You are on page 1of 7

Faserip variant rules

V. 1.0
18 01 2023

v. 1.02
I’ve cut links that were not under the FASERIP system.

made by Gaigaia, the Wolf Who Writes.

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.

You may learn more about the author:


thewolfwhowrites | Twitter, Facebook | Linktree

[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.

1.0 Character Creation options:

1.1 Point buy system, “With Greater Power”:

This is a variation of old rules that use CP (character points).

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.

1.2 Power Modifiers: Extras and Limitations:


Modifiers to powers are very common in other super-hero systems, and I brought some into
FASERIP as variations.

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]

2.0 Rules Variations

2.1 Rolling variations

FEAT roll or tests:


For simplicity, feat rolls may be called tests in order to have compatibility with other rpgs.

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.

Column Shift (CS)


Shift 0 0
Poor 1
Weak 2
Typical 3
Good 4
Excellent 5
Remarkable 6
Incredible 7
Amazing 8
Monstrous 9
Unearthly 10
etc.

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).

2.2 COMBAT ALTERNATE RULES

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.

Variant attack tests:

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:

Melee attacks: Fighting vs Fighting.

Ranged attacks: Agility vs Agility.

Mental attacks: Psyche vs Psyche.

> Then, for each level of success, choose 1:

. Extra damage: increase damage +1 CS

. Penetrate armor: reduce armor in -1 CS


. Bullseye: Hits a specific part of the opponent, maybe ignoring armor or having special effects
(determined by the GM).

. Slam: The target must resist against a slam.

. 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.

Multiple damage sources:

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.

2.3 Energy Variations

Karma and Determination:


Characters have Determination in addition to karma. While Karma is harder to get and you may
gain more by doing heroic actions, you receive determination at the beginning of each session.
Determination is equal to initial karma (Reason + Intuition + Psyche) and can be used as karma to
enhance rolls (but not for improving characteristics). At the start of each session, set Determination
at the start value – you cannot save unspent determination for other sessions, nor can you gain more
during play by changing the values of your abilities.

Wherever you may use Karma for special actions, you may use determination instead.

Alternate Karma rules:


Considering also the determination rules said above, here are some different costs for karma that
you can use instead of the official rules:

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.

3.0 Powers variants and Techniques

Overall, there is little to no changes in powers. One that I changed was:

. 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.

For each bonus, you need to pay a cost, either:


. -1 CS to the test
. 10 karma
. 10 health
Example:

. 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.

Open Game License Version 1.0A


1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material”
means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content”
means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e)
“Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories,
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product
Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”,
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
“You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using
this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions
are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O’Sullivan and Ann Dupuis, with additional material by
Peter Bonney, Deird’Re Brooks, Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, Gordon McCormick,
Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, Stephan Szabo, John Ughrin, Dmitri Zagidulin.
FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.
Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks and Leonard Balsera.
ICONS, Copyright 2010, Steve Kenson, author Steve Kenson.
The Villainomicon, Copyright 2010, Adamant Entertainment, Authors Steve Kenson, G.M. Skarka, Walt Ciechanowski, Morgan Davie, and Theron
Bretz
Great Power, Copyright 2013, Ad Infinitum Adventures, Author: Steve Kenson
FASERIP, Copyright 2015, Blacky the Blackball

You might also like