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Table of Contents

Fast Play ..................... 1


Character Origin ..................... 2
Attribute Rank ..................... 3
Master Table ..................... 4
Skills ..................... 5
Skill List ..................... 6
Powers ..................... 7
Power Types ..................... 8
Powers: Ab-An ..................... 9
Powers: At-Da ..................... 10
Powers: El ..................... 11
Powers: En ..................... 12
Powers: Ex-Fa ..................... 13
Powers: Fl-Fo ..................... 14
Powers: Gr-Me ..................... 15
Powers: Mi-Nu ..................... 16
Powers: Pa-Re ..................... 17
Powers: Re-Su ..................... 18
Powers: Su-Te ..................... 19
Powers: Te-We ..................... 20
Universe Rank ..................... 21
Table Reference ..................... 22
Adjudication ..................... 23
Attack Types ..................... 24
Attack Effects ..................... 25
Character Sheet ..................... 26
Dice
PHASE FOUR mainly uses a twenty sided dice for character creation and task resolution. The rules use 1d20 as an
abbreviation for rolling one twenty sided dice. Occasionally, PHASE FOUR uses other various sided dice and they are
denoted by similar notation such as 1d6, 1d8, and so on.

Fast Play
This volume of PHASE FOUR is written to enable fast play. The nature of the rules are deliberately terse so as to
allow customization and house rules. The bulk of the rules detail how to create a character. Many of the powers,
skills, and gameplay options will mention the players should discuss additional options and ideas with the
Gamemaster.

License
The text of PHASE FOUR is in the public domain. Use of it what you will.

1
Character Origin Attributes
The first step in character creation is to determine the Characters are defined by a set of attributes. Each
character's origin. Roll 1d20 on the "Origin" table. attribute is given a score which is an indicator of how
adept a character is in that particular area. Each

ORIGIN character will have a set of seven attributes; Combat,


Strength, Toughness, Reflexes, Insight, Knowledge, Ego
Ro l l Origin (sometimes the list of attributes are abbreviated as
Combat S.T.R.I.K.E.)
01-02 Robot
03-04 Alien Combat: The measure of a character's fighting capability.
05-09 Skilled Human Used when doing battle with opponents with melee
10-13 Changed Human weapons, hand to hand combat, or physical powers.

14-17 Mutated Human Strength: The measure of a character's physical power.


18-19 Technology Used when lifting heavy objects, determining damage
20-20 Magic with punching or throwing, or otherwise engaged in
activities relying on raw physical power.
Robot: An automaton, an intelligent machine, or a
magical construct such as a golem. Toughness: The measure of a character's stamina and
robustness. Used when attempting to resist sickness,
Alien: A visitor from another world or dimension, such as overcome toxins, ignore fatigue, hold breath or
a Martian, advanced lizardmen from another galaxy or otherwise engaged in physically strenuous tasks.
even beings made of pure energy.
Reflexes: The measure of a character's speed, balance
Skilled Human: A highly skilled human whose powers
and grace. Used when aiming, throwing, balancing, or
are derived from superior training or specialized devices.
otherwise employing physical nimbleness,
Changed Human: A normal human who became
Insight: The measure of the character's insight. Used
superhuman through some outside agency, often an when attempting to sense danger, spot something,
accident or experiment. recognize a hunch, or otherwise work on instinct rather
Mutated Human: A human with changes to DNA that than analyzing a situation.
enables superpowers, perhaps from random chance at Knowledge: The measure of the character's knowledge
birth or from external factors later in life.
and reasoning. Used when attempting to solve a
problem, invent a gadget, decipher a code, or rely on
Technology: The character's powers are the result of
computer enhancemnts, cybernetic implants, advanced logic.
devices or other gadgets. Ego: The measure of the character's mental strength.
Magic: The character's powers are derived from mystical Used when attempting to resist hypnosis, sleep, using
psychic abilities, or otherwise using powers of the mind.
forces such as a witch's curse, studying ancient scrolls, or
wearing a magic amulet.

2
Rank Values Secondary Attributes
Rank Values are the numerical representation of There are a set of attributes which are derived from the
attributes, skills and powers. Rank Values range from 0 primary attributes instead of randomly rolling during
to 1000. Most characters will have Rank Values in the character creation. These attributes are known as
10-50 range. secondary attributes.

RANK VALUE Health Pool: Represents the amount of damage a


character can take before they are rendered unconscious

V a lu e Description or inert. Health is determined by adding up the Rank


Value of Combat, Strength, Toughness, and Reflexes.
1 Minimum human ability
2 Below average human Energy Pool: Represents the amount of cosmic energy
5 Average human and innate luck the character possesses. Energy is
determined by adding up the Rank Value of Insight,
10 Above average human
Knowledge, and Ego. Energy has the special property of
20 Exceptional human
being spent to shift results of the Master Table (see
30 Maximum human limit Altering the Dice).
40
50
Low superhuman
Superhuman
Rank Step
When an attribute or power gets an increase or decrease,
75 High superhuman the term Rank Step (abbreviated as RS) is often used. For
100 Low cosmic example, if a character has a Strength attribute of 50
200 Cosmic and rolls a power that gives the character a +1 RS to to
300 High cosmic their Strength, then the character's Strength attribute
would be bumped up to the next rank of 75.
400 Demigod
500 Beyond comprehension Optionally, if the Gamemaster wishes to avoid consulting
the chart, Rank Step can simply be converted to an

