Four-Color FAE
Introduction
1.
License
2.
Creating Characters
2.1.
Aspects
2.2.
Approaches
2.3.
Stunts
2.4.
Refresh
2.5.
Power Facts
2.5.1.
Racial or Common Powers
2.5.2.
Equipment-based Powers
2.5.3.
Sidekicks and Allies as Powers
2.5.4.
Weaknesses
2.6.
Sample Powers
3.
Using Powers
3.1.
Power Facts from Situation Aspects
3.2.
Adding, Changing, and Losing Powers
3.3.
Lending and Bestowing Powers
3.4.
Discovering Power Facts
4.
Running Four Color FAE
4.1.
Picking Difficulty Numbers
4.2.
Power Levels
4.3.
Specific Powers
4.3.1.
Duplication, Summons, Sidekicks and Allies
4.3.2.
ESP and Remote Viewing
4.3.3.
Immunities and Invulnerability
4.3.3.1.
General vs. Specific Immunities
4.3.3.2.
Affecting Characters With Immunities
4.3.3.3.
Weaknesses
4.3.4.
Power Duplication or Alteration
4.3.5.
Precognition and Time Travel
4.3.6.
Super-Speed and Movement Powers
4.3.6.1.
Extra Actions
4.3.6.2.
Super-movement as Attack
4.3.6.3.
Zones
4.3.7.
Telepathy and Mind Control
4.4.
Super-Fights and Failing Forward
5.
Campaign Design
5.1.
Planning a Campaign
5.2.
GMing a Comic Book
5.3.
The Four-Color Feel
5.4.
Creating Challenging Encounters
6.
New and Optional Rules
6.1.
Alternate Approaches
6.2.
Alternate Phase Trio Rules
6.3.
New Stunts
6.3.1.
Duplicates or Summons
6.3.2.
Invulnerability
6.3.3.
Power Duplication or Alteration
6.3.4.
Super-Movement
6.3.4.1.
Super-Speed
6.4.
Genre Aspects and Genre Stunts
6.4.1.
Example Genre Stunts
6.5.
Power Levels and Super "Weight Classes"
6.6.
Alternate Initiative Rules
6.7.
Alternate Invulnerability Rules
6.8.
Collateral Consequences
6.8.1.
Collateral Consequences and Extreme Effort
7.
Further Reading
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Four-Color FAE
Campaign Design