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  Four Colors
   �Player �s Guide � by Cynthia Celeste Miller
  Introduction
  The world was a very different place
  back then.  The Great Depression had
  just ended, the Axis rampaged through
  Europe and a sense of national pride had
  swelled up in Americans from coast to
  coast.  Swing was king, crime was
  rampant and radio kept the world both
  entertained and informed of shaking
  world events. 
  And while all this was of utmost
  significance, there was something else
  that helped define the era.  Something
  exciting and fantastic.  Something  that
  captured the imagination of youngsters
  everywhere!
  This  �something � was comicbooks!
  With it �s larger than life costumed
  heroes and vile, over-the-top villains, the
  comicbook made quite an impact on
  American culture.  For ten measly cents,
  a kid (or an adult, for that matter) could
  escape the mundane world and step into
  a world of action and adventure that
  only the comics could provide.  
  Never before had a form of
  entertainment offered such awe-
  inspiring stories and unforgettable
  characters.  The world of the comicbooks
  was a place of black and white, good
  versus evil!  It was far more innocent
  than the comic books of today.  Modern
  comics have lost that sense of wonder,
  that sense of heroism, that sense of
  justice.
  Four Colors offers you a chance to step
  back in time to an era when being a hero
  actually meant something!  
  What You Need
  To play Four Colors, you �ll need to grab
  a few 12-sided dice (referred to as d12's),
  some paper and a pencil.  That �s pretty
  much it!
  Creating Your Character
  Before you can play the game, you �ll
  need your own character.  So, let �s get
  started making  you one, shall we?
  You receive a total of 60 Character
  Points in most cases.  These points are
  used to purchase the various aspects of
  your character.
  Traits
  A character �s Traits define what he is
  physically, mentally and socially able to
  do effectively (or not so effectively).
  Not all characters will possess the same
  Traits. Furthermore, each Trait will have
  a different rating to reflect how adept or
  inept the character is in that area.  
  A character who doesn �t have a
  particular Trait is considered to have a
  default rating of 0 (average).  This
  means that there �s no need to list Traits
  the character is  �average � at.
  So, let �s take a look at the Trait list,
  which is divided up into three separate
  categories for convenience.
  
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  Physical Traits:
  Descriptions:
  Armed Combat
  The character �s ability to effectively fight with close-combat weapons, such as
  clubs, knives, swords, and makeshift weapons (chairs, bottles, etc.)
  Athletics
  The character �s ability to run, jump, climb, keep his balance, perform acrobatics,
  and other feats of dexterity and agility.
  Body
  The character �s strength, stamina and durability.
  Coordination
  The character �s hand-eye coordination.  This could be used for picking pockets,
  defusing bombs, quickly reloading a gun while under a lot of pressure, etc.
  Driving
  The character �s skill at operating ground-based motor vehicles, such as cars,
  motorcycles, trucks, busses, etc.
  Piloting
  The character �s skill at operating water-based or air-based vehicles, such as
  motor boats, airplanes, etc.
  Ranged Combat
  The character �s ability to effectively hit targets with ranged powers and weapons,
  such as guns, bows, boomerangs, grenades, etc.  
  Stealth
  The character �s knack for hiding, sneaking or otherwise avoiding detection.
  Unarmed Combat
  The character �s ability to effectively fight without weapons, with his fists, feet,
  head or whatever body part comes in handy.
   
  Mental Traits:
  Descriptions:
  Detective
  The character �s ability to use deductive reasoning, as well as dusting for
  fingerprints, understanding forensics, etc.
  Inventor
  The character �s skill at building new gadgets, devices, weapons or other gizmos.
  Knowledge
  A catch-all Trait that represents something the character knows a lot about. 
  Upon taking this Trait for your character, you must immediately choose an  �area
  of knowledge �, such as radio shows, café society, baseball, motion pictures,
  American history, cars, big band music, mysticism, etc.  
  Medical
  The character �s ability to use first aid, perform surgery, use medicines correctly,
  etc. 
  Perception
  The character �s sense of observation and attention to detail.  This is used for
  detecting an ambush, spotting a clue, etc.
  Repair
  The character �s skill at fixing all things mechanical or electrical.
  Science
  This covers all fields of science, from chemistry to biology to geology.  In the
  world of Golden Age comics, there was never any real difference.  A scientist was
  a scientist.
  Survival
  The character �s ability to live off the land out in the wilderness.  This is used for
  fishing, locating edible plants, knowing the lay of the land, etc.
  Willpower
  The character �s strength of mind and ability to resist interrogation, seduction,
  con-jobs, and even mental powers (like mind control).
  
