overlook particular kinds of tactics. A weakness should be bad for your character,
and is likely to be the permatag most activated by others.
Though Unbreakable cant be injured by normal attacks, he can drown and so Sophie
writes down Drowning is my Greatest Fear.
As The Raven is a little more under the radar, something like that wouldnt make sense
for her, and instead Mark decides she has a crush on one of her fellow teammates, and
writes Unrequited Love for Justice.
ADVANTAGES
A characters permatags tell you a lot about them, but they dont give you an idea
about how good at anything they do they are. Thats the role of advantages to
determine what particular activities you have an advantage when engaging in.
Advantages should be a relatively specific field of expertise that your hero excels in.
The Editor has the final say on whether an advantage is acceptable or not, but they are
encouraged to be flexible. Ideally your advantages should be something that comes up
at least once an issue, but not something youd use on every page.
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FROM CONCEPT
TO COLOURING
Developing your own comic book adventures from the first ideas of an overarching plot
to actual play can be intimidating, and its not something that youll get to grips with
immediately. With the advice presented here, however, youll have the best chance of
creating exciting games right away.
Of course you can entirely ignore this structure, but it can be helpful if youre struggling
to sketch out a satisfying plot!
BEHIND
THE COWL
So what makes a superhero a superhero? More importantly in the context of the game,
how do we describe superheroes, and how can we understand their place in the world?
Youll find here some guidance on hero power-levels, ways to encourage your heroes to
play to the tropes youre looking to use, and finally some optional rules you can use to
add complexity to your heroes.
POWER LEVELS
For the sake of ease and consistency, and to give you some idea about whats
acceptable in your heroes permatags, we outline four power-levels below.
Gamma-level heroes are the weakest of all as they possess no superpowers and no
advanced or remarkable technology. They can threaten a person or a building with the
right equipment, but are not intrinsically that much more dangerous than any normal
human. That doesnt mean they cant be very effective, of course, just that they dont
have supernatural powers. If a Hank was making a character called Muscles who was a
strong character, then Circus Strongman would be a great example of a Gamma-level
permatag for his powers, and might be able to kick in a wooden door or bend an iron
bar with concentration. Many Bronze Age characters are Gamma-level heroes. The
Raven (see p. xx) is a good example character of this power-level.
Beta-level heroes are the weakest of all powered individuals, possessing some
superhuman abilities but not those which can outclass a normal human with the right
equipment and training. They can threaten a person or building with ease just on their
own, and with preparation and planning might be able to bring a city to its knees, but
they are limited in many ways. Their powers are not all-encompassing, and they have
many weaknesses (or at least aspects that are more human than not). Muscles as a
Beta-level character could have the permatag Enhanced Strength, and might be able
to pick up a car, or break down a steel door. Some Golden Age and Bronze Age heroes
fall into this category. Unbreakable (see p. xx) is a good example character of this
power-level.
Alpha-level heroes are significant powers in their own right, and should be feared and
respected accordingly. Their powers can outclass a normal human ever if they have the
newest equipment and best training, and they are really only threatened by other super
powered individuals. Many of the most famous superheroes fall into this category,
which is suitable for psychics, shape-shifters, and many other types of superhumans.
They can threaten a city with just their powers and cause wide-spread destruction if
they want, and their powers are more comprehensive and potent than Beta-level
heroes. Muscles as a Beta-level character could have the permatag Superstrength,
and might be able to throw cars and lorries, hold up collapsing buildings, and throw
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small objects into orbit. Most Golden Age and Modern Age heroes fall into this category,
and many Silver Age heroes do as well. In many 4CC games this is the default assumed
power-level. Trident (see p. xx) is a good example character of this power-level.
Omega-level heroes are the most terrifying and potent examples of superhumans able
to do things that mundane individuals simply cant imagine. Their powers can outclass
whole armies on their own, and most other super-beings avoid conflict with them as
well. Some of the most iconic superheroes fall into this category, and they can threaten
whole worlds if they want to. Muscles as an Omega-level character could have the
Permatag Incalculable Strength, and might be able to hurl naval vessels, knock over
skyscrapers, and cause earthquakes by stamping too hard. Some Silver Age and a very
small number of Golden and Modern Age heroes fall into this category. Starhawk (see p.
xx) is a good example character of this power-level.
21
COLOURING
This section includes some finished products two teams of heroes with backgrounds
ready to play, a small selection of antagonists for the Editor to threaten them with, and
an example of actual play so you can see how the rules work in practice.
