# Four Points RPG System | Introductions *by Penflower Ink / Tom Fummo* ## Acknowledgements The Four Points RPG System would not have been possible without the support of my friends and family. My deepest thanks go to them for their help and encouragement along the journey. Thanks also go out to all my Patrons, past and present, whose support funded the realisation of Four Points. I’d also like to thank everyone in the RPG group chat on the Penflower Ink Discord, and in particular my wonderful play-testers: Asia, Astrid, Brittney, Joost, Madfish, Martha, Shauntelle, Warren and Ymia. Another huge thank you goes to Blind Temple, Mustangsart, Rhiannon and Yubi for their help and advice on how to make this document as accessible as possible. # Licensing | Introductions The contents of this System Reference Document (or SRD) were developed and authored by Tom Fummo, of Penflower Ink (found at [www.penflower-ink.com](http://www.penflower-ink.com)). All contents, excluding the illustrations, are available for use under the [Creative Commons Attribution 4.0 International (CC-BY 4.0)](https://creativecommons.org/licenses/by/4.0/) License. Use of this license will require that you include a clear statement that your game is based on my material (see Attribution section below). ## Four Points Logo To make legal use of the Pour Points logo, you should contact me beforehand, and must include the following text: “The Four Points Logo is © Penflower Ink, and is used with permission.” ## Creating New Works and Requirements You have the right to create new works based on this SRD, for commercial purposes. The following is the list of requirements you must meet when doing so: ### Attribution When creating a new game, you must give credit for my work. You can do this by copying the text below into your work’s copyright section. It must be the same size as the rest of the copyright text, as required by the license. This work is based on the Four Points TTRPG System SRD, developed and authored by Tom Fummo of Penflower Ink (found at [www.penflower-ink.com](http://www.penflower-ink.com)) and licensed for our use under the Creative Commons Attribution 4.0 International license ([https://creativecommons.org/licenses/by/4.0/](https://creativecommons.org/licenses/by/4.0/)) ### Other Requirements - You cannot imply or state that Tom Fummo or Penflower Ink is endorsing or sponsoring you unless I have made a special arrangement with you. Do not use the Four Points logo without contacting me first. Do not use the name *Four Points RPG System* as the title of your product (taglines are fine, e.g. based on the Four Points RPG System) - You cannot use any material from Penflower Ink that is not in the SRD content. This includes, but is not limited to, any settings, artwork, maps or NPCs created by Penflower Ink for use with the Four Points RPG System. You must create your own original material using Four Points RPG as a base. - You cannot use the SRD to make something which would be prejudicial to my or Penflower Ink’s honour or reputation, as required by the license. This includes, but is not limited to, the promotion of any forms of bigotry, hatred or violence towards specific ethnicities, faiths (or lack thereof), sexualities, disabilities, gender identities, and marginalised groups. # Pre-game Discussion | Introductions Before starting your game, it is advisable to have a discussion with your fellow Players and Guide, about things both in and out of game. ## Playing Safely Before starting any TTRPG, it is important to take measures that ensure the safety and respect of all Players. Generally speaking, it is important that all Players let each other know beforehand what subject matter and themes they would prefer only be alluded to or not covered at all during the game. How serious should the game’s tone be? Should Character death be an option? The ultimate goal of Four Points, like most TTRPGs, is for the Players to tell an enjoyable story together and have fun. The Guide and other Players therefore have a responsibility towards each other to determine what tone the game will have, and whether or not everyone playing is comfortable with that tone. This can be facilitated through the use of a variety of Safety Tools (see link below). _[The TTRPG Safety Toolkit Guide](https://drive.google.com/drive/folders/114jRmhzBpdqkAlhmveis0nmW73qkAZCj)_, collected and curated by Kienna Shaw (@/KiennaS) and Lauren Bryant-Monk (@/jl_nicegirl) # Core Rules | Mechanics This section covers the rules of the Four Points RPG System. Four Points is so named because it focuses on four main concepts: Player Agency, Narrative, Characters and Customisation. Like in most other table-top roleplaying games, there are Players, who interpret the roles of Characters within the fictional setting of the game. One of the Players is the Guide, who also interprets Characters – the Non-Player Characters or NPCs – and generally functions as referee and narrator. This Player is referred to as a Guide in this document, but can have any genre-appropriate name (Story-Teller, Lore-keeper, Navigator, etc.). Four Points is setting neutral, which means it does not come with a pre-written setting and can be used to run games in any genre of world you want, from fantasy to science-fiction, from horror to period melodrama. It also functions as a tool-kit, providing a selection of options for building both Characters and settings, with lots of room for customisation and collaboration. If you are planning on running a Four Points game as a Guide, see the Guide Section. ## Actions | Mechanics Actions are things your Character does, the consequences of which are important to the game. There are two ways of performing Actions: by spending **Energy Points** (EP) from a Stat Pool, or by **Testing your Luck**. ### Spending EP To perform an Action, you can spend EP from one of your Stat pools. Your Character has four **Stats**: - **Wits**, which covers things like wisdom, intelligence and knowledge. - **Stamina**, which covers things like strength, endurance and determination. - **Dexterity**, which covers things like speed, agility and coordination. - **Sociability**, which covers things like confidence, charm and charisma. The amount of EP you spend will determine how successful you are in your Action. You must spend EP from the Stat pool most relevant to the kind of Action you wish to perform. For example, trying to break down a locked door will probably cost some EP from your Stamina pool, whereas trying to convince a city guard to let you pass will require EP from your Sociability pool. When you run out of Energy Points in all four Stat pools, you become Unconscious. The EP costs are as follows: - Total success = 3 EP - Partial success (inconvenience) = 2 EP - Partial success (negative consequence) = 1 EP ### Testing your Luck If you run out of Energy Points from a Stat pool, or don’t want to spend any, but still want to perform an Action, you must roll to Test your Luck. Roll 1d6. If you roll a 4, 5 or 6, your Action is a total success. If you roll a 1, 2 or 3, it’s a total failure, with negative consequences. ### Inconveniences and Consequences The nature of any inconvenience or negative consequence to your Action is usually just narrative. However, the Guide may add some mechanical effects, such as imposing Disadvantage on your next Action, having you lose EP from a Stat pool, or even miss your next turn. ## Advantage and Disadvantage Characters may have Advantage or Disadvantage on certain Actions. - Advantage: when spending EP to perform the Action, reduce the EP costs by 1. When Testing your Luck to perform the Action, add 1 to your roll. - Disadvantage: when spending EP to perform the Action, increase the EP costs by 1. When Testing your Luck to perform the Action, subtract 1 from your roll. The effects of Advantage and Disadvantage stack. For example, if a Character has Advantage on their next Action, further Advantage can be applied. If a Character has both Advantage and Disadvantage on an Action, the two cancel each other out and the Action is to be performed normally. ## Difficulty Sometimes, the Guide may decide that an Action being attempted would be particularly difficult, given the circumstances. There are 4 levels of difficulty: - **Normal**: no change to EP costs or Test your Luck rolls. - **Tricky**: EP costs increase by 1, no change to Test your Luck rolls. - **Tough**: EP costs increase by 2, subtract 1 from Test your Luck rolls. - **Challenging**: EP costs increase by 3, subtract 2 from Test your Luck rolls. The effects of Difficulty stack on top of any pre-existing Disadvantage on the Action. Therefore, for example, a Test your Luck roll made with Disadvantage on a Challenging Action will always fail. ## Size, Range and Detail Objects and Creatures can be Tiny, Small, Medium, Large or Huge. They can also be Close, Nearby, Far Away or Very Far Away, and bare varying degrees of complexity. ### Size - **Tiny**: fits in the palm of an average human hand, or in a pocket. An Area measuring an average human hand-width in diameter. - **Small**: half the size of the average human. An Area less than a pace in diameter. - **Medium**: roughly the same size as the average human. An Area a few paces in diameter. - **Large**: about twice the size as the average human. An Area many paces in diameter. - **Huge**: roughly the same size or more as an average two floor building. An Area over a hundred paces in diameter. ### Range - **Close**: less than a pace away, requires no movement to reach. - **Nearby**: a few paces away, can be reached during a turn. - **Far Away**: many paces away, requires more than 1 turn’s movement to reach. - **Very Far Away**: over a hundred paces away, requires several turns’ movement to reach (Guide’s discretion). ### Detail - **No details**: has a featureless shape, and no moving parts. - **Simple**: bares some rudimentary details, and a few moving parts. - **Complex**: detail is fairly refined, and has several moving parts. - **Intricate**: bares a large amount of detail, and a great many moving parts. ## Turns If turns are needed (for example during intense situations like chases or combat), Turn order can be decided as a group, or be determined through rolling dice, with the highest results going first. Each Character can do 2 things during their turn: Move and perform an Action. On their turn, they can Move twice, perform two Actions, or Move and perform an Action. ## Conditions There are four main Conditions: Blocked, Hurt, Inspired, and Unconscious. ### Blocked If a Character is temporarily restrained, immobilised, disoriented or terrified, they are Blocked. Depending on the narrative, the Guide may decide whether a Blocked Character