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 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.
Karma can shift this — see Karma for spending rules.