House Rules

These are the current house rules we use based off of Basic Revised Edition:

  1. Character Creation Rules
  • Players will roll on the Origins Table and then roll FASERIP Attributes in a straight line:
    • Take what you get and roll with it.
    • Scrap what you get and start over.
    • The Judge may roll sometimes and you can take the better of the two rolls.
    • Judge may also allow re-rolls if the results are that bad when it comes to powers/talents.
  • All Players will decide their origin story based on what they get as part of their backstory, Judge will assist in creating a backstory if help is desired.
  • All Players will decide if they have a Secret Identity and if the characters in their group know or not.
  • All Characters will have some sort of day job to maintain their resources, doesn’t have to be much detail other then what it is.. I.E. Works as a Data Analyst for Tom Rogers LLC.
  • The Judge will formulate a story of how the Heroes know of one another.
  • Players will attempt to come up with a group name after working together for a while.
  • P45, the origin table has been slightly modified to reflect playing a magic character.
Dice Roll Origin
01-02 Normal Human*
03-30 Altered Meta-Human
31-60 Born Meta-Human
61-90 High-Tech
91-95 Cyborg
96-99 Alien
00 Magic**

*Normal Humans have no natural powers and will skip rolling on the power chart, only rolling for talents, gaining double the amount then what they rolled.

**Magical characters are subjected to the rules listed on p44 and Judge can overall character concept if its going to “break the game”. Reminder that Magical characters are normal humans thus are limited by normal human abilities in ranks. Magical characters do not gain the double talents option.

  1. Contacts
  • They will be created by the Judge based on:
    • Background story
    • Made via role-playing in the game.
  • There is no limit to how many contacts you can have, but don’t be surprised if you don’t maintain a contact by interacting with them for a while, they might not take kindly to someone who only calls them occasionally for info.
    • Maintaining a relationship with a contact could be as easy as calling them up occasionally and doing them a favor. There is no hard fast rule on this it’s all fun and games. Really don’t sweat it too much.
  1. Karma
  • Each character has a starting Karma listed on the origin side of their sheet, that’s the base Karma andthis number never changes, regardless if your attributes go up.
  • Your base Karma is always rewarded back to you at the end of the session to encourage Karma usage with the follow things in mind:
    • Should a player not use Karma at all during the session, you gain nothing back. Nothing spent, nothing gained.
    • You only receive back what you spent, so please keep detailed records.
  • Karma Pools
    • One person will be the banker and hold the pool total on their sheet
    • The group itself will decide how much Karma they wish to add to the pool.
    • Can take from the pool at any time.
    • Can only add to the Karma pool at the beginning or end of the session.
  • Spend 100 Karma, you can re-roll anyone of your rolls that you don’t like EXCEPT when dying.
  • Karma will be awarded at the end of each session.
    • Standard rewards are listed in the book.
    • Making the group or Judge laugh, 10-point Karma rewarded on the spot.
    • Describing a major action in game, such as a death or defeat or triumph (10 Karma gained).
    • Conceding and allowing a defeat in favor of story (25 Karma gained).
    • Role-playing and playing out a story will always give more Karma than fighting.

      4. Combat

  • Kill Results:
    • Will be a Karma loss, that’s the breaks for using weapons that you cannot control. Most powers and abilities allow for backing down on damage and result. This mostly applies to guns as there is no control over their damage with a kill results. (50 Karma Penalty)
    • Killing of any kind, accidental or purposely will result in all karma gained that session lost
  1. Improving Characters
  • Guidelines in the book will be followed, found on page 38 “Character Advancement (Optional)” with a few things in mind:
    • Karma cannot be used to improve an ability or power until the end of a story arc.
    • Karma cannot be used to gain a power or talent until the end of a story arc.
    • New Powers or Talents must have a logical reason or story of why and how it’s happening. The Judge reserves the right to say no.
    • Karma can be used at any time during the game to improve popularity, but the change is not instant as stated in the book.
  1. Resources
  • Basic guideline in the book on Page 40 will be followed.
  • Groups COULD have their own resource rank when needed, Judge will determine this.
  1. Popularity
  • Basic guideline in the book on Page 40 will be followed.
  • Groups will have its own popularity when the group is formed and will be different than that of the individual characters.
  1. Regaining Consciousness, Death/Dying
  • A character with 0 Health falls unconscious for 1d10 turns, AFTER their turns are up, they then can make an Endurance FEAT
    • Following the Kill Column as normal, failure will result as stated in the book, one rank per round until stabilized or death. (Page 26)
    • Success indicates the character has regained consciousness and has Health equal to his Endurance rank and can only take one action, regardless of his abilities, powers to do more.
  • A Character who goes into the negative with their health will fall unconscious, and will do the following when making an Endurance roll
    • Take a -2 CS Penalty to his endurance rank and then roll. This is due to the impact of being knocked into the negative.
  1. Initiative Rolls
  • 1d10 roll per side, modified by the HIGHEST Intuition score of the hero in the group regardless of who is rolling.
  • The person rolling for the players will start to the right of the GM rotating around the table, unless of course the action of combat is justified by the player who starts the actions.
 Intuition Rank Initiative Modifier
Excellent +1
Remarkable +2
Incredible +3
Amazing +4
Monstrous +5
Unearthly+ +6
  1. Work and Superhero life Balances
  • Heroes will maintain their day jobs, failure to do so will result in being fired and their Resources rank dropping down to Poor (4).
  • Stay out past 3am more then likely will result in a poor performance at work the next day, with a -2CS to their Reason roll.
  • Each day the hero will decide if they go to work, when they go to work, they will roll a Reason Feat.
    • White: You had a really bad day, failed to produce whatever for the day, get a mark on your employee record.
    • Green: Normal day, did your job. No one noticed anything special.
    • Yellow: You had a great day, erasing any marks  you had previously and you got some praise from the boss.
    • Red: You had an awesome day, same benefits as yellow, except you gain a possible chance for a raise, roll a Resources FEAT, Get a Red result, go up a rank!

Updated 3/20/2023