Foxbat

FASERIP Classic Enemies

Foxbat

Fourth wall abusing Champions supervillain

F: EX (20) Health: 90
A: RM (30)
S: EX (20) Karma: 36
E: EX (20)
R: EX (20) Resources: TY (6)
I: GD (10)
P: TY (6) Popularity: -IN (-40)

POWERS:

Ping-pong ball gun
Force Blast : Rm (30)
– Gd (10) blinding attack if hit, save vs Endurance
Energy Beam : Ex (20)
Gas Balls : Gd (10)
– armour has no effect, only breathing protection
Entangle : Ex (20)
Darkforce : Gd (10)

Body Armour : Gd (10)
Gliding : Gd (10)
Leaping : Pr (4)
Radar : Gd (10)
Telescopic Vision : Gd (10)
Parabolic Hearing : Gd (10)
Radio Hearing : Gd (10)
Infrared Vision : Gd (10)
Ultrasonic Hearing : Gd (10)

Limitation: Fire damage is increased two ranks and damage that can Kill one rank

TALENTS:

Acrobatics
Computers
Crime
Electronics
Engineering
Espionage
Marksman
Martial Arts A, B, C, D, E
Trivia: Comics and Superheroes

CONTACTS:

Foswell family

FATE – The Mummy

FATE: The Mummy

Draft 1.0 – October 02, 2013 – Blue Tyson

High Concept: Imhotep, Ancient Egyptian Insane Priest
Trouble: Monstrous Living Mummy dependent on the Scroll of Thoth
Aspect 1 : Forbidden Lover of Princess Ankh-es-en-amon
Aspect 2 : Making any Princess Mummy close enough to the original will do
Aspect 3 : Not a fan of Isis

+6 Physique
+5 Lore, Will
+4 Deceive, Fight, Provoke
+3 Crafts, Investigate, Notice, Stealth
+2 Athletics, Burglary, Contacts, Empathy, Resources
+1 Rapport, Shoot, Drive

Mental Stress : 1 2 3 4
Physical Stress : 1 2 3 4
Consequences : 2 2 4 6

Refresh : 10

Stunts

Mesmerism : Use the occult power of my Will to control a target’s mind

Mummy Bride : I may make a mummy bride on completion of an ancient ritual and murdering a victim of appropriate appearance

Reincarnate : If the Scroll of Thoth is read I can come back to life

Approaches

+5 Forceful
+4 Clever
+3 Sneaky
+2 Careful
+2 Flashy
+0 Quick

Notes: Designed to be your classic big bad monster enemy

https://plus.google.com/110394688545709910390/posts/FAhrGygKctv

Lobo

FASERIP DC Heroes

Lobo

Nihilist genocidal hedonist biker bounty hunter

F: IN (40) Health: 1370
A: IN (30)
S: C1000 (1000) Karma: 60
E: SY (300)
R: GD (10) Resources: EX (20)
I: GD (10)
P: IN (40) Popularity: -C1000 (-1000)

POWERS:

Body Armour : C1000 (1000)
Leaping : Pr (4)
Regeneration : In (40)
Recovery : In (40)
Hook and Chain : In (40) Edged Damage, In (40) material
Space Harley : Flight C5000 (5000)
– Life Support : C1000 (1000)
– Radar : Shift Y (300)
Tracking Sense : In (40)

TALENTS:

Acrobatics
Animal Handling
Martial Arts A, B, D, E
Pilot
Resist Domination
Weaponmaster

CONTACTS:

L.E.G.I.O.N.

Dr Destroyer

FASERIP Champions Classic Enemies

Dr Destroyer

Worldshaking megalomaniac supervillain

F: EX (20) Health: 470
A: UN (100)
S: SX (150) Karma: 80
E: SY (200)
R: IN (40) Resources: UN (100)
I: GD (10)
P: RM (30) Popularity: -UN (-100)

POWERS:

Energy Blast : Am (50)
Energy Blast-Armour Piercing : In (40)
Entangle : In (40)
Force Blast : ShX (150)
Force Zone : Un (100)
Body Armour : In (40)
Flight : Rm (30)
Life Support : Rm (30)
Omnigadget : Un (10)
Protected Senses (Sight, Hearing) : Ex (20)
Resistance to Mental Attacks : Ex (20)
Resistance to Energy Attacks : Ex (20)
Secret Bases : ShZ (500)
Minions : C1000 (1000)