Attribute Rank Values adjustment to the player roll of the 1d20. Take the -1 RS,
-2 RS, +1 RS, +2 RS and apply it directly to the number
Roll 1d20 once on the "Attribute Rank" table for each the player rolls on the 1d20.
Power to determine its Rank Value.
To save time from consulting the Master Table, have the
RANK VALUE player write down the 3 target numbers corresponding
to their Rank Value. For example, if a character has a
Ro l l Rank Strength of 30, they would write down Strength 30 -
01-01 2 9/14/18. The 9 denotes a result of green, the 14 a result
02-02 5 of yellow, and the 18 a result of red.

03-04 10 The default character sheet provides a more colorful way


05-08 20 of expressing the Master Table. Using the Strength of 30
09-12 30 example, have the player color in the boxes 9 to 13 with
13-18 40 a green crayon or marker. Then fill in 14 to 17 with blue,
and fill in 18 to 20 with red.
19-19 50
20-20 75

3
Master Table
The Master Table is the main mechanism for determing success or failure for a task. The table is color coded to
show differing degrees of success and failure. The higher a character's Rank Value, the more likely that character
will succeed. It is the Gamemaster's role to adjudicate how difficult or easy something is to accomplish and adjust
the difficulty by adding or subtracting Rank Step before the player rolls. For example, if a character has a Strength
attribute of 50 and attempts to flip over a car right after somersaulting across an enemy, the Gamemaster may
adjudicate that the character is at -2 RS. This makes the task more difficult by adjusting down to a the 30 Rank
Value. An optional rule is to implement fumbles. A Blue result means the character failed in a detrimental way,
such as dropping their weapon or falling down while attempting an action.

MASTER TABLE
Rank
1d20
Value
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 B B B B B G G G G Y Y R
2 B B B B G G G G Y Y R R
5 B B B G G G G G Y Y R R
10 B B G G G G G Y Y Y R R
20 B G G G G G G Y Y Y R R
30 G G G G G G Y Y Y R R R
40 G G G G G G G Y Y Y R R R
50 G G G G G G G Y Y Y Y R R R
75 G G G G G G G G Y Y Y Y R R R
100 G G G G G G G G Y Y Y Y R R R R
200 G G G G G G G G G Y Y Y Y R R R R
300 G G G G G G G G G Y Y Y Y Y R R R R
400 G G G G G G G G G G Y Y Y Y Y R R R R
500 G G G G G G G G G G Y Y Y Y Y R R R R R

MASTER TABLE RESULTS Interpreting Results


The color coded results give only a general
C o lo r Result interpretation of the success of an action. The
White Failed Attempted Gamemaster will have to interpret what failure or
G Green Minor Success success entails based upon the situaiton and the
Y Yellow Average Success characters involved. For combat actions, special result
tables are given that give more guidance for interpreting
R Red Major Success
results (See Combat, Bashing, Slashing, Ranged and

4
Rushing).
Skills
After determining a character's origins and attributes, the next step in the character creation process is to
determine skills. If the situation a character faces can be linked to the use of a related to the skill in some way, the
character will receive a bonus to their roll. For example, if a character is attempting to bluff a guard, the task
resolution would be to roll against the character's Ego. But if the character also possessed the acting skill they
would get a bonus for their roll to increase their chances of successfully duping the guard.

Using Skills
A skill grants a +1 RS when
making any rolls on the
Master Table during an action
appropriate to the skill in
question.

Determine Skill Number


To determine the number of skills a character possesses
roll 1d20 on the "Skill Number" table.

SKILL NUMBER
Ro l l N u m b e r o f S k i lls
01-04 1
05-12 2
13-18 3
19-20 4

5
Determine Skills
To determine which skills a character possesses roll
1d20 on the "Skill List" table. If the same skill is rolled
more than once, the character possesses advanced
knowledge of the skill.

Additional Skills
The table provided is by no means a comprehensive list
of all possible skills in the universe. Players that wish to
possess a skill not listed here are encouraged to discuss
the idea with the Gamemaster.

SKILL LIST
Ro l l S k i l l N a m e
01 Acrobatics
02 Acting
03 Animal Training
04 Astronomy
05 Biology
06 Boxing
07 Chemistry
08 Computer Hacking
09 Driving
10 Gambling
11 Hunting
12 Investigation
13 Law
14 Martial Arts
15 Mechanic
16 Medicine
17 Physics
18 Piloting
19 Psychology
20 Stage Magic

6
Powers
Powers are what make a character something beyond
the average day person on the street. Powers are broken
down into four catagories; Attack, Defense, Movement,
and Utility. Many powers will require the player and the
gamemaster to flesh out more detail before or during
play.

Determine Power Number


To determine which types of power a character
possesses, roll 1d20 on the "Power Type" table. After all
of the power types have been determined, if the player
does not have at least one attack power type, they can
change one of their types to an attack power type if they
so choose.

