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Marvel Super Heroes to BASH!

Michael Taylor Thursday, November 11, 2010 michaeltaylor1329@hotmail.com

YOU MUST OWN Basic Action Super Heroes and Marvel Super Heroes TO USE THIS CONVERSION.
LEGEND

Abbreviation B# NE BF# BI# M# B# A# M# H# S# EC HR TN

Definition BASH! Rules, page number. Marvel Super Heroes BASH: Fantasy page number. Bash: Island of Forgotten Tombs page number. Megapolis page number. Brawn Agility Mind Hits Size Energy Cost House Rule Target Number (aka Difficulty Number)

Contents
Abilities (p. 2) ...................................................................... 6 Marvel Super Heroes to BASH! Origins (p. 5) ....................................................................... 7 Generating Secondary Abilities (p. 7) ................................... 7 Limitations (p. 9) ................................................................. 7 Time Scale -- The Turn (p. 14).............................................. 7 Initiative (p. 14) ................................................................... 7 Initiative (p. 14) ................................................................... 8 The FEAT Roll Revisited (p. 14) ........................................... 8 Lifting Things (p. 16) ............................................................ 8 Breaking Things (p. 16) ........................................................ 8 Power Rank Range Table (p.16) .......................................... 8 Updated Material Strength Table (p. 17) ............................. 8 Popularity FEATS (p. 17).................................................... 8 Resource FEATs (P. 18) ........................................................ 9 Combined and Multiple FEATs (p. 19) ................................. 9

Marvel Super Heroes (MSH) is a registered trademark of 1986 TSR, Inc. Jeff Grubb. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. Basic Action Super Heroes (BASH!) is a registered trademark of 2004 Chris Rutkowsky. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. Marvel Super Heroes (now referred to as Classic Marvel Super Heroes) is one of the first Superhero role-playing game and arguably the best. It will also make a great source of adventures for BASH! The following system attempts to convert the systems, powers and gadgets for use with Basic Action Games.

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Conversion: Marvel Super Heroes to BASH! More than one action in the same round (p. 19) ................. 9 Movement (p. 19) ............................................................... 9 Area Movement (p. 19) ...................................................... 9 Vertical Movement (p. 20) ................................................. 9 Flight and Gliding (p. 21) .................................................... 9 Swimming and Water Movement (p. 22) .......................... 10 Speed Table (p. 23) ........................................................... 10 Slugfest (Fighting Ability Combat) (p. 24) .......................... 10 Ranged Attacks (Agility Combat) (p. 24)............................ 10 Wrestling (p. 26)................................................................ 10 Charging Endurance Attack) (p. 27) ....................................11 Defensive Actions (p. 27) ....................................................11 Effects Results: Slam, Stun, and Kill (p. 28) ..........................11 Powers in Combat (p. 29)...................................................11 Tactics (p. 29) .....................................................................11 Life, Death, and Health (p. 31) ............................................11 Karma (p. 33) .....................................................................11 Karma Pools (p. 37) ........................................................... 12 Spending Karma (p. 38) ..................................................... 12 Advancement (p. 38) ......................................................... 12 Equipment: Weapons (p. 41) ............................................. 12 Shooting Weapons (p. 42) ................................................. 12 Ammunition Table (p. 44) ................................................. 13 Melee Weapons (p. 45) ..................................................... 14 Melee and Thrown Weapons (p. 45) ................................. 14 Other Weapons (p. 45)...................................................... 14 The Standard Missile .......................................................... 14 The High-Tech Missile ........................................................ 14 The High-Speed Missile ...................................................... 15 Other Weapons Cost (p. 46).............................................. 15 Driving Lesson (Using Vehicles) (p. 47) .............................. 16 Sedan ................................................................................. 16 Mini-Car ............................................................................ 16 Sports Car .......................................................................... 16 Luxury Car ......................................................................... 17 Security Limo ..................................................................... 17 Van .................................................................................... 17 Convertible ........................................................................ 17 Taxi ................................................................................... 17 Bus ..................................................................................... 17 Police Car .......................................................................... 17 Police Van ......................................................................... 18 Swat Van ........................................................................... 18 Semi .................................................................................. 18 Sleeper ............................................................................... 18 Armored Car ..................................................................... 18 Fire Truck .......................................................................... 18 Ambulance ........................................................................ 19 Rocket Car......................................................................... 19 Bicycle ............................................................................... 19 Motorcycle ........................................................................ 19 Motor Trike ....................................................................... 19 Pickup truck ....................................................................... 19 Jeep ................................................................................... 19 Atv ....................................................................................20 Snowmobile ......................................................................20 Heavy truck .......................................................................20 Tractor ..............................................................................20 Bulldozer ...........................................................................20 Tank ..................................................................................20 Tank, High-Tech ................................................................20 SPG (Self-Propelled Gun) ................................................... 21 Armored Carrier ................................................................ 21 Walker............................................................................... 21 Borer ................................................................................. 21 Train.................................................................................. 22 Bullet Train ........................................................................ 22 El ....................................................................................... 22 Monorail ........................................................................... 22 Hovercraft ......................................................................... 22 Private Plane ..................................................................... 22 Corporate Jet .................................................................... 22 Military Jet ........................................................................ 23 Commercial Jet.................................................................. 23 Blimp ................................................................................. 23 Traffic Copter .................................................................... 23 Battle Copter ..................................................................... 23 WWII Plane ....................................................................... 24 WWII Bomber ................................................................... 24 WWI Fighter ...................................................................... 24 VTOL Jet ........................................................................... 24 Ultra-Light ......................................................................... 24