misses 1 or more turns, until they are released or receive assistance. A Character who is Blocked may not perform any Action, except to Test their Luck to see if they can free themselves of the Condition. ### Hurt If a Character fails to avoid harm or an attack, or falls afoul of negative consequences to an Action, they may become Hurt. While Hurt, and until healed, the Character suffers some negative effects. If they are hurt again while already Hurt, they become Badly Hurt, and if hurt further, Seriously Hurt. - **Hurt** = Disadvantage on any Actions that would be affected by their injury or wound. - **Badly Hurt** = Disadvantage on all Actions. - **Seriously Hurt** = Disadvantage on all Actions, and lose 1d6 Points from each Pool for every turn until healed. If the Character is hurt again while already Seriously Hurt, they may fall Unconscious or die (depending on the game’s tone). ### Inspired If a Character witnesses something truly amazing, heroic or moving, they may become Inspired. While Inspired, they receive Advantage on the next Action of their choice. ### Unconscious Fairly self-explanatory, the Character is unconscious and so unable to perform any Actions, until they become conscious again. ## Vulnerability, Resistance and Immunity Thanks to their Traits, a Character may have Vulnerability, Resistance or even Immunity to certain things. - Vulnerability to X: Disadvantage when attempting to avoid X. - Resistance to X: Advantage when attempting to avoid X. - Immunity to X: no Energy Points or Tests of Luck are required to successfully avoid X. ## Skills Skills are things the Character has had some amount of training and experience in doing before. When using a Skill in an Action, the Character has Advantage. There is no set list of Skills, save for the following: Healing, Combat and Power. ### Healing Remove or reduce a Character’s Hurt condition. For example, a Badly Hurt Character will become Hurt, and a Hurt Character will be restored to full health. Healing can be achieved through traditional means such as medicine, advanced technology, or use of Power. ### Combat Inflict the Hurt, Blocked or Unconscious condition on another Character. This can be achieved through the use of weapons, or unarmed martial arts. A Character can have a Combat Skill in one type of weapon, or a form of martial art. ### Power Power in Four Points represents whatever unique way in which Characters in your setting can affect the world around them. In a fantasy setting this could be spell-casting, in a cyberpunk setting it could be technomancy, and in a horror setting it could be summoning demons or exorcising ghosts. #### Power Types In a setting, Power is sorted into one or more Types. A Power’s Type determines its scope or area of influence. In a Fantasy setting, for example, Power Types could be different schools of magic, such as Illusion or Light. #### Using Power To use Power as an Action, you spend Energy Points from the Stat pool most relevant to your Power Type. For example, if your Character’s Power Type is super-speed, the relevant Stat might be Dexterity. If it is lightning manipulation, it might be Stamina. Actions using Power are only limited by your Power Type, but The Guide and Players may choose to create a list of set Power Actions to choose from. #### Power Side Effects (Optional) The Guide may decide that, in a given situation, use of Power may be particularly unpredictable. In such a situation, after using Power in an Action (regardless of success) you must roll for Side Effects (1d6). If you roll 5 or 6, there is an unexpected positive side effect. If you roll 3 or 4, there is no side effect. If you roll 1 or 2, there is a negative side effect. Side Effects to Power, whether positive or negative, can be wholly narrative in nature, or also have mechanical implications. These could include Advantage or Disadvantage on your next Action, restoring or losing 1d6’s worth of EP, or a missed turn. ### Learning new Skills During Progression (see below), a Character may acquire new Skills. The number and nature of the Skills acquired must be narratively consistent and agreed upon by the Player group. A Character may have a maximum of 10 known Skills, but these may be swapped out for new ones (see Character Creation section). ## Traits and Abilities Traits are physiological or anatomical attributes inherent to the Character’s Folk. Traits can afford Advantages, Disadvantages and Abilities. Abilities are things a Character can do naturally, often thanks to a Trait. Abilities have no Energy Point cost and are automatically successful, unless they are used as part of another Action, in which case the standard rules apply. If an Ability would be difficult to use at the time, the Guide may ask the Player Character to Test their Luck. See the Guide Section for Lists of example Traits and Abilities. ## Resting Whenever your Character gets a chance to rest, they may recover some Energy Points. When they have a short rest (2 to 3 hours) you may roll 1d6 and distribute the result across your Stat point pools. If they have a long rest (minimum 6 hours), you may roll 2d6. Depending on the situation in game, you may increase the amount of Rest dice to roll (Guide’s discretion). ## Progression After completing an Adventure, each Character has the chance to increase their base amount of Energy Points. Each Player rolls 1d6 and distributes the result across their Stat pools, increasing the maximum amount of EP. If during the Adventure, a player had a particularly big influence on the outcome of the game, displayed some really engaging role-play, or even made the funniest joke, the rest of the group can award them an extra 1d6 for Progression. # Character Creation | Mechanics ### Choosing a Folk Depending on the setting of your game, you might have several playable Folk or Species to choose from when creating your Character. Your Character might be a human, or a fantastical creature, an alien, a robot or something else entirely. Whatever you pick, you’ll usually get some Traits and Abilities. Make a note of these. ### Determining Stats and Skills Next, you’ll need to determine how many Energy Points you have per Stat pool and what Skills you possess. This can be accomplished in one of two ways: by using the **8 dice method** or choosing **Experiences**. #### 8 Dice Method Take 8d6. You will need these to determine how many Energy Points your Character has in each Stat pool. You have two options: - Option 1 is to distribute the 8d6 across the four Stats.
For example, Player A puts 3d6 in Wits, 2d6 in Stamina, 1d6 in Dexterity, and 2d6 in Sociability.
Next, roll the dice for each Stat to get your Pool of Energy Points for each Stat.
Player A’s Character now has 10 EP in Wits, 7 in Stamina, 5 in Dexterity, and 8 in Sociability. - Option 2 is to roll all 8d6 together to generate a single pool of Energy Points, before distributing the points across your four Stats.
For example, Player B rolls their 8d6, and gets a total of 37 EP. They then distribute those points across their Stats, putting 7 EP into Wits, 10 into Stamina, 11 into Dexterity, and 9 into Sociability. Regarding Skills, your Character can start their adventure with any 8 Skills of their choice. Alternatively, the Guide may provide a list of career paths or areas of expertise, that each come with 4 assigned Skills. For example, an expertise in technology or engineering could come with the Skills of hacking, programming, repairing technology and building technology. The Player may then select another 4 Skills of their choice, not necessarily tied to their expertise, for a total of 8 Skills. #### Choosing Experiences This method is recommended for Players who enjoy coming up with a detailed backstory for their Character, and want that background to directly affect their Character build. Start with 1d6 per Stat, then choose from the list of Experiences that will add dice to each Stat, afford Skills, and sometimes Advantages or Disadvantages. ##### Age To determine how many Experiences and Skills your Character starts their Adventure with, you must first determine their Age. There are three Age categories: Young, Adult and Elderly. - A Young Character starts with 6 Experiences and 6 Skills, - An Adult Character starts with 8 Experiences and 10 Skills, - An Elderly Character starts with 10 Experiences and 8 Skills. ##### Building your Character from Experiences You can read through the list and create a backstory for your Character as you go, or attempt to find the Experiences that best match the events of a backstory you have already prepared. The same Experience may be chosen more than once. Once you have determined how many d6 you have per Stat, roll those dice to determine how many Energy Points are in each Stat pool. See the end of this Chapter for a full list of Experiences. ##### Example Experience **I have travelled to survive** +1d6 to STA or DEX, Skill (choose one): Finding the means to survive OR Finding shelter / accommodation. _For whatever reason - a natural disaster, conflict, punishment or persecution - you have moved from place to place just to survive. Whether you were travelling alone or with others, you have skills in finding what you need to live in various environments, wild or not._ ##### Adding or Substituting Skills If a Character has all their Experiences but still has fewer Skills than allowed, they may add more Skills by deducting one Point from the most relevant Stat pool (1 EP = 1 Skill). For example, if a Character wants to have a Skill in Medicine, they may choose to deduct one Point from their Wits Stat pool, in order to learn that Skill. Conversely, if a Character could technically still acquire more Skills from their Experiences, but already has their maximum allotted amount of Skills, they may substitute an existing Skill for a new one. ### Defence A Character’s Defence score is determined by their armour and equipment, and represents how many times they can negate the Hurt Condition, even if they fail to evade an attack or harmful event. For example, if a Character has 2 Defence, their armour or equipment can take two hits, before the Character becomes Hurt. ### Equipment Finally, decide what kind of Equipment your Character has with them, including any Mobility Aids, Medication, Armour, Shields or Weapons. #### Mobility Aids Your Character may be disabled and use a Mobility Aid (e.g. wheelchair, walker) and/or Prosthesis (e.g. artificial limb). As these items of Equipment primarily function to ensure the Character can perform any and all actions an abled Character can, they do not have a separate mechanical rule set within this system. They are to be considered parts of their body. From a narrative perspective, these aids might have varying levels of technological sophistication or material costs. They might also be equipped for Combat, by adding weapons or a shield. A Mobility Aid or Prosthesis can be equipped with a maximum of 1 weapon and 1 shield. #### Medication For a disability that requires medicinal treatment rather than a mobility aid or prosthesis, you should discuss and determine the following with your Guide: - What kind of medication does your Character require? - How easy is it to acquire? - How often does your Character need to take it? - Do the symptoms - if untreated - have roleplaying implications? #### Armour and Shields Using Armour and Shields requires some degree of training, represented by requirements, depending on which method of Character Creation was used. Additionally, they are categorised based on material weight and sturdiness: Light, Medium and Heavy. These will depend on the materials available in the world of the game’s setting. - **Light Armour** = 1 Defence