POWER NUMBER
Ro l l N u m b e r o f P o w e r s
01-05 2
06-16 3
17-18 4
19-20 5

Determine Power Type


To determine which types of power a character
possesses, roll 1d20 on the "Power Type" table. After all
of the power types have been determined, if the player
does not have at least one attack power type, they can
change one of their types to an attack power type if they
so choose.

POWER TYPE
Ro l l Type of Power
01-05 Utility
06-16 Movement
17-18 Defense
19-20 Attack
Determine Power
Find the power type and roll 1d20 on the corresponding "Power Utility", "Power Movement", "Power Defense", or
"Power Attack" table. If the player rolls the same power twice, they can elect to either increase the power's Rank
Value by +2 RS or roll again for a different power.

POWER UTILITY POWER DEFENSE


Ro l l P o w e r Ro l l P o w e r
01-02 Animal Command 01-02 Absorption
03-04 Attribute Boost 03-04 Body Armour
05-06 Chameleon 05-06 Force Field
07-08 Detection 07-08 Metamorphosis
09-10 Grow/Shrink 09-10 Mimic
11-12 Invisibility 11-12 Mind Shield
13-14 Nine Lives 13-14 Nullification
15-16 Plant Control 15-16 Reflection
17-18 Supersense 17-18 Regeneration
19-20 Telepathy 19-20 Resistance

POWER MOVEMENT POWER ATTACK


Ro l l P o w e r Ro l l P o w e r
01-02 Amphibian 01-02 Claws
03-04 Burrowing 03-04 Danger Sense
05-06 Elasticity 05-06 Elemental/Energy Control
07-08 Flight 07-08 Elemental/Energy Generation
09-10 Phasing 09-10 Extra Body Parts
11-12 Shapeshift 11-12 Fast Attack
13-14 Superleap 13-14 Mind Control
15-16 Superspeed 15-16 Paralyzing
17-18 Teleportation 17-18 Telekinesis
19-20 Wall Crawling 19-20 Weapon

8
Power Rank Values Amphibian
Roll 1d20 once on the "Power Rank" table for each The character has the ability to move and breath under
Power to determine its Rank Value. water. When swimming, the character moves a number
of Sectors determined by the Rank Value of this power.
POWER RANK
Ro l l R a n k V a l u e AMPHIBIAN
01-01 2
02-02 5
V a l u e S e c to r s / M o v e
1 1
03-04 10
10 2
05-08 20
30 3
09-12 30
50 4
13-18 40
100 5
19-19 50
20-20 75

Power Description
A short descriptions of the various powers is provided.
Each description includes general ways in which the
power can be used during a game session. Not every
situation can be covered in the rules, so certain results
and effects will have to be adjudicated by the
Gamemaster as events unfold.

Absorption
The character is immune to damage inflicted by a
specific elemental or energy type up to the Rank Value
of this power. Any damage inflicted over the Rank Value
of this power is suffered normally.

The character may use the absorbed energy in one of Animal Command
two ways: The character can communicate with and control
animals. To successfully communicate with an animal
Healing: The character instantly recovers a number of the character must roll 1d20 on the Master Table using
Health points equal to the damage absorbed, up to his the Rank Value of this power or the character's Ego +1
maximum value. RS, whichever is greater. A result of green or greater
indicates successful communication. To control an
Attacking: The character, on his next turn, may unleash
animal, the character must achieve a result of red. The
the absorbed energy as an attack. Treat as an
character can control one type of animal (such as birds,
appropriate elemental or energy control attack with a
reptiles, mammals, sea creatures, etc.), which must be
Rank Value equal to the number of Health points
determined at the time of the character's creation.
absorbed.

9
Attribute Boost Claws
This power is a temporary boost to any one primary The character has some form of claws, either a natural
attribute of the character's choice (chosen at the time part of the character's body or a worn item. The
this power is acquired). Once each hour of game time character uses the Rank Value of either the character's
the character can automatically boost the chosen combat attribute or this power to make slashing attacks.
attributes's Rank Value by an amount equal to the Rank Claws are treated as a one-handed weapon for purposes
Value of this power. The duration of affected primary of damage.
attribute is determined by dividing the new Rank Value
by ten and rounding down. At the end of this time the Optional: Instead of claws the character possesses
affected primary attribute's Rank Value is reduced to another type of weapon of the player's choosing which
one-half its normal Rank Value for 1d6 turns. may be used for bashing or slashing attacks (choose
one).
Body Armour
The character has armour of some kind, perhaps thick Danger Sense
hide or a protective bodysuit, which reduces damage by The character has a special sense that alerts the
an amount equal to the Rank Value of this power. character to danger seconds before it strikes. In all
instances in which the Insight attribute is used the

Burrowing character uses the Rank Value of this power or the


character's Insight attribute +1 RS, whichever is greater.
The character possesses the ability to tunnel beneath
the earth, moving at a rate equal to his normal running
speed (see Sectors and Movement) through any Detection
subterranean terrain with a material rank equal to or The character has the ability to detect a specific form of
less than the Rank Value of this power. The character energy, power, or supernatural presence chosen from the
cannot burrow through other characters. "Detection Types" list.