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Conversion: Marvel Super Heroes to BASH! Gliders .............................................................................. 25 Autogyro .......................................................................... 25 Air Car .............................................................................. 25 Skymobile ......................................................................... 25 Flying Car ......................................................................... 25 Quinjet ............................................................................. 25 Concord............................................................................ 26 Omnijet ............................................................................ 26 Pogo Plane ........................................................................ 26 Fantasticar......................................................................... 26 Miniplanes ........................................................................ 26 SRC (Short Range Carrier) ................................................. 26 Blackbird ........................................................................... 26 Space Shuttle ..................................................................... 27 Lunar Shuttle ..................................................................... 27 Space Ship ......................................................................... 27 Raft ................................................................................... 27 Rowboat........................................................................... 27 Sailboat ............................................................................. 27 Racing Sloop ..................................................................... 28 Motorboat ........................................................................ 28 Yacht................................................................................. 28 Speedboat ......................................................................... 28 Patrol Boat ........................................................................ 28 Hydrofoil .......................................................................... 28 Jetskis................................................................................ 28 Ocean Liner ...................................................................... 29 Destroyer .......................................................................... 29 Battleship .......................................................................... 29 Carrier .............................................................................. 29 Submarine ......................................................................... 29 Mini-Subs .......................................................................... 30 Out of Control.................................................................. 30 Crashes (p. 50) .................................................................. 30 Damage to the Vehicle (or driving away from the crash) (p. 51) .................................................................................... 30 Vehicles in Combat (p. 51) ................................................ 30 Setting Up House (p. 55) ................................................... 31 Salaries, Sundries, and Other Equipment (p. 58) ............... 32 Shifts for casting Spells (p. 64) ........................................... 35 Karma Awards, Popularity, and Advancement (p. 65) ...... 36 Hardware: Building, Modifying, and Alien Technology (p. 65) .................................................................................... 36 Special Requirements for Inventions (p. 68) ...................... 37 The Resource FEAT and Building (Or, how am I going to PAY for all this?) (p. 68) .................................................... 37 Time and Building Things (p. 68) ...................................... 37 Success! or - Eureka! I have found it! (Now, where did I put that plutonium...) (p. 68) .................................................. 37 Kit-Bashing (p. 69) ............................................................. 38 Modifying Items (p. 69) .................................................... 38 Programming and Reprogramming (p. 69) ........................ 38 Repairs (p. 69)................................................................... 38 Resistances (p. 71) .............................................................. 39 Senses (p. 71) ..................................................................... 39 Movement Powers (p. 72) ................................................40 Matter Control Powers (p. 73) .......................................... 41 Energy Controls (p. 75) ..................................................... 41 Body Controls (p. 77) ....................................................... 43 Distance Attacks (p. 80) ..................................................... 45 Mental Powers (p. 81) ....................................................... 46 Body Alterations - Offensive (p. 86) ..................................50 Body Alterations - Defensive (p. 87) .................................. 51 Weapon Skills .................................................................... 51 Fighting Skills (p. 89) ......................................................... 52 Professional Skills (p. 89) ................................................... 52 Scientific Skills (p. 90) ........................................................ 52 Mystic and Mental Skills (p. 90) ........................................ 52 Other Talents (p. 91) ......................................................... 53 Other Skills (p. 91) ............................................................. 53 Professional Contacts ......................................................... 53 Scientific Contacts (p. 92) .................................................. 54 Political Contacts (p. 92) ................................................... 54 Mystic Contacts (p. 93) ..................................................... 54 Universal Table for BASH! ................................................. 55 Tables ................................................................................ 55 Original - For Comparison ................................................. 55 Strength (Brawn) ............................................................... 56 Resources........................................................................... 56 Special Situations in Combat (p. 7) .................................... 57 Column Shift Table Modifiers to Hit (p. 9) ........................ 59 Modifiers to Damage ......................................................... 59 Modifiers to check Rolls .................................................... 59

