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Marvel FASERIP: Character Generation

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Thread replies: 14
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Hey /tg/. I wanted to run the old FASERIP games, but I've been playing around with character generation just to get ideas and to have a little fun. I was hoping we could have a good old-fashioned roll thread with some helpful gameplay tips along the way.

Anyone here familiar with the system? Any advice for a beginner? Also, roll 1d100 to get us going.
>>
Rolled 23 (1d100)

I used to play FASERIP a lot. Can't say I remember every rule by heart, but I should be able to look stuff up easy.
>>
Rolled 50, 39, 40, 60, 39, 49, 93 = 370 (7d100)

>>55286660
Origin: Altered Human

I'm still a bit iffy on powers. I get that they have ranks, but are there any hard limits beyond "try this with power, look at chart?" I'm still learning the system.

Rolling for FASERIP
>>
>>55286678
F: Excellent
A: Good
S: Good
E: Excellent
R: Good
I: Excellent
P: Incredible

Our altered human is well above normal human standards in both its physical and mental capacities, and its Psyche is firmly in superhuman territory. As a Human character, we can choose to raise one of our abilities by one rank.
>>
>>55286708
I'll go ahead and say Strength needs to come up, so that's now Excellent. Secondary Traits:
Health: 50
Karma: 70
Resources: Typical (Roll indicated no change)
Popularity: 10

Now we can generate powers and Talents. 1d100, please.
>>
Rolled 19 (1d100)

>>55286813
>>
Rolled 43, 47, 47, 37 + 4 = 178 (4d100 + 4)

>>55286922
Powers: Min 2, Max 4
Talents: Min 1, Max 6
Contacts: Min 0, Max 4

Pretty low but not unsurprising given our mere "Altered Human" status. Maybe we'll get lucky and grab some decent powers.
>>
Rolled 8, 10, 4, 2 = 24 (4d10)

>>55286940
One energy control and three body control powers. Creepy dude incoming.
>>
Rolled 92, 74, 56, 19 = 241 (4d100)

>>55286956
Energy Power: Magnetic Manipulation
Body Control Powers: Raise Lowest Ability, Alter Ego, Plasticity

Our hero can control magnetism and rearrange his malleable body at will - he can change his appearance (but only to single other form), temporarily raise either his Agility or Reason, and is immune to falling damage and certain other hazards. Rolling for ranks.
>>
Rolled 46 (1d100)

>>55287023
Magnetic Manipulation: Monstrous
Raise Lowest Ability: Incredible
Alter Ego: Remarkable
Plasticity: Good

Jesus, our guy is a Magneto-tier master of magnetism. Control of up to 80 tons of ferrous material to a range of 40 areas away at a Monstrous intensity, meaning our guy can pretty much rip any ferrous metal out of anyone's hands or bodies without any trouble.

We have Body Armor of Good rank thanks to our Plasticity.

And we need to roll another power because I misread Raise Lowest Ability. I'll say his Agility is now Excellent.
>>
Rolled 45, 90, 55, 35, 46, 89 = 360 (6d100)

>>55287109
And Density Manipulation at Incredible. Our character can shift their weight from nothing all the way up to 10 tons. Our guy is an all around bruiser at this point.

Talents are next, I'll roll them separately.
>>
>>55287141
3 Fighting Talents, 1 Mystic and Mental, 1 Other
We'll take Martial Arts B and D as well as Wrestling, Trance, and Languages (1 extra).
>>
>>55287246
And that's pretty much it. We've successfully invented a Mook Mauler with a magnetic control power that places him in the big leagues. He's dangerous up close and at range, but his lack of decent Body Armor and relatively low health make him something of a glass cannon. Definitely a "swoop in and fuck shit up before anyone can react" type of character.
>>
>>55286369
One of the two facerip websites has rules for point buy. Use it or bell the rolls using 10d10 7times
A person with High strength or body armour can really break a game
Thread posts: 14
Thread images: 1


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