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  Social Traits:
  Descriptions:
  Appearance
  The character �s attractiveness.
  Artist
  The character �s artistic ability � sculpting, drawing, painting, etc.
  Journalist
  The character �s skill at being a reporter.  This covers photography as well as the
  knack of getting a scoop.
  Luck
  The character �s aura of luck.  This is often rolled for under unusual
  circumstances, such as to determine if there happens to be a nearby garbage can
  to hide behind, or to determine if the falling character misses the spikes at the
  bottom of the pit, or to determine whether or not the character remembered to
  bring along a flashlight, etc.
  Performer
  The character �s ability to entertain by means of dancing, singing, playing a
  musical instrument, acting or performing comedy.
  Persuasion
  The character �s skill at convincing, seducing, conning, bribing, or otherwise
  talking someone into doing what you want them to do.
  Psychology
  The character �s ability to understand the human mind.
  Streetwise
  The character �s ability to use/find contacts in the underworld.
  Wealth
  This Trait gauges the character �s financial status.
  As mentioned previously, each Trait has a rating.  The higher the rating is, the better
  the character is at that Trait.  These ratings range from -2 to 4, with 4 being the
  maximum a normal human can have.  
  Superhuman ratings are represented by a super-rating, which is always shown in
  parenthesis next to the rating itself.  Super-ratings range from 2 to 5.
  Below, you �ll find a table that gives you everything you need to know about each rating;
  Rating:
  CP Cost:
  Description:
  -2
  *2
  returned
  Poor
  -1
  *1
  returned
  Fair
  0
  0
  Average
  1
  2
  Good
  2
  4
  Great
  3
  6
  Outstanding
  4
  8
  World-Class
  
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  4 (2)
  10
  Enhanced
  4 (3)
  12
  Super
  4 (4)
  14
  Mega
  4 (5)
  16
  Ultimate
  * By selecting a rating at this level, you actually gain Character Points back.  A character
  may never get more than 6 CP �s back in this way.
  Super Powers
  Once you purchase your character �s
  Traits, you get to create his super
  powers.
  What??  No powers list??
  Nope, not in Four Colors.  Rather than
  having a huge pile of powers for you to
  choose from, we let you define every
  aspect of the power yourself.  This gives
  you much more creative control over
  what the powers can do.
  After all, when Siegel and Shuster
  created Superman, they didn �t have a
  powers list.  They created the powers
  from scratch.
  Step One: Power Definition
  The first thing  you need to do is come
  up with the power concept.  Does it allow
  the character to fly?  Or shoot beams
  from his hands?  Or control peoples �
  minds?
  Step Two: Power Level
  Now, it �s time to assign a Power Level. 
  Power Levels define how much impact
  the power itself will have on the game.  
  For example, a power that enables the
  character to set fire to objects with a
  mere glance is obviously going to affect
  the game a lot more than a power that
  can change the color of inanimate
  objects.
  The Power Level determines the power �s
  base Character Point cost.  
  Power
  Level:
  CP
  Cost:
  Description:
  Low
     2
  The power probably won �t
  play a very large role in the
  story.  This could be
  because the power effect is 
  weak or because it's not
  useful in many situations.
  EXAMPLES: immunity to
  radiation, an energy blast
  that only affects red
  objects, water-breathing, x-
  ray vision, etc.
  Medium
     4
  The power will most likely
  have a solid impact on the
  story, but not overwhelm-
  ingly so.  Most powers will
  fall into this Power Level.
  EXAMPLES: energy blast,
  force field, flight, body
  armor, etc.
  High
     6
  The power will affect
  almost every aspect of the
  game.  These powers are
  quite rare, as well they
  should be.
  EXAMPLES: death-ray,
  mind blast, cosmic
  awareness, ghost-body,
  time travel, etc.
  