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Conversion: Marvel Super Heroes to BASH! Judging and healing (p. 10) ............................................... 59 Judging Power Stunts (p. 11) ............................................. 59 Fire and Ice (p. 12) ............................................................ 59 Contacts and Resources (p. 13) ......................................... 60 Judging and Building Things (p. 15) .................................. 60 Special Requirements ........................................................ 60 Judging and Other Dimensions (p. 15) ............................... 61 Night of the Dreadnoughts (P. 18) ..................................... 61 Running the Bad Guys (p. 19) ............................................ 61 Villains and Karma (p. 20) ................................................. 61 Angel ................................................................................ 62 Aurora .............................................................................. 62 Beast ................................................................................. 62 Black Knight ...................................................................... 62 Atomic Steed..................................................................... 62 Box ................................................................................... 62 Captain America ............................................................... 63 Motorcycle ....................................................................... 63 Van ................................................................................... 63 Captain Marvel ................................................................. 63 Cloak ................................................................................ 64 Colossus ............................................................................ 64 Cyclops ............................................................................. 64 Dagger .............................................................................. 64 Daredevil .......................................................................... 65 Doctor Strange .................................................................. 65 Nick Fury .......................................................................... 65 Hawkeye .......................................................................... 66 Skymobile ......................................................................... 66 Hercules ............................................................................ 66 Hulk.................................................................................. 67 Human Torch ................................................................... 67 Iceman .............................................................................. 67 Invisible Woman ............................................................... 68 Iron Man .......................................................................... 68 Magneto ........................................................................... 68 Marvel Girl ....................................................................... 69 Mister Fantastic ................................................................. 69 Mockingbird ..................................................................... 69 Nightcrawler ..................................................................... 69 Northstar .......................................................................... 70 PHOENIX ..........................................................................70 PROFESSOR X ...................................................................70 Puck................................................................................... 71 Razer ................................................................................. 71 Rogue ................................................................................ 71 Shadowcat ......................................................................... 72 Shaman .............................................................................. 72 Eagle Crest ......................................................................... 72 She-Hulk ............................................................................ 72 Silver Surfer ....................................................................... 72 Spider-Man ........................................................................ 73 Storm................................................................................. 73 Sub-Mariner ....................................................................... 73 Thing ................................................................................. 74 Thor .................................................................................. 74 Tigra .................................................................................. 74 Vindicator .......................................................................... 75 Wasp ................................................................................. 75 Wolverine ......................................................................... 75 Wonder Man ..................................................................... 75 Annihilus ........................................................................... 76 Annihilus Minions .............................................................. 76 Baron Mordo .................................................................... 76 Zuvembies ......................................................................... 76 Beetle ................................................................................ 77 Blacklash ............................................................................ 77 Boomerang ........................................................................ 77 Crimson Dynamo .............................................................. 78 Doctor Doom .................................................................... 78 Doombots ......................................................................... 78 Imitation Bots .................................................................... 79 Diplomatic Bots ................................................................. 79 Doctor Octopus ................................................................. 79 Dreadnought ..................................................................... 79 Electro ...............................................................................80 Hobgoblin .........................................................................80 Goblin Glider.....................................................................80 Battlevan ...........................................................................80 Kingpin ..............................................................................80 Klaw .................................................................................. 81 Sound Creatures ................................................................ 81

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Conversion: Marvel Super Heroes to BASH! Kraven ............................................................................... 81 Leader ............................................................................... 82 Humanoids ....................................................................... 82 Lizard ................................................................................ 82 Loki................................................................................... 82 Madcap ............................................................................ 83 Mandarin .......................................................................... 83 Mandroid ......................................................................... 83 Master .............................................................................. 84 Submersible ....................................................................... 84 Mastermind ...................................................................... 84 Red Ghost ......................................................................... 84 Miklho (Super Ape)........................................................... 85 Igor ................................................................................... 85 Peotor ............................................................................... 85 Red Skull ........................................................................... 85 Sleepers ............................................................................. 85 Scorpion ........................................................................... 86 Titanium Man ................................................................... 86 ULTRON-11....................................................................... 86 Vulture .............................................................................. 86 Celestials ........................................................................... 87 Death ................................................................................ 87 Eternity ............................................................................. 87 Galactus ............................................................................ 87 Nova ................................................................................ 88 Hela .................................................................................. 88 Mephisto .......................................................................... 88 Odin ................................................................................. 89 Shaper Of Worlds ............................................................. 89 The Watcher ..................................................................... 89 Animals (p. 58) ................................................................. 90 Alligator ............................................................................ 90 Ape ................................................................................... 90 Ape (Gorilla) ..................................................................... 90 Armadillo .......................................................................... 90 Bat, Individual .................................................................. 90 Bats, Flock of Ten ............................................................. 90 Bear ................................................................................... 91 Behemoth .......................................................................... 91 Bird, individual .................................................................. 91 Bird, Flock of ten ............................................................... 91 Cat .................................................................................... 91 Cattle (Herd Animals) ........................................................ 91 Dinosaur, Giant Plant-eating .............................................. 91 Dinosaur, Giant Flesh-eating .............................................. 92 Dinosaur, Giant Armored .................................................. 92 Dinosaur, Giant Radioactive .............................................. 92 Dog ................................................................................... 92 Dolphin ............................................................................. 92 Eagle .................................................................................. 92 Elephant ............................................................................ 93 Fish .................................................................................... 93 Horses ............................................................................... 93 Insect, Swarm .................................................................... 93 Killer Whale ....................................................................... 93 Lions .................................................................................. 93 Monkeys............................................................................ 93 Octopus and Squid ............................................................ 94 Rat, individual ................................................................... 94 Rat, pack of 10 .................................................................. 94 Sharks ................................................................................ 94 Shark, Great White ............................................................ 94 Snake, Constrictor.............................................................. 94 Snake, Poisonous ............................................................... 94 Wolves .............................................................................. 95 Aliens and Non-Human Races (p. 60) ............................... 95 Asgardians ......................................................................... 95 Typical Asgardian .............................................................. 95 Atlanteans ......................................................................... 95 Typical Atlantean .............................................................. 95 Denizen of the Dark Dimension ......................................... 95 Typical Denizen of the Dark Dimension ............................ 95 Deviants ............................................................................ 96 Typical Deviant ................................................................. 96 Eternals .............................................................................. 96 Typical Eternal ................................................................... 96 Inhumans ........................................................................... 96 Typical Inhumans .............................................................. 96 Kree ................................................................................... 96 Typical Kree ...................................................................... 97 Lemurians .......................................................................... 97

