(FASERIP) The Boys : Queen Maeve

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.

QUEEN MAEVE, MEMBER OF THE SEVEN

“It doesn’t matter what we do. Nothing changes. Nothing ever changes or gets better”

Real Name: Maggie Shaw

Identity: Publicly known
Occupation: Superhero (member of The Seven)
Origin: Genetically engineered superhuman (Vought Compound V)
Base of Operations: Vought Tower, New York City


FASERIP Attributes

  • Fighting: Remarkable (30)
  • Agility: Excellent (20)
  • Strength: Incredible (40)
  • Endurance: Incredible (40)
  • Reason: Good (10)
  • Intuition: Remarkable (30)
  • Psyche: Excellent (20)

Health: 130
Karma: 60
Resources: Remarkable (30) — backed by Vought
Popularity: Amazing (50) (public feminist icon), Poor (4) inside The Seven due to dissent


Powers

  • True Invulnerability: Incredible (40) — resistant to most physical attacks and small arms fire, though not on Homelander’s level.
  • Enhanced Senses: Good (10) — heightened awareness in combat, reflexes above human norm.
  • Leaping: Remarkable (30) — can leap several stories or across long distances.

Talents

  • Martial Arts B (applies Strength to hit rolls in slugfest combat)
  • Martial Arts C (grappling, throws, holds)
  • Weapon Specialist (swords/clubs — +2CS with medieval melee weapons)
  • Leadership (in theory; though eroded by trauma, she still inspires trust in allies)

Contacts

  • Vought International (strained)
  • Starlight (close ally/confidante)
  • Some media/celebrity connections

Limitations / Weaknesses

  • Emotional Trauma: Burnt out, alcoholic, and deeply disillusioned. Any extended combat requiring Psyche FEATs may be affected by –1CS if stressed.
  • Human Vulnerability: Though strong and durable, she is not invulnerable to military-grade weaponry, explosives, or Homelander’s heat vision.
  • Corporate Leash: Bound by Vought’s control; actions outside PR narrative can cause loss of Resources/Popularity.

Roleplaying Notes

“I really did want to make a difference.”

Queen Maeve is the second-strongest member of The Seven after Homelander, though still far beneath him. Think of her as a street-level Wonder Woman — enhanced durability and strength, skilled with weapons, but very much mortal if pushed. She’s a tragic figure: a once-idealistic heroine who became cynical under Vought’s corruption, holding on only to resist Homelander in subtle ways.

For more information, and background, on Queen Maeve please check out The Boys Wiki Queen Maeve page.

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