Introduction to RPG and C4 System
Introduction to RPG and C4 System
Version 4.0.0
What is RPG?
RPG is an acronym that stands for "Role Playing Game", or translated: "Representation Game".
Papers. In summary, it is a game where each player creates their character and interacts with each other.
In addition to encouraging creativity, RPG is a cooperative game where everyone must help each other to achieve
big goals. Encouraging teamwork and socialization.
Systems
There are many RPGs on the market and they are separated by 'systems'. Each RPG system is a
set of rules to help players understand what is happening around them and what will be the
result of your actions. Most RPG systems use dice to determine these events.
random. There are even systems that use multifaceted data. The C4 system uses common data.
of 6 sides for ease (also called d6).
Scenarios
Another important concept to understand is the 'scenario.' The scenario is the game world and theme to be
addressed by the game's story. It is possible to play in various scenarios such as those from anime, comics, movies
the books. Or even a scenario created by the players themselves. The first RPG system, D&D, was
created from tabletop war games and uses a medieval fantasy setting (even from The Lord of
Rings). The C4 is a generic system and can be played in any scenario that the players want.
The first thing to understand is the role of each person in the game. In every RPG, there is a player.
called Game Master (also called Narrator or simply Master). The master is the one who
tells the story and commands all characters that are not controlled by the players (called NPCs)
or NPC). The master also commands the villains of the story, but contrary to what is understood, the master does not
It is the opponent of the players. The main objective of the master is to create good challenges and fun for the
nothing prevents you from provoking a difficult battle against your villains. Just make sure that it doesn't
be impossible. The best reward for a master is to hear from their players: 'The adventure was amazing!'
When are we going to play again?
RULES
TESTES
Whenever the player wants to do something challenging, the master can ask them to roll a
Given and summed with an expertise related to what you want to do. If the result is greater than or equal to the difficulty
Set by the master, the test was successful.
Difficulty: The master must set a difficulty (usually 6). This difficulty may vary.
of 4 (easy), 6 (medium) and 8 (hard).
Dispute: It is when two characters take opposing tests that will be compared, without the
need for difficulty. The greatest outcome is the winner.
Explosive Die: Whenever you roll a die and land on the number 6, you can spend 5 points of
Energy to roll another die summing results.
COMBAT RULES
When two or more characters engage in combat, everyone must roll a die and add their
expertiseCOURAGE. The one with the highest result is the one that starts attacking. The fight then continues through
alternate turns between the players.
Turn: On your turn, the player defines an action for their character. They can attack, use a
to be able, to use an item, to make a speech or any action that the master deems valid.
Attack: To make an attack, simply roll a die and add it to the Combat skill. Then the defender
do the same by rolling a die and adding his Combat skill to determine the defense. The value of the attack
Minus the value of the defense will be the total damage caused. If it is positive, reduce this final value from the points of
the life of the defender.
CHARACTERS
Health Points (HP): Whenever you take damage, reduce this value. If it reaches zero, the character
it will be dead. You recover 1 health point for each hour of rest. There are three types of rest:
Cochilo: That players have few hours of sleep and recover little HP (4).
Camping: Recovers a large part of its HP (14), but spends two energy points to
build the camp if three or more people are building together, if only two 4 PE, and if
just an 8 PE.
Pontos de Energia: (PE):Pode ser usado para explodir o dado (veja acima), e ativar alguns poderes
special. You recover 1 Energy point for every hour of rest.
Progression: Progression points are used to improve your character. Each point of
progression can be exchanged for +1 in an expertise (see limitations), +5 energy points or +5 points of
life. If you are using the optional rules, you can use these points to acquire powers.
Experience: For each adventure or completed mission, your character earns 1 progression point.
CREATING A CHARACTER
Creating a character is very easy. You can use a character sheet or write on a
just plain paper. Just follow these steps.
First stage:
Defina o nome e o conceito do seu personagem (oque ele é). Crie a história de seu personagem.
Second stage:
You start with 10 HP and 10 MP. The MP is fixed depending on your CLASS. Add the modifiers from
CLASS.
Third stage:
Choose 4 skills and assign them points 4, 3, 2, and 1. (the maximum bonus for each skill is 6)
Fourth stage:
Distribute 2 progression points.
Monsters, villains, and characters of the master can have any type of punctuation and break rules of
limitation.
LIST OF EXPERTISES
Acrobatics: Used when you need to test your reflexes, balance, and finesse.
Animals: Used to train, understand, and ride animals.
Art: (Choose one): Used to perform a type of artistic performance.
Combat: (Choose a weapon): Used to fight and use weapons.
Knowledge: (Choose a subject): Used to determine what you know about a subject.
Courage: Used to determine if your character stands firm in the face of the unknown.
Crime: Used to open locks, move silently, and know about the world of crime.
Lips: Used to manipulate or convince other people.
Perception: Used to perceive details, sounds, and smells.
Power: Used to test physical strength and endurance.
Technology: Used to operate computers and machines.
Vehicles: Used to drive vehicles.
Power: Used to perform magical tests, resist spells and powers from other people.
POWERS
You can gain powers/magic by being a wizard or a sorcerer. Using your progression points is
it is possible to learn your spells or powers, you can have a maximum of (7) spells. However, each new spell that
you learn more progression points you need to spend to learn spells. Naturally wizards or witches
they already have 1 natural spell among the initial spells. To have. See the list below to see your possibilities
magic.
Initial magics
Initial spells are the spells that wizards, druids, clerics, and warlocks naturally learn or have already
they have.
Fireball: spending 5 PE, you can shoot a large fire sphere that explodes on impact.
Deal a normal attack that causes +6 damage to the target, and half of that damage to all who are nearby.
up to 2 meters from the impact.