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  Keep in mind that the Game Master has
  the final say about what Power Level
  your power is.  If you try to get away
  with claiming a flame blast is Low,
  chances are, your GM will call you on it. 
  So, please try and be reasonable when
  assigning the Power Level.
  And remember...the more things a power
  can do, the higher it �s Power Level
  should be.
  Step Three: Power Rating
  With the power itself established, you �ll
  need to purchase the character �s actual
  power rating, which reflects how well he
  can use it.
  Rating:
  CP Cost:
  Description:
  -2
  1
  Poor
  -1
  2
  Fair
  0
  3
  Average
  1
  4
  Good
  2
  6
  Great
  3
  8
  Outstanding
  4
  10
  World-Class
  4 (2)
  12
  Enhanced
  4 (3)
  14
  Super
  4 (4)
  16
  Mega
  4 (5)
  18
  Ultimate
  Oomph
  Oomph represents a hero or villain �s
   �something extra �.  It �s used for various
  things, but it �s most important function
  comes through when you roll a 12 on an
  action check � you add your character �s
  Oomph score to the roll!
  If you want your character to have more
  than a 0 Oomph, you �ll have to purchase
  it with Character Points.
  Oomph:
  CP Cost:
  0
  Free
  1
  2
  2
  4
  3
  6
  4
  8
  Stunt Points
  Most characters have at least one Stunt
  Point.  Stunt Points are spent to increase
  the character's result during an action
  check.  More information on how to use
  Stunt Points can be found later. 
  Like most things in character creation,
  you can purchase Stunt Points with CP's.
  Stunt
  Points:
  CP Cost:
  0
  Free
  1
  2
  2
  6
  3
  10
  Wound Points
  The character's Wound Point total is
  figured from his Body  rating and, to a
  lesser degree, his Willpower rating.  CP's
  aren't spent on this.  
  Use the table to determine the
  character's base Wound Points.  Then,
  add or subtract the character's Willpower
  rating to/from the base Wound Points.  If
  the character has a super-rating on his
  Willpower, add it in as well.
  
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  Body:
  Base
  Wound
  Points:
  -2
  23
  -1
  26
  0
  29
  1
  32
  2
  35
  3
  38
  4
  41
  4 (2)
  44
  4 (3)
  47
  4 (4)
  50
  4 (5)
  53
  The Fun Stuff
  The stats are complete now, but the
  character lacks that spark of life so
  important in comicbook heroes.  The
  character needs an identity, a demeanor,
  a background and aything else that will
  help bring him alive in your mind...as
  well as the minds of your fellow players
  and the GM.
  Hero Name and Real Name
  The character �s hero name doesn �t have
  to be as sleek and streamlined as today �s
  hero names.  Back then, names were
  usually quite obvious, such as  �Capt.
  Meteor �,  �Ray-Gun Man �,  �The Red
  Blazer �,  �Ms. Justifier �, etc.  Not real
  subtle, sure...but effective and distinctive
  none the less.
  Similarly, real names were often
  straight-forward affairs, such as Dick
  Barton, Jim Stone, Molly Murdoch, etc. 
  It wasn �t uncommon to see characters
  whose real names were mere plays on
  words, like Victor E. Steele, Buster
  Emirc, Lizzie Liberty, etc.
  Personality
  This represents his overall outlook and
  the way he generally behaves.  Many
  factors can play into this, including his
  beliefs, goals and motivations.
  By making your character rich in
  personality, he �ll be a far more
  intriguing and interesting role for you to
  play.  No one likes a card-board cutout
  character...in the comics or in a
  roleplaying game.
  So, jump in and give it everything you �ve
  got!
  Background
  Your character didn �t just begin life at
  the age he is when the game begins. 
  That �s just not plausible.  Give him some
  depth by inventing an entertaining back
  story for him.
  You can get far-fetched with it, too.  Hey,
  this is the Golden Age � where anything
  and everything is possible.  If the
  background is a bit corny, then all the
  better!  It fits right into the genre.
  This is also where you should detail how
  the character received his powers. 
  Again, this can be as outrageous as you
  desire.
  Appearance
  What does the character look like, both
  in and out of his costume?
  Costume design was often gaudy and
  outlandish, but many super-types took to
  donning darker, more mysterious garb. 
  A smattering of the super-types even
  donned less dynamic attire such as
  