Chameleon Detection Types


The character's body, as well as worn or carried items, Magic: The character can detect magical energy such as
can be changed at will allowing the character to blend spells, artifacts, ley lines, those with the ability to use
into the surroundings. This is similar to the Invisibility magic, etc. The maximum range of detection is within a
power, except it is easier to detect the character; anyone number of sectors equal to the Rank Value of this power.
searching for the character rolls 1d20 and adds the Rank
Value of their Insight attribute to the roll and compares Magnetic: The character can detect magnetic fields and
it against the character's 1d20 roll plus the Rank Value entities possessing the power of magnetic control.
of this power. If the character rolls higher than the
Psionic: The character can detect psionic activity and
searcher the character remains hidden.
other entities with psionic ability.

Radioactive: The character can detect radioactive energy.

Spirit: The character can detect spiritual activity such as


ghosts and demons.

10
Elemental/Energy Control
The character has the ability to control a single element or type of energy chosen from the "Energy Types" or
"Elemental Types" lists. The character can only manipulate an existing source of the element or energy; the
character does not possess the ability to spontaneously create the element or energy.

Energy Types Elemental Types


Electrical: The character can manipulate electricity to Air: The character can manipulate winds to attack, create
attack, create force fields, lift objects, etc. force fields, lift objects, etc.

Light: The character can manipulate light to attack, blind Earth: The character can manipulate the ground to
opponents, create force fields, etc. attack, create walls of earth that act as armour, lift
objects, etc.
Magnetic: The character can manipulate ferrous metals
to attack, create walls of metal that act as armour, lift Fire: The character can manipulate fire to attack,
metallic objects, etc. increase or decrease the temperate of a flame, create a
wall of fire like a force field, etc.
Sound: The character can manipulate sound to attack,
lift objects, create force fields, etc. Water: The character can manipulate water to attack,
create walls of water that act as
Weather Control: A subset of elemental/energy control, a armour, lift objects, etc.
character may choose to manipulate the weather. This
power can be especially powerful since it allows a
character to manipulate air, lightning, rain, and any other
aspect associated with storms/weather so the
Gamemaster may choose to have Weather Control count
as two of a character's powers.

Elemental/Energy Effects
Attacking: A character using Elemental/Energy Control to
attack may use either the power's Rank Value or the
character's combat attribute Rank Value +1 RS,
whichever is greater, for melee attacks. For ranged
attacks use the power's Rank Value or the character's
Reflexes Rank Value +1 RS. Damage inflicted in either
case is equal to the power's Rank Value.

Force Field: See the Force Field power.

Body Armour: See the Body Armour power.

Lifting Objects: See the Telekinesis power.

11
Elemental/Energy Generation
The character has the ability to spontaneously generate a single element or type of energy chosen from the the
Elemental/Energy Control power list. The character can also control the chosen element or energy as per the
Elemental/Energy Control power but that control is at an effective Rank Value equal to one-half the Rank Value of
this power.

Detailing Powers
Elemental/Energy Control/Generation can lead to overpowered characters. Like proverbial clay, the power to wield
an Element or Energy source can be used to make almost anything to overcome any situation if left unchecked.
Players are encouraged to describe the power with the Gamemaster and work out a more nuanced description of
the power. Perhaps the character can only generate a flame bolt from their hands, for example. Or the effort of
controlling a magnetic field creates a serious strain on the characters resources, leaving them in a weakend state
for 1d6 turns. Remember, the best heroes always have limitations and weaknesses.

Copying Powers
A great way to add detail to Elemental and Energy
powers is to have the player roll two or three times on
the Power Type table and then reskin all the results to
be created through the Element or Energy. For example,
if the player rolls for a fire based Elemental Generation,
they then proceed to roll again and get Extra Body Parts.
Simply reskin the Extra Body Parts as a ghostly demonic
flaming whip like appendage that the character can
summon for a limited duration.

It is important to limit the copied powers in some way


so they are not quite as useful; limiting their duration,
limiting their range, making the character make more
rolls against the Master Table etc.

Combining Powers
A player that rolls both Elemental/Energy Control and
Elemental/Energy Generation can choose separate types;
fire vs. water for example. Or the player may elect to
have the Control and Generation coincide with the same
type. Such characters possessing matching
Elemental/Energy Control and Elemental/Energy
Generation gain a permanent +1 RS to both powers.

12
Fast Attack Extra Body Parts
Through technology, a mutation, magic or some means, The character additional body parts beyond two arms
the character has enhanced ability to react and move and two legs, either a completely new part, such as a
while making an attack. A character with the Fast Attack tail, or extras of an existing part. The player chooses one
power can attack a number of times each turn option from the "Extra Body Part Types" list.
depending on the Rank Value of the power using the
"Fast Attack" table.

Extra Body Part Types


FAST ATTACK Claws: The character gains the Claws power. If the
character already possesses the Claws power the power's
V a lu e Attacks/ Turn Rank Value is increased by +2 RS.
1 2
Extra Arms: The character gains one bonus attack each
10 3 turn.
30 4
50 5 Extra Legs: The character moves faster; increase
movement by 1 sector each turn.
100 6
Shell: The character gains the Body Armour power. If the
character already possesses the Body Armour power
then the power's Rank Value is increased by +2 RS.

