c4 Eng
c4 Eng
With this book you will be able to play in any scenario that your imagination
allows! With its extremely simple and flexible rules, the C4 lets you quickly
assemble characters, monsters, and settings. You will only need one die,
paper and a group of friends.
What is RPG?
RPG is an acronym meaning “Role Playing Game”. Briefly it’s a game
where each player creates his character and interacts with each other. In ad-
dition to encouraging creativity, RPG is a cooperative game where everyone
must help each other to achieve great goals. Encouraging teamwork and
socialization.
Game System
There are many RPGs on the market and they are separated by “sys-
tems”. Each RPG system is a set of rules to help players understand what
is happening around them and what will be the outcome of their actions.
Most RPG systems use dice to determine these random events. There are
even systems that use cards. The C4 system uses common 6-sided die to
facilitate (also known as “d6”).
2
Scenario
Game Master
The first thing to understand is the role of each player in the game. In
every RPG there is a player called Game Master (also called a Narrator or
just a “GM”). The GM is the one who tells the story and commands all char-
acters that are not controlled by the players (Non Player Character = NPC).
The GM also commands the villains of the story, but he is not the opponent
of the players. The main goal of the GM is to create
good challenges and fun for the others. Nothing
prevents you from making a difficult fight against
your villains. Just be aware not to make it
impossible to overcome. The best re-
ward for a GM is to hear from his
players: “The adventure was awe-
some! When are we going to play
again?”
3
RULES
Checks Combat
SWhenever the player wants to When two or more characters
do something challenging, the GM enter combat, everyone must roll a
can ask him to roll a dice and add die and add their Courage skill. The
an appropriate skill. If the result is best result is who starts attacking.
equal or greater than to the Difficulty The combat then follows turn by turn
imposed by the GM, the check was between players.
successful.
Turn: On your turn, you can make
Difficulty: The GM must deter- an action for your character. He can
mine a difficulty (usually 6). This dif- attack, use a Power, use an item,
ficulty can range from 4 (Easy) to 8 make a speech or any action that the
(Difficult). GM finds appropriate.
4
Character
Health Points (HP): SWhenever
you receive damage, reduce this val-
ue. If it reaches zero, the character
is dead. You heal 1 Health Point for
each hour of rest.
Energy Points (EP): Can be
used to “explode a die” (see above)
or activate some special powers.
You heal 1 Energy Point for each
hour of rest.
Skill Points: Each skill has a
number attached to it. This number
is the bonus you receive when you
make a check. In character creation,
no skill can be greater than 4, but
during the game can reach up to 6.
Progression: Progression
points serve to improve your char-
acter. Each Progression point can
be spend to buy +1 in a Skill (see
limitations), +5 Energy Point or +5
Mill
Health Points. If you are using the op- ena
Boxe
tional rules, you can use these points r
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to purchase Equipment and Powers. EP
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Experience: For each complete ad- Know t (Boxe)
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Migh edge (Sch 4
venture/mission/quest, your charac- t +2 ool)
Cour +4
age +
2
ter gains 1 Progression point.
5
Creating a Character Skill List
7
Optional Rule: Powers rioration. If you reach zero HP, you
can just faint, unless the one who de-
You can use your Progression
feated you does something specific
points to gain Powers. Each Progres-
(Choose in character creation).
sion point gives one Power from the
Invisibility: You can stay invisible
list below.
for 10 seconds for each EP spent.
You remain invisible while you are
Fireball: Spending 10 EP, you
concentrating. If you try to make a
can shoot a large sphere of fire that
very sudden movement the effect
explodes on impact. Make an attack
disappears. After disabled, you need
that deals +5 damage to the target,
to wait 20 minutes before you can
and half of that damage to all that
use this power again.
are within 2 meters of the hit.
Summon Creature: You may
Force Field: Using both hand
summon a creature that will appears
you can generate an impenetrable
next to you. When you acquire this
force field. This power consumes 1
power, make a character sheet for
EP for every 10 seconds. You can
this creature using only Progression
not do anything else while you main-
points. This power consumes 5 EP
tain active the force field and if you
for every 3 Progression points that
lose concentration it disappears.
the creature has.
Heal: You can heal injury with
Metamorphosis: You can trans-
your touch. For every 2 EP spent,
form into a creature. You stay in
heal 1 HP. You can heal yourself.
this form for up to 1 hour for every
Energy Shot: Spending 5 EP,
5 EP spend. After that you will have
you can shoot a sphere of magical
to wait another 1 hour to be able to
energy. Make an attack that deals
transform again. This form has the
+3 damage to a target that is within
same amount of points as your char-
your line of sight.
acter, but does not need to obey any
Immortality: You do not die from
limit rule.
any disease, poison or organ dete-
8
Paralyze: You can paralyze a
creature with your attack. After strik- Teleportation: You can teleport
ing an attack, spend 2 EP for each anywhere. Spend 5 EP to trans-
port to a visible place or 15 EP to
turn you want the target to be par-
transport to a place not visible but
alyzed. To paralyze out of combat,
you know it exists (if there is any
you must spend 5 EP for every 30
obstructing objects there you die in-
seconds. stantly).
Telekinesis: You can lift objects Fly: You can fly freely through the
with your mind. The cost of this ef- sky. Spend 1 EP for each minute of
fect depends on the weight of the flight.
object and the duration of the effect.
You have to be totally focused while
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