(Requires 1 Martial Experience / minimum 10 EP in STA or DEX) - **Medium Armour** = 2 Defence
(Requires 2 Martial Experiences / minimum 14 EP in STA or DEX) - **Heavy Armour** = 3 Defence
(Requires 3 Martial Experiences / minimum 18 EP in STA or DEX, Disadvantage on DEX Actions). - **Shield** = 1 Defence, while raised. Any Armour or Shield that has taken its allotted number of hits must be repaired before it can be used again. Once repaired, the Character’s Defence will reset to its original number. Armour and Shields will require a number of days to repair equal to their Defence score (e.g. Light Armour will require 1 day to repair, Medium Armour will require 2, etc.) #### Weapons Weapons are also categorised into Light, Medium and Heavy. Weapons can be used to inflict the Hurt or Blocked Conditions. - **Light Weapons** = any particularly small weapon (e.g. claws, fangs, daggers, hand-axes, etc.) - **Medium Weapons** = any weapon that can be wielded both one and two-handed (e.g. spears, short-swords, clubs, bows, etc.) - **Heavy Weapons** = any weapon that requires at least two hands to be used (e.g. broadswords, great hammers, heavy crossbows, etc.) #### Special Items Throughout the course of an Adventure, the Characters may encounter or acquire a variety of rare or powerful items, with singular properties. These items, designed by the Guide or provided with a pre-written setting, may have one or more of the following effects: - Restores 1d6 Points to one or more Stat pools, - Causes a temporary or permanent Condition upon a Character, - Affords a Character a temporary or permanent Vulnerability, Resistance or Immunity, - Affords a Character a temporary or permanent Ability they would not otherwise possess, - Affords Advantage on certain Actions, - Re-roll Test for Luck rolls. ### Goals It is important to have a clear idea of what motivates your Character’s journey and what they are working towards. Having one or more Goals established for the Character not only increases role-playing potential, but gives the Guide an extra opportunity to give an extra reward during Progression, if a Goal is reached. Once one Goal has been achieved, you may give your Character a new one to aim for. ### Bonds Depending on your Character’s background and/or Experiences, they might know some important NPCs, or even have an existing relationship with one or more of their fellow PCs. Are these relationships positive or negative? ### Known Languages Depending on the game’s setting, the Player might have a wide variety of Languages to choose from. If the game’s setting has no common lingua franca, it is important to consider what languages it would make most sense for the PC to communicate in. # List of Experiences | Mechanics What follows is the list of Experiences available for your Character. They are sorted into the following categories: Criminal, Intellectual, Martial, Political, Powerful, Religious, Technical, Travelling, and Working. ### Criminal - **I was brought up in a criminal environment:**
+1d6 to SOC or DEX,
Skill: one criminal Skill of your choice.
_Your family - be they found or by blood - was used to breaking the law and, whether you wanted them to or not, some of their skills in criminal activities rubbed off on you. You may or may not still be involved in criminal activities._ - **I joined or founded a criminal organisation:**
+1d6 to SOC or STA,
Skill (choose one): one criminal Skill of your choice OR acquiring help or resources from your criminal organisation.
_At some point in your life, for whatever reason, you founded or joined a criminal organisation. You may or may not still be a member. Discuss with your Guide the nature of your current relationship with criminal organisation and its members._ - **I willingly left a criminal organisation:**
+1d6 to SOC or DEX,
Skill: acquiring help or resources from former criminal organisation.
_For whatever reason, you decided to leave the criminal organisation you were a part of. Whether you opted to continue a solo life of crime or turn over a new leaf, you still know how to reach the organisation. Discuss with your Guide the nature of your current relationship with criminal organisation and its members._ - **I was forced to leave a criminal organisation:**
+1d6 to SOC or DEX,
Skill: masquerading as a member of former criminal organisation,
Disadvantage on Actions when dealing with people who know you from former organisation.
_For whatever reason, you had to leave the criminal organisation you were a part of. Whether you opted to continue a solo life of crime or turn over a new leaf, you still have knowledge of the organisation’s workings, which could be either beneficial or detrimental to your prospects. _ - **I turned to crime for survival:**
+1d6 to DEX or WIT,
Skill: one method of avoiding law enforcement of your choice.
_You spent some or a fair amount of your life in adversity, and without other options you had to steal, con or even kill just to stay alive. Whether alone or part of a criminal organisation to seek help / protection from, you nonetheless had to develop skills in making quick getaways and keeping out of sight of law enforcement._ - **I turned to crime for excitement:**
+1d6 to SOC or DEX,
Skill: one method of antagonising law enforcement of your choice.
_Bored of your everyday routine, you sought new and exciting experiences by breaking the law and evading capture. Whether your crimes were petty or serious, you sought the rush of notoriety and the thrill of being pursued by the forces of law and order. You might even have adopted theatrics and charisma to become a beloved - or feared - criminal figure._ - **I turned to crime for a cause:**
+1d6 STA or SOC,
Skill: interacting with people who sympathise with your cause,
Advantage on criminal Actions motivated by your cause.
_For whatever reason, you are driven by a single purpose or principle that you were not able to further through legal means. You may have broken the law to help the needy, to get revenge, to rescue a loved one, to serve or depose a powerful figure. Whatever your cause, it inspired your criminal career and might have even earned you some degree of fame and notoriety._ - **I have been punished for a crime:**
+1d6 to one Stat pool of your choice,
Skill: one criminal Skill of your choice.
_You have spent some or a fair amount of your life incarcerated or otherwise punished for a crime that you may or may not have committed. Depending on the type or punishment, you might have needed - or been given the opportunity - to develop your stamina, dexterity, wits or sociability. Guilty or innocent, your punishment may have changed you and the way people who know you - and your past - interact with you (discuss with your Guide)._ - **I escaped my punishment:**
+1d6 to STA or DEX,
Skill: one method of avoiding law enforcement of your choice.
_At some point in your life you were incarcerated or otherwise punished, but you did not serve your full sentence, preferring instead to make a break for freedom. Either through cunning, collaboration or violence, you escaped your punishment and became adept at keeping out of the way of law enforcement. Discuss the nature of your current relationship with people who know of your imprisonment and escape with your Guide._ - **I got in trouble with law enforcement:**
+1d6 to WIT or DEX
Skill: one method of avoiding law enforcement of your choice.
_At some point in your life - through your own fault, someone else’s or purely by accident - you became embroiled in some criminal activity, or were accused of such. Even if you did not set out to be a criminal, you may have ended up being branded one due to your gullibility, clumsiness or poor judgement._ ### Intellectual - **I spent some years in formal education:**
+1d6 to WIT, +1d6 to SOC.
_You spent some or a fair amount of your life in a school, academy or other formal education environment._ - **I learned a trade as an apprentice:**
+1d6 to one Stat pool most relevant to trade,
Skill (choose one): one Skill of your choice relating to trade OR acquiring help or resources from your mentor.
_You spent some or a fair amount of your life learning the knowledge and skills required for a specific trade(s) from a master or mentor. Discuss with your Guide the nature of your current relationship with your mentor._ - **I know my way around:**
+1d6 to WIT or SOC,
Skill: finding specific people or places in one settlement of your choice.
_You are very familiar with the layout and potentially hidden workings of a village, town, city, or other inhabited environment, knowing who and where the people and places of influence are._ - **I am self-taught in a trade or academic field:**
+1d6 to one Stat pool most relevant to trade or academic field,
Skill: one Skill of your choice relating to your trade or academic field.
_You spent some or a fair amount of your life teaching yourself and practicing the knowledge and / or skills required for an academic field or trade. Without anyone to guide you, you have your own way of doing things that may be praised or frowned on by your peers (discuss with your Guide)._ - **I had / have a private tutor in an academic field:**
+1d6 to one Stat pool most relevant to academic field,
Skill (choose one): one Skill of your choice relating to your academic field OR acquiring help or resources from tutor.
_You spent some or a fair amount of your life being privately taught in a specific subject(s). You are knowledgeable in the field(s) you were taught in, but not necessarily in other matters. Discuss with your Guide the nature of your current relationship with your tutor._ - **I have worked as a private teacher / mentor:**
+1d6 to WIT or SOC,
Skill: teaching individuals Skills relating to academic field or trade.
