Page
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Chapter / Contents
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09
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Introduction
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11
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THE BASIC SYSTEM RANKS AND VALUES; Rank Value Chart
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12
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Basic Ranks (Human League); Super Ranks (Superhuman League);
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13
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Hyper Ranks (Supreme League); Cosmic Rank (Cosmic League);
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14
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FASERIP 1d100 OUTCOME CHARTS; FASERIP; Characters
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15
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Abilities; ABILITY / STATISTIC EXPLANATION CHART; Rank Shifts
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16
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RANK SHIFTS; Player Characters
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17
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Journals
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18
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FEATS (also called rolls, checks – “roll on”); OUTCOME BY “COLOUR” Chart
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19
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Automatic Success and Impossibility; Ranked Feats
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20
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General Difficulty or Intensity; HEROIC STRUGGLES; POWERS
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21
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CREATING CHARACTERS; Starting FASERIP
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22
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TYPES OF FASERIP CHARACTER; Existing Heroes; Writeups
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23
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Legacy and Inheritance; RANDOM CHARACTER GENERATION; Languages and Literacy; Random Normal Person; Primary Traits: roll 2d6; ORIGIN
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24
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OPTIONAL: Weight and Stature
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25
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OPTIONAL: Starting Age
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27
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OPTIONAL: STORY; Origin; Skills; Kids: 1d100 Chart
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32
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Teens: 1d100 Chart
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38
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Adult: 1d100 Chart
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42
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Old: 1d100 Chart
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47
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Venerable: 1d100 Chart
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49
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CHARACTER TYPE AND POWERS
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50
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CHARACTER TYPE – 1d100 Chart
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54
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Aliens; High Tech – Suit; Robots
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55
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RANDOM RANKS – 1d100 Chart; ULTIMATE RANKS Chart; INHERITANCE – “Fantastic Families”
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56
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Fantastic Families – 1d100 for what a child inherits Chart; HEALTH (= Fighting + Agility + Strength + Endurance); Healing - Recovery
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57
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Big Blocks; Gradual Healing; One Recovery Per Day; SURVIVING LETHAL INJURIES; “They Never Found The Body”; Stabilization
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58
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KARMA (= Reason + Intuition + Psyche); KARMA POOL; Leadership of a Karma Pool; INSURING SUCCESS
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59
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Failure; POWER STUNTS
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60
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Power Stunt Outcome Chart; Gaining a Power Stunt; Earning Karma
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61
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Karma Awards for Heroes (and their players!)
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63
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WEALTH; Wealth Ranks
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64
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Planet-Specific Wealth; Buying Goods and Services
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65
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Quality; Rent Before You Buy; Black Market; Long Term or Credit Card Debt; Superhero Insurance
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66
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POPULARITY; CONTACTS; Gaining Contacts
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67
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Skills, Specialities, Talents and Areas of Knowledge
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68
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Grand List of Skills
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69
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The Non-Exhaustive Skills List; Accounting to Folklore;
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70
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Concreting to Parachuting;
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71
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Jury Tampering to Roof Running / Parkeur;
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72
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Obtain Credit to Zoology
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73
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Slapstick Fighting Skill
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75
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POWERS; Scrubbing Powers; CHARACTER AND POWER LIMITATIONS; USING A POWER
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76
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STANDARD RANGE AND DURATION; SUPERHERO WEIGHTS AND MEASURES
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78
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Generating a character’s Powers; POWER CHART – 1d100 Chart; 9 Lives to Cognition;
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79
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Corrosion to Energy Control;
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80
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Energy Drain to Machine Control / Technopath
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81
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Magic to Physical Mutation
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82
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Poisonous to Super Sense
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83
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Super Speed to Time Control
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84
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Transformation (choose) to Wizardry; Powers with Types; Rebuilders; Reminder: Scrubbing Powers
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85
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LIMITATIONS
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86
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Character Limitations; A BOOK THAT'S JUDGED BY ITS COVER to Disturbing Dreams;
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87
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DON'T KNOW WHERE TO SEND THE CHEQUE to Monstrous
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88
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Mood Swings to Scarred For Life;
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89
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Short Range to YOURS IS THE GREATEST RIDDLE OF ALL; Power-Based Limitations; #Triggered to Addictive;
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90
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Always On to RIGHT WHERE I LEFT IT;
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91
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Say The Line! to Wild
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93