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Conversion: Marvel Super Heroes to BASH! Typical Lemurian .............................................................. 97 New Men ......................................................................... 97 Olympians ........................................................................ 97 Typical Olympian ............................................................. 97 Shiar ................................................................................. 97 Typical Shiar .................................................................... 97 Skrull ................................................................................. 97 Typical Skrull .................................................................... 97 Thugs, Crooks, and Supporting Cast (p. 62) ...................... 98 Thug ................................................................................. 98 Henchman ........................................................................ 98 Young Tough .................................................................... 98 Enforcers ........................................................................... 98 Hit Men ............................................................................ 98 Policeman ......................................................................... 98 SWAT Operative ............................................................... 98 Soldier .............................................................................. 98 Mercenary ........................................................................ 99 Fire-Fighter ....................................................................... 99 Paramedic ......................................................................... 99 Doctor .............................................................................. 99 Scientist ............................................................................. 99 Lawyer .............................................................................. 99 Businessman ...................................................................... 99 Federal Agents .................................................................. 99 Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (Rm) (30/26-36)

Agility Strength Endurance

Reason Intuition

Psyche Popularity

(B65), Martial Artist (SF17), or Pankration (B57) or Weapon Technique Power Agility Brawn Converts to Sickly Disadvantage or Diehard and/or Blaze of Glory Advantage (F4) or Endurance (+5 EC/point, 1-5pts) Power (BAM1-10) or Daredevil (1-3pts) Power (I17) Mind Converts to Dumb (-1 Mind, Max of 2) Disadvantage or Shrewd Advantage to Danger Sense (EC0, 2pts) Power or Super Senses ({specify}, 2pts). Converts to Craven Disadvantage or Fearless or Magic Advantage or Mind Shield Converts to Bad Reputation (SF12) or Famous (SF10), Celebrity (B12),Freak Disadvantage or Charisma (EC0, 1pt) Power BASH Equivalent

Fighting Endurance Intuition Psyche Resources Popularity


Shift 0 (0) Feeble (2/1-2)

Introduction

Marvel Super Heroes holds a place near and dear to my heart, and the sheer breadth and depth of the Marvel Super Heroes universe allows almost any types of Superhero adventures. As a resource alone, the massive amount of information out there for Marvel Super Heroes makes it imperative that any BASH! Narrator have access to a conversion system for it.

Abilities (p. 2)

The primary abilities are the seven already familiar to players of the MARVEL SUPER HEROES Original Set:, Agility, Strength, Endurance, Reason, Intuition, and Psyche (FASERIP). Ability BASH Equivalent Fighting Converts to the Normal Disadvantage or Martial Arts Mastery

Incredible (40/36-45)

Craven (F6) Disadvantage Slow (-1 Agility, Max of 2) Disadvantage (SF56) or Destitute Disadvantage (B13) or Dumb: -1 Mind (Max of 2) ignore ignore 1pt Popularity: Ignore 1pt Resources: Ignore 2pts Fighting: Martial Arts Mastery (1-5 pts; Personal, BU50/F63) Endurance: Diehard (SF10/F5) Psyche: Mind Shield x1 (1pt) Resources: Resources Advantage (BEU12) Fighting: Martial Arts Mastery x2 ({four manuevers, 2pts) Intuition: Quick-Thinking (BU12) Advantage

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Conversion: Marvel Super Heroes to BASH! Amazing (50/46-62) 3pts Endurance: Energy Reserve 3 (+15 Energy) 3pts Psyche: Mind Shield 3 (3pts) 4pts 5pts 6pts 7pts 8pts 9pts 10pts 11pts

Monstrous (75/63-87)

Alien

Disadvantage and often the Outcast, Outlaw or Freak Disadvantages. Aliens often have the Outlaw, Outcast or Freak Disadvantages and often have a Contact Advantage.

Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond

Generating Secondary Abilities (p. 7)

* Stats only go up to 10, but other abilities can be purchased with the excess to represent these stats. Agility Strength Reason
Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond

Generating Health: ignore. All Heroes have 100 Hits. To convert MSH Heath to BASH Hits, divide Health by 2.4. For varieties sake, Hits are converted in this manner, but for practical reasons all heroes and villains can have the standard 100 Hits. Danger are given for both Health scores. Generating Karma: ignore. All Heroes start with 1 Hero Dice. Generating Resources: Unless you have the Destitute Disadvantage or Resources Advantage you are considered to have Poor to Typical resources. Generating Popularity: A secret identity is a Secret Disadvantage. A public identity is a Famous adv or simply ignore this if the character is not widely known.