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  normal street clothes or even suits.
  Make sure his costume is distinctive.  In
  the Golden Age, a hero was only as
  recognizable as his costume!
  Action Checks
  Anytime a character attempts to perform 
  a tricky action, the player controlling 
  the character must make an action
  check.
  To do this, the GM determines which
  Trait will be tested, based on common
  sense.  He also chooses a Difficulty
  Number that most accurately represents
  how tough the task is.
  The player then rolls a d12 and adds the
  Trait rating to the result.  If the total
  result is equal to or higher than the
  Difficulty Number, the character
  succeeds!
  Difficulty
  Number:
  Description of Task:
  2
  Almost anyone should be able to
  do this most of the time.
  4
  Most characters should be able
  to do this most of the time.
  6
  The action requires skill and
  effort.  It �s very possible for the
  average character to fail, though
  most highly skilled characters
  will accomplish it.
  8
  The task is difficult and
   �normal � characters only
  succeed every so often.  It takes
  a lot of skill and a bit of luck,
  too.
  10
  This is a very difficult feat.  Even
  professionals have a hard time
  pulling this off.  Only the highest
  skilled characters accomplish
  this with any regularity.
  12
  This action is extraordinarily
  hard and even the highest
  skilled professionals often fail.
  14
  This task is nearly impossible to
  succeed at!  Hardly anyone can
  pull it off and even then, it �s by
  the skin of their teeth.
  16
  Only a massive amount of skill, a
  lot of effort and extreme luck
  will enable the character to
  succeed at this task!
  Super-Ratings
  Characters who possess a Trait rating
  beyond the human maximum will have a
  super-rating.  The super-rating is listed
  in parenthesis next to the Trait rating
  itself.  Only ratings of 4 can have a
  super-rating.
  In any case, you get to roll a number of
  d12's indicated by the super-rating when
  making an action check using that Trait. 
  Once rolled, you choose the highest roll
  to be your result for the check.
  Rolling 1
  Anytime a 1 is rolled for an action check
  (before any modifiers are added to or
  subtracted from it), the action is
  automatically a failure.  
  Rolling 12
  Whenever you roll a 12 during an action
  check, you may immediately add the
  character �s Oomph score to the result!
  Opposed Action Checks
  What if your character's action is being
  
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  directly opposed by another character? 
  Simple.  The two characters make an
  opposed action check.  
  To perform an opposed action check,
  each involved character rolls a d12 and
  adds the appropriate Trait rating to the
  result.  Whoever rolls the highest wins.  
  In the case of a tie, the character with
  the highest Oomph score wins.  If it �s
  still a draw, the action is a stale-mate
  with no distinct winner or loser.
  Using Stunt Points
  Stunt Points are spent to increase the
  character's result during  an action
  check, but must be spent before the
  action check is actually rolled.  
  Each Stunt Point spent adds the
  character's Oomph score to the action
  check result.  This is cumulative, so if
  you spend 2 Stunt Points and your
  character has an Oomph of 3, he can add
  6 to the result.
  It should be noted that you can not
  spend a Stunt Point to increase another
  character's roll.
  One last little point that I need to raise
  here is that, once expended, a character's
  Stunt Points return at the beginning of
  the next issue.
  The World of Combat
  When combat begins, all characters
  involved must roll a d12, adding their
  Oomph scores to the result.  This is
  called the initiative roll.  The highest
  roller gets to perform an action first,
  followed by the second highest roller and
  so on.  Re-roll any ties.
  Once all the characters perform an
  action, a new turn begins and another
  initiative roll is made.
  Each turn represents about 5 seconds.
  Actions
  An action is considered something a
  character can do rather quickly, such as;
   "
  Move!  A character can move a
  number of yards equal to his
  Athletics rating +10 (add super-
  rating to this if applicable).  
   "
  Attack!  Make one attack.
   "
  Full Dodge/Block!* By taking a full
  dodge/block action, you may add
  +4 to the Difficulty Number (for
  the attack check) of anyone who
  attacks you this turn.
   "
  Partial Dodge/Block!*  By taking a
  partial dodge/block action, you
  may add +2 to the Difficulty
  Number (for the attack check) of
  anyone who attacks you this turn. 
  You may also move at ½ the
  normal amount or make an attack
  at -2 to the action check roll or
  make a miscellaneous action at -2
  to the action check roll.
   "
  Miscellaneous Action!  This can be
  any reasonable action not listed
  above.
  * If you still haven �t taken your action
  this turn, you can declare this as your
  action as soon as another character
  declares he �s attacking you.
  Close Combat
  When a character attacks another
  character up-close, he must make an
  opposed action check.
  
