The 4C System: Edition 13 Corpus

Pieces of the Puzzle: Core Rules

The Core Rules of the 4C System: Edition 13 are the basis upon which the rest are designed. The other chapters of the Edition 13 rules depend on the material presented herein to function, so it doesn't hurt to be familiar with the Core Rules. Whether playing gunslingers, sorcerers, or alien gods from beyond, all players will need this inherent knowledge of Edition 13.

Introduction: before one actually makes use of the 4C System: Edition 13 game, it couldn't hurt to read this introduction to the system. It explains what Edition 13 of the 4C System is and what you can do with it. A 'bare bones' basics description of role-playing games in general is also included, in the event that you've never had the pleasure of playing one before.

Traits: the core of any role-playing game, traits are the basic means by which one quantifies the essential capabilities of each character. This portion of the Edition 13 rules describes each trait, whether it's a primary trait (such as Coordination) or a secondary trait (like Repute), and provides approximate examples for the purposes of character modeling.

Rank Values and ACTIONs: expanding on the basics, we present the rank values of Edition 13. Rank values are the metric by which one thing is compared to another. One character's strength versus another's, and so forth. Of course, once one has rank values, they must have something to do with them, and that is what ACTIONs - Accomplishments of Capability or Talent - are all about.

Space and Movement: movement is the most basic of actions, but how does one handle moving around? Getting from one place to another seems simple at first, but then you mix various super-powers into the deal and it gets all wonky. Here's some basic notions on movement and movement difficulties, from movement powers to clutter and the various issues it may cause.

Time and Combat: while most conventional combat has been covered in great detail already, there are a lot of things that simply don't qualify as conventional when you get down to it. Super powers, specialized tactics, and even the weather can act to modify how ordinary combat plays out - and Advanced Battle Concepts will show you exactly how.

Advanced Battle Concepts: while most conventional combat has been covered in great detail already, there are a lot of things that simply don't qualify as conventional when you get down to it. Super powers, specialized tactics, and even the weather can act to modify how ordinary combat plays out - and Advanced Battle Concepts will show you exactly how.

Living and Dying: a coda of sorts to the Edition 13 combat rules, Living and Dying is all about the consequences of battle. The loss of Health and the expenditure of Fortune (both in play and for advancement) is detailed here, as is a variety of optional, extended uses for these secondary traits, if they are to be used in one's game.

Mastering the Game: (the Mastering the Game document will go here)

Pieces of the Puzzle: Character Creation

(insert stage-setting paragraph here)

Character Generation: with the rest of the rules covered, it's time to build yourself a character. Edition 13's character generation segment explains all the options available to a character, and if it doesn't shuffle them off to a specialized rule book dedicated to one origin or another, it details how to build adventurers without ascendant powers.

the Transnormality Treatise: individuals described as transnormal characters do not gain their powers via advanced equipment, learned skill-equivalents like spells, or even the dubious power of faith. No, transnormals are one with their powers, either physically or mentally. Explicitly super-human, the Treatise explains how this makes them unique compared to others.

Technical Reference: artificial by necessity, the products of the Technical Reference are the result of an application of scientific knowledge. It details characters whose powers are derived from technology, whether they wield it separately from themselves, have it integrated into their very bodies, or are actually the technology themselves!

The Book of Magic: The Book is a guide to creating characters for use in these games who are well-versed in the use of magic. A sorcerer is a character who has studied long and hard, combining researches into otherwise lost knowledge with the tutelage of another to manifest magical abilities. The Book, then, details thirteen different means of achieving this incredible goal.

The Manual of the Psi: the Manual defines the notion behind psionics in these games. Characters who use psionics, defined as psi-active individuals, can acquire their abilities through any number of methods, though most do so through intense meditation and introspection. The Manual showcases how psis are different from other ascendant beings, and the benefits of this path of power.

The Deionomicon: the products of a life force augmented by the power of faith, deities come in many forms. Furthermore, their actions can cause the creation of many different forms of ascendant beings, whether immortal themselves or simply wielding trinkets powered by the devotion of others. These entities, and many more, are the subject of the Deionomicon.

The Combination Characters Cookbook: (the Combination Characters Cookbook document will go here)

Exobiology 101: (the Exobiology 101 document will go here)

Pieces of the Puzzle: Appendices

(insert stage-setting paragraph here)

Contacts: contacts are people that a character knows well. A character's contacts are usually a good way to determine or expand on his origin, as they represent people that not are not only aware of them but are willing to help him or her as they go adventuring. Questions such as why the character knows these contacts and how their relationships work only help to develop his story more.

Skills: skills are representative of knowledge a character possesses. One does not need aberrant genes or alien ancestors or psi exposure to learn a skill - anyone can do so given the appropriate opportunity and time to study. There are many different kinds of skills, all of which have a practical benefit for every character - either in or out of combat.

Quirks: the Quirks system is a tool with which a player may customize and individualize a character somewhat, adding minor beneficial abilities or deleterious hindrances as they see fit. Quirks can be used solely for that purpose, or can be added to a character to either justify additional powers, skills or contacts - or perhaps the reverse, if the player desires.

Power Customization: while the 4C System tries to account for every possible ability a player may want to try out, the truth is that even one hundred game developers could never achieve this feat. Thus, room is left for players to customize their ascendant abilities, either by limiting them for more power or by enhancing them for more versatility.

Powers: here one can find a comprehensive roster of every power currently available in Edition 13 of the 4C System. Whether they exist as a mutant ability, a magical spell, a psionic talent, or even some sort of deific legacy, all the ascendant abilities that heroes, villains, and everyone in-between can use within Edition 13 are spelled out in great detail!


Text File Archive: though the ultimate plan is to produce a slick .pdf file for Edition 13 of the 4C System, complete with competent artwork, the need does exist for a simpler presentation of the material provided above. As such, I'm offering a text file archive of these rules for your gaming convenience, particularly if you'd like to more easily rearrange them your own way.

(various other accessories will go here)

Last, but not Least:

For reference: the material herein is not at all complete. It's 'living writing', as it were, which is still something I have to bend my head around. It's highly subject to change; if you wish to comment as I create, feel free - I will either justify what I'm doing rationally or go with suggestions and give credit. Most of it's really in my head already, but regardless.

* Well, once they're all done, at any rate. The sections without links are, for example, not remotely ready for public consumption.

- Denny Hill 2, also claiming the name Firebomb (

Return to the Edition 13 main page!

Questions or comments? Contact the author at your convenience!