_You have the knowledge and skills necessary to teach individuals in an academic field or trade, tailoring lessons or tasks to their abilities and needs. Your methods might be effective, but also unorthodox and your relationship with peers in your field or trade might have helped or hindered your efforts (discuss with your Guide)._ - **I have worked as a teacher in a formal setting:**
+1d6 to WIT or SOC,
Skill: teaching groups Skills relating to academic field or trade.
_You have the knowledge and skills necessary to teach groups in an academic field or trade, within the context of formal education. You might be familiar with educational bureaucracy, but not necessarily happy to navigate your way through it._ - **I have worked as a researcher:**
+1d6 to WIT or SOC or DEX,
Skill: one research method of your choice.
_You are skilled in acquiring information relating to your chosen field, be it by yourself or with colleagues / friends. You might have travelled extensively or had to learn some other skills to facilitate your search and even improve your chances of survival: sometimes information is a prize worth fighting for._ - **I have written / contributed to academic text(s):**
+1d6 to WIT or SOC,
Skill: acquiring help or resources from peers or collaborating authors.
_You have written or helped write a piece of literature covering one or more topics relating to a specific field. Discuss with your Guide the nature of your current relationship with your peers or collaborating authors._ - **I have proposed or undertaken unconventional research / experimentation:**
+1d6 to WIT or SOC,
Skill (choose one): obtaining rare items OR obtaining rare information related to your research.
_You felt hindered or limited by the conventional methods of your chosen field and decided to try something different, perhaps even dangerous or controversial. Your approach has led you to develop skills in acquiring hard-to-find objects necessary to your efforts, and may have been met with praise, indifference or even condemnation (discuss how your research is generally perceived with your Guide)._ - **I willingly left the educational institution I worked for / studied in:**
+1d6 to STA or DEX,
Skill: acquiring help or resources from former educational institution.
_For whatever reason, you decided to leave the school, academy, university, college or other formal educational institution you were employed by. You still know someone from your previous career, but you have had to diversify your skills in order to find a new profession. Discuss with your Guide the nature of your current relationship with former educational institution._ - **I was forced to leave the educational institution I worked for / studied in:**
+1d6 to STA or DEX,
Skill: masquerading as a member of former educational institution,
Disadvantage on Actions when dealing with people who know you from former place of educational institution.
_For whatever reason, you had to leave the school, academy, university, college or other formal educational institution you were employed by. You still remember the formalities and procedures from your previous career, but you have had to diversify your skills in order to find a new profession. You try to steer clear of colleagues from your former career._ ### Martial - **I received military or law enforcement training:**
+1d6 to STA or SOC or DEX,
Skill: Unarmed or Armed Combat using a weapon of your choice OR identifying local law-enforcement.
_Driven by the pursuit of power or the desire to protect your community, you have spent some or a fair amount of your life in a military or law enforcement organisation of your choice. There, you trained physically, learned how to follow orders and use a weapon._ - **I held / hold a low or medium military rank:**
+1d6 to STA or SOC,
Skill: Combat Actions taken alongside one or more companions against the same opponent.
_You are no stranger to the battlefield, having fought battles and survived by using both your strength and your wits. You fight best when alongside your fellow soldiers or companions._ - **I held / hold a high military rank:**
+1d6 to WIT or SOC,
Skill: identifying an opponent’s potential weakness during Combat.
_The battlefield isn’t exactly where you earned your title, as you were usually found some distance from the frontlines. While you might have fought some battles yourself, your true strength lies in the tactical side of warfare._ - **I held / hold a low or medium law enforcement rank:**
+1d6 to SOC,
Skill (choose one): identifying criminal acts OR interacting with fellow law-enforcement officials.
_You see someone on the street bumping into a stranger and, while they apologise profusely, you also notice their hand coming out of the stranger’s pocket. You have seen this happen often, and know exactly what to do now. Your experiences in law enforcement have afforded you a keen eye for crime or an Advantage when dealing with others in your same line of work._ - **I held / hold a high law enforcement rank:**
+1d6 to SOC or STA,
Skill (choose one): eliciting cooperation from both civilians and law-enforcement officials OR interacting with fellow law-enforcement officials.
_You have risen through the ranks of law enforcement, eventually earning a leadership role within your organisation. You are able to get people within and outside your line of work to aid you - through inspiration, persuasion or even force._ - **I willingly left the military or law enforcement organisation I was a part of:**
+1d6 to WIT or DEX,
Skill: acquiring help or resources from former organisation.
_For whatever reason, willingly or not, you left the military or law enforcement organisation you served in. You still remember your training and relevant protocol, but have nonetheless needed to diversify your skills to find a new profession. Discuss with your Guide the nature of your current relationship with former organisation and its members._ - **I was forced to leave the military or law enforcement organisation I was a part of:**
+1d6 to WIT or DEX,
Skill: masquerading as a member of former organisation,
Disadvantage on Actions when dealing with people who know you from former organisation.
_For whatever reason, you had to leave the military or law enforcement organisation you served in. You still remember your training and relevant protocol, but have nonetheless needed to diversify your skills to find a new profession. You try to steer clear of colleagues from your former organisation._ - **I taught myself to fight:**
+1d6 to STA or DEX,
Skill: Combat (choose Power, Unarmed or Armed with weapon of choice).
_You have spent months, maybe even years honing your skills with a specific weapon or in unarmed combat._ - **I was taught to fight by a mentor:**
+1d6 to STA or DEX,
Skill: Combat (choose Power, Unarmed or Armed with weapon of choice) OR acquiring help or resources from your Combat teacher / mentor.
_You spent some or a fair amount of your life being taught in a specific combat style by a mentor. Discuss with your Guide the nature of your current relationship with your fighting mentor._ - **I have fought for entertainment:**
+1d6 to SOC,
Skill: Combat (choose Power, Unarmed or Armed with weapon of choice), OR public and/or competitive displays of Combat prowess.
_Your talents in combat, be they unarmed or armed, were a source of awe and amusement for the many or the privileged few. You know how to win over a crowd or audience from your spotlighted place in the arena, ring or stadium._ - **I have fought for a cause:**
+1d6 to STA or SOC,
Skill: any Combat Actions motivated by your cause OR Inspiring others through your belief in your cause.
_Your fighting has always had a purpose, be it to win a war, get revenge, repel an oppressive force, vanquish evil or defend the defenseless. When faced with a combat task the purpose of which aligns with your motivations, you are moved to fight better._ - **I have fought to survive:**
+1d6 to STA or DEX,
Skill: Combat Actions when outnumbered.
_You spent some or a fair amount of your life in a constant struggle for survival, perhaps on the run, stranded in a hostile environment or while imprisoned. When the odds are against you, you are spurred on to fight harder to get out alive._ ### Political - **I was born / grew up in a place of influence:**
+1d6to SOC or WIT,
Skill: dealing with influential people.
_You spent your formative years living among authority figures, learning the fundamentals of etiquette and protocol, needed to get by._ - **I have had a low-ranking position in a place of influence:**
+1d6 to SOC or WIT,
Skill: one Skill related to profession.
_You worked in a castle, political headquarters or capital city, filling a role that was probably vital to proceedings, but that would often fade into the background or be taken for granted._ - **I have had a high-ranking position in a place of influence:**
+1d6 to one Stat pool of your choice,
Skill: dealing with influential people.
_You worked as a royal advisor, aide, elder, senator or other profession that while respected and influential, also required a lot of tact, charisma and skills in self-preservation._ - **I was born / adopted into an influential family:**
+1d6 to SOC or STA,
Skill: dealing with influential people.
_Youspent your early years living in luxury and safety. You are a master of etiquette and protocol when it comes to dealing with influential people, but not necessarily in much else._ - **I held / hold a position of authority or influence:**
+1d6 to SOC or WIT,
Skill (choose one): persuasion OR intimidation.
_You were or still are one of the highest (if not the highest) ranking members of a royal family, political cabinet, or other system of government, large or small. You know how to tell others what to do and when it is appropriate to do so._ - **I voluntarily left my position or rank in a place of influence:**
+1d6 to WIT or STA or DEX,
Skill: acquiring help or resources from former place of influence.
_For whatever reason, you decided to leave your position in a place of influence. You might have been a servant or advisor to those in authority, or even an influential figure yourself, but something happened that moved you to abandon that life of privilege. You still know someone from your former life, but have also needed to adapt and diversify your skills in order to start a new one. Discuss with your Guide the nature of your current relationship with former place of influence._ - **I was forced to leave my position or rank in a place of influence:**
+1d6 to WIT or STA or DEX,
Skill: masquerading as someone in a place of influence,
Disadvantage on Actions when dealing with people who know you from former place of influence.
_For whatever reason, you had to leave your position in a place of influence. You might have been a servant or advisor to those in power, or even a powerful figure yourself, but something happened that forced you to abandon that life of privilege. You still remember the protocols and procedures from your former life, but have also needed to adapt and diversify your skills in order to start a new one._ - **I joined or founded a political movement:**
+1d6 to WIT or SOC,
Skill: acquiring help or resources from your political movement.
