The FASERIP system was first published by TSR in the Marvel Super Heroes RPG in 1984, and later expanded in the Marvel Superheroes Advanced Game in 1986. The game proved very popular, its easy and flexible system allowed for all levels of play from street level crimefighters to cosmic campaigns. Whilst the original games are decades out of print the system has continued to be available through a range of retroclones and has an active fan community online.
I’ve been playing the game since the 80’s and it’s one of my favourite systems. Whilst the game was originally for the Marvel universe I used to convert a load of other superheroes/villains from other comics and shows to the system to incorporate into my games. That’s something that has stayed with me and I love being able to drop cameo, or ongoing, appearences of characters that originate elsewhere in to my games. In this series of articles I’m converting a number of characters from TV shows and comics to the FASERIP system for a bit of fun.
First up I’ll be looking at some of the characters from The Boys, a dark satirical comic and TV series created by Gareth Ennis and Darick Robinson which began life at Wildstorm Comics before moving to Dynamite Entertainment.

HOMELANDER, LEADER OF THE SEVEN
“You people should be thanking Christ that I am who and what I am, because you need me. You need me to save you.”
Real Name: John Gillman
Identity: Publicly known
Occupation: Leader of The Seven, corporate “hero”
Origin: Genetically engineered superhuman (Vought Compound V)
Base of Operations: Vought Tower, New York City
FASERIP Attributes
- Fighting: Amazing (50)
- Agility: Incredible (40)
- Strength: Monstrous (75)
- Endurance: Monstrous (75)
- Reason: Good (10)
- Intuition: Remarkable (30)
- Psyche: Remarkable (30)
Health: 240
Karma: 70
Resources: Incredible (40) — backed by Vought International
Popularity: Unearthly (100) (media idol), Unearthly (–100) if true nature revealed
Powers
- Flight: Unearthly (100) — up to Mach speeds, excellent maneuverability.
- True Invulnerability: Monstrous (75) — immune to conventional weapons; can withstand artillery, explosives, and most superhuman assaults.
- Heat Vision (Energy Emission – Heat): Monstrous (75) — concentrated beams; can cut through most materials, vaporize targets, or inflict massive damage.
- Enhanced Senses: Remarkable (30) — extended hearing, microscopic/telescopic vision.
- Hyper-Leaping: Amazing (50) — though generally prefers flight.
Talents
- Leadership (The Seven, though tainted by ego)
- Intimidation
- Media/Performance (trained for PR appearances)
- Military (basic tactics and combat training)
Contacts
- Vought International
- The Seven (though tenuous, based on fear and manipulation)
Limitations / Weaknesses
- Psychological Instability: Severe narcissism, sociopathy, and need for adoration. Psyche FEAT required to resist ego-driven impulses.
- Corporate Control: Reputation and image are tightly managed by Vought; failures can reduce Resources/Popularity.
- Hubris: Underestimates opponents; arrogance can lead to tactical mistakes.
Roleplaying Notes
“I can do whatever I want!”
Homelander is the pinnacle of Compound V’s superhuman program — physically on par with Marvel’s Thor or DC’s Superman, but mentally unstable and emotionally stunted. His terrifying mix of raw power, celebrity, and moral corruption makes him one of the deadliest foes for superhero games.
For more information, and background, on Homelander please check out The Boys Wiki Homelander page.