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POWER DESCRIPTIONS; 9 Lives to Affliction;
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94
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Alter Ego to Alteration Ray (choose);
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95
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Alternate Form (choose);
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96
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Always Time For One Last Scare… to Astral Projection;
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97
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Aura (choose) to Chemical Power;
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98
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Cognition – Total Recall to Cognition – Postcognition;
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99
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Cognition – Precognition;
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100
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Cognition – Psychometry;
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101
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Cognition – Visions to Death Power;
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102
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Deflection to Dial P for Power;
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103
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Dimension Control – Dimensional Shift;
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104
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Dimension Control – Holding to Dimension Control – Elsewhere Hero;
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105
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Dream Control – Sleep Suggestion to Dream Control – Nightmare Power;
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106
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Duplicates to Elasticity – Toon;
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107
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Elemental Conduit (choose) to Emotion Control;
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108
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Energy Control – Cold Control to Energy Control – Heat Control;
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109
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Energy Drain to ESP;
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110
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Extra Action to Growth;
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111
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Healing to Immortality;
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112
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Immunity (choose) to Invulnerability;
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113
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Leaping to Light Control – Constructs;
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114
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Light Control – Dazzle to Light Control – Shields;
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115
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Light Control – Sunlight Power to Magic – Black Magic;
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116
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Magic – Golem to Mimicry – Appearance Imitation;
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117
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Mimicry – Sonic Imitation to Mimicry – Nemesis;
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118
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Mimicry – Plant to Mind Control;
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119
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Mind Shield to Pet or Animal Ally (choose);
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120
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Phasing to Physical Mutation – Tail;
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121
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Physical Mutation – New Organ; Quick Change;
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122
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Redline Operational to Servant;
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123
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Shapeshifting to Shrinking;
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124
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Sound Control – Free Speech to Sound Control – Naming;
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125
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Sound Control – Rock God to Space Control – Space Warp;
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126
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Space Control – Flexible Ground to Space Control – Gravity Control;
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127
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Space Control – Density Control to Space Control – Matter Control;
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128
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Space Control – Transmutation to Super Ability (choose);
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129
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Super Armor to Super Senses – Telelocation;
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130
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Super Senses – Tracking Sense to Super Travel – Magic Transport;
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131
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Super Travel – Cloud Riding to Super Travel – Sliding;
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132
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Super Travel – Spinning to Super Travel – Zoomways;
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133
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Super Vehicle or Steed (choose) to Telekinesis;
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134
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Telepathy to Time Control – Age Control;
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135
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Time Control – Prehistoric Reversion to Time Control – Time Freeze;
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136
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Time Control – Multiple Actions to Transformation (choose);
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137
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Ultimate Ability (choose) to Underrated;
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138
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Wall Crawling to Wizardry
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140
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MAGIC; Cults
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141
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High Sorcery
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142
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Magic Items; Magic Item Form: 1d100 Chart
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144
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Schools of Magic
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145
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Witchcraft
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146
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TIME TRAVEL; First Law of Time: THE PRESERVATION OF THE ENERGY OF INFORMATION; Second Law of Time: THE PRINCIPLE OF ORTHOGONAL HISTORICITY;
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147
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Third Law of Time: THE LIMITATION PRINCIPLE; Fourth Law of Time: THE DIRECTIONLESS MOMENT; Time Storms
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148
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Time Shoals; TIME TRAVEL RANGE; Temporal Beacons; MANY HISTORIES
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149
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Nature of Alternate History – 2d6 Chart
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150
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ZOOMWAYS; THE CORRIDORS OF POWER: THE ZOOMWAYS; Zoomways
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151
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The Black Zoomway
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152
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The White Zoomway; Dimensional Navigation
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154
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THE POWERS THAT BE; THE KEY AND THE LOCK; ZOOMWAY TRAVELLERS
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155
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TIME AND MOVEMENT; TIME; Gamemaster reviews the current game status; Players decide on their characters’ actions; Initiative or not?