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  Attacking with:
  Opposed Check:
  fists, feet, or other
  body part
  attacker �s Unarmed
  Combat vs. defender �s
  Athletics 
  sword, knife, club
  or other close
  combat weapon
  attacker �s Armed
  Combat vs. defender �s
  Athletics
  Ranged Combat
  When a character attacks another
  character from a distance with a weapon
  or attack power, he must make an action
  check.
  This check is made using the attacker �s
  Ranged Combat Trait and the Difficulty
  Number depends on how far away the
  target is.
  Difficulty
  Number:
  Range:
  2
  Point Blank!  Within 2 yards.
  4
  Short Range!  Between 3-10
  yards.
  6
  Medium Range!  Between 11-50
  yards.
  8
  Long Range!  Between 51-100
  yards.
  10
  Very Long Range!  Between 101-
  150 yards.
  12
  Extremely Long Range!  Between
  151-200 yards.
  14
  Nearly Impossible Range! 
  Between 201-250 yards.
  16
  Ungodly Range!  Between 251-
  300 yards.
  That �s Gonna Leave a Mark
  Getting  hit hurts!  This goes without
  saying.  And it holds true in Four Colors
  as well.
  Whenever a character has been
  successfully hit, the attacker rolls a d12
  and adds the attack's damage rating  to
  the roll.  This number is subtracted from
  the victim's Wound Points.  If the poor
  sap reaches zero, he's knocked out for
  1d12 turns!  
  If the character drops below -5 Wound
  Points, he �s dead or dying (GM �s choice). 
  Damage Rating
  Every attack has a damage rating, which
  determines how devastating it is.
  Here �s a list of typical attacks;
  Weapon:
  Damage Rating:
  Punch or Kick
  Equal to
  attacker �s Body
  rating.
  Knife or Club
  Equal to
  attacker �s Body
  rating +2
  Sword
  Equal to
  attacker �s Body
  rating +4
  
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  Pistol
  6
  Rifle
  7
  Machine gun
  7
  Bow
  6
  Bazooka
  10
  If a Body-based attack is used by a
  character who has a super rating, the
  super rating is added to the Body rating. 
  Therefore, a character with a +4 (2)
  Body rating would add 6 to the damage
  roll.
  Protection
  Heroes and villains often have some
  form of protection against damage.  Body
  armor, force fields and extraordinarily
  tough skin � it all does the same thing.
  When the character is hit, subtract his
  protection �s power rating from the
  damage done to him.  If the power rating
  has a super-rating, subtract that as well.
  Healing
  Damage to a character isn �t permanent,
  unless he �s dead.  Wounds heal, broken
  bones mend, and bruises go away.
  Characters can naturally heal a number
  of Wound Points per day equal to their
  Body rating +4 (+8 if they are in the
  hospital).
  Medical Trait
  Characters can attempt to use the
  Medical Trait to help with healing:
  First Aid: The character can perform
  first aid.  To do so, a Medical check vs. 8
  must be made.  For every 2 points the
  Difficulty Number is beaten by, the
  wounded character gains 1 Wound Point
  back.
  If this is done to an unconscious
  character and his Wound Points go to 1
  or more, he is no longer unconscious
  (duh!).
  If this is done during combat, it takes 3
  actions to complete.
  Stabilization: A character who is dying
  can be stabilized by a character making a
  Medical check vs. 12.  
  A stabilized character is no longer
   �dying � and should be safe until he gets
  to a hospital.  Characters who are dying
  can not be brought back to conscious-
  ness without full-blown medical
  attention (i.e, a hospital).
  Power Guidelines
  By necessity, the power creation rules
  were kept fairly vague.  Here �s some
  guidelines to help you establish the
  details.
  Range
  For ranged attack powers, the range
  depends on the power rating.
  Power
  Rating:
  Range:
  -2
  5 yards
  -1
  10 yards
  0
  20 yards
  1 to 4
  Rating x40 yards
  4(2) to 4(5)
  Rating + Super-Rating x40
  yards
  
