4C System: Edition 13

The 4C System is not, oddly enough, an all new gaming platform. The 4C System itself is a sort of 'open source' version of the original, 'classic' Marvel Super Heroes Role Playing Game (MSH RPG), kind of like that game with the serial numbers filed off. The goal of the whole 4C System is something I'd been working on myself for years - extracting the Marvel portions of the MSH RPG from the game itself.

Combining my work to cull the 'Marvel' from the MSH RPG with the 4C system, I'm basically just taking everything I've already written to build my own version of the game up a notch. This is where Edition 13 comes in. Edition 13 of the 4C System is me seizing the public domain 4C System name and applying my own work to it, which is mostly compatible with the 'basic' materials in the original 4C System document.

Mostly.

There are some differences between the 4C System proper and Edition 13, most of which allows the Edition 13 material to be used with the vast, vast amount of published content available for the MSH RPG, either officially or on the web by its many proponents. The main 'rules' changes I have committed involve dialing back changes that would make the two incompatible, whether in a minor or a major capacity.

Though the names of various things differ, one can look at a character sheet made for the MSH RPG and 'translate' it for use in Edition 13 with minimal effort, and the various rank values and rank number ranges for traits and abilities will line up perfectly. Some of the powers will work a little differently than the old MSH RPG, but then those rules were originally made back in 1984, so think of this as a updated version of that.

If you will.

The point of Edition 13, as is the case with my Universal Heroes system, is to generally streamline the rules overall while greatly expanding the character creation options available to the player. When complete, Edition 13 will ultimately provide players eight separate character types with which to adventure anywhere, any time, with any character they wish! (stay tuned for hopefully regular updates)

In reality one only 'needs' the first three books to experience a full-on campaign, but each further rule set after that creates more and more options both for characters and adventures. They add new paths to power, and new character types to use them, enriching the experience even more. In addition to a random d100 number generator, I proudly present to you Edition 13 of the 4C System!

Part 1: Core Rules - where everything else gets its start. Edition 13 of the 4C System explains everything from quantifying a character's abilities to how he uses them, whether he's merely taking a stroll or fighting for his life against a gang of super-villains. Everything you need to get a handle on the entire package is presented for your gaming amusement here.

Part 2: the Textbook Character Treatise - a massive reference of ideas and possibilities, the Textbook Character Treatise is a guide to building all manner of heroes, from mutants to freak accidents of science to bizarre inorganic lifeforms. In addition to rules for building such characters, a truly legendary assortment of powers for them to wield is included.

Part 3: the Technical Reference - covering the first 'alternate' source of powers in a game, the Technical Reference describes a means of generating a large array of technology using heroes, as well as the gear they wield both in and out of battle. Included are descriptions of 'classes' of devices, and the means of producing certain effects given a certain rank in each.

Part 4: the Book of Magic - if improbable gadgets, scientific accidents or robotic implants don't strike your fancy, add a dash of spice into your game with the Book of Magic. This tome is designed to provide a means of building all manner of magic-wielding characters for your game, whether they be spell-casters, wielders of sorcerous magic items, or even mystically augmented humans.

Part 5: the Manual of the Psi - another path to power, the Manual of the Psi describes a class of character that wields powers of the mind. Self-taught normal humans, they've learned how to harness the power inherent in their mind and body to perform extraordinary feats that are seemingly possible - and often downright fantastic. Standard psis and several variants are included.

Part 6: the Deionomicon - the final 'basic' path of power in the Edition 13 Rules, the Deionomicon details how one can make all kinds of immortal characters, from those who are barely less mortal than mortals to those who lord over even other deities with ease. Details regarding such odd topics as ascending to godhood and collecting the power of Faith are described.

Part 7: the Combination Character Cookbook - Combination Characters aren't their own class of hero so much as heroes that combine two classes together in one package. Sometimes these combinations arise through happenstance (part of a character origin) or by intent (a character working to master two paths of power). These are often the most versatile characters in a game.

Part 8: Exobiology 101 - the previous guides assume a human base to your characters; whether genetically, technologically, mystically, psionically, or deionically inclined, they spring from human stock. Exobiology 101 provides the know-how to build alien characters, who either have 'no other powers' or follow a path of power just like human heroes. The better to conquer Earth with...!

Part 9: Mastering the Game - following up on the basic, core of the Edition 13 rules is an extended guide describing just how to use the previous reference to adventure with one's friends... either for a stand-alone tale or for an extended campaign. Mastering the Game includes advice on Gamemastering a game for one's fellow players, and keeping things focused over time.

Part 10: Something Something - this is just going to be a generic guide of generic things you might encounter in a game, regardless of where (maybe). A lot of normal humans (like cops, thugs, soldiers, whatever), and animals and things. I'll sort out the fine bits (like a name for this) once I actually get around to working on it. Which will likely be a good long time from now.

Additional Information

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.

- Denny Hill 2, also claiming the name Firebomb (firebomb@technohol.com).

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