The text on this page is public domain. Text in boxes may be released under a different license.
4C characters are defined by a set of distinct Traits. Each character has two types of Traits: Primary and Secondary. Primary Traits are defined by Rank Values (see p. 00), Secondary Traits are defined by either Rank Value or a numerical score (see individual Secondary Traits for details).
Primary Traits
4C features a total of seven Primary Traits:
Melee
This Primary Trait is the measure of a character’s expertise in melee combat. When kicking, punching, stabbing, or otherwise fighting in close quarters, this Trait determines the success or failure of the attack.
Coordination
This Primary Trait is the measure of a character’s physical proficiency. When shooting, throwing, dodging, balancing, or otherwise employing physical nimbleness, this Trait determines the success or failure of the action.
Brawn
This Primary Trait is the measure of a character’s physical power. When lifting heavy objects, determining damage with melee or thrown attacks, throwing an object a certain distance, or otherwise engaged in activities relying on physical power, this Trait determines the success or failure of the action.
Fortitude
This Primary Trait is the measure of a character’s physical stamina and robustness. When attempting to hold breath, resist sickness, overcome toxins, ignore fatigue, keep from dying, or otherwise engaged in physically strenuous tasks, this Trait determines the success or failure of the action.
Intellect
This Primary Trait is a measure of the character’s intelligence. When attempting to invent, solve a problem, learn, or otherwise use smarts, this Trait determines the success or failure of the action.
Awareness
This Primary Trait is a measure of the character’s intuition. When attempting to sense danger, spot something, recognize a hunch, or otherwise work on instinct rather than analyzing a situation, this Trait determines the success or failure of the action.
Willpower
This Primary Trait is a measure of the character’s mental strength. When dealing with psychic abilities, magic powers, issues of willpower, or otherwise using powers of the mind, this Trait determines the success or failure of the action.
Determining Primary Trait Rank Values
Roll d% once on the following table for each Primary Trait to determine its Rank Value:
Dice Roll | Rank Value |
00-04 | 1 |
05-09 | 3 |
10-19 | 6 |
20-39 | 10 |
40-59 | 20 |
60-79 | 30 |
80-95 | 40 |
96-99 | 50 |
Secondary Traits
4C characters have four Secondary Traits:
Damage
This Secondary Trait is a measure of the physical punishment a character can suffer before dying. This Secondary Trait uses a numerical score (not Rank Value) that is decreased as the character takes damage. This Secondary Trait, as well as damage and healing, is addressed on p. 00.
This Secondary Trait’s starting value is calculated by adding up the Rank Values of the character’s first four Primary Traits (Melee, Coordination, Brawn, and Fortitude).
Fortune
This Secondary Trait is a measure of the character’s ability to use luck, training, and/or experience to influence the present. This Secondary Trait uses a numerical score (not Rank Value) and points may be spent from it to affect die rolls and improve the Rank Values of Primary Traits; for a complete discussion on this see p. 00.
This Secondary Trait’s starting value is calculated by adding together the Rank Values of the character’s last three Primary Traits (Intellect, Awareness, and Willpower).
Lifestyle
This Trait is a measure of the character’s wealth and ability to procure needed items and services; this Trait and its usage are covered on p. 00.
To calculate the Rank Value for this Secondary Trait roll once on Table 1.
Repute
This Secondary Trait is a measure of how well the character is known; the greater the score the more popular the character. This Secondary Trait uses a numerical score (not Rank Value); how this Trait influences the game is covered on p. 00.
To calculate this Secondary Trait’s value roll d% and divide the result by 3 (round up).
Rank Values
Rank Values are the numerical representation of Traits and power levels in 4C. Rank Values range from 0 to 1000. Most characters will have Rank Values in the 1-50 range with exceptionally powerful characters having Rank Values of 51 or greater. Although no character may have a Rank Value of 0, characters may be reduced to the rank of 0 in special situations (see p. 00). Here is a comparison of the different Rank Values:
Rank Value Range | Description |
1-2 | Minimum human |
3-5 | Below-average human |
6-9 | Average human |
10-19 | Above-average human |
20-29 | Exceptional human |
30-39 | Maximum human limit |
40-49 | Low superhuman |
50-74 | Superhuman |
75-99 | High superhuman |
100-149 | Low cosmic |
150-999 | Cosmic |
1000 | Beyond comprehension |
Optional Rule: Rank Names
Although not necessary, Gamemasters may wish to assign names to the various Rank Value ranges as a means of adding additional flavor. The following is a list of suggested Rank Names.
Rank Value Range Rank Name 1-2 Doddering, Feeble, Weak 3-5 Inferior, Poor, Shabby 6-9 Average, Mundane, Typical 10-19 Accomplished, Competent, Good 20-29 Excellent, Exceptional, Skillful 30-39 Extraordinary, Remarkable, Super 40-49 Fantastic, Incredible, Wonderful 50-74 Amazing, Astounding, Legendary 75-99 Colossal, Monstrous, Monumental 100-149 Astonishing, Marvelous, Unearthly 150-999 Inconceivable, Indescribable, Unthinkable* 1000 Incomprehensible, Improbable, Unimaginable** (* Rank Values of this magnitude can also be described using abstract terms such as Move A, Shift 1, or Step X.)
(** Rank Values at this level may best be described in abstract terms such as Class A, Magnitude 1000, or Mark Z.)
Advanced Rank Values
The Advanced game takes the highest Rank Value groups and divides them so that instead of 12 groups (13 if you count 0) there are now 17 (18 with 0). This is primarily for the introduction of extremely powerful (cosmic) beings. If you’re running a fairly low-level game you may want to stick with the smaller selection.