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  Four Colors and all content herein is copyright
  2001, Spectrum Studios.
  Travel Speed
  Travel Powers use the power rating for
  it �s movement rather than Athletics. 
  The exception is for  �super speed �, in
  which case the character actually uses
  the following table to determine his
  Athletics for purposes of running.
  Power Rating:
   �Running � 
  0
  Athletics +1
  1
  Athletics +2
  2
  Athletics +3
  3
  Athletics +4
  4
  Athletics +5
  4 (2)
  Athletics +6
  4 (3)
  Athletics +7
  4 (4)
  Athletics +8
  4 (5)
  Athletics +9
  When adding the bonus to Athletics,
  don �t add it straight to the rating...add it
  in steps.  For example, if the character
  gets a +4 to his Athletics of 3, the final
   �running � rating is 4 (3) , not 7.
  This can never go higher than 4 (5).
  Damage (version 1)
  Some powers do damage that has
  nothing to do with the character �s
  strength (energy bolts, eye beams, etc.).
  Most ranged combat powers fall into this
  category.  In such cases, the power
  rating acts as the damage rating.  Add
  the super-rating to this if the power
  rating has one.
  Damage (version 2)
  Many attack powers do damage that is
  enhanced by the amount of strength
  your character can put into it (energy
  swords, claws, etc.).  Most close combat
  attack powers fall into this category.  In
  such cases, add the power-rating to the
  super-rating if applicable...and divide the
  total by 2 (rounding down).  This is
  added to the character �s Body rating for
  purposes of doing damage with this
  power.
  Items
  You can use the power creation rules to
  create gadgets, weapons, equipment and
  other such gear.  Powers made as items
  are purchased for 2 less CP �s as normal,
  since they can be stolen, damaged or not
  present when the hero needs them.
  Specialized Vehicles
  To give your character a customized
  crime fighting vehicle, complete with
  specialized elements (ejection seats,
  bulletproof armor, etc.), purchase it as a
  power.  The more features it has, the
  higher the Power Level will be.  Vehicles
  don �t have full-blown stats in the game. 
  Mental Attacks 
  Mental attacks do normal damage
  (version 1...see above), but aren �t
  hindered by protection powers that
  protects against physical damage (force
  fields, scaly skin, etc.).  For this reason,
  mind blasts usually have a Power Level
  of High.  Additionally, these attacks can
  not affect non-living targets, such as
  robots and zombies.
  