THE DEFENDERS
OF LOS ANGELES
Formed about five years ago after a long informal partnership between the Burning Fist
and Justice, the Defenders of Los Angeles are a street-level team concentrating on
fighting organised crime within Los Angeles itself. None of the heroes in the team are
rated as higher than Beta-level, and the team is setup for Bronze Age themes, though
they wouldnt be out of place in a Modern Age game either.
THE RAVEN
Raised by the Deathhead Cult, an evil ninja family whose misdeeds have echoed down
through history, it took a literal miracle for Nakura Aina to be redeemed from her
villainous upbringing. After being caught in a landslide attempting to assassinate a
prominent member of congress in the Rocky Mountains, she was rescued by a hooded
figure she knows only as Justice who had been told by God that she would need help.
During her recovery she began to feel closer and closer to this strange and noble man,
and eventually rejected the ways of her family and reinvented herself as a hero.
Taking on the name The Raven (originally a joke by Craig Law) she now splits her time
between fighting crime with the Defenders and holding down a job with the Los Angeles
Record as an investigative journalist. This gives her excellent access to crime scenes
and press events, which she uses as a chance to gather information about possible
villains. She is particularly close to Justice, but also feels a strong kinship with
Unbreakable as they both share a murky and uncertain past. She finds Craig Law
annoying more than anything else, but is willing to put up with him for the greater
good.
As she lacks any supernatural powers (though is exceptionally trained) she is a
Gamma-level hero.
Origin: Raised by the Deathhead Cult
Primary Power-Set: Master of the Way of the Ninja
Secondary Power-Set/Background: Hotshot Young Journalist
Weakness: Unrequited Love for Justice
Advantages: Throwing Things +, Hard to Spot -, Asking Difficult Questions +
JUSTICE
Born Aaron Jones in Los Angeles itself, the future hero Justice was an exceptionally
normal individual until his wife was brutally murdered by members of the Bloodrip gang
on their first wedding anniversary. Collapsing into alcoholism and suffering a mental
breakdown, Aaron was lost for years until he heard God talking to him.
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To begin with he assumed he had just lapsed into insanity, but soon the voice of God
proved to him through miracles that it was indeed the divine that was speaking to him.
Empowered by the word of the Lord he cleaned up his act and then embraced the
persona of Justice in order to fight the crime that cost him his wife. He still claims to
hear God talking to him, though other superheroes have expressed doubt in the source
of the messages in the past (though not their veracity).
More powerful than any simple man has the right to be, Justice claims to have received
a tiny fragment of Gods power and thus be imbued with holy power. Regardless of
whether this is true or not he has superb reflexes, exceptional strength, and the ability
to fight on regardless of terrible wounds. He also sometimes receives guidance after
prayer, which can uncover secrets that otherwise would remain hidden. He is a betalevel hero due to these powers, and his powers are of that level too.
He remains blissfully unaware of The Ravens romantic interest in him, and would be
horrified if he was informed of it.
Origin: Appointed Warrior of God
Primary Power-Set: Physical Perfection
Secondary Power-Set/Background: Holy Guidance
Weakness: Extremely Strict Moral Code
Advantages: Putting the Fear of God into Them +, Smiting the Unbeliever +, Finding
Criminals +
CRAIG LAW
The wisecracking mercenary turned hero known as Craig Law was born in Minnesota
but ran away from hope at an early age after his powers manifested and his parents
confined him to the house. He soon found that his particular skills meant he never
really had to worry about money or shelter, and he became a free-wheeling confidence
trickster and wander who caused trouble wherever he went. As his mystique grew he
became sought after by companies and governments looking to engage in espionage,
and he made millions as a mercenary working for years for whoever paid the best.
The news of his fathers death brought this world crashing down. Though he thought
hed left that life far behind he found himself drawn back for the funeral, and
reconnecting with his mother. Realising the way he had alienated himself he set out
once more, but this time looking for something more meaningful. He found it two years
ago after teaming up with Justice and the Burning Fist, and is now a proud member of
the Defenders.
His natural charm and confidence enhanced with a knack for illusions and deceptions,
Craig can be an extremely dangerous opponent when he puts his mind to it. Hes
gained a few solid combat skills over the years, but he still relies upon his ability to
bend light and sound however he wants it, and his ability to talk his way out of almost
anything. He is a beta-level hero due to his powers, but thats just because he hasnt
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really gotten to grips with his abilities. In time he could easily become much more
powerful, reaching alpha-level without much trouble.
