Advanced SetTSR 6871 · 1986

FEATs

Players + Judges Books + Ultimate Powers Book (TSR6876)

What a FEAT Is

A FEAT (Function of Exceptional Ability Test) is the universal resolution mechanic. Any time a character attempts an action whose outcome is uncertain — punching, dodging, climbing, persuading, investigating — make a FEAT roll.

The procedure is the same every time:

  1. Determine the Ability, Power, or Talent being used.
  2. Find its rank.
  3. Roll percentile dice (d100).
  4. Cross-reference the result against the rank's column on the Universal Table.
  5. Read the color: Red, Yellow, Green, or White. Usually (but not always) a colored result means success; White is usually a failure.

The Four Color Bands

White
Fail or miss. The action doesn't work.
Green
Standard success. Ordinary effect.
Yellow
Good success. Better outcome.
Red
Outstanding success. Best possible result.

The 5 Types of FEAT

The Advanced Set names 5 distinct FEAT types. They all use the same Universal Table mechanic — the type determines which rank you use as the column.

Intensity (Advanced Set Addition)

The 1984 Basic Set was simple — any green or better was success. The Advanced Set adds Intensity: certain FEATs have a specific difficulty level that determines the color of result required.

Compare the requisite Ability rank against the Intensity rank:

Intensity vs. AbilityColor needed
Intensity GREATER than AbilityRed (or higher)
Intensity EQUAL to AbilityYellow (or higher)
Intensity LESS than AbilityGreen (or higher)
Intensity 3+ ranks LOWER than AbilityAutomatic (no roll)
Intensity 1+ rank ABOVE AbilityImpossible (no roll)

If a FEAT doesn't have a stated intensity, assume any color result means success. Combat FEATs have varying degrees of success and are handled in the Combat section.

If the Judge hasn't stated an intensity, the default is Typical.

Automatic & Impossible FEATs

Automatic FEATs: Some actions are simple enough that no FEAT is needed. Picking up a normal chair, opening an unlocked door, walking across a room — automatic. The Judge always has the power to require a FEAT for any action; the Automatic rule exists to prevent the game from being dominated by dice rolls.

Rule of thumb: if the intensity is 3+ ranks lower than the requisite Ability, the FEAT is automatic. The Judge may override.

Impossible FEATs: (Optional Rule) Any action more than one rank above the Ability may be ruled impossible. Resource FEATs are always limited this way — a character cannot purchase something more than one rank above their Resource rank, no exceptions.

Column Shifts

Most modifiers in FASERIP work by shifting the column the player uses on the Universal Table.

Shift limits:

Common Shifts in Play

Karma & FEATs

Spend Karma BEFORE the dice are rolled. Each Karma point adds or subtracts 1 from the d% result (player's choice).

Reverse FEATs

For some actions, a LOW color is the desired outcome. Most commonly: Popularity FEATs against criminals (the LESS popular the hero, the better the reaction). The rules state when colors are inverted (White = best, Red = worst).

Power FEATs vs. Ability FEATs

When a hero uses a Power, the Power's rank — not the underlying ability — is what's rolled against. Spider-Man's Web-Shooters at Incredible rank means web attacks use the Incredible column on the Universal Table, not Spider-Man's Agility column.

The Ultimate Powers Book specifies for each power which mechanics apply: damage, intensity, sense range, etc.

The Turn (Time Scale)

FASERIP plays in turns (also called rounds). Each turn is 6 seconds of in-game time — about the action in one panel of a comic. There are 10 turns to a minute, 600 to an hour.

Turns matter when time is crucial (a bomb, a chase, combat). For day-to-day activity, the Judge skips turns and resolves events as needed.

Turn Sequence

  1. Judge sets the scene — what's happening in the world around the heroes.
  2. Players declare actions — each player states what their character intends.
  3. Initiative — each side rolls 1d10 + Intuition. High roll acts first.
  4. Pre-Action FEATs — defensive FEATs (dodging, blocking, evading) and pre-planned reactions roll now.
  5. Higher-initiative side acts.
  6. Lower-initiative side acts.

Changing Actions

Once actions are declared, a character can change theirs with a yellow Agility FEAT in the Pre-Action phase. After changing, all subsequent FEATs that turn are at −1CS.

Negating Actions

Losing initiative can negate actions. If a hero is knocked unconscious before their action resolves, they don't get to act that turn. The declared action is lost.