(FASERIP) The Boys : Sister Sage

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.

SISTER SAGE, MEMBER OF THE SEVEN

I could cure cancer, reverse global warming, but what’s the point? Humans are animals. And the lines at Voughtland are too long as it is.

Real Name: Jessica Bradley

Identity: Public (officially styled as Sister Sage, though she hates the title)
Occupation: Superhero (member of The Seven), strategic advisor, de facto corporate head
Origin: Genetically engineered superhuman (Vought Compound V)
Base of Operations:
Vought Tower, New York City


FASERIP Attributes

  • Fighting: Typical (6)
  • Agility: Typical (6)
  • Strength: Typical (6)
  • Endurance: Remarkable (30)
  • Reason: Unearthly (100)
  • Intuition: Unearthly (100)
  • Psyche: Amazing (50)

Health: 48
Karma:
250
Resources:
Unearthly (100) — control over Vought, public influence, and strategic leverage
Popularity: Amazing (50) (publicly acceptable intellectual figure—but vulnerable if true nature revealed)


Powers

  • Super Intelligence (Pure Strategic Genius): Unearthly (100) – Anticipates complex geopolitical shifts, executes intricate long-term plans, and adapts in real time.
  • Regenerative Brain (Healing from Self-Induced Brain Trauma): Amazing (50) — she can recover from self-lobotomy or other brain trauma, regaining full cognition in hours
  • Mental Endurance: Remarkable (30) — able to strategise constantly, tolerate overwhelming information, and resist psychological breakdown—though temporarily suppressed by self-inflicted injury
  • Psychological Influence & Manipulation: Excellent (20) — uses persuasive logic and insight to manipulate others (e.g., guiding Homelander’s public image and actions)
  • Tactical Foresight: Unearthly (100) — her ability to simulate and plan decades ahead is unparalleled
  • Photographic Memory: – has a photographic memory allowing her to recall the past in incredible detail.

Talents

  • Master Strategist and Tactician
  • Corporate Governance and Propaganda
  • Psychological Manipulation and Media Chess
  • Quiet Leadership in high-stakes environments
  • Engineering
  • Intimidation

Contacts

  • Homelander (close confidant)
  • Vought International (overlord/influencer role)
  • Other Supe allies as needed for her schemes (influence as needed)
  • Former teammate: Teenage Kix (as “Whitney”)

Limitations / Weaknesses

  • Physical Frailty: With low physical stats, she’s highly vulnerable to violence and lacks self-defense capabilities
  • Mental Overload / Self-Sabotage: Her unmatched intellect isolates her mentally; she resorts to self-lobotomy for relief, indicating severe psychological strain.
  • Hubris & Isolation: Can become obsessed with her plans, alienating allies or underestimating emotional factors
  • Identity Risk: If her true motives or her role in orchestrating coups are exposed, her Popularity and Resources could plummet to Feeble (2) or lower
  • Dependence on Secrecy: Her power relies on invisibility behind the scenes; if publicly outmaneuvered, her effectiveness is compromised

Roleplaying Notes

“oh yeah, I totally meant for this to happen! Let me come in and play it off like this was my plan all along!”.

Sister Sage lacks physical prowess but is nonetheless a top-tier strategist and political force, akin to a chessmaster who moves superpowered pieces across the board. Think of her as the strategic equivalent of Professor X or Reed Richards—but operating cynically rather than heroically. Her greatest strengths come from planning, manipulation, and intellect, rather than brawn or flashy abilities.

For more information, and background, on Translucent please check out The Boys Wiki Sister Sage page.

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