Four Points SRD
By Penflower InkIntroductions
Four Points RPG System
Licensing
Pre-game Discussion
Mechanics
Core Rules
Actions | Mechanics
Spending EP
Testing your Luck
Inconveniences and Consequences
Advantage and Disadvantage
Difficulty
Size, Range and Detail
Size
Range
Detail
Turns
Conditions
Blocked
Hurt
Inspired
Unconscious
Vulnerability, Resistance and Immunity
Skills
Healing
Combat
Power
Learning new Skills
Traits and Abilities
Resting
Progression
Character Creation
List of Experiences
Core Rules
Four Points SRD
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.
- 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.
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.
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.