Points
0pts 0pts 0pts 1pt 1pt 2pts 2pts 3pts 3pts 4pts 5pts 6pts 7pts 8pts 9pts 10pts 11pts 12pts

Advantages/ Disadvantages
Devastating Weakness Weakness Disadvantage ignore ignore ignore Advantage Advantage Advantage Advantage x2 Advantage x2 Advantage x2 Advantage x3 Advantage x3 Advantage x3 Advantage x4 Advantage x4 Advantage x4

Limitations (p. 9)

Any of these limitations qualifies as a 1 point Power Limitation to a particular power.

Time Scale -- The Turn (p. 14)

The MARVEL SUPER HEROES game is played in turns, also called rounds. Each turn is six seconds of "real" time (about the amount of time that takes place in a panel of a comic story). There are therefore ten turns to a minute, and 600 turns to an hour. Time Scale in BASH: It is assumed that every page is 2 seconds in Sci-Fi as opposed to 1 second in super-heroes (SF128).

Origins (p. 5)
Origin Altered Human Mutant BASH Equivalent ignore Mutants often have the Destitute Disadvantage as well as the Freak, Outlaw, Outcast or Bad Reputation Disadvantages. Being detectable by scanners is simply a normal part of the campaign background. High-Tech Wonders usually have the Normal Advantage and powers built with Gadget Limitations Robots have the Unliving or Cyborg

Initiative (p. 14)


See Priority. Changing Actions: Changing an action requires a Tough (30/11+) Agility check, and any checks made after changing are at a penalty -1. The roll for changing actions takes place in the pre-action phase of the turn. This can be done with a Tough (30) Agility check.

High Technology Robots

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Conversion: Marvel Super Heroes to BASH!

Initiative (p. 14)


Treat as Priority

Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62)

5-6 7-8 9-11 12-20 21-40 (1 mile) 41-60 61-80 (2 miles) 81-160 (4 miles) 161-400 (10 miles) 10-100 miles

Range: 20 squares {3} Range: 40 squares {4} Range: 80 squares {5} Extended Range x1: 160 squares {1} Extended Range x2: 640 squares/ mile {2} Extended Range x2: 1280 squares/1 miles {2} Extended Range x2: 2560 squares/2 miles {2} Extended Range x2: 5120 squares/4 miles {2} Extended Range x2: 10240 squares/10 miles {2} Extended Range x3: 100 miles {3} Extended Range x4: 2000 miles {4} Extended Range x5: 10,000 miles {5} Extended Range x6: 1,000,000 miles {6}

The FEAT Roll Revisited (p. 14)


For BASH purposes treat any successful roll as a green, a double 6s roll as a red and a success by 10/4 as a yellow result. When measuring difficulty (that is when a certain color result is required, treat as the following:

Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond

Rank green yellow red

BASH Equivalent Success by 1-7/1-3 Success by 8/4+ Critical Success (doubles 6s)

BASH Equivalent Standard (20/7+) Tough (30/9+) Heroic (40/12+)

Updated Material Strength Table (p. 17)


Rank Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond BASH Equivalent Hits 5, Soak 0 Fragile {-1} Hits 10, Soak 5 Fragile {-1} Hits 20, Soak 0 Hits 20, Soak 10 Hits 40, Soak 10 Hits 50, Soak 20 Hits 80, Soak 20 Hits 100, Soak 30 Hits 120, Soak 30 Hits 160, Soak 40 Hits 200, Soak 50 Hits 220, Soak 60 Hits 240, Soak 70 Hits 260, Soak 80 Hits 280, Soak 90 Hits 300, Soak 100 Hits 400, Soak 200 Hits 500, Soak 300 Points 0pts 0pts 0pts 1pt 1pt 2pts 2pts 3pts 3pts 4pts 5pts 6pts 7pts 8pts 9pts 10pts 11pts 12pts

Lifting Things (p. 16)


Rank Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond

Intensities can be treated as difficulties as follows:

BASH Equivalent Automatic Very Easy (5/2+) Easy (10/5+) Standard (20/7+) Standard (25/9+) Tough (30/10+) Tough (35/12+) Heroic (40/14+) Heroic (45/15+) Nigh-Impossible (50/17+) Nigh-Impossible (55/19+) Nigh-Impossible (60/21+) Nigh-Impossible (65/23+) Nigh-Impossible (70/25+) Nigh-Impossible (75/27+) Nigh-Impossible (80/29+) Nigh-Impossible (85/31+) Nigh-Impossible (90/33+)

Popularity FEATS (p. 17)

Breaking Things (p. 16)


See Collateral Damage (B17).

Popularity feats are Mind checks that include benefits from Society, Deception, Investigation and Streetwise skills (if appropriate). This also includes the Charisma Power rand Appeal Advantage. Each add a bonus equal to their cost. Using Popularity: When dealing one on one with a nonplayer character, that NPC usually has a predisposition to the hero of either Friendly, Neutral, Unfriendly, or Hostile. Friendly targets require a Standard Mind check Neutral targets require a Tough Mind check Unfriendly targets require a Heroic Mind check, Hostile targets are Nigh-Impossible Mind check. Modifiers (P. 18) :

Power Rank Range Table (p.16)


Rank Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Areas Touch Touch 1/1 area 2 3-4 BASH Equivalent Touch only Touch only Range: 1 square {1} Range: 5 squares {1} Range: 10 squares {2}

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Conversion: Marvel Super Heroes to BASH!