Heal: You can heal injuries with your touch. For every 2 energy points spent, you recover 1 health point. You can
heal with this.
Telepathy: You can communicate mentally with any person or (intelligent) animal.
be in your line of sight. If this person is not visible, you can spend 6 XP to communicate with
she.
Normal magic is a skill that cannot be learned naturally. With each new magic
you will need more progression points to learn them:
Force field: Using both hands You can generate an impenetrable force field. This power
consumes 6 PE, it lasts a number of turns, 1d6+power. You cannot do anything else.
While the force field is active and if concentration is lost, it disappears.
Energy shot: Spending 5 PE, you can shoot a sphere of magical energy. Make an attack
usually causes +3 damage to a target that is in your line of sight.
Immortality: You do not die from any disease, poison, or organ deterioration. Nor do you die from
physical and magical attacks. It costs 12 SP, it lasts a number of turns, 1d3 (1d3 is 1d6 divided
for two).
Invisibility: You can become invisible for 1d6 turns. It costs 8 EP, and you become completely invisible.
even with clothes. However, if someone touches it, it becomes visible again.
Summon creature: You can summon a creature that will form at your side. This power consumes 8.
PE
Ficha da criatura:A criatura possui 10 de PV natural 0/0 [Link] +4, coragem +3.A aparência
the creature is chosen by the player who possesses this power.
Metamorphosis: You transform into a creature or person. You remain in this form for up to
1d6+power, costs 9 PE, after being used you will need to wait an hour (in the game) to be able to use it again
again. You continue with the skills and abilities of your player.
Paralyze: You can paralyze a creature or person with your attack. After hitting an attack, you spend
9 PE turn of 1d6+power. It can only be used again after the living being dies, usable one at a time.
Telekinesis: You can lift objects with your mind. The cost of this effect depends on the weight of the object.
You need to be completely focused while using this power.
Up to 1kg1 PE
Up to 5kg2 PE
Up to 25kg4 PE
Up to 100kg7 PE
Up to 300kg11 PE
Up to 1ton16 PE
Fly: You can fly freely through the sky. Spend 9 PE for 1d6 turns. While flying depending on the
height gives you an advantage in shooting from a distance +5 (with bows or something similar), and attacks
physicians you have an advantage in damage at +4.
Charm: The person (does not work on animals or monsters) that you touch during the casting
this spell will consider you as a friend until it suffers some damage or you prove it otherwise
opposite. It spends 4 PE, but to succeed it will need to roll a power test against the target's power.
If the target does not have power, it will use a normal 1d6.
CLASS
Your class represents the way you chose to venture into the world and pursue your
objectives—she translates into rules what type of character you control, and shows your HP and MP. The class is the
the most important characteristic of a character and defines what role you will have in the group of adventurers,
desde um grande bárbaro bruto, gigante e forte a um mago poderoso controlador de magias. Antes de pegar
your class is important to remember that the modifiers you will see in the class (+2 bravery, +1 combat),
they do not count as more than one at most in each examination.
Barbarian: a fierce warrior of primitive origin who can enter a battle rage.
fearless barbarian you have: +2 Courage, +1 combat. And your life is equal to 10 (natural life) +3d6 +2.
Bard: an inspiring magician whose power echoes the music of creation. As a bard, you have: +2 Acrobatics,
+1 charisma. And your life is equal to 10 + 1d6+2.
Cleric: a champion priest who wields divine magic in the service of a greater power (some type of God or
algo do tipo). Sendo Clérigo você tem:+2 conhecimento , +1 lábia.E sua vida é igual a 10 + 1d6+2.
Druid: a priest of the ancient faith, exercising the powers of nature, whether plants, trees, or the very soil.
You have +3 knowledge. And your life is equal to 10 + 1d6 + 1.
Warlock: A bearer of magic derived from a bargain with an extraplanar entity. Being a
wizard you have: +2 power, +1 strength. And your life is equal to 10 + 1d6 + 2.
ORIGIN
Origin is where you came from, or in other words, it is basically your social class in relation to society. Choose
your origin defines your wealth, each origin has a modifier (based on data). Example nobility
your data is 2d6+2 which means you will roll three six-sided dice, sum the results and add
2. This for each bronze coin (MB), silver (MP), and gold (MO). In that respective order.
Nobility: If you are seen as wealthy, it means you are an important person to others, somewhat.
known. You could be the son of a Count or even a Duke to have been of nobility. Your wealth is rolled
by 2d6+2.
Military: You are dressed from a military family, whether being the son of a marshal or something like that. Your wealth is rolled by
1d6+1
Peasant: If you are a peasant, or came from the countryside, you are the child of a peasant, which means you are from a poor place.
He had few financial opportunities. His wealth is rolled by 1d3+1.
INVENTORY
The inventory is an important part; it determines how many you can take with you along the way.
from the adventure. Every player starts with a bag, it is capable of holding up to 2kg of weight which does not affect
your movement, however the heavier you are the slower you become.
START PLAYING
Bom após este processo de criação de personagem escolha de classe e etc. Chegou a maravilhosa
time to play. It's important to remember one thing, check a second time if your character is on your side.
Way, create a good story for him, good ties, a background. Okay, checked? Great, now just the last one.
thing for everyone to be able to play the campaign that your master made with so much care. You can buy some.
items before actually going on the adventure, they are:
Healing potion: A potion with a somewhat greenish appearance, capable of healing up to 1d6 health.
any region of the body. Cost: 2(MP) 5(MB)
Camping: Some tents and wood, it's a kit to set up your own campsite.
Cost: 3(MP) 5(MB).
Backpack g: A backpack with large storage capable of holding 12kg. Cost: 1(MO) 9(MP).