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156
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Initiative; Simple Initiative; Abstract Initiative; Wargame Nerd Initiative; What is an “Action”?; Initiative Modifier
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157
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Initiative Modifiers Chart; Changing Actions; Negating Actions; Pre-Action Rolls Must Be Made; Highest Initiative Goes First
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158
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MOVEMENT
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159
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Ranged Movement; End of Movement; Turning; Other Movement Types; SWIMMING; LEAPING
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160
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MOVING IN VEHICLES;
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161
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Crash Result – 3d6 Chart; Other actions while moving; Vertical Movement; Upward Movement
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162
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Climbing; Elevators; Stairs, ladders, and fire escapes; Downward Movement; Falling; Falling Damage Chart
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163
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Catching yourself while falling; Parachutes; Glider Cloaks
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164
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COMBAT; DAMAGE
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165
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HOLDS; Full Hold; Partial Hold; KILL (Endurance roll to resist); Kill Results Chart; SLAM (Strength roll to resist)
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166
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Slam Results Chart; Knockback; STUN; Stun Results Chart
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167
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ATTACKING AN OPPONENT (Fighting for Melee, Agility for Ranged); MELEE; BLUNT MELEE; Blunt Melee Damage Chart
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168
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LETHAL MELEE; Lethal Melee Damage Chart
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169
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RANGED ATTACKS (AGILITY COMBAT)
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170
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BLUNT THROWN; Blunt Thrown Damage Chart; LETHAL THROWN; Lethal Thrown Damage Chart; BLUNT PROJECTILE; Blunt Projectile Damage Chart; LETHAL PROJECTILE;
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171
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Lethal Projectile Damage Chart; Hitting moving targets
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172
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UNUSUAL ATTACKS; CHARGING (Endurance based attack to hit, Slam or Stun)
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173
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Charging Damage Chart; GRAPPLING; Grappling Damage Chart; ESCAPING
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174
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Escape Chart; CRUSHING; BREAKING OUT; Breaking Out Chart
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175
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OTHER COMBAT ACTIONS; SNATCHING; Snatching Chart
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176
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CATCHING; Catching Object Speed Chart
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177
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Catching Chart; INTERPOSING; Interposing Chart
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178
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AIMING; TRICK SHOTS
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179
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Trick Shot Chart; DODGING; Dodge Chart
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180
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EVASION; Evasion Chart; PARRY
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181
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Parry Chart; IMPROVISED WEAPONS
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182
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LARGE IMPROVISED WEAPONS; ATTACK MODIFIERS; Surprise Attack; Moving Target;
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183
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Cover; Unseen; Dodging; FIGHTING WHEN DAMAGED; ARMOUR (also ARMOR); PARTIAL ARMOUR
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184
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SHIELDS
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185
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DUELS TO THE DEATH
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186
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Battle Circle; High Noon Shootouts
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187
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SELF IMPROVEMENT
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188
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IMPROVING ABILITY & POWER RANKS; BROADENING POWERS; IMPROVING WEALTH; IMPROVING POPULARITY
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189
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Infamy; BUILDING DEVICES
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190
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Buiding Things Invention Outcomes Chart; RUBBISH INVENTORS
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191
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INVENTION SIDE EFFECTS: roll 1d10 Chart; Powermongering Inventions
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192
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Inventing Limitations
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193
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GAINING SPECIALITIES; GAINING CONTACTS; CHARACTER IMPROVEMENT SUMMARY Chart
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194
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THE WAGES OF SIN (Karma for Bad Guys); KARMA AWARDS FOR BAD GUYS
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195
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Successfully catching heroes in a Deathtrap; Bragging; Picking up the laundry on the way to threaten the city; KARMA LOSSES FOR BAD GUYS
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196