  Page 12
  Common Weapons
  The weapons below have all the stats necessary to use them in your games.  We �ve also included a CP cost
  in case you want to give the character a weapon (usually not very heroic, but...).
  Weapon:
  Trait Used:
  Range:
  Damage:
  Special:
  CP Cost:
  Knife
  Armed Combat
  2 yards
  Body +2
  None
  6 CP
  Club
  Armed Combat
  2 yards
  Body +2
  None
  6 CP
  Sword
  Armed Combat
  2 yards
  Body +4
  None
  14 CP
  Sabre
  Armed Combat
  2 yards
  Body +3
  None
  12 CP
  Axe
  Armed Combat
  2 yards
  Axe +4
  None
  14 CP
  Pistol
  Ranged Combat
  100 yards
  6
  None
  14 CP
  Rifle
  Ranged Combat
  200 yards
  7
  None
  16 CP
  Machine gun
  Ranged Combat
  150 yards
  7
  3 shots per
  action
  20 CP
  Bow
  Ranged Combat
  50 yards
  6
  None
  12 CP
  Bazooka
  Ranged Combat
  200 yards
  10
  Affects an
  entire 5 yard
  area.
  26 CP
  Grenade
  Ranged Combat
  roughly 15
  yards
  8
  Affects an
  entire 2 yard
  area.
  20 CP for 4
  grenades every
  issue
  Boomerang
  Ranged Combat
  roughly 15
  yards
  Body +2
  Comes back to
  thrower.
  10 CP
  Characters can throw small weapons a distance shown below:
  If the character �s Body rating is -2, he can throw it 5 yards.  If he has a Body rating of -1, he can throw it
  10  yards.  If he has a Body rating of 0, he can throw it 20 yards.  For each Body rating beyond 0, add +10
  yards.
  
  Page 13
  Example of Character Creation
  Traits 
  Carrie has 60 Character Points.  She looks over the Trait
  list, trying to get a grasp on what kind of hero she wishes
  to play.  After some thought, she decides on a strong,
  impervious character....maybe some kind of hideous
  monster who actually fights for justice.  The irony of it all
  strikes a cord with her and she sets out now to select her
  Traits.
  Going with the concept of being strong, she snags Body
  at rating 4 (2), which is above human potential.  This
  costs her a full 10 CP �s.  Now, to cover the hideous
  monster element, she takes Appearance at rating -2. 
  Ouch!  But, it does give her two extra points to play with.
  She figures the hero needs to be a capable fighter, thus
  selects  an Unarmed Combat rating of 3 (6 CP �s) and an
  Athletics rating of 3 as well (another 6 CP �s).
  Carrie decides her character is an alien of some sort and
  she wants him to know about his own culture.  To
  accommodate this, she purchases Knowledge (alien
  culture) at rating 2, which costs her 4 CP �s.  
  She also wants him to be fairly sharp in the mental
  department.  This is satisfied by taking Perception and
  Willpower, both at rating 1 (2 CP �s apiece).
  Carrie still has 32 CP �s left.
  Super Powers
  Carrie began visualizing the character as having wings. 
  She titles her power  �Winged Flight �.  According to the
  examples in the book,  �flight � is usually given a medium
  power level.  This costs her 4 CP �s.  As for the power �s
  rating, she pays 6 CP �s to get it at 2.
  For the second power, Carrie settles on some form of
  rock-like skin that offers a good amount of protection. 
  She terms the power  �Rock Skin �.  Normally, protection
  powers such as Rock Skin have medium power levels. 
  To reduce this, Carrie creates a disadvantage for it, thus
  reducing it �s effectiveness down to low power level (2
  CP �s).  The skin does not protect against energy damage
  (lightning, lasers, etc.).  Taking it at rating 4 (2), she
  spends 12 more CP �s.
  She now has a meager 8 points left.
  Other Stats
  She decides to pump most of her remaining CP �s into
  Oomph.  She spends 6, which nets her an Oomph of 3.
  Her last 2 CP �s go toward getting the hero 1 Stunt Point.
  The character has a Body rating of 4 (2), granting him 44
  base Wound Points.  This is raised by 1 due to
  Willpower.
  Personality
  She decides that his name is Krazz, but is known on
  Earth as the American Gargoyle.  So, obviously, he �s
  patriotic.  American Gargoyle is optimistic and willing to
  sacrifice his life to save others.
  Background
  Carrie goes for the  �stranger in a strange land � gimmick. 
  He was from a warlike alien world, where he was exiled. 
  The reason he was sent away is because he didn �t
  demonstrate the blood-thirsty nature the rest of his race
  displays.  He was considered a disgrace.
  He found his way to Earth in his flying saucer, which was
  shot down by the Nazi �s.  He was rescued by Allied
  troops and has been loyal to them ever since.
  Appearance
  American Gargoyle stands almost 6 feet tall and weighs
  close to 500 pounds.  His gray-brown skin is as hard as
  stone, with a similar texture too.  He has two wings that
  sprout from his back.
  The Gargoyle �s face is rather beastial, with long pointed
  ears.  
  His costume is simply red, white and blue striped pants
  and dark blue boots.
  