_Whether out of necessity or by choice, you made the decision to join or even found a political movement. You may or may not still be a part of this movement. Discuss with your Guide the nature of your current relationship with the political movement._ - **I willingly left my political movement:**
+1d6 to STA or DEX,
Skill: acquiring help or resources from former political movement.
_For whatever reason, you decided to leave your political movement. While you may still be in contact with the movement, you have had to diversify your skills in order to make a new life for yourself, outside of politics. Discuss with your Guide the nature of your current relationship with the political movement._ - **I was forced to leave my political movement:**
+1d6 to STA or DEX,
Skill: masquerading as a member of former political movement,
Disadvantage on Actions when dealing with people who know you from former movement.
_For whatever reason, you had to leave your political movement. While you still remember the inner workings and procedures of the movement, you have had to diversify your skills in order to make a new life for yourself, outside of politics. You try to steer clear of members of your former movement._ ### Powerful - **I have studied my world’s form of Power:**
+1d6 to WIT or SOC,
Skill (choose one): Power OR identifying Power Types.
_You spent some or a fair amount of your life learning about your world’s form of Power, through reading, observation, experimentation - or a combination of the three. You might have been seeking to better control the Power you were born with, or to understand - and perhaps even harness – your world’s Power. Either way, your time at study has granted you a better theoretical knowledge of Power, if not necessarily a practical one._ - **I was born with Power, which manifested early:**
+1d6 to DEX,
Skill: Power
Your Power requires rolling for Side Effects: 1 = negative side effect, 2 or 3 = no side effect, 4 to 6 = positive side effect.
_Power has flowed through you since the day you were born, chaotically, wondrously or perhaps even dangerously. _ - **I was born with Power, which manifested later:**
+1d6 to STA or DEX,
Skill: Power
Your Power requires rolling for Side Effects: 1 or 2 = negative side effect, 3 to 5 = no side effect, 6 = positive side effect.
_The spark of Power you were born with lay dormant within you for some or even most of your life, until suddenly manifesting - with potentially dangerous results._ - **My Power was bestowed upon me:**
+1d6 to STA or SOC,
Skill: using Power Type(s) aligned with benefactor,
Disadvantage on using any Power Type(s) not aligned with benefactor.
_Whether at birth or later in your life, you were blessed or cursed with Power by external forces. Perhaps your Power is of divine origin, the result of shady government machinations or a kind of bizarre inheritance. Regardless, your knowledge and skills in Power are tied to your benefactor’s domain or sphere or influence, and attempts at Power not aligned with them might not always have ideal consequences._ - **I acquired my Power:**
+1d6 to WIT or DEX,
Skill: 1 Power Type of your choice,
Disadvantage on using any other Power Types.
_Through the discovery of a Powerful artefact, a deal with a supernatural entity, or unorthodox experimentation, you obtained your Power. The consequences of your action however have meant that, while powerful, your Power is limited and potentially dangerous._ - **I taught myself how to use my Power:**
+1d6 to WIT or STA,
Skill (choose one): Power OR finding information about known Power Type(s).
_You have spent time learning how to use your Power. Regardless of whether your Power is innate, a gift, a prize, or syphoned from the world around you, your time at study has made you skilled, but by no means infallible._ - **I was taught how to use my Power:**
+1d6 to WIT or STA or DEX,
Skill (choose one): Power OR acquiring help or resources from your Power teacher.
_You have spent time being taught in using your Power by a teacher or tutor. They might have helped you train your body and mind to better control and channel your innate Power, or showed you how to acquire Power through observation and emulation. Discuss with your Guide the nature of your current relationship with your teacher._ - **I had Power once, but not anymore:**
+1d6 to WIT or DEX,
Skill: identifying Power Types.
_You once possessed whatever form of Power exists in your world, but no longer. Perhaps your Power was taken from you, you willingly gave it up or it simply left you. Whatever the case, you still remember its workings and can recognise its effects._ ### Religious - **I was brought up in a religious household:**
+1d6 to SOC,
Skill (choose one): performing prayers or rituals pertaining to a specific deity / faith, OR interacting with people who share that faith.
_You grew up in a family where practicing faith - earnestly or not - was part of the everyday routine. You might have kept your faith or abandoned it as you got older. Either way, you still possess knowledge of those often-practiced religious rites, and are comfortable interacting with people who share your family’s beliefs._ - **I was brought up by a religious order:**
+1d6 to WIT or SOC,
Skill (choose one): tasks requiring knowledge about a specific deity / faith OR performing prayers or rituals pertaining to a specific deity / faith.
_Your upbringing, whether through force or choice, was a task assigned not to your parents, but to members of an organisation devoted to religious worship. You might have eventually joined the order that raised you, or left it behind once old enough. Nonetheless their religious education has stayed with you._ - **I joined / founded a religious order:**
+1d6 to SOC,
Skill (choose one): performing prayers or rituals pertaining to a specific deity / faith, OR acquiring help or resources from religious order.
_Whether forced or by choice, you made the decision to dedicate your life to your faith and joined or even founded a religious order. You may or may not still be a part of this order. Discuss with your Guide the nature of your current relationship with religious order._ - **I willingly left my religious order:**
+1d6 to STA or DEX,
Skill: acquiring help or resources from former religious order.
_For whatever reason, you decided to leave your religious order. While you may still be in contact with them, you have had to diversify your skills in order to make a new life for yourself. Discuss with your Guide the nature of your current relationship with your former religious order._ - **I was forced to leave my religious order:**
+1d6 to STA or DEX,
Skill: masquerading as a member of former religious order,
Disadvantage on Actions when dealing with people who know you from your former order.
_For whatever reason, you had to leave your religious order. While you still remember the rites and rituals you once performed as one of their members, you have had to diversify your skills in order to make a new life for yourself, beyond your former order. You try to steer clear of members of your former order._ - **My faith gave me solace:**
+1d6 to STA or SOC,
Choose one: Inspiring others through chosen faith (Skill) OR no Disadvantages while Hurt (does not apply to Badly or Seriously Hurt).
_Your faith has offered you respite from the pain - physical, emotional, mental - in your life. In your time of adversity you turned to your deity / deities and in their glory you found comfort, a comfort which you are able to impart unto others who need it._ - **My faith gave me purpose:**
+1d6 to SOC or WIT,
Skill: Inspiring others through chosen faith.
_Your faith has afforded you meaning in what you might have perceived to be a meaningless world. For whatever reason, you had lost your way and your chosen deity / deities guided you onwards. Such is the bolstering effect of your faith to your spirit, that you are skilled in inspiring others with your conviction and earnest belief._ - **I had a religious epiphany:**
+1d6 to SOC,
Skill (choose one): interacting with individuals / groups that share your faith OR Inspiring others through chosen faith.
_At some point in your life, you witnessed what you believe to be a sign from your deity / deities: perhaps a dream, a vision or an omen. Whatever its nature, your experience can be of great inspiration to those who share your faith, and those who - as yet - do not._ ### Technical - **I have dealt with technology as a passion:**
+1d6 to WIT,
Skill (choose one): identifying different forms of technology OR interacting with one type of technology of your choice.
_Your technical knowledge and experiences have been fueled by an enthusiastic - or even obsessive - fascination with technology. You may be skilled in identifying a wide variety of technologies, or in assessing, repairing and using one type in particular._ - **I have dealt with technology professionally or out of necessity:**
+1d6 to WIT or STA,
Skill: interacting with one type of technology of your choice.
_Whether as part of your trade or as a result of extreme circumstances, you had to learn knowledge and skills in technology. Your job might have required technical skill, or perhaps your life - or a loved one’s - might have depended on technology._ - **I taught myself technical skills:**
+1d6 to WIT or DEX,
Skill (choose one): obtaining technical information or components OR interacting with one type of technology of your choice.
_For whatever reason - be it for work, survival or pleasure - you studied and practiced technical skills by yourself. You are adept at either finding the information or components you need, or at assessing, repairing and using one specific form of technology._ - **I was taught technical skills:**
+1d6 to WIT or SOC,
Skill (choose one): interacting with one type of technology of your choice OR acquiring help or resources from your technology tutor.
_For whatever reason - be it for work, survival or pleasure - you were taught technical skills by a teacher or tutor. Discuss with your Guide the nature of your current relationship with your technology tutor._ ### Travelling - **I have travelled as a way of life:**
+1d6 to WIT or DEX,
Skill (choose one): one Skill relating to navigation OR finding the means to survive.
_You have spent most of your life moving from place to place, either alone, with your family or as part of a nomadic community. You are familiar with several types of terrain and natural environment._ - **I have travelled for pleasure:**
+1d6 to SOC,
Skill (choose one): acquiring local information OR finding a local guide.
_You have undertaken several journeys in your life as a tourist, visiting different cities, countries or lands motivated by a sense of wanderlust or the simple desire for new experiences. You may or may not be used to roughing it, but you are skilled in seeking out someone to give you guidance or information about a new location._ - **I have travelled for work:**
+1d6 to SOC or WIT,
Skill (choose one): finding work opportunities in current location, OR acquiring help or resources from work contacts in a specific location of your choice.
