Basic SetTSR 6850 · 1984

The Universal Table

Original Boxed Set · Battle Book + Campaign Book

The Universal Table

The Universal Table is the engine of FASERIP. Every action that needs resolution — punching, jumping, persuading, reasoning, dodging — uses the same procedure: roll d% (two ten-sided dice), find the row on the left, find the column matching the rank of the ability or power being used, and read the color in that cell.

The color tells you how well the action went: White is a failure or miss, Green is a standard success, Yellow is a notably good success, Red is the best possible outcome.

The Table

The 1984 Basic Set Universal Table and Battle Effects Table
TSR6850 Battle Book, p. 19 · 13 rank columns from Shift 0 (0) to Class 1000 (1000)

The Battle Effects Table

The lower table reads off the same color result for combat actions. Each combat action (Slugfest, Hack & Slash, Shooting, Throwing, Dodging, Grappling, Escaping, Snatching, Charging) has its own row of outcomes per color. See Combat for the full breakdown.

How To Read It

  1. Pick the ability or power used for the action (Fighting for a punch, Agility for a dodge, etc.).
  2. Find that rank's column. Each rank has a column header showing its rank word (e.g., "Excellent") and rank number (e.g., 20).
  3. Roll d% (1d100). Use the result to find the row on the left side.
  4. Read the color at the intersection — that's your result. For combat, cross-reference the Battle Effects Table below.

Karma can shift this — see Karma for spending rules.