  Page 14
  American Gargoyle
  Traits:
  Unarmed Combat 3
  Athletics 3
  Body 4 (2)
  Knowledge (alien culture) 2
  Perception 1
  Willpower 1
  Appearance -2
  Super Powers:
  Winged Fight (medium level, rating 2)
  Using his wings, American Gargoyle can fly in
  atmospheric conditions.
  Stone Skin (low level, rating 4 (2))
  His skin grants him a high degree of protection against
  physical damage.  The exception here is against any
  form of energy-based damage, against which it doesn �t
  protect him at all.
  Other Stats
  Oomph: 3
  Stunt Points: 1
  Wound Points: 45
  Example of Combat
  GM:  The large mobster sees you trying to sneak up
  on him and bellows,  �Hey, you mug!  You ain �t s �posed
  ta be in here! �.  He �s heading toward you now.
  Player: Jim Justice gets ready for a fight.
  GM: We both need to make an initiative roll.  Roll a 12
  and add Jim �s Oomph to the roll.
  Player: [rolls d12] I got a roll of 8.  Adding in Jim �s
  Oomph of 2, I got a total of 10.
  GM: [rolls d12] I only got a 2.  And the mobster has
  only 1 Oomph.  Jim gets to act first.  What �s Jim �s
  action gonna be?
  Player: Jim sees the lug coming at him and goes
  airborne for a leaping kick. [rolls a d12].  I rolled 6. 
  Jim �s Unarmed Combat rating is 4, so that gives me a
  total of 10.
  GM: [rolls a d12] Ouch!  I rolled 2. Adding that to the
  mobster �s Athletics of 1 gives him a total of 3.  Your
  attack roll was higher than his defense roll, so Jim �s
  foot collides brutally with his jaw!  CRACK!!!  Roll a
  d12 and add Jim �s Body rating to see how much
  damage is dealt out.
  Player: [rolls a d12] I rolled 8 and Jim has a Body
  rating of 3.  11 points!  Nice!
  GM: Nice, but not nice enough to put him out.  The
  mobster gets to take his action now.  Feeling the
  impact of Jim �s attack, he �s plenty mad.  He �s running
  over to grab his pistol from the table.
  Player: Uh oh.  This could get nasty.
  GM: Initiative time. 
  [The GM and Player both roll a d12, adding in their
  character �s Oomph]
  Player: Ughh!  A total of 4.
  GM: The Mobster gets initiative this time with a total of
  9.  He �s gonna shoot! [rolls a d12].  
  Player: Jim �s going to take a Full Dodge action!
  GM: Alrighty....that adds 4 to the target number.  He �s
  at short range, which is normally a target number of 4. 
  But since you did a Full Dodge, the target number is 8.
  [rolls a d12] I rolled a 5.  Adding the mobster �s Ranged
  Combat rating of 2, his total is 7.  Good thing Jim
  dodged!!  Jim manages to dive behind a crate as the
  bullet bites into the wood!
  Player: Thank goodness for small favors!  W hew!
  GM: Okay, it �s a new turn.  Initiative time!
  .......and so on!
  
  Page 15
  Traits:
  Super Powers:
  Other Stats
  Oomph:
  Stunt Points:
  Wound Points:
  Experience Points:
  Four Colors
  Character Sheet
  Hero Name:____________________
  Real Name: ________________________
  Occupation: _______________________
  CP �s: _____ Age: ______    Height: ______
  Gender: ______    Weight: ______
  Personality:
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  Background:
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  Appearance::
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  
  Page 16
  
SOURCE: textdata/thevault/Four Colors/Four Colors Players Guide.pdf