Tail: The character gains one bonus attack each turn and
may use the tail as if it were an extra arm.

Wings: The character gains the Flight power with the


speed determined by the Rank Value of this power. If the
character already possesses the Flight power then the
power's Rank Value is increased by +2 RS.

13
Flight
The character can fly either through the use of an item
or by innate means. A character with the Flight power
can fly a number of sectors per turn depending on the
Rank Value of the power using the "Flight" table.

FLIGHT
V a l u e S e c to r s / T u r n
1 1
2 2
5 3
10 4
20 5
30 6
40 7
50 8
75 9
100 10
200 15
300 30
400 60
500 120

Force Field
The character has the ability to generate a force field,
either through mental powers or a device.

Device: The force field acts as the Body Armour power


with a Rank Value equal to the power's Rank Value. If an
attack deals damage in excess of this force field's Rank
Value the device is disabled for 1d6 turns.

Mental: The force field acts as the Body Armour power


with a Rank Value equal to the power's Rank Value or
the character's Ego +1 RS, whichever is greater. If an
attack deals damage in excess of the Rank Value, the
character must roll 1d20 on the Master Table using the
Rank Value of the character's Toughness. A result of
white leaves the character dazed for 1d6 turns. On any
other result the character is dazed for one turn.

14
Grow/Shrink Invisibility
The character can grow larger or smaller. The player The character can become invisible and remain so for as
must select one or the other. If Grow/Shrink is rolled long as desired. Sound, scent, heavy rain, and other
twice, the character has both powers. A character with methods can still give an invisible character away. The
the Grow/Shrink power can grow or shrink depending on character may also attempt to turn objects or other
the Rank Value of the power using the "Grow/Shrink" characters invisible by touching them. Roll 1d20 on the
table. Master Table using the Rank Value of this power, on a

GROW/SHRINK result of green or greater the item or character touched


is invisible and remains so as long as the character

V a lu e M a x i m u m Minimum touches it.

1 7 feet 4 feet Metamorphosis


2 8 feet 3 feet The character's body can change into an unusual
material, selected from the "Metamorphosis Types".
5 9 feet 2 feet
When metamorphosed the character possesses the
10 10 feet 1 foot
attributes of the material and gains the Body Armour
20 20 feet 6 inches power equal to the Rank Value of this power.
30
40
30 feet
40 feet
3 inches
2 inches
Metamorphosis Types
Energy: The character transforms into a being of pure
50 50 feet 1 inch
energy (choose electricity, light, radiation, etc.). When in
75 75 feet 1/2 inch energy form the character may do such things as: Jump
100 100 feet 1/4 inch into power lines and travel through them. (Electricity)
200 200 feet 1/8 inch Move at the speed of light. (Light) Cause radiation burns
300 300 feet 1/16 inch and sickness. (Radiation)

400 400 feet 1/32 inch Fire: The character transforms into a being of pure fire.
500 500 feet 1/64 inch When in fire form the character is capable of setting
things on fire.
When using the Grow power, the Rank Value of the
character's Strength is changed to the Rank Value of this Metal: The character transforms into a being of pure
power or the character's Strength Rank Value +1 RS, metal (player's choice as to the kind of metal). The Rank
whichever is greater. Opponents attacking the bigger Value of the character's Strength is changed to the Rank
character gain a +1 RS bonus on their attacks. When Value of this power or the Strength Rank Value +1 RS,
using the Shrink power the Rank Value of the character's whichever is greater.
Strength is unaffected. Anyone attacking the character
when using this power suffers a -1 RS penalty and the Water: The character transforms into a being of pure
character gains a +2 RS bonus to attacks. water. When in water form the character may choose to
flow like water, running through cracks and other small
spaces.

Damage: Depending on the form and Gamemaster


approval the character may make use of the Rank Value
of this power to determine damage when attacking
(punching with fists of steel, igniting things if made of
fire, etc.).

15
Mimic Nine Lives
The character can mimic any power they come into The character is exceptionally lucky. Once per game
contact with. The power rank value of the character's session the player may reroll any roll they wish. A
newly acquired power will be at the inherent power rank character with the Nine Lives power has an extra pool of
of the mimic power, which may be higher or lower than Energy every game session determined by the Rank
the source. The character will only posses the power for Value of the power using the "Nine Lives" table.
1d20 turns. The character can not mimic more than one
power at a time.
NINE LIVES
V a l u e E x t r a E n e rg y
1 25
2 25
5 25
10 25
20 50
30 50
40 50
50 50
75 75
100 100
200 200
300 300
Mind Control 400 400
The character can take over the minds of others. A target 500 500
of Mind Control must be within visual range of the
character and must possess a Ego Rank Value less than
the Rank Value of this power or the character's Ego,
whichever is greater.

