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V. 1.0
18 01 2023
v. 1.02
I’ve cut links that were not under the FASERIP system.
I used FASERIP for one season during a campaign in the setting Braver: Brasil of Heroes (a
brazilian superhero indie setting). It was played in three different tables for about 1 year, and many
rule variants were developed.
[IN DEVELOPMENT]
This book is in early stage development. I’d like to hear your opinions on what you’d like to see it
improving.
The GM determine the power level (PL) of the campaign. Characters are created with points that
are spent on the character’s traits. A character has 10 times their PL rank in Character Points (CP) so
that they can buy for a power.
For example, if your Power Level (PL) is Incredible 40, then no ability or power can have a rank
higher than 40, and the character has 400 cp to spend.
Abilities, resources, popularity and powers are bought point-for-point. To have a Remarkable 30
power you have to spend 30 cp.
Minor powers, or powers that have flat and direct effects, cost 10 points to have (like specific
immunities, special senses, or special movements). Things like Swingline, Wall-crawling,
Infravision, X-ray vision etc.
Talents and contacts cost 5 points each, or 10 points for talents that give +2 CS on tests.
Extras:
Each extra cost 10 cp. The GM may veto the use of any of the extras, or can add new ones. Here is a
simple list.
Affect others: The power can now affect other targets besides the user.
Range: Allow a power to affect Standard Range, or doubles the normal range of a power.
Area: The power affect a small area around the target.
Contagious: The power spread to other people near.
Continuous: The power works indefinitely while the user concentrates.
Subtle: The power is hard to notice. Only those with special senses can notice it.
Mastery: Your use of the power is masterful. You can make tricks and control the power with
finesse.
Limitations:
Limitations give extra points to be used in the power. The amount of points depends on the severity
of the limitation: 10 for mild (reduce 25% of the power effectiveness), 20 for moderate (reduce 50%
of effectiveness), and 30 for severe limitations (reduce 75% of the power effectiveness). Those
points cannot be used in other areas of the character sheet.
[still in development]
Levels of success:
Instead of calling green, yellow and red, you may call 1, 2 or 3 levels of success.
Rolling variants:
A few variants using the Column shift of the abilities.
3d20: Instead of rolling 1d100 using the resolution chart, roll 3d20, trying to roll equal or lower
than the CS level of the ability. One die rolling equal or under is 1 level (green), 2 dice is 2 levels
(yellow); 3 dice is 3 levels (red). For example: Rolling to hit with Remarkable (30) Fighting, you’d
roll 3d20 against CS 6. A 12, 9 and 4 would grant 1 level of success (green).
2d6: Instead of using the resolution chart, use 2d6 for tests and add the Column Shift of the ability.
Consider all tests as intensity tests, comparing your value with the opponent. Both can roll, or one
can roll, while the other uses the passive value of 7 + CS.
If it is needed to determine success level, see how much you roll over the target. +1 or +2 is
considered 1 level (green); +3 to +4 is 2 levels (yellow); +5 or more is 3 levels (red).
Evasion Armor:
This alternate rule allows for quick characters to have some defense against attackers. Reduce
damage received by either the of the character’s Agility or Super Speed rank, unless the attack hits
Bullseye.
For example, a speedster with Incredible (40) speed would have 40 damage reduction by all attacks,
unless the attack hits bullseye.
Depending on the campaign, the GM may allow that Speed rank may still be applied even after a
Bullseye (yellow) success, or at least half of the Super Speed rank.
Instead of the usual three-folded outcome tests, consider that each success attack level can be
exchanged for special effects. First, when necessary, there are 3 types of attacks:
. Stun: If the attack deals damage, the target must resist against stun.
. Kill (needs 2 successes): If the attack deals damage, the target must resist against kill. Only lethal
weapons may deal killing special effects.
If a character’s attack has many types of damage, apply each of them separately. For example, let’s
say you have a character attacking with a flaming sword. The statistics that apply to this damage
are: the character’s strength, the sword damage rank, and the fire damage rank. Let’s say Strength is
Excellent (20), the sword is Good (10), and the flames are Good (10), and the target has Typical (6)
protection against physical damage and Good (10) against energy.
The final damage will be 18, because the Typical 6 will reduce the Exc 20 and Gd 10, and the Gd 10
energy protection will reduce the gd 10 fire.
This multiple damage sources allow for a more layered and complex damage representation.
Wherever you may use Karma for special actions, you may use determination instead.
Pushing your limits alternative: When you pay karma to have +1 CS to a trait for a test, you pay for
the rank level you want to increase, to a maximum of 50. For example: You have Excelent 20
Agility and push to Remarkable 30. This would cost 30 Karma. If you want to increase from
Amazing 50 to Monstrous 75, it would cost only 50 (the maximum).
Karma Armor: When you receive damage, you may ignore damage spending 2 karma points per 1
damage you want to ignore. This can be interpreted as luck, supreme effort, maximum willpower
etc.
Power Stunts alternative: When you want to use a power as a stunt, you must pay karma equal to
the rank you want to use that power stunt. For example: you want to create whirlwind using your
Super Speed Amazing 50. You c
Ensuring success alternatives: If you are using alternative rolling methods described above, you
may use different values to ensure success.
For 3d20: You may change the value of the dice rolled. Each 1 point changed cost 5 karma.
Example: you roll 3d20 and get 14, 9 and 11. Your trait was rank Remarkable 30 (CS 6). So you
needed at least a 6. Therefore, it’s a 3 point difference between 9 and 6, so 15 points spent.
For 2d6: Each point costs 10 karma. So, if you rolled 8 and had Remarkable 30 (CS 6), for
14 total, and you needed 16, you would have to pay 20 points.
Sanity:
This is ‘mental health’ pool, and a good alternate rule for settings where mental damage is
prominent (like lovecraftian settings). Sanity is equal to initial karma (reason + Intuition + Psyche).
When you suffer mental attacks, you reduce it. If it goes to 0, the character collapses, and may take
some permanent illness regarding insanity. Consecutive situations like this will render the character
mad.
. Regeneration: Recovers health per turn at a rate of 1/10 Regeneration rank, and also add to Health
total. So, Reneration Incredible 40 would recover 4 health per turn, and add 40 health to the
character’s total.
3.1 Techniques:
They are special maneuvers a character may train to add special effects to a combat action. Each
technique is like a talent, costing 5 CP.
When creating a technique, you need to choose its special effects and, for each special, you must
add 1 cost.
Special effect:
. Adding the effect of a secondary power (like Corrosion, Binding, Affliction etc) with -1 CS
compared to the original.
. +1 CS to the effect or test.
. +1 CS to an ability for 1-5 turns.
. Add an extra to the power.
. A special tractor beam that pulls enemies closer while damaging them; it fatigues the user. Base is
Rmarkable 30 Blast (+effect of telekinesis pulling everyone closer with Excellent 20 rank); costs 10
health.
. A powerful scream that damages enemies and boosts allies moral but costing its determination and
health. Base power is Remarkable 30 Sonic Blast (+Area, +effect of telekinesis pulling everyone
closer with Excellent 20 rank, +boost +1 CS Psych); it has 3 specials, and costs 10 Health and 20
determination to use.
License
Designation of Open Content
All text in this game (with the exception of the license below) is Open Game Content, released under the following license: Open Game License
Version 1.0A. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.