TALENTS:

Archaeology
Bacteriology
Biochemistry
Biology
Botany
Chemistyr
Chess
Crime
Dollmaking
Computers
Electronics
Engineering
Espionage
First Aid
Genetics
Heir to Fortune
Languages
Leadership
Mathematics
Medicine
Metallurgy
Pilot
Physics
Psychiatry
Repair/Tinkering
Robotics
Resist Domination
Student
Zoology
Wine

CONTACTS:

All the Underworld
Argentina, Germany specialities
VIPER

Theron Bretz writeup

Mook Rule

Mook Rule

A thought just struck me, while considering the street level heroes.

Let a superhero fight as many ordinary people at once as the number of ranks of Fighting above Poor they have. So 5 for Daredevil, 6 for Captain America etc., assuming they are all adjacent enough.

To make that harder or more appropriate to fighter-heroes, a bonus part of Martial Arts.

So Daredevil could roll to hit 5 thugs that had piled on at once and punch/kick/elbow or whatever all 5 of them at once on a green.

The Acronical

FASERIP OSERIP FACERIP

Acronical

F: RM (30)
A: EX (20)
S: GD (10)
E: EX (20)
R: GD (10)
I: GD (10)
P: TY (6)

H: 80
K: 26

Res: RM (30)
Pop: -GD (-10)

Powers

Body Armour FB (2)

Ability Drain – Every hit means the victim must make an Endurance roll or lose a rank from a random attribute.

Talents

Tracking of adulterers and their accomplices and associates

OSERIP AC – 7 Row Shifts

The acronical is a large insectile predator that strides on
six armored legs. Eight feet tall at the shoulder, it has a
dark maroon exoskeleton and serrated black hooks at
the end of both arms. It reeks of vomit.

Created by anhedonic priests many centuries ago, this
nocturnal creature stalks and kills adulterers. It hunts
married people who stray from the beds of their spous-
es, and it hunts those who fornicate with married peo-
ple.

Acronicals are drawn to the scent of such persons, and
can detect it from miles away. Hunting in small packs,
the beasts crawl across walls and ceilings, silent and
careful, closing in on their victims. They stalk everyone
who was peripherally involved in the duplicity — neigh-
bors who turn a blind eye, innkeepers who knew exact-
ly what was going on, and so forth. Those involved are
tracked down, attacked while alone, hamstrung, and
devoured by the acronicals while still alive.

Then the creatures will hunt the adulterers themselves.
They will be captured, brought together, and given a
chance to survive: a fight to the death, with the victor set
free.

However, the creatures have no intention of living up to
their end of the deal. After one has killed the other, the
monster will amputate the victor’s arms and legs, then
sing songs of love while the fornicator bleeds to death.
Adventurers may encounter the acronical in the wild. It
tends to favor caves or dungeons, where it can stage the
fatal battle between lovers.

The creature leaves behind a watery orange stool, and
when it is agitated, its chitin flakes off in small amounts.
Heroes tracking the beast will find this evidence in its
wake.

In combat, the acronical attacks with its scythe-like
claws, which inflict GD (10) points of damage. Each time
the monster hits, the target must make a saving throw
against poison or lose a point from a random attribute

RANDOM ATTRIBUTE

01-14 Fighting
15-28 Agility
29-42 Strength
43-56 Endurance
57-70 Reason
71-84 Intuition
85-98 Psyche
99-00 Player Choice

The Teratic Tome

Combat Intensity

Again this is related to the fact that there are no opposed rolls in FASERIP in this area. Some options if you want to tweak this:

  1. Require an opponent ranked lower to need one level of success above the standard to hit, and the reverse. So a Good Fighter needs a Major Success to strike an Excellent Fighter.
  2. Calculate the difference in ranks and apply those as Row Steps. An Excellent Fighter would get +1 CS when trying to strike a Good Fighter. The Good Fighter would get -1 CS when trying to strike the Excellent Fighter. A more player character friendly version.
  3. Just use a flat +1 CS if someone is better, or -1 CS if someone is worse, to remove the need for subtraction or counting.
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