[FC2F] Has anybody used this?

EarthsShadow

First Post
Has anybody used Four Colors to Fantasy in a D&D game and if you did how did you integrate it to your world? I am trying to come up with some ideas on how to do this plausibly but so far I am having some difficulties doing this.

Could anyone give some advice or hints on how you did this?
 

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Are you looking for mechanics or "excuses"?

The mechanics are covered in 4C2F to my satisfaction, so I'll concentrate on offering "excuses":

- The God of Primordial Chaos died (was murdered?) and his essence infused the children of his worshippers, who are using it for both good and evil. [Mechanic: Chaos Taint Feat as prereq for Hero class, instead of Heroic Powers Feat.]

- Alien beings (from another world / dimension / plane / etc.) have been abducting humans / halflings / gnomes / etc. and (usually) returning them. Sometimes, the abductee has gained strange powers. Sometimes, the abductee is pregnant... [Mechanic: Alien Taint Template replaces Heroic Powers Feat]

- Devils have been making bargains with mortals, asking for gold and treasure in trade for mysterious powers. They will sell to anyone who can pay; thier motives are unknown (funding the Blood War? hoping that power does indeed corrupt?). [Mechanic: buy Hero Points for prices listed on p. 40]

-- Nifft
 

I too would like to know if you need help reconciling the mechanics or the flavor. I don't think the flavor should really be a problem. If you're in a game world where monks can break steel walls with their fists, and sorcerers can shoot fireballs by willpower alone, what rationalization do you need for characters flying, growing to giant size, or shooting heat beams from their eyes? If you can rationalize sorcerers and monks, you are already rationalizing super powers. :)
 


I'm in a game on these boards using 4CtF. The character is Bruk sug Hlak, and the game is "The Party of Seven Strangers." Links to both are in my sig, if you care to look.

The DM opened 4CtF up to us, and I believe four players used the book. He required us to explain how we got our powers. I don't remember what two of them were, but here's what I remember.

My PC orc tackled a half-dragon troll sorcerer and rolled with him into a bonfire, killing the troll and coating my PC in magical half-dragon troll blood, which gave him super strength, healing, and natural armor. I basically adapted the "Flash created by lightning strike to chemicals" approach. The backstory in my PC post is better written. :)

The other PC whose origin I recall was a dwarf whose clan had an ancient agreement with a gold dragon to send one of their warriors to the dragon to be his agent. This agent is granted mystic (super) powers to act on behalf of this dragon in the world.

Hope that helps!!
 

I'm planning on using it in the hear future. This time around, Pc's are getting access to superpowers instead of treasure :)
 

I recently created a super powered baddie for a Scarred lands campaign. He was a pretty average, albiet it amoral, mercanary until he was singled out by a group of titan worshippers. They managed to subdue and drag him back to their place of worship. There they performed a magical rite in which they infused him with a small portion of Kadum's blood. As a result he gained un heard of strength and edurance. THe infusion though has shattered his sanity and now he's reduced to simply being muscle for titan spawn all over scarn, but when the muscle is wielding a full blade in one hand and a dwarven war axe in the other... he doesn't need to be all that bright. I managed to do this to him with only 2 hero levels. If he goes over well I was thinking about doing similar things with other titans.
 

As for how I have explained it:

Our psion has powers that I just made psionic. One is the projectile attack power- he can throw shards of ectoplasm at enemies for 1d6 points of damage at a range of 50 feet. He can also has the creation power for force effects, but with only a 1'x1'x1' square, and only once a day.

The other power I did was when I had the party drink from the "Pool of Knowledge." The players each gained a feat.
 

RangerWickett said:
I too would like to know if you need help reconciling the mechanics or the flavor. I don't think the flavor should really be a problem. If you're in a game world where monks can break steel walls with their fists, and sorcerers can shoot fireballs by willpower alone, what rationalization do you need for characters flying, growing to giant size, or shooting heat beams from their eyes? If you can rationalize sorcerers and monks, you are already rationalizing super powers. :)

The game mechanics seem fine, but I was thinking of how some people who have played it awarded hero points to characters instead of treasure when handling xp, or tying it into the world or something.

I know its easy to say that, hypothetically, a comet/asteroid flys through the atmosphere and smashing into the planet, thereby causing the magic within the planet to go haywire and the ensuing chaos is causing strange things to happen to the peoples of the planet, hence they get super powers. :cool:

Or something equally effective.

Hey, this could also tie in to changing the magic system from static and boring D&D to the Elements of Magic, and I just thought of this idea. cool.

Okay, on topic. I guess I am asking how you handled the game mechanics of it all. If I were to take my idea, and some people exhibited strange powers, and let's say these people that showed these signs of changing times were the only ones that adventured because maybe they think they are chosen or something, would it be plausible to just say that the characters gain hero points along with whatever normal class they take, or is that going against the idea of the book? (FYI, I am coming up with some of these ideas as I type this).

Or, do they have to take levels of the hero class, which would take away from gaining normal levels in a normal class?

And before anyone mentions it, I know there is the section on awarding hero points at the same time as xp as a replacement for magic items, or to help compensate those that don't get magic items. A problem with that is that, let's say I give a character 6 hero points over the course of three or so adventures, and some other characters gain some cool magic items, and then lose them, the other character with the hero points is suddenly more powerful, and the ones that lost their items would probably be upset.

So, what kind of balances have some of you come up with when adapting this book system to your games?
 


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