A FEAT (Function of Exceptional Ability Test) is FASERIP's universal action resolution mechanic. Anytime the outcome of an action is uncertain — punching, dodging, climbing, persuading, reasoning out a clue — make a FEAT roll.
The procedure is the same every time:
Pick the ability or power that matters for this action.
Read the color band. White = fail. Green/Yellow/Red = success at increasing levels.
The Four Bands
White
Fail or miss. The action doesn't work.
Green
Standard success. The action works, ordinary effect.
Yellow
Good success. Better outcome — extra damage, useful info, bonus.
Red
Outstanding success. The best possible result.
Column Shifts
Many situations modify a FEAT roll by shifting the column the player uses. "Shift two columns left" means treat the ability as two ranks worse for this roll; "shift one column right" means treat it as one rank better.
Common shifts:
Dodging: shifts the attacker's column LEFT by 2/4/6 depending on the dodger's FEAT result.
Range: attacking at long range shifts the attacker's column LEFT.
Pulling a punch: attacker can voluntarily shift LEFT to reduce damage.
Cover: partial cover shifts the attacker's column LEFT.
Boosting With Karma
Karma is FASERIP's spend-to-succeed currency. Any FEAT roll except a Popularity FEAT can be boosted with Karma:
Spend Karma to add to the d% roll (e.g., 10 Karma adds 10 to the result), or to subtract from it (the player picks whichever helps).
Karma must be spent BEFORE the dice are rolled.
Karma can never make a FEAT roll automatic — there's always a chance of failure.
See Karma for the full earning and spending rules.
Reverse FEATs
For some actions a LOW color is what the hero wants — e.g., trying to deal with criminals or hide from a hostile crowd. In those cases the colors are inverted: White is now the best result. The rules will say so when a Reverse FEAT applies.