Craig knows that he often annoys and antagonises the other members of the
Defenders, but he tries to not let it bother him. In truth, his arrogance and carelessness
is a defensive mechanism keeping others out of his personal life, and his crippling
loneliness and insecurity.
Origin: Teenage Mutant Runaway
Primary Power-Set: Master of Illusions
Secondary Power-Set/Background: Confidence Trickster and Espionage Expert
Weakness: Arrogance and Overconfidence
Advantages: Solid Right Hook+, Running the Hell Away -, Talking His Way Out of
Anything +
UNBREAKABLE
Though he has adopted the name James Dancer, the hero known as Unbreakable truly
doesnt know his past. After waking up in a military testing facility seven years ago he
has left a trail of destruction in his wake up until joining up with the Defenders as a
safety net and way of making amends six months ago. With his past a mystery it is a
driving force for him to find out the truth, and also to make something of his future.
The name Unbreakable comes from the military project that he escaped from, and it
was astonishingly successful. James finds himself imbued with somewhat enhanced
strength and speed (he can just about lift a car and can outrun a horse), but most
incredibly is totally impervious to gunfire, stabbing, and any other weaponry attacks.
This immunity makes him a Beta-level hero and he is one of the strongest frontline
fighters in the Defenders. He is, however, vulnerable to environmental dangers such as
fire, electricity, and drowning which holds a special place of terror in his heart.
Origin: Born Human, Made Inhuman
Primary Power-Set: Impervious to all Weapons
Secondary Power-Set/Background: Enhanced Strength and Speed
Weakness: Drowning is my Greatest Fear
Advantages: Brutal Boxing ++, Body Blocks -
TRIUMPH INCORPORATED
Established more than a decade ago on the Kasai homeworld, Triumph Incorporated is a
group of powerful galactic heroes who fight crime, injustice, and otherworldly threats
on behalf of various states and organisations. There are no heroes below Alpha level in
TI, and Krax and Starhawk are of an Omega power-level. Triumph Incorporated works
best in a Modern Age game, but it could stretch to Silver Age with a few tweaks.
STARHAWK
The wielder of the Omega Force, David Daniels is one of the most powerful beings in
the galaxy, and the latest bearer of the name Starhawk. The Starhawk Legion were
once an elite guardian force devoted to ensuring the galaxy was protected against
external threats, but the organisation was torn down centuries ago by the Negatron in
an epic battle and only a single warrior survived. He was invested with the full power of
the Omega Force, which once provided all members of the Starhawk Legion with
superpowers, which gave him incredible abilities beyond the imagining of most. But the
Omega Force burns through the bodies of its hosts at incredible speed in such a
concentrated form and that sole survivor was forced to find a successor. In turn each
Starhawk passed on the Omega Force to one with the courage and brilliance to wield it.
Except for now. David Daniels was a galactic trader who had no interest in combat,
duty, or guarding the galaxy, but he was the only person to witness the death of the
last Starhawk after the lone hero crashed into his space freighter following a victorious
battle with the Void Swarm. Left with no choice but to pass the Omega Force onto
26
Daniels, Starhawk tried to impress on him the importance of the duty he was accepting,
but to no real avail.
Suddenly one of the most powerful beings in the universe, David had no real idea what
to do with. After a number of misadventures he ended up founding Triumph
Incorporated, reinterpreting the ancient duties of the Starhawk Legion as a mercenary
venture, something that annoys his companion Trident no end.
The Omega Force is the ability to control all types of energy, and Starhawk wields this
phenomenal power in its entirety. He can change heat into light, rip open gaps between
the gravity wells of planets, and pull apart the forces between atoms. In many ways he
is effectively omnipotent, but his own insecurities hold him back. Despite this, he is
most definitely an Omega-level hero.
Origin: Unlikely Wielder of the Omega Force
Primary Power-Set: Control over Energy of All Kinds
Secondary Power-Set/Background: Commodities Trader
Weakness: I Honestly Have No Idea What Im Doing
Advantages: Energy Shield -, Energy Bolts +, Getting a Really Good Deal +
TRIDENT
Heir to the throne of Durcia, Json Kalrin was trained from a young age for the pressures
of galactic governance and intrigue. Though he performed his duties admirably it is
Durcian tradition for a young man to go out and seek his fortune, a lengthy coming-ofage ritual in which they find their own concept of honour by facing down their fears. To
achieve this he adopted the name of Trident after the traditional weapon he carries (the
Trident of Storms) and went out into the galaxy to achieve his potential.