_Your profession - or search for one - required you to move around frequently, perhaps just from one city or town to another, or across greater distances by land, air or sea. In a location you travelled to for business, you may have known and collaborated with another person or persons, possibly frequent customers, clients or peers who you still know (discuss with your Guide the nature of your relationship)._ - **I have travelled to survive:**
+1d6 to STA or DEX,
Skill: finding the means to survive OR finding shelter / accommodation.
_For whatever reason - a natural disaster, conflict, punishment or persecution - you have moved from place to place just to survive. Whether you were travelling alone or with others, you have skills in finding what you need to live in various environments, wild or not._ - **I have travelled for knowledge:**
+1d6 to SOC or WIT,
Skill: acquiring information / lore about current location.
_You have spent some or a fair amount of your life journeying in order to learn more about the world around you. You might have visited various inhabited or uninhabited areas, collecting information about them, their history and characteristics._ - **I have travelled in search of someone or something:**
+1d6 to SOC or WIT,
Skill: acquiring information concerning the subject of your quest (Skill).
Once the subject of your search has been found, you may (at the Guide’s discretion) choose a new subject.
_You have spent some or a fair amount of your life looking for a person or object. This someone or something is of importance to you or someone else who has tasked you with finding them. Your quest might have required you to travel more or less extensively around the world, and you have developed some skills in finding leads on where and how to locate your objective._ ### Working - **I have worked as an artisan:**
+1d6 to WIT or DEX,
Skill: one Skill of your choice related to artisanal trade.
_You spent some or a fair amount of your life making goods for sale or as a hobby, (e.g. household items, weapons, tools, foodstuffs, clothing, works of art, pieces of machinery, etc.). You might have owned your own shop, or been a travelling craftsperson._ - **I have worked the land:**
+1d6 to to STA or WIT,
Skill (choose one): gardening OR agriculture.
_You spent some or a fair amount of your life toiling in fields, tending to gardens or harvesting fruits and vegetables. You possess the knowledge and skills required to grow and maintain plants, either for food, materials or pleasure._ - **I have worked as a merchant or trader:**
+1d6 to SOC,
Skill (choose one): appraising a specific kind of product of your choice OR haggling.
_You spent some or a fair amount of your life selling or exchanging goods, either from a shop or in an itinerant manner. You are knowledgeable in acquiring and determining the value of the kind of merchandise you have experience purchasing / trading, and have some skill in getting things for a lower price than usual._ - **I have worked in communications:**
+1d6 to SOC,
Skill: one form of reporting, conveying and recording information of your choice.
_You have a way with words - either written, spoken, or both - and are skilled in effective communication. You might have worked as a journalist, a town cryer, a messenger, a diplomat, or other similar profession. Your work might have required you to travel, learn how to use sophisticated technology or speak different languages._ - **I have worked in entertainment:**
+1d6 to SOC or DEX,
Skill (choose one): one form of entertainment OR inspiring others through chosen form of entertainment.
_You have knowledge and skills pertaining to one or more forms of entertainment (e.g. music, singing, dancing, acting, story-telling, puppetry, etc.). You might have been a performer yourself or worked alongside performers, assisting or managing them professionally._ - **I have worked in medicine**
+1d6 to WIT or SOC,
Skill: Healing through medicine.
_You have the knowledge and skills necessary to heal the injured and/or treat the sick. You might have worked as a physician, herbalist or even surgeon._ - **I have worked as a care-giver**
+1d6 to WIT or SOC,
Skill: one Skill of your choice relevant to the type of care given and / or required.
_You have the knowledge and skills necessary to take care of another person or creature on a regular, if not daily basis. _ - **I have worked as a guardian or protector**
+1d6 to STA or SOC,
Skill: intimidation OR Actions meant to incapacitate a Target (Stuck Condition).
_You have been charged with the safekeeping of a person, group of people, object or establishment. Perhaps you were a bodyguard, private security officer, bouncer or a vigilante. Whatever your particular job, you are skilled in either persuading people to back down, or making sure they don’t cause trouble._ - **I have worked in an academic / scientific field**
+1d6 to WIT,
Skill: one Skill of choice relevant to your academic or scientific field.
_You have the knowledge and skills necessary to work in a particular field, be it academic of scientific. You might have worked as an archeologist, historian, lab technician, computer programmer, etc._ - **I have worked as a manual labourer**
+1d6 to STA or DEX
Skill: one Skill of your choice relevant to your field of work.
_You have held a profession that involved a lot of physical toil, perhaps in mining, construction, picking produce, or factory work._ # Guide Section The following chapter covers information useful for Guides who are looking to build a setting for their game of Four Points. ## Building a Setting When creating a setting, you may want to consider the following: what kind of beings populate your setting and is there something special about it? The playable inhabitants of your world are referred to as Folk in this document, but could also be considered Species, depending on the setting. You can use the same process outlined below to build non-playable creatures that live in your setting, such as animals, mythical creatures and more (see Building NPCs section). ### Building Folk What kind of beings live in the world you will be playing in? The types of Folk that inhabit your setting may depend on its genre. You may choose to adapt archetypal high fantasy Folk such as elves and dwarfs into the Four Points system, or create a plethora of weird and wonderful alien species. Whatever the case, when creating a Folk, you will most likely need to decide on its Traits and Abilities. Some might be common to all members of your Folk, while others could be optional. For example, a species of frog or newt-like creatures might all possess the Amphibious Trait, but some might possess the Ability to naturally camouflage themselves, while others the Ability to produce a bioluminescent glow. Giving the Players more choice can lead to greater variety within the same Species or Folk. This document provides an extensive list of example Traits and Abilities for you to choose from or modify (see final section of this chapter). Alternatively, you may wish to build some of your own. #### Building Traits When creating a Trait, try to include one thing that benefits the Folk and one that provides no benefit or even an adverse effect. A Trait could include any of the following combinations: - 1 Advantage + 1 Disadvantage - 1 Ability + 1 Disadvantage or Vulnerability - 1 Resistance + 1 Ability - 1 Immunity + 1 Vulnerability - 1 Ability or 1 Ability from a list of options #### Building Abilities When creating an Ability, try to include a Trait requirement or something special that cannot already be accomplished by a Skill. An Ability could include any of the following combinations: - Trait requirement + cause a Condition - Trait requirement + special movement and/or a temporary Advantage - Special movement and/or temporary Advantage - Cause multiple Conditions ### Power and Power Types Consider how structured your want Power to be in your setting, using the following questions as prompts: - Is there just one Power Type in your setting, or are there many to choose from? - Is Power something rare and still partially unexplored, or is it commonplace? - How many Power Types can an inhabitant of your setting know and use? - How easy or difficult is it to have Power? Can it be learned, is it innate, or a mix of both? ### Exploration and Cooperative World-building Whether or not you decide to populate your setting with a variety of Folk, or include some form of Power within it, try to leave some parts of it as mysterious or unknowns. You game-play can be enhanced by letting the Characters and their backstories inform the world, and leaving room to expand and explore. For example, in a fantasy setting, there might be a large kingdom, which is mapped out, containing important places to visit or people to meet, for the bulk of the adventure. However, one of the Players might have made a Character who was or is still working for the government of a rival enemy country. If you are the Guide, try working with this Player to flesh out what this enemy country is like. Is their government simply paranoid or do they have just cause to be suspicious of the kingdom? Are they planning to spy on the kingdom or declare war? Are their culture and values at odds with those of the kingdom or are they actually quite similar? ### Setting Checklist The following list of questions can be used as a tool to help you and your fellow Players through the Setting Building process. - What is the genre of your Setting? - What is the scope of your Setting? Will you be adventuring across an entire continent, planet or galaxy, or will your game take place within the confines of a single town or building? - Does your Setting include any Type of Power and Effects? - How does Power function within your Setting? - Is your Setting populated by multiple Folk? - What are the Traits and Abilities of your Setting’s Folk? - Are there parts or elements of your Setting still to be discovered or explored? ## Building NPCs This section covers creating Non-Player Characters that you, as the game’s Guide, will be playing as. To build an NPC, you can follow these steps. ### Choosing a Folk First, choose a Folk for your NPC, and make note of their Traits and Abilities. As the Guide does not spend Energy Points or roll dice in Four Points, you can instead assign Difficulty to your NPC’s Traits and Abilities. As an example, let’s build a Catfolk NPC. ### Assigning Difficulty How much of a challenge is your NPC going to be for your Players? You can start by assigning the NPC a base Difficulty, or separate Difficulties for each of their Stats. Next consider how the NPC’s Difficulty might increase or decrease based on their Traits, Abilities and Skills. If the NPC has a Trait that affords them an Advantage on a certain