4C System: Edition 13 - the Core Rules
The Core Rules of the 4C System: Edition 13 game 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 the game.
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 ACTs: 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, he must have something to do with them, and that is what ACTs - 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: one of the most important aspects of the game is the time scale of the turn. This determines when everything can occur relative to everything else, in a solid and consistent manner. The turn structure manages everything from movement to character actions, and is the very core of how combat flows in Edition 13 of the 4C System.
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.
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.
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.
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.
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.
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 him but are willing to help him as he goes adventuring. Questions such as why the character knows these contacts and how their relationships work only help to develop his story more.
Edition 13 Core Rules - Text File - in the event that a player would like a version of the Edition 13 rules on the go, this text file has been provided for convenience (once it is finished, anyway). Though there is no formatting or pretty pictures to spice up the words herein, this minimalistic file serves as a portable Core Rules reference when one needs it.
Other Stuff In Progress
Powers: though this is not a part of the 'core' rules, for reasons that will eventually become apparent, the Powers portion of the Textbook Character Treatise is currently in progress, and thus linked to from here. It is not remotely complete by any means, and being 'under construction' it may change at any time or be broken now and then, but I thought I'd share it with all y'all just because.
If you're not seeing this content within the technohol.com domain, it's been stolen by someone who doesn't respect others' work.