After aiding Starhawk in a rescue operation he agreed to team up more consistently
eventually becoming part of Triumph Incorporated (despite his incredible objection to
the capitalist intentions of the organisation).
With the Trident of Storms in his hand Json can perform astonishing feats, controlling
weather of all kinds from wind and rain to meteor showers and plasma hurricanes. This
also allows him to fly by winding winds around him, but only whilst in the atmosphere
of a planet. He is an Alpha-level hero.
Origin: Crown Prince of Durcia
Primary Power-Set: The Trident of Storms
Secondary Power-Set/Background: Noble Warrior and Diplomat
Weakness: I Need Water!
Advantages: Lightning Strike +, Supersonic Flight +-
VELOCITY
27
Once a soldier in the Sheer galactic corps, Gughn of the Seventh Pool Spawning was on
atmospheric patrol duty when a terrible event occurred. Provoked by the Negatrons
emergence at the galactic fringe, the star nearest to Gughn went supernova, jumping
millions of years of its lifecycle. The shockwave of stellar energy caught Gughn whilst
he was on the very edge of the atmosphere and a freak occurrence happened he was
invested with astonishing powers. With the Sheer presence in the system destroyed,
Gughn was left floating in space until picked up by a humble galactic trader by the
name of David Daniels.
After Daniels received the Omega Force he got in contact with Gughn and they agreed
to work together. Able to move at partial-light speeds when running and able to work at
incredible super speeds more generally, and able to manipulate his own centre of
gravity to allow him to run up any surface, or simply float in zero-G, he is an Alpha-level
hero.
Origin: Victim of a Freak Accident
Primary Power-Set: Super Speed
Secondary Power-Set/Background: Gravity Manipulation
Weakness: Overeager to Impress
Advantages: Running Really Fast ++, Dodging Really Fast -
MEGAMAN
Once a billionaire playboy on Earth, Keith Rogers was a superhero known for his
mechanical suit of armour and his phenomenal technological brilliance. That was until,
being bored of being confined to a single planet, he upgraded his suit for space travel
and flew out of his solar system and into the wider galaxy.
Since then hes spent a lot of his time exploring, being baffled and impressive by alien
technology, and constantly upgrading his super-suit (now a mega-super-suit). He joined
up with Starhawk and Triumph Incorporated because, to put it simply, he needed the
money. It turns out that the conversion rate between the earth and the rest of the
galaxy stings.
Though Megaman is powerful for a normal human being, hes definitely the lower-end
of the power scale when it comes to his team mates. However, his constant upgrades
just allow him to keep up, and he can power through a lot of situations with raw
firepower. His mega-super-suit enhances his strength and resilience a thousand-fold
and allow him to perform actions with great agility and speed, and he can fly through
the air at several times the speed of sound (and faster than light when properly fuelled
and in space). Because of all this he is an Alpha-level hero, albeit one that started out
back in the day as a Beta.
Origin: Genetically-Modified Inventor
Primary Power-Set: Mega-Super-Suit
Secondary Power-Set/Background: Brilliant Scientist and Engineer
28
VILLAINS
Below are four sample villains that can be used to challenge either the Defenders of Los
Angeles or Triumph Incorporated. If youre a player you might want to skip these, as
your Editor could be using them and knowing their weaknesses ahead of time would
spoil the surprise.
PROFESSOR NIGHTMARE
29
Once the lead scientist on a secret military research project codenamed Unbreakable,
John Schmidt or Professor Nightmare as he styles himself now, was caught in a lab
explosion during the escape of his primary test subject. The exposure to horrific
chemicals and biological formulas intended to change the genetic makeup of his
subjects altered his biology permanently and horrifically his skin hardened and
became metallic and he gained the ability to manipulate electrical currents. Now he
hunts his former test subject as a lone wolf, driven mad by the accident and blaming
the hero Unbreakable for his current predicament.
With his ability to sustain astonishing amounts of damage without permanent injury
and to manipulate electricity in a variety of ways, he is a tough and flexible villain who
just keeps coming in the face of his opposition. He is a Beta level villain, though as he
practices his control of electricity he may well find his power is greater still (and can be
upgraded to Alpha level with a few tweaks as shown below).
Professor Nightmare is a villain intended for use with the Defenders of Los Angeles.