Action, or is Skilled in that Action, you can increase their Difficulty by 1 or more levels when they perform it. The NPC’s Difficulty will also be affected by any Conditions applied to them. If an NPC is Hurt, their Difficulty might go down by 1 level. Conversely, if they are Inspired, it might go up by 1. Let’s continue building our Catfolk NPC, who is quick-witted and nimble, but not very physically imposing. Their Difficulty will be Tricky against Wits, Dexterity and Sociability Actions, and Normal against Stamina Actions. Their Traits include Heightened Senses and a Tail. These Traits would normally afford Advantage on avoiding surprise attacks and Resistance against being Blocked by being knocked over. As this is an NPC, it means their Difficulty will go up if the Players attempt a surprise attack against them, or try to knock them over. Next we’ll give them Skills. These could include Deception. This means that if a Player Character is performing a Sociability Action to determine if our Catfolk NPC is lying, the latter’s Difficulty level will go up to Tough, or even Challenging. ### Defence As for Defence, this is simply determined by whether or not you want your NPC to wear any armour or carry a shield. Our Catfolk NPC will have Light Armour, which affords them 1 Defence. ### Performing Actions As previously mentioned, the Guide does not spend Points or roll dice. This means you, as Guide, can decide how successful your want your NPC’s Action to be, unless it is opposed or hostile towards one or more Player Characters. In this case, the Players determine its success, by successfully avoiding or negating it by spending EP, or Testing their Luck. ### Sample NPC Catfolk Thief: **Stats:** - Wits, Dexterity and Sociability: Tricky - Stamina: Normal **Traits:** - Claws: can use retractable claws as natural Weapons in Combat against a Close target. - Heightened Senses: Increase Difficulty by 1 level against surprise attacks. - Tail: Increase Difficulty by 1 level against attempts to knock down. **Abilities:** - Climbing: can climb and move up, down and across non-smooth vertical surfaces. - Jumping: can perform a leap or jump six times their body length (excluding tail). **Skills:** - Deception - Eavesdropping - Sleight of hand - Lock-picking - Singing - Healing - Armed Combat with a dagger ## List of Traits The following is a list of sample Traits for you to use or adapt in your Four Points game. - **Amphibious**: You can move and breathe both underwater and on land. While in very hot, dry environments, you suffer the Hurt Condition, until you find shade, submerge yourself in water, or cool down through other means. - **Aquatic**: You can breath underwater, but not on land. Unless you possess special items or are wearing specialised breathing equipment, you will take one level of Hurt for every minute you are out of the water. - **Big, Wide or Many Eyes**: Your eyes are larger, further apart, or simply more numerous than those of most other Folk, affording you a wide field of vision. Unless you are Blocked, or the threat is invisible, you can detect movement or dangers coming from the side or almost directly behind you. You have no Disadvantage on avoiding dangers of this nature. - **Buoyant**: Your body can stay afloat atop the surface of any non-corrosive liquid. You may function as a living raft for 1d6 creatures in calm liquids, and half that total (rounded down, minimum 1) if the liquid is agitated or in motion. - **Cold Blooded**: You have Resistance against becoming Hurt by extreme heat. While in very cold climates, you have Disadvantage on all Actions until able to find warmth, bundle up, or heat yourself through other means. - **Elemental Nature**: Your body consists, or possesses the properties of one or two elements (e.g. Earth, Air, Fire, Water, Light, Shadow, etc.). You have Immunity to any attacks that share your nature (e.g. Fiery nature = Immunity to Fire) but have a Vulnerability to those opposite to your nature (e.g. Fiery nature = Vulnerable to Water). - **Fur / Feathers**: You are covered in fur or feathers, which keep you warm and provide you with a layer of protective padding. You are Resistant to becoming Hurt by intense cold, and bludgeoning impacts or attacks. - **Gelatinous Body**: Your body is soft and fluid-like. This allows you to bounce back from most impacts, but extreme temperatures can be particularly harmful to you. You are Resistant to being Hurt from piercing and bludgeoning impacts and attacks, but Vulnerable to being Hurt by intense heat and cold. - **Hardy Eater**: You can ingest and digest almost anything. You can consume any manner of food – even spoiled – and still draw sustenance from it without suffering any ill effects. You are Immune to becoming Hurt by poisonous or spoiled food. - **Healing Saliva**: Your saliva contains many naturally antibacterial chemicals, and can be used in the treatment of wounds, as a Healing Action, with Advantage. - **Heightened Hearing**: Your auditory sense is highly sensitive. You have Advantage on any Action that requires hearing, unless this sense is otherwise impaired. - **Heightened Senses**: Your senses are by nature particularly attuned to your surroundings and any possible dangers nearby. You have Advantage on evasive Actions made to avoid sudden dangers or surprise attacks. This Trait allows for the Telepathy Ability (see Abilities). - **Incorporeal**: You are of a spectral or gaseous nature, floating through the air and unable to interact with solid objects unless you also have the Solidify Ability. You are Immune to any physical attacks, but Vulnerable to air, electricity and heat-based attacks. - **Kinship**: You have Advantage on Sociability Actions when interacting with another creature of your same origin / community, unless they are hostile towards you. - **Malleable / Bendy Body**: Your body is soft and boneless, or at least highly flexible. You can bounce back from most impacts, but a sharp blade can cause you serious damage. You are Resistant to being Hurt by bludgeoning impacts and attacks, but Vulnerable to piercing impacts and attacks. - **Mechanical Nature**: You are of an inorganic machine, and therefore do not require air, food, drink or sleep. Instead, you subsist on magical or non-magical energy, stored in your battery. A full night’s rest recharges your battery, requiring you to deactivate primary motor function as you slowly absorb ambient energy from the surrounding environment. In this state, you appear inert, but it doesn’t render you Unconscious, and you can see and hear as normal. \ A full charge will last a number of days equal to half of your current Stamina (minimum 1). Once you have depleted your battery’s charge, you become Unconscious until you are able to recharge. - **Modular**: Your mechanical – or partially mechanical – frame has one or more incorporated design elements. Attaching modular elements can be a lengthy and costly procedure, thus the number of modules you have incorporated into your frame depends on your Age (Young: 1 module; Adult: up to 2 modules; Elderly: up to 4 modules). Some of the Modules afford Abilities. Choose from the modules listed below: - **Repair kit**: Your body has a built-in repair kit. You have Advantage on Actions made to repair mechanical equipment, yourself or others of your Folk. - **Specialised Tool**: Your body has a built-in specialised tool or utensil. You can choose this option more than once. - **Weapon**: You possess a Light weapon, which is concealed and deployable from somewhere in your body, usually a limb. You can choose this option more than once. - **Musical Instrument**: Your body has been equipped with a musical instrument. You can choose to play this instrument manually or program a tune to be played. You can choose this option more than once. - **Extra Arm**: You possess an additional arm on your person. The arm can be smaller or equal in size to your other arms, and functions in a similar fashion. Your Extra Arm can pick up, carry and hold on to Tiny or Small objects. You can choose this option more than once. - **Sensory Enhancer**: You have a built-in device that technologically augments your hearing or sight. While activated, This Trait functions as either the Heightened Hearing Trait or Night Vision Trait. - **Surveillance Unit**: You are equipped with a small mechanical drone that can act as a sentry scout, with which you share a mental link. The drone moves by either crawling or flying (it possesses either the Wall-crawling or Flight Ability). This Trait allows for the Surveillance Drone Control Ability. - **Natural Armour**: You have an exoskeleton, scaly skin or a very thick hide, covering you in a kind of biological or biomechanical armour. You have a Resistance to being Hurt by slashing impacts and attacks. - **Natural Weapons**: You have one or more natural weapons, which you can use in Combat Actions against a Close Target. - **Claws / Thorny Skin**: You have claws or thorns on your hands and feet that function as natural Light weapons when bared. This Trait allows for the Venom / Poison Ability (see Abilities). Your claws or thorns may help you when scaling or climbing non-smooth surfaces (e.g. rock, trees, etc.) allowing for the Climbing Ability. - **Fangs / Spikes / Tusks**: You have sharp teeth or spikes that are capable of piercing flesh. This Trait allows for the Venom or Poison Ability (see Abilities). - **Pincers / Mandibles**: You can use your pincers or mandibles to clamp onto an opponent, either inflicting Hurt, or Hurt + Blocked by spending 1 additional EP. This Trait allows for the Venom or Poison Ability (see Abilities). - **Stinger**: You have a sharp stinger that is capable of piercing flesh. This Trait allows for the Venom or Poison Ability (see Abilities). - **Horns**: You have one or more horns with which you can pierce or bludgeon an opponent, or even knock them over, dealing Hurt, or Hurt + Blocked by spending 1 additional EP. - **Night Vision**: You can see in low light as if it were bright light, and in darkness as if it were low light. Your night-vision cannot discern colour when in darkness. Your eyes are sensitive to bright sunlight. Upon exiting a dark area and entering an area of bright daylight, you have Disadvantage on all Actions for 1 hour, unless your eyes are appropriately shielded. - **Nose for Nature**: You have developed a keen sense of smell, focused primarily on distinguishing between harmful or beneficial plants, which can be useful in herbalism. You have Advantage when using your sense of smell to find beneficial plants or detect poisonous ones. - **Prehensile Tail**: You have a long and particularly dextrous tail. You can use your tail to hang from structures, as well as pick up and carry small objects. Your tail