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.
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