Rules
We will be using the original Marvel Super Heroes RPG rules from TSR, also known as the FASERIP version of the game. The game will use a mixture of the Basic and Advanced rules, as well as a (very) few concepts from the SAGA version of the game. Familiarity with the original FASERIP rules, as well as Marvel comics from the 1930's through today, would be helpful. Stuff borrowed from the SAGA rules will be explained here as needed.
The Karma rules for improving characters varied somewhat between the various FASERIP editions (there were actually three versions; the Original, the Advanced, and the Revised Basic). A summary of the character improvement options appear below.
Karma Expenditure Rules For Character Improvement:
Basic Set:
Ability or Power Improvement: New rank number x 100 (Shift Z max, once per game year per ability or power)
Popularity: New rank number x 10 plus one act of charity (double for mutants)
Resources: New rank number x 10 PLUS 200
Advanced Set:
Ability Advancement: 10 x current rank number plus 400 when Cresting
Resources: 10 x current rank number plus 200 when Cresting
Popularity: Current rank number x 10 plus one act of charity in the past three weeks
Power Improvement: New power rank x20 plus 500 for Cresting
Power Addition: 3000 plus starting power rank x40 (x10 instead for robots)
Contact: 10 x the Contact’s Resource rank number plus 500
Modifying a Die Roll: 10 + difference
Power Stunts (per try – up to 11 successes):
100 (never tried – red result required, tried 1-3 times: yellow result required, more than 3 - green result required)
Magical Power Stunts (per try – up to 11 successes):
10 per Personal or Universal
50 per Dimensional
Original Rules:
Initial Improvement Fund Cost: 200 Karma
Talent: 500 Karma (max of 1 per game year)
Earning Karma for Charitable Donations: 1 per 100rp donated to charity
The Karma rules for improving characters varied somewhat between the various FASERIP editions (there were actually three versions; the Original, the Advanced, and the Revised Basic). A summary of the character improvement options appear below.
Karma Expenditure Rules For Character Improvement:
Basic Set:
Ability or Power Improvement: New rank number x 100 (Shift Z max, once per game year per ability or power)
Popularity: New rank number x 10 plus one act of charity (double for mutants)
Resources: New rank number x 10 PLUS 200
Advanced Set:
Ability Advancement: 10 x current rank number plus 400 when Cresting
Resources: 10 x current rank number plus 200 when Cresting
Popularity: Current rank number x 10 plus one act of charity in the past three weeks
Power Improvement: New power rank x20 plus 500 for Cresting
Power Addition: 3000 plus starting power rank x40 (x10 instead for robots)
Contact: 10 x the Contact’s Resource rank number plus 500
Modifying a Die Roll: 10 + difference
Power Stunts (per try – up to 11 successes):
100 (never tried – red result required, tried 1-3 times: yellow result required, more than 3 - green result required)
Magical Power Stunts (per try – up to 11 successes):
10 per Personal or Universal
50 per Dimensional
Original Rules:
Initial Improvement Fund Cost: 200 Karma
Talent: 500 Karma (max of 1 per game year)
Earning Karma for Charitable Donations: 1 per 100rp donated to charity