To take control of another, the character must roll 1d20 Nullification


on the Master Table using the Rank Value of this power The character possesses the ability to nullify the powers
or the character's Ego +1 RS, whichever is greater. A of others within a number of sectors equal to one-tenth
result of white means the mind control attempt fails. A the Rank Value of this power. To use this power the
result of green or greater the target is controlled until character must roll 1d20 on the Master Table using the
the character releases the targeted character or the Rank Value of this power. A result of white means the
target is ordered to do something out of the ordinary nullification attempt fails and the character suffers
(such as injure a companion) at which point the target damage equal to one-half the Rank Value of the power
rolls 1d20 on the Master Table using the Rank Value of the character attempted to nullify. A result of green
the target character's Ego. A result of green or greater is means the targeted power works at half its
needed to break free of the mind control. effectiveness. On any other result the power is negated
for this turn.

16
Paralyzing PLANT CONTROL
The character's touch can render opponents unable to
move. To paralyze an opponent the character must first V a l u e S e c to r s / R a n g e
hit with a melee attack which deals no damage. The 1 1
target must then roll 1d20 on the Master Table using the 2 2
target's Toughness Rank Value to resist. A result of white 5 3
means the target is paralyzed, knocked down and 10 4
unconscious. The duration of paralysis is determined by
20 5
the Rank Value of the power using the "Paralyzing" table.
30 6
40 7
PARALYZING 50 8

Value Duration/ Turns 75 9

1 1 100 10

10 1d6 200 11

30 2d6 300 12

50 3d6 400 13

100 4d6 500 14

Reflection
Phasing The character possesses the ability to reflect the effects
The character's body can change into an insubstantial of another character's power back at the originating
form allowing the character to "phase" through objects. character. To use this power the character must roll 1d20
The power grants the character the Body Armour power on the Master Table using the Rank Value of this power.
at the Rank Value of this power. A result of white means the reflection attempt fails and
the character suffers the normal effects of the power. A

Plant Control result of green both means the character and the
originator of the affected power suffer the normal
The character can control plants, forcing them to twist effects of the reflected power. On any other result the
and turn and using them to wrestle, attack opponents, or power is reflected back and the originator suffers the
block attacks. The character performs all of these power's full effect.
actions, through a chosen plant, using the Rank Value of
this power or the character's Combat +1 RS, whichever is
greater. The character can control a number of plants
Regeneration
The character heals quickly. Once per turn, instead of
each turn equal to the number of times he can attack in
taking another action, the character may recover a
a turn (controlling counts as an attack). The character
number of Damage points equal to the Rank Value of
can only control plants within a number of sectors
this power.
determined by the Rank Value of the power using the
"Plant Control" table.

17
Resistance Superleap
The character possesses a strong resistance to toxins, The character can jump/leap/bounce distances greater
diseases, and the like. Any time the character must roll than an ordinary human. The character may leap a
to resist the effects of poison, disease, or similar horizontal distance equal to the number of sectors
environmental hazards the character may use the Rank determined by the Rank Value of the power using the
Value of this power or the Rank Value of Toughness "Superleap" table. The character may jump upwards at a
attribute +1 RS, whichever is greater. distance equal to half the number of sectors using the
same table. The Gamemaster should modify ranges
based upon external circumstances such as attempting a
jump on another world with greater than Earth like
graviity.

SUPERLEAP
V a l u e S e c to r s / R a n g e
1 1
2 2
5 3
10 4
20 5
30 6
40 7
50 8
75 9
100 10
200 11
300 12
400 13
500 14
Shapeshift
The character can turn into any shape desired (animals,
other characters, objects) though the character retains Supersense
the character's original size (unless the character also The character possesses a single extraordinary sense
has the Growth or Shrinking powers). The change is such as superhearing or supersight. Rolls made to use
automatically successful unless the character attempts the heightened sense use this power's Rank Value or the
to impersonate a specific thing (such as another character's Insight +1 RS, whichever is greater. A player
character) at which point roll 1d20 on the Master Table may, with Gamemaster approval, have an entirely new
using the Rank Value of this power. A result of white sense. For example, a character may be blind but
means the character fails to adequately copy the possesses echolocation ("seeing" like a bat) or infravision
character or object and can be easily identified. in addition to normal sight allowing the character to see
in darkness without penalty.

18
Superspeed Telekinesis
The character can run at superhuman speeds. The The character possesses the mental ability to move
character can move up to a number of sectors per turn objects without touching them. The upper limit of
based on the Rank Value of this power or the character's weight the character may lift with this power is the
Reflexes +1 RS, whichever is greater. greater of the power's Rank Value or the character's Ego

SUPERSPEED
Rank Value +1 RS.

V a l u e S e c to r s / T u r n
TELEKINESIS
1 1 V a l u e W e i g h t/ P o u n d s
2 2 1 10 lbs.

5 3 2 20 lbs.

10 4 5 50 lbs.

20 5 10 100 lbs.
30 6 20 200 lbs.

40 7 30 300 lbs.
50 8 40 400 lbs.

75 9 50 500 lbs.

100 10 75 750 lbs.

200 11 100 10 tons

300 12 200 20 tons

400 13 300 30 tons

500 14 400 40 tons


500 50 tons
When attempting an unusual maneuver, such as running
across water or up walls, the player must roll 1d20 on Ranged Attacks: The character may also use this power
the Master Table using the Rank Value of this power or to perform ranged attacks by throwing an object or
the character's Reflexes +1 RS, whichever is greater. A simply using telekinetic "force" by using the character's
result of white indicates failure. Ego in place of Reflexes. A successful attack deals
damage equal to the Rank Value of this power.
During character creation, if the character rolls the
Superspeed power, the player may choose to change one
of their other powers to Fast Attack if they have another
power and they have not already acquired Fast Attack as
a power. This option is completely at the player's
discretion.