-20/-8 +30/+12 -10/-4 +20/+8 +20/+8 +30/+12 The target benefits The target is placed in danger The item in question is of up to $100 value The item in question is of up to $1,000 value There is a good chance the item will not be returned The item is unique

If the tougher action requires a Standard (20/7+) check, then both actions will require a Tough (30/11+) check. If the tougher action requires a Tough (30/11+) check, then both actions will require a Heroic (40/15+) check to succeed. If the tougher action requires a Heroic (40/15+) check then both actions may not be performed in a page (or rather, both will fail).

Resource FEATs (P. 18)


Ability Rank Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/1625) Remarkable (30/26-36) Incredible (40/3645) Amazing (50/4662) Monstrous (75/6387) Unearthly (100/88125) Shift X (150/126175) Shift Y (200/176350) Shift Z (500/351+) Nigh-Impossible (50/17+) Nigh-Impossible (55/19+) Nigh-Impossible (60/21+) Nigh-Impossible (65/23+) Nigh-Impossible (70/25+) Class 1000 (1000) Nigh-Impossible (75/27+) Class 3000 (3000) Nigh-Impossible (80/29+) Class 5000 (5000) Nigh-Impossible (85/31+) Beyond Nigh-Impossible (90/33+) 12pts $1000,000,000,000 (1 trillion) 11pts $100,000,000,000 (10 billion) 10pts $10,000,000,000 (10 billion) 9pts $1000,000,000 (1 billion) 8pts $1000,000,000 (1 billion) 7pts $100,000,000 (100 million) 6pts $10,000,000 (10 million) 5pts $1000,000 (1 million) 4pts $100,000 Heroic (45/15+) 3pts $10,000 Heroic (40/14+) 3pts $10,000 Tough (35/12+) 2pts $1,000 Automatic Very Easy (5/2+) Easy (10/5+) Standard (20/7+) Standard (25/9+) Tough (30/10+) Points 0pts 0pts 0pts 1pt 1pt 2pts Cost $1 $10 $50 $100 $100 $1,000

Movement (p. 19)


See Movement (SF46)

Area Movement (p. 19)


See Running (1-5pts) Power (SF24)

Vertical Movement (p. 20)

See Athletics/Climbing (A). A character might climb 3 squares per page under favorable conditions (under unfavorable conditions the Narrator may require an Agility check to avoid falling). Elevators move at different speeds: old ones rattle along at 15 squares per page (up or down); most normal ones move at 30 squares per page, and the fasted (attached to most ultra-modern buildings, secret HQs, and the like) move at 60 squares per page. Downward Movement: Moving down in an elevator has the same rate as moving up. Racing down stairs is the normal movement speed, with one floor equaling 3 squares. Climbing down is 9 squares per page, with the noted Agility checks and determination of impossibility. The major type of downward movement is called Falling. See Falling (SF50). Catching items as falling: Catching a nearby light post, flagpole, etc. is an Agility check of Difficulty equal to the speed of the fall (a character falling at 20 squares per page is up against a Standard (20/7+) check. Catching people while falling: It takes one page for a parachute to deploy. Parachutes slow the fall to 9 squares per page, provided they are not overloaded (most normal parachutes can hold two normal people. More resent inventions allow parachutes to glide).

Bank Loan Option: This can be used as written.

Combined and Multiple FEATs (p. 19)


See Assistants (SF27).

More than one action in the same round (p. 19)

If both actions are Automatic, they both may be performed in a single page without either Difficulty being increased.

Flight and Gliding (p. 21)

Acceleration: See Modern Sky Vehicles (SF77). Deceleration: Assume it is the same rate as acceleration. Landing: See Crash Landing (SF67).

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Conversion: Marvel Super Heroes to BASH! Altitude: Each floor or height is considered 3 squares for purposes of movement. If a character moves forward 9 squares and up 6 squares, a total of 15 squares are considered to be moved. Similarly, a character that moves 6 squares forward and 12 squares down has moved 18 squares. Diving option: See Power Dive (SF16). Turns: See 180 (SF16). Low Altitude Flight: If a hero is flying at relatively low altitudes (less than 6 squares up) or in close quarters (inside or surrounded by tall buildings), the maximum speed in flight is equal to half their speed in Squares Per Panel (spp). Gliding: See Glide (1pt) Power (SF23)
Class 5000 (5000) Beyond 1500 3000 898 1796 75000 150000 44910 spp fly 89820 spp

Speed FEATS (p. 23): There are occasionally times when a character must move faster than he or she has ever moved before, in order to save a life. A hero may move the equivalent of 10 squares if the hero makes a Tough (30/11+) Brawn check. A failed indicates the hero, ah, tripped and lost control, and will continue moving that direction as if a crash result (x5DM, SF49). Teleporters: Carrying others is considered a Power Stunt (M70), and may be tried in that fashion. Until the Power Stunt is mastered (usually by purchasing Radius or Usable On Others for that power), the character must make a Standard (20/7+) Brawn check or be unconscious for 2d6 pages. See Brawn (SF8) and see Super Jump (2pts) and Leap (SF24) Power (B6)., those who are teleported must make a Heroic (40/15+) Brawn check or be unconscious for 2d6 pages. Those heroes who are frequently teleported reduce this to a Tough (30/11+) Brawn check the second time, and a Standard (20/7+) Brawn check the third, such that an immunity is built up. Leaping: See Super Jump ({B^2}x10 squares, 2pts) Power (B5), Leap ({Bx4} squares, 2pts) Power (SF24) and Anime Leap Power ({Bx4} squares, 1pt).

