Basic SetTSR 6850 · 1984

FEATs

Original Boxed Set · Battle Book + Campaign Book

FEATs

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:

  1. Pick the ability or power that matters for this action.
  2. Roll d% (two ten-sided dice, read as 01–100).
  3. Look up the result on The Universal Table in that ability's rank column.
  4. 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:

Boosting With Karma

Karma is FASERIP's spend-to-succeed currency. Any FEAT roll except a Popularity FEAT can be boosted with Karma:

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.