also affords you a great sense of balance, meaning you have Resistance to getting Blocked by being knocked over. - **Required Maintenance**: You are of a mechanical nature, and therefore Medical Healing will not remove any harmful Conditions you may have, and you cannot ingest medicines or special healing items. During a Long Rest you or another character with a Skill in technology can repair you, removing any harmful Conditions. - **Scent-speech**: You can communicate with others of your Folk using unique scents that you emit from your bodies. Folk with a heightened sense of smell may be able to detect these scents but not necessarily decipher them. - **Sturdy Stuff**: Your body is made of metal, stone or another inorganic material more durable than flesh. You are Resistant to being Hurt from piercing impacts and attacks, but Vulnerable to intense heat, cold and corrosive substances. You are also Immune to being Hurt by poison. - **Sunned and Watered**: You do not ingest food, but acquire all the nourishment you need from a balance of sunlight and water. If you are unable to find adequate sunlight or water, you can survive a number of days equal to half of your current Stamina (rounded down, minimum 1), before becoming Unconscious. - **Superior Smelling**: Your olfactory sense is highly sensitive. You have Advantage on any Action that requires smell, unless this sense is otherwise impaired. - **Tail**: You have a tail. Your tail affords you a great sense of balance, meaning your have Resistance to getting Blocked by being knocked over. - **Trunk:** You have a retractable and highly flexible trunk, that acts as an extra limb. The trunk can pick up, carry and hold on to Tiny or Small objects. It can also be used as a natural weapon in combat, against Close targets. - **Winged**: You have wings, either on your back or instead of arms. This Trait allows for the Flight Ability (see Abilities). If your wings are large, vibrantly coloured and/or patterned, they can be used to embellish a performance, cause a distraction or entice / intimidate a creature, affording Advantage on any of these Actions, but negating the Advantage on evasive Actions (see Flight Ability). ## List of Abilities The following is a list of sample Abilities for you to use or adapt in your Four Points game. - **Bellow, Roar or Howl**: You are able to let out thunderous roars, piercing howls or bellowing calls, which can be heard by creatures who are Far Away. - **Bio-electricity**: You have the Ability to release small bursts of electricity at will. You can inflict Hurt, or Hurt + Blocked by spending 1 EP. - **Bioluminescence**: You can make your skin naturally glow with a soft light (that comes in an array of colours) when in a dark environment. The bioluminescent glow sheds bright light in a Small Area centred on you, and dim light in a Medium Area. The illuminated Area can be increased, by spending additional EP (Guide’s discretion). - **Burrowing**: You have the Ability to easily burrow and tunnel into the ground. If the earth you are burrowing into is particularly compacted, this Ability will cost additional EP (Guide’s discretion). - **Climbing (Requires appropriate Trait)**: You have claws, spines, suckers or other appendages that assist you greatly in climbing. You have the Ability to easily scale and move up, down, and across vertical surfaces. - **Echolocation (Requires Heightened Hearing Trait)**: You are able to emit squeaks or cries at various pitches, and listen for the echoes of the sound bouncing off surfaces or objects with your sensitive ears. Through use of this Ability you can easily move, walk or fly in total darkness (you are Immune to becoming Blocked by sight obstruction). - **Elemental Breath**: You can project a blast of fire, air, water, lava, steam, lightning or other setting appropriate elemental force from your mouth or nose. The blast can be used as a Natural Weapon in a Combat Action, reaching Close or Nearby Targets. - **Flight (requires Winged Trait)**: You have the Ability to fly and hover in the air for 1 hour. While in flight, you gain a temporary Advantage on evasive Actions. If your Wings are also arms, you cannot perform Actions that would require your hands while flying, but can attempt to pick up / carry / attack items or creatures with your feet. If you spend more than a total of 2 hours flying without resting, you become Hurt. You can increase your flying speed and height by spending additional EP (Guide’s discretion). - **Ink Spray**: You have a sac somewhere on your body that can spray a jet of thick dark-coloured liquid. If on land, you can spray ink as a projectile against a Close or Nearby Target, inflicting Blocked (impaired sight).
If underwater, you can create a cloud of ink covering a Medium Area centred around you or around Nearby Targets, obscuring yourself from sight or inflicting Blocked (impaired sight) on Target(s). Distance / Area of the spray can be increased by spending additional EP (Guide’s discretion). - **Jumping**: You have particularly strong legs, that allow you to jump higher and further than most other Folk. You have the Ability to perform a large leap or jump up to 6 times your body length (excluding a tail). You can increase your jumping height/distance by spending additional EP (Guide’s discretion). - **Limited Shape-shifting**: You have the Ability to change your form by stretching it, expanding it, or growing extra appendages. The form must be the same Size as the your original form, and cannot perfectly mimic the appearance of another creature. You can hold your changed form for a number of minutes equal to half your current Stamina (rounded down, minimum 1). You can increase the complexity of extra appendages by spending additional EP (Guide’s discretion). - **Natural Camouflage**: When not wearing any specialised clothes or armour, you can reproduce upon your skin the colour and/or pattern of any surface you come into contact with, rendering yourself practically invisible if motionless. The illusion of invisibility is broken if you are seen moving or are touched by another creature. - **Phase**: You have the Ability to temporarily become intangible. While phasing, you temporarily gain the Incorporeal Trait. Upon using this Ability, you can remain Incorporeal for a number of minutes equal to half your current Stamina (rounded down, minimum 1). You can spend additional EP to increase the duration of phase (2 EP = +1 minute as Incorporeal). - **Roll-up (requires Natural Armour Trait)**: You have the Ability to tuck in your head and limbs, in order to curl up into a fully armoured ball. While rolled up, you are Resistant to becoming Hurt by falling and can inflict Hurt + Blocked to any Nearby Small-to-Medium-sized Targets you are propelled into. - **Sense Emotions:** You are able to perceive the feelings and emotional state of another Nearby susceptible creature, for up to 1 minute. - **Shape-shifting**: You have the Ability to change your appearance and form. The form must be the same Size as your original form and can possess no more than 1 Trait and 1 Ability. You can hold your changed form for a number of minutes equal to half your current Stamina (rounded down, minimum 1). - **Sizzling Spit**: You have the Ability to secrete highly corrosive saliva to dissolve and digest food externally before ingesting it. You can also use this Ability in Combat to spit your corrosive saliva as a projectile against a Close or Nearby Target. You can increase the Range of your spit by spending additional EP (Guide’s discretion). This Ability is incompatible with the Healing Saliva Trait. - **Solidify (requires Incorporeal Trait)**: You have the Ability to temporarily solidify your spectral / gaseous form in order to become tangible and interact with tangible objects / creatures in your surroundings. While solid, you lose your former Immunities and Vulnerabilities. Upon using this Ability, you can maintain your corporeal form for a number of minutes equal to half your current Stamina (rounded down, minimum 1). You can spend additional EP to increase the duration of your solidity (2 EP = +1 minute as corporeal). - **Soporific Scent**: You are able to naturally produce a particularly calming odour, capable of soothing other Creatures into a slumber. By using this Ability, you create an invisible scent cloud covering a Medium Area centred around you.
Any susceptible creatures within that cloud will fall asleep and become Unconscious until woken up. - **Sticky Residue**: You are able to secrete a viscous, highly adhesive substance. Any creature who attempts to move through the trail of sticky residue is immediately Blocked. - **Stunning Spores**: You are able to naturally release spores from your body that can impede an affected Target creature’s sense of balance. By using this Ability, you create a cloud of shimmering spores covering a Medium Area centred around you.
Any susceptible creatures within that cloud will become Blocked (impaired sight) until their next turn. - **Surveillance Unit Control (requires Surveillance Unit Trait)**: You can use this Ability to activate and deploy your mechanical drone. Once the drone is deployed, you can instruct it on where to go, but it cannot speak or interact with its environment beyond observing. You can see through your drone's eyes and hear what it hears. While doing so, you cannot hear or see with your own senses. The drone can function for 1 hour before needing to return to you and recharge. If the drone is damaged or destroyed, you can attempt to repair or create a new one. - **Telepathy (requires Heightened Awareness Trait)**: You are able to communicate telepathically with another Nearby creature. The telepathic communication can be made up of words, images, sounds or a combination of all three. You can use your telepathy for a total of minutes equal to half your current Wits (rounded down, minimum 1).
You can extend the Range or duration of you Telepathy by spending additional EP (+1 Range level / +1 minute = 1 EP). - **Tight Fit (requires Malleable / Bendy / Gelatinous Body Trait)**: You are able to squeeze your soft and boneless body through a Tiny gap or crack or into a space half your Size, without injury. - **Venom or Poison (requires Natural Weapon/s Trait)**: Your sharp fangs, claws, stinger, mandibles, pincers or spines are capable of injecting venom as well as piercing flesh. This Ability can be used in a Combat Action to cause Hurt or Blocked on a Close Target. - **Wall-crawling**: Through biological means, you are able to easily move up, down, and across vertical surfaces and upside down along ceilings. While wall-crawling, you are only able to remove one of your limbs from the surface you are clinging in order to perform an Action, or else you will detach.