Origin: Caught in a Lab Explosion
Primary Power-Set: Metal Skin (Impenetrable Metallic Skin)
Secondary Power-Set/Background: Electrical Manipulation (Electrical Control and
Generation)
Weakness: Being Submerged in Water
Advantages: Gadget Creation +, Throw Lightning ++, Reflect Projectiles ---
VIGIL
Once the childhood friend of Nakura Aina, The Raven, and raised by the same cult of
ninjas who she lived with up until her revelation, Shinso Hatori has been awarded the
position of Vigil amongst the Deathshead Cult and sent to hunt down her former friend.
It is her responsibility to ensure the protection of the cult, and she will do it by any
means necessary. As part of her duties she has been given the Silent Mask, and
artefact of great power that grants her invisibility.
As a normal human being for the most part (albeit a well trained one), she should be a
Gamma-level villain, but possessing the Silent Mask raises her to Beta level. Its
possible that additional powers of the Silent Mask could be unlocked as she learns its
secrets, but that is up to the Editor to decide.
Vigil is a villain intended for use with the Defenders of Los Angeles.
Origin: Raised by the Deathshead Cult
Primary Power-Set: Master of the Way of the Ninja
Secondary Power-Set/Background: Invisibility gained from the Silent Mask
Weakness: Still cares for Nakura Aina
Advantages: Silent Strikes ++, Hard to Spot -, Terrifying Interrogations +
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ADJUDICATOR TRIN
A member of the vicious Craece peoples of the out reaches, Adjudicator Trin was
trained from birth to enact punishment on the enemies of Craece and determine the
guilt and innocence of all he met. To be able to actually punish wrongdoers he was
genetically enhanced and then trained in secret to harness his psychic energies, further
imbuing him with incredible power. He leads a fleet of warships all dedicated to
punishing those he deems unworthy, and is feared in dozens of galactic civilisations for
his atrocities.
With his ability to manipulate kinetic energy granting him astonishing physical power
and resilience, and the innate genetic properties he was grown to have, Trin is
phenomenally dangerous. He is an Alpha level villain who on a personal scale could
even be considered Omega level.
Adjudicator Trin is a villain intended for use with Triumph Incorporated.
Origin: Grown for the purpose of punishment
Primary Power-Set: Absolute Kinetic Control
Secondary Power-Set/Background: Genetically Altered to be the Perfect Being
Weakness: Can never harm the truly innocent and must always punish the truly guilty
Advantages: Kinetic Strikes +++, Reduce Kinetic Impacts to Zero ---, Sense Guilt +
THE NEGATRON
A being from beyond the reaches of our dimension and obsessed with entropy and the
power of death, the Negatron is in truth a vast swarm of connected robotic organisms
that have the power to devour whole words to fuel their endless crusade of destruction.
The Negatron has no purpose other than the annihilation of all matter in the universe,
and reserves a particular hatred for living creatures.
With its vast mass and powers of the raw fabric of the universe via entropy, the
Negatron is most definitely an Omega level villain. It can cause matter and energy to
decay, giving into the demand of entropy, and in effect disintegrate targets with little
effort. Given a few hours it can reduce a planet to nothing but dust and empty air.
The Negatron is a villain intended for use with Triumph Incorporated, and is a
particularly tough foe.
Origin: From Another Dimension
Primary Power-Set: Vast Swarm Hivemind of Robots
Secondary Power-Set/Background: Creates and Manipulates Entropy
Weakness: Obsessed with destroying living creatures
Advantages: Disintegrations +++, Tough Through Sheer Numbers ---, Raw Speed ++
+, Uncompromising +-31
So, in this scene youre going to be heading into the warehouse. Do either
of you want to use a splash?
Mark:
I will. Our heroes are silhouetted against the dim lights of warehouse that
theyre facing towards, ready to head in to where the gang can be found.
He rolls the dice. I got two points of active effect.
Simon:
Mark:
Ill create the tag Quiet and Peaceful on the warehouse. There are a few
lights on, but no guards outside, and theres no real activity just yet.
Simon:
Im going to say there is a guard, but Ill have him leaning up against the
wall smoking a cigarette and not watching too close. So the splash is the
two of you silhouetted against the lights of the warehouse still in the
shadows, a lone guard casually leaning against the wall, and the dark sky
looming above you. The guard is a tag, as are the shadows and the lights
in the warehouse oh and the quiet and peaceful tag you created, Mark.
What do you do?
Anna:
Burning Fist steps back into the shadows a little further and disappears.
She rolls the dice. Thats one active and one passive. Im going to create
the tag Hidden in the Shadows if thats OK?