19
Telepathy Weapon
The character can read the minds of others and transmit The character owns a unique weapon of the player's
mental messages. For all actions involving this power choice which deals damage equal to its Rank Value.
the character uses the greater of the power's Rank Value
or the character's Ego +1 RS Rank Value. Melee Weapon: The character makes melee attacks with
the weapon using the weapon's Rank Value or the
A character with this power may attempt to read the character's combat attribute +1 RS, whichever is greater.
mind of any character with a Ego Rank Value lower than
the character's Rank Value. A character with this power is Ranged Weapon: The character uses the weapon's Rank
automatically aware when someone attempts to read Value or the character's Reflexes +1 RS, whichever is
the character's mind. The character may attempt to block greater, when attacking. Incorporated Power: At the
the other telepath. Each turn, the dueling metalists must player's discretion one of the character's other powers
each make a result check against the Master Table. If the may be incorporated into the weapon increasing the
defender matches the result color or better than the Rank Value of the incorporated power by +1 RS but
attacker's roll, then the defender successfully wards off losing the use of the incorporated power if the weapon
any mind reading attempts for that turn. is lost or stolen.

Teleportation
The character may teleport a number of sectors equal to
the Rank Value of this power in a single turn. Teleporting
requires the player to roll 1d20 on the Master Table
using the Rank Value of this power. A result of white
means the character arrives dazed at the destination
sector and must spend the next turn recovering (the
character may take no actions that turn). If the character
is unfamiliar with the destination sector and teleports
into a solid object the player must roll 1d20 on the
Master Table using the Rank Value of the character's
Toughness. A result of white immediately bounces the
character back to the starting sector where the character
is dazed and must spend 1d6 turns recovering (taking no
actions during that time). Any other result immediately
bounces the character back to the starting sector where
the character is dazed for one turn.

Wall Crawling
The character can move normally, either by using a
specialized device or innate means, across surfaces from
which most people would fall (walls and ceilings, for
example). A Gamemaster should inflict a RS penalty
when attempting to move across a slippery surface.

20
Universe Rank Values Sectors and Movement
In addition to character attributes, skills, and powers, The standard unit of measuring distance in PHASE FOUR
Rank Values are used to describe facets of the universe is known as a sector. A sector is approximately how far
the characters interact with. an average human could run in a turn, approximately 10
feet. The number of sectors a character may run in a turn
is determined by the Rank Value of Reflexes. This is a
baseline for all characters. Other Powers will grant other
modes of movement.

MOVEMENT
V a l u e S e c to r s / M o v e
1 1
10 2
30 3
50 4
100 5

Common Substances
Sometimes the strength of an object will come into play.
In such instances, use the Rank Value of the material
according to the "Material Toughness" table.

MATERIAL TOUGHNESS
V a l u e S u b s ta n c e
1 Paper
10 Brick
30 Stone
50 Steel
100 Adamantium

Treat a wall of material between an attack and a


defender as the Body Armour power. Destroying an
object will require two to six times its Rank Value in
total damage taken before crumbling. The Gamemaster
will have to vary the amount of damage a material can
take based upon construction and circumstances.

21
MASTER TABLE
Rank
1d20
Value
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 B B B B B G G G G Y Y R
2 B B B B G G G G Y Y R R
5 B B B G G G G G Y Y R R
10 B B G G G G G Y Y Y R R
20 B G G G G G G Y Y Y R R
30 G G G G G G Y Y Y R R R
40 G G G G G G G Y Y Y R R R
50 G G G G G G G Y Y Y Y R R R
75 G G G G G G G G Y Y Y Y R R R
100 G G G G G G G G Y Y Y Y R R R R
200 G G G G G G G G G Y Y Y Y R R R R
300 G G G G G G G G G Y Y Y Y Y R R R R
400 G G G G G G G G G G Y Y Y Y Y R R R R
500 G G G G G G G G G G Y Y Y Y Y R R R R R

BASHING RANGED
C o lo r Result C o lo r Result
White Miss White Failed Attempted
G Green Hit G Green Minor Success
Y Yellow Knock Back Y Yellow Average Success
R Red Knock Out R Red Major Success

SLASHING RUSHING
C o lo r Result C o lo r Result
White Failed Attempted White Failed Attempted
G Green Minor Success G Green Minor Success
Y Yellow Average Success Y Yellow Average Success
R Red Major Success R Red Major Success
Adjudication
The Master Table is the key to any and all actions characters perform. When a character attempts an action that
will have an impact on the storyline (i.e. leap from rooftop to rooftop or notice an enemy hiding in a dark alley)
the gamemaster does two things:

1 . Decides which attribute or power applies to the action. For example, Strength for jumping a vehicle or Insight
for noticing a clue or Superspeed for running up a wall.