Swimming and Water Movement (p. 22)

See Aquatic (1-5pts) Power (SF20) and Drowning and Suffocation (SF50). Long Distance Movement: The speed of sound (Mach l) is about 750 mph (449 spp), Mach 2 (twice the speed of sound) is 1500 mph (898 spp). and Mach 5 is roughly 3750 mph (2246 spp; actually slightly higher, but close enough for these numbers). Those individuals that move at Interplanetary or higher speeds are limited to Mach 5 in the atmosphere. Interplanetary speeds are set at 25000 mph or so (14,970 spp. Blastaar can reach these speeds). Exhaustion and the Long-Distance Runner: A hero can run at their maximum movement for 2 minutes cost 1 Energy Point.

Combat (p 23) .
See Combat Rules (SF45).

Speed Table (p. 23)


Rank in Speed Land/Water MPH 7 15 SPP 4 sp 9 spp ground/s wim 18 spp swim 27 36 45 54 spp 63 72 81 90 spp ground 108 126 144 287 449 Air MPH 15 30 SPP 9 spp 18 spp Shift 0 (0) Feeble (2/1-2)

Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000)

30 45 60 75 90 105 120 135 150 180 210 240 480 750

60 90 120 150 225 300 375 450 600 750 1500 3750 37500 20000

36 spp fly 54 spp fly 72 spp fly 90 spp 135 spp fly 180 spp fly 225 spp fly 269 spp fly 359 spp fly 449 spp fly 898 spp fly 2246 spp 22,455 spp fly 11976 spp fly

Slugfest (Fighting Ability Combat) (p. 24)


See Combat Rules (SF45).

Ranged Attacks (Agility Combat) (p. 24)


See Combat Rules (SF45).

Wrestling (p. 26)


See Wrestling (SF47).

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Conversion: Marvel Super Heroes to BASH!

Charging Endurance Attack) (p. 27)


See Shield Slam (F57).

Shooting to Neutralize: See Trick Shot (F75). Shooting to Stun: See Stunning Strike (1pt) Power (I18). Combined Attack: ignore. This can be accomplished with normal attacks. Double-Teaming: ignore. This can be accomplished with normal Wrestling (SF47). Shockwave: This is typically a Special Attack with a Radius purchased for it. Blindsiding: See Vulnerability (SF47). Shielding: See Deflect (1-5pts) Power (B6).

Defensive Actions (p. 27)


Dodging: See Combat Rules (SF45). Evading: See Feint (SF16) or Fighting Defensively (HR). Block: See Shield Deflect (SF32). Catching: See Deflect Arrows (F62).

Effects Results: Slam, Stun, and Kill (p. 28)


See Healing (SF48).

Fastball Special: ignore. This can be accomplished with normal attacks (i.e. someone strong enough to pick up someone else and throw them fast enough to get speed bonuses to damage, see Momentum Rules (HR). Flight and Fight: Flight and Fight: A few additional rules apply to characters engaged in combat while in Flight: A character in flight can be Shield Slammed regardless of the character's comparative Mind. This is because the character is not moored to anything. A character in flight may Shield Slam with normal limitations. If the flying character is engaged in a Power Dive (dropping straight down), the character can gain a +1DM (with resulting possible damage for self as well). This applies only to flying characters intent on diving at the target, not to characters leaping, jumping, or falling from high distances (they receive the maximum of their Momentum, see Momentum House Rules). Firing at a Moving Target: See Ranged Attacks (SF47). Ambush: See Attack Weak Point (2pts) Power (SF14).

Powers in Combat (p. 29)


Body Armor: See Armor (B5). Force Fields: See Force Field (1-5pts) Power (SF22). Resistances: See Resistance (1-5pts) Power (BAM2-6). Claws: See Natural Weapons (1pt) Power (SF137) or Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6). Growth: See Growing (HR). Shrinking: See Shrinking (HR).

Tactics (p. 29)

Non-Adjacent Combat: See Improvised Weapons (B17). Holding Ones Fire: See Holding an Action (HR). Pulling Punches: It is possible to inflict less damage than maximum for some attacks. For attacks that use energy less than the normal amount of energy can be used to reduce the type of attack if the attack has the Variable Power Enhancement (B4). For melee attacks, a number of DM can be reduced from the attack as well. Multiple Combat Actions: See Super Speed (B9) or SpeedWired (SF25). Entangling Weapons: See Entangle (EC0, 2pts) Power (SF16). Groundstrike: This is typically the Push (1-5pts) Power (F15) with a Radius purchased for it.