Simon:
Sure thing.
Anna:
The next panel will be the guard stubbing out his cigarette and Burning
Fist lunging out of the shadows to knock him out with a single blow.
Simon:
Anna:
She rolls the dice. Thats no active and two passive. Damn, thats not
going to cut it.
Mark:
Anna:
Simon:
Either is fine.
Anna:
Ill use Burning Fist. Thats a point of active effect then to remove the
guard tag.
32
Simon:
You dive out of the shadows and crack him around the head with a punch,
and he falls to the ground unconscious. The next panel is you standing
over him looking around cautiously.
Mark:
Justice stands next to Burning Fist and says Good job, Johnny. Lets head
inside.
Anna:
Yeah, can we just head through the door? Simon nods. Then well do that.
Simon:
The door cracks open and the two heroes head inside. They stand in the
shadowy corner of the warehouse looking out across it, trying to see any
of the other gang members.
Mark:
Justice narrows his eyes and scans the area, whispering a prayer under his
breath. He rolls dice. Thats three active and one passive with my
advantage for Finding Criminals. Im going to spend the passive on
making this a Tier if thats OK.
Simon:
Cool Anna, do you want to roll to search the area too then?
Anna:
Burning Fist walks a few paces away and stares into the gloom. She rolls
the dice. Damn, no effect. Oh well.
Simon:
Well, luckily for you guys, Justice has sharp eyes a shape in the distance
can dimly be made out and then another, and another. They suddenly
jump into focus and seem outlined in white fire only Justice can see they
are certainly wrongdoers! They dont seem to have noticed you yet.
Theres a panel in which one of them idly flicks a knife up and down and
catches it, whilst four more in the background play mah-jong around a
table.
Mark:
Simon:
Sounds like were going to have an action sequence Mark, you can go
first.
Mark:
Justice steps out of the gloom and is suddenly wreathed in bright holy
light, and shouts Beware evil ones! I have come to bring you your just
rewards! He rolls the dice. Thats two active and one passive to create
the tag Fearful of heavenly wrath on the gang members. Anna goes
next.
Simon:
The thugs scramble to their feet in surprise and fear crosses their faces.
One of them turns a ghastly pale colour and the rest scramble for their
guns. Their tag is now Uncertain gang of Triad thugs.
Anna:
Burning Fist flips up onto the nearest shelf and then runs along towards
them oh, hang on. She rolls the dice. I use one of the two passive
effects to make an artistic layout. The panel stretches across the page and
shows Johnny running along the top of the shelves before leaping down
into the middle of the group of thugs and Ill use the one active effect from
33
my roll and one from my Burning Fist to attack, my body burning bright
white with my Chi as I do.
Simon:
Burning Fist lands among the thugs, scattering them, before laying out two
of them with a swift series of punches. The tag is now Terrified and
bloodied gang of Triad thugs. Mark?
Mark:
Justice roars a holy prayer aloud and then rushes into the fray, grabbing
one of the thugs and hurling him at the others still on their feet. Rolls dice.
Damn, no active effect.
Simon:
You grab one of them and hold him above your head but he pulls a pistol
out and shoots downwards and youre forced to drop him to avoid the
shot.
Anna:
Burning Fist slides in and cracks his elbow across the thugs face before he
hits the ground, and then attempts to hurl him at the rest of them. Rolls
dice. Awesome, five points of active effect!
Simon:
I dont think Burning Fist counts here youre not really using it for the
majority of the action.
Anna:
Simon:
Its good, you knock the thug unconscious and then hurl his body at the
others who crash to the ground. Im scrubbing out the tag as they are
reduced to a groaning heap. But suddenly, a figure crashes out of the door
of the office, a heavily muscled man holding a shotgun and with vicious
scars across his face.
Mark:
That must be Susummu, the Triad lieutenant the police sergeant warned
us about! Im going to charge at him
Simon:
Mark:
Simon:
Mark:
Ouch.
Anna:
Hang on, didnt the sergeant say this guy was blind in this right eye?
Mark:
34
Anna:
Then Burning Fist will flip over to his right side and land a punch in the
side of his head before he can react, invoking his weakness if its a tag.
Rolls dice. Three active effect.
Simon:
You flip over so fast he doesnt have a chance to react with you being on
his blind side I wont roll for him to defend, and theres a panel of your
fist crunching into the side of his head. What tag do you want to create?
Anna:
Simon:
Sounds good.
The fight continues, and it seems like Justice and The Burning Fist have the upper hand!
35