2. Decides the difficulty of the action based on the "Action Difficulty" table. Color White Green Yellow Red
Difficulty Easy Average Difficult Ridiculous

The player then rolls 1d20 based on the appropriate Attribute or Power and compares the color result to the color
needed for success; if the result equals the color or a greater color the character's action succeeded. If the action
fails, it is up to the gamemaster to determine exactly what happens to the character as a result.

Varying Circumstances: In addition to setting the basic requirements for success, the gamemaster can also use
bonuses and penalties to reflect favorable or unfavorable conditions; a -2 RS to jump between the top of train
cars, for example, or a +5 RS to sneak past a sleeping guard.

Combat Damage
Combat in PHASE FOUR takes place in turns, each of Characters start the game with a number of Health
which covers an abstract amount of time equal to the points equal to the total of their first four attributes
action depicted in a single comic book panel. A character (Combat, Strength, Toughness, Reflexes). Characters lose
can perform any action that would fit into a standard these points as they suffer damage throughout the
panel including attack, dodge, or move. You may only course of an adventure and may die if reduced to 0
attack once in a turn (the exception is the Fast Attack Health points. Characters recover all Health between
power which grants characters the ability to make adventures.
multiple attacks in one turn). It is possible to move and
attack in the same turn but you suffer a -1 RS penalty to
your attack for every sector you move into unless you
perform a rush (see Rushing Attack). You may also move
and dodge in the same turn but you suffer a -1 RS
penalty to your dodge for every sector you move into. Altering the Dice
After a roll is made, a character may spend 25 points
During a turn the action takes place as follows: from Energy Pool to shift the result of a single roll one
1 . The Gamemaster secretly determines the actions of color left or right (from white to green, green to yellow,
Gamemaster Characters. yellow to red, or vice- versa) on the Master Table. The
2. The players each state their actions for the turn. roll altered can be the character's roll or someone elses
3. One player and the Gamemaster each roll 1d20 to (ally or enemy). Points may be spent to further shift the
determine Initiative for their side; highest roll wins. color. Each additional shift costs another 25 points.
4. The side that won Initiative acts. Multiple characters may spend Energy to affect the same
5. The side that lost Initiative now acts. die roll.
6. Repeat until the combat is over.

23
Attack Types Grievous Wound
Attacks are broadly categorized into four types: Bashing, The opponent is dealt a life threatening wound. Their
Slashing, Ranged and Rushing. Depending on the type of Health drops to 0 and their Toughness Rank Value drops
attack, special effects may come into play: Knock Out, by -1 RS on the Master Table after each turn, until it
Knock Back, Grievous Wound, and Nailed. Special effects reaches a Rank Value 0, at which point death occurs. If,
are all considered a Hit, and do damage even if their however, they receive aid before reaching 0 Health, they
specific effect is resisted by the defender. can be stabilized and remain unconscious until receiving
advanced medical aid, supernatural healing, or 1d6 days
of recovery time.

Knock Back
The opponent is dealt a blow that may knock them off

Bashing Attack their feet. If the attacker's Strength Rank Value is greater
than the defender's Strength Rank Value, then the
Attacks with fists, feet, blunt weapons or dense objects defender must roll 1d20 on the Master Table using the
are considered a Bashing Attack. Roll 1d20 on the Rank Value of the defender's Toughness attribute. A
Master Table using the attacker's Combat Rank Value and result of white indicates the defender is knocked down
compare the result to the "Bashing" table. and into an adjacent sector of the attacker's choice. A
result of green results in the defender being knocked
down in the current sector. On a result of Yellow or
Slashing Attack higher, the defender deflects the knock back attempt.
Attacks with knives, swords, or other sharp objects are
considered a Slashing Attack. Roll 1d20 on the Master
Table using the attacker's Combat Rank Value and
compare the result to the "Slashing" table.
Knock Out
The opponent is dealt a blow that may knock them
unconcious. If the attacker's Strength Rank Value is
Ranged Attack greater than the defender's Toughness Rank Value, then
Attacks with firearms, bows, thrown objects, and most the defender must roll 1d20 on the Master Table using
attacks invovling distance are considered a Ranged the Rank Value of the defender's Toughness attribute. A
Attack. Roll 1d20 on the Master Table using the result of white indicates the defender is knocked
attacker's Reflexes Rank Value and compare the result to unconscious for 1d6 turns. On a green result or higher,
the "Ranged" table. the defender shakes off the knock out attempt.

Rushing Attack Nailed


To rush an opponen, a character must meet the This is a called ranged attack on a specific target. It is
following conditions; The opponent can not be in the used for feats of marksmanship such as severing a rope
same sector as the attacker, and the attacker must be with an arrow or shooting a gun out of someone's hand;
able to reach the opponent in one turn. Roll 1d20 on the it deals damage to the target like a normal hit The
Master Table using the attacker's Toughness Rank Value, attacker must state the intention to try for this result
gaining +1 RS, and compare the result to the "Rushing" before rolling the attack. If a Nail is not declared before
table. the dice are rolled this result is treated as a Hit. The
Gamemaster has the final say on the effect of a
successful Nail attack result.

24
Name Origin
Attributes
Combat 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Strength 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Toughness 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Reflexes 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Insight 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Knowledge 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Ego 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Health Skills
Energy

Powers
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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