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Doing Time; KILLING; BAD KARMA POOLS
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197
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THE WAGES OF SIN: SPENDING THOSE WAGES!; DAMAGE REDUCTION; ESCAPE or MYSTERIOUS DEATH
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198
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INFAMY; Negative Popularity Ups and Downs Chart; Duels to the Death
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199
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ROBBERY MOTIVE
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200
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TEAMS; Headquarters
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201
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Headquarters by Size Chart
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202
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Types of Team; Chartered groups; Free groups; Open groups; Exclusive groups; Themed groups; Random groups; Ranked groups; Clubs; Guilds; Leagues; Battalions
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203
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KNIGHTS; NON-TEAM TEAMS; SUPER FAMILIES; Conclusion
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204
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KAIJU
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205
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Kaiju Types; KAIJU PHYSICAL POWERS
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206
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Kaiju Deadlifting; Kaiju Origins; Accidents of Science; Atomic Mutants; Boomfood Kaiju; Living Machine Kaiju
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208
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Titans; Prehistoric Kaiju; Totems; Venusian Kaiju; Giant-Size Smashing Things
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209
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UNKNOWN REALMS APART; Camelot
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211
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Central Casting
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212
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The Dream-Lands
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213
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Elemental Planes
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214
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List of Elemental Planes; Gaia
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215
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Meat Dimension; Science City
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216
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Shadow World ("Anti-Matter Universe", "Mirror Realm")
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217
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Stuff Central
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218
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Ta’Ut (Hell)
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219
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The Perfect Realm
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220
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Transcentral
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222
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REFUGES; Examples of Refuges
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223
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Life in a Refuge; Refuge geopolitics
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224
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COMICBOOK MICROSTATES
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225
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GAFIR
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226
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LUTHA
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227
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OPAR
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229
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RURITANIA
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231
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VIRUNGA APE CITY
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233
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A.C.R.O.N.Y.M. GROUPS; BELIEF;
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234
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CIRCUS; Interpen; MEDUSA;
|
235
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ODESSA; TRUTH; ACRONYM Groups as genuine super teams
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236
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ANIMALS
|
237
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ALLIGATOR to APE
|
238
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BABOON to BIG CATS
|
239
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CAT to DINOSAURS
|
240
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Giant Armoured Dinosaur to DOG
|
241
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DOLPHIN to ELEPHANT
|
242
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GIANT ANTS to GIANT EAGLE
|
243
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GIANT SPIDERS to HORSE
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244
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INSECT SWARM to KILLER WHALE
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245
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MONKEY to PIG
|
246
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PTEROSAUR
|
247
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RAT PACK to SEAL
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248
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SHARK
|
249
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SNAKES to WHALE
|
250
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CREATURES
|
251
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CENTAUR to COCKATRICE;
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252
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DRAGONETS to DRAGONS;
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253
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Azure Dragon (Dragon of Spring-Time) to Bone Dragon (Ivory Dragon) (Kur ki Kshu);
|
254
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Green Three-Headed Dragon (Zmey) to Sea-Green Dragon (Stoor Wyrm);
|
255
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Thunder Dragon (Olive Dragon) (Druk) to Turquoise Dragon (Xiuhcoatl);
|
256
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Typhon to Yellow Dragon (Akhekh);
|
257