Point Blank Range: See Attack Weak Point (2pts) Power (SF14). Luring: See Taunt (1pt) power (I19). Using Karma in Combat: See Hero Dice (SF41).

Life, Death, and Health (p. 31)


See Healing (SF48).

Karma (p. 33)


See Hero Dice (SF41).

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Conversion: Marvel Super Heroes to BASH!

Karma Pools (p. 37)


Ignore.

Spending Karma (p. 38)


See Hero Dice (SF41).

Advancement (p. 38)


See Experience Points (SF45).

Equipment: Weapons (p. 41)

Price: Items that are gained through criminal contacts (on the black market) are x10 higher in cost (a Concussion Pistol, acquired through the black market, has a cost of $1,000 rather than the listed value of $10,000). Rate: A weapon with a rate of 1 per 2 has a [Reload: 1 page {-1}] Limitation. A weapon with a Rate of 2 has the Double Taps {1} Power Enhancement built in. Scatters: This weapon has a Extended Radius x1: 26 squares {1} or Radius 26 {26} Power Enhancement (B4).

Shooting Weapons (p. 42)


Cheap Handgun (Special Attack x1: +1DM Lethal {1},
Range: 5 squares {1} [Stealable {-1} Ammo: 6 {-1} Fragile {-1} Gadget: Hits 10, Soak 5] $10, 1pt) Handgun/Pistol (Special Attack x1: +1DM Lethal {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 6/8/9 {-1} Gadget: Hits 40, Soak 10] $100, 1pt) Target Pistol (Special Attack x1: +1DM Lethal {1}, Range: 20 squares {3} [2H {-1}, Stealable {-1} Ammo: 1 {-1} Gadget: Hits 40, Soak 10] $100, 1pt) Variable Pistol (Special Attack x1: +1DM Lethal {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 6/8/9 {-1} Gadget: Hits 40, Soak 10] $100, 1pt) Gyro-Jet Pistol (Special Attack x2: +2DM Lethal {2}, Range: 20 squares {3} [Reload: 1 page {-1}, Stealable {-1} Ammo: 3 {-1} Gadget: Hits 30, Soak 15] $1000, 2pts) Laser Pistol (Special Attack x2: +2DM Lethal {2}, Range: 80 squares {5} [Stealable {-1} Ammo: 10 {-1} Fragile {-1} Gadget: Hits 10, Soak 5] $1000, 4pts) Stun Pistol (Immobilization x2: Standard (20/7+) Brawn {2}, Range: 5 squares {1} [Stealable {-1} Ammo: 10 {-1} Fragile {-1} Gadget: Hits 10, Soak 5] $1000, 1pt) Concussion Pistol (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2} [Stealable {-1} Ammo: 5 {-1} Gadget: Hits 20, Soak 10] $10,000, 2pts) Plasma Beam (Special Attack x2: +2DM Lethal {2}, Range: 40 squares {4} [2H {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 10] $10,000, 3pts ) Machine Pistol (Special Attack x2: +2DM Lethal {2},

Range: 10 squares {2}, Burst-Fire {1} [Stealable {-1} Ammo: 6 {-1} Gadget: Hits 40, Soak 10] $1000, 3pts) Rifle (Special Attack x2: +2DM Lethal {2}, Range: 80 squares {5} [2H {-1}, Stealable {-1} Ammo: 4 {-1} Gadget: Hits 30, Soak 15] $100, 4pts) Hunting Rifle (Special Attack x2: +2DM Lethal {2}, Range: 80 squares {5} [2H {-1}, Stealable {-1} Ammo: 6/7/8 {-1} Gadget: Hits 30, Soak 15] $100, 4pts) Sniper Rifle (Special Attack x2: +2DM Lethal {2}, Range: 80 squares {5} [2H {-1}, Stealable {-1} Ammo: 4{-1} Gadget: Hits 30, Soak 15] $100, 4pts) Assault Rifle (Special Attack x2: +2DM Lethal {2}, Range: 40 squares {4}, Double Taps {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $1000, 4pts) Laser Rifle (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 20, Soak 10] $1000, 1pt) Stun Rifle (Immobilization x2: Tough (25/12) {2}, Range: 20 squares {3} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 20, Soak 10] $1000, 2pts) Concussion Rifle (Special Attack x2: +2DM Lethal {2}, Range: 80 squares {5} [2H {-1}, Stealable {-1} Ammo: 12 {-1} Gadget: Hits 30, Soak 15] $1000, 5pts) Automatic Rifle (Special Attack x2: +2DM Lethal {2}, Range: 20 squares {3}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $1000, 3pts) Shotgun Bursts (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2}, Double Taps {1} Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 2 {-1} Gadget: Hits 30, Soak 15] $100, 3pts). Can fire non-lethal pellets ([Stun {1}] 2pts). Riot Gun (Special Attack x2: +2DM Lethal {2}, Range: 5 squares {1} [2H {-1}, Stealable {-1} Ammo: 6 {-1} Gadget: Hits 40, Soak 10] $100, 1pt) Grenade Launcher (Varies by Grenade, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 1 {-1} Gadget: Hits 30, Soak 15] $