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DWARF to ELVES;
|
258
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Dark Elf to North Pole Elf;
|
259
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Wood Elf to THE ENNEAD;
|
260
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Atum the Finisher;
|
261
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Geb to Nut;
|
262
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Osiris to Set (Sutekh the Destroyer);
|
263
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Shu, He Who Rises Up to GIANT;
|
264
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GORGON to HELLHOUND;
|
265
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HELLSPAWN;
|
266
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Demon (Genesis Ghost) to Devil, Enslaver;
|
267
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*Devil, Mowing to Succubus / Incubus (Lust Devil);
|
268
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*The Evil One (THE ADVERSARY);
|
269
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HYDRA to LINDWORM;
|
270
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MANTICORE to NYMPH;
|
271
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OGRE to OLYMPIAN GODS;
|
273
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Aphrodite (Venus) to Artemis;
|
274
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Athene (Athena, Minerva) to Dionysios (Bacchus);
|
275
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Haides (Hades, Pluto, Plauton) to Hera (Juno);
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276
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Hermes (Mercury) to Hestia;
|
277
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Pan to Zeus (Jupiter);
|
278
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PHOENIX;
|
279
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ROC;
|
280
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SATYR to SPHINX;
|
281
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TREANT;
|
282
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TROLL;
|
283
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UNDEAD;
|
284
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Afterganger (Zombie) to *Creeping Bones (Animated Skeleton, Verdant);
|
285
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Ghoul (Corpse-Eater);
|
286
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*Ghost (Shade) to Revenant;
|
287
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Strolling Bones (Animated Skeleton);
|
288
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*Vampire to UNDINE;
|
289
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UNDINE SPAWN (MERPEOPLE); *Fishmen; Merpeople;
|
291
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*Sea People; Tritons;
|
292
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WEREANIMALS
|
293
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CHARACTER ROSTER; NPCs Chart
|
294
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CULTISTS
|
295
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THE ARM (National Crime Syndicate); Fingers (The Arm Footsoldiers)
|
296
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Hands (The Arm crew captains)
|
297
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Underbosses (The Arm commanders of all their family's Hands)
|
299
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The Commission
|
300
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EDGAR ALLAN POE
|
302
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CANNIBAL HILLBILLIES The Horrors From The Hills
|
303
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ITEMS
|
304
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CHEAP ITEMS
|
305
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AVERAGE ITEMS
|
308
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EXPENSIVE ITEMS
|
313
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LUXURIOUS ITEMS
|
315
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RIDICULOUS ITEMS
|
317
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VEHICLES; Control; Speed; Body; Protection; BUYING VEHICLES;
|
318
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STEEDS
|
319
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MOLE MACHINES; CONSTRUCTION MACHINERY
|
320
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AIRCRAFT
|
321
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Albatross D.III Biplane to Be-8 Seaplane;
|
322
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Bell 206 Jetranger Helicopter to F22 Air Superiority Fighter;
|
323
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*Fairey Rotodyne to Fokker D.I Dreidecker Triplane;
|
324
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*Hawker Siddeley Harrier to Nieuport XB Biplane (Nieuport 10);
|
325
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Sky Galleon (skyship) to Sopwith Camel Biplane (F.1);
|
326
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Zeppelin (airship); AUTOMOBILES; 4WD Military Truck; 6WD Military Truck;
|
327
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8-Seat Delivery Van to 1936 Pontiac De Luxe;
|
328
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1965 Imperial Chrysler Crown to Bradley Fighting Vehicle;
|
329
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Bumerang (8WD Military Armored Vehicle) to Ocelot LPPV (Light Protected Patrol Vehicle)
|
330
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Snowmobile to U2ALT “2 Eyes” (Incursion Interceptor);
|
331
|
Willys Jeep; GIANT ROBOTS
|
332
|
Wearpuppet MBT; Seishin Daimyo
|
333
|
HOVERCARS; Delta Hovercraft; Virungan Hovership
|
334
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MOTORCYCLES; Bicycle; Really Awesome Motorcycle; Snow Motorcycle; Supaidā Raidā Motorcycle
|
335
|
ROCKETS
|
336
|
Saturn V; STEEDS
|
337
|
Giant Eagle to Horse;
|
338
|
Wyvern; WATERCRAFT; Battleship
|
339
|
Dasyat Hydrofoil Submersible to *Galley or Slave Barge;
|
340
|
Jet Ski PWC to Nuclear Submarine;
|
341
|
*Rowboat or Inflatable Dinghy with outboard motor ("Zodiac") to Runabout / Motorboat;
|
342
|
Sailing Ship (Cog) to Yacht
|
343
|
WEAPONS
|
344
|
ARTILLERY, TANK GUNS and BIG WEAPONS
|
352
|
FIREARMS; Custom Ammunition Chart
|
353
|
ASSAULT RIFLES
|
355
|
BATTLE RIFLES
|
357
|
PISTOLS
|
360
|
BOWS AND CROSSBOWS
|
361
|
Custom Ammunition Chart
|
362
|
MELEE WEAPONS
|
363
|
AXES
|
364
|
BLUNT WEAPONS
|
366
|
DAGGERS AND KNIVES
|
370
|
POLE WEAPONS including STAVES
|
372
|
SWORDS
|
375
|
RAYGUNS
|
377
|
SCIENCE FICTION WEAPONS
|
378
|
SQUIRTERS
|
379
|
THROWN WEAPONS (INCLUDING GRENADES)
|
381
|
BUILDING GENERATOR – 1d100; CITY BUILDINGS: 1d100 Chart
|
391
|
Encounters in Hospital: Roll 1d100 Chart
|
392
|
CAMPAIGN RANDOM EVENTS – 1d100 Chart
|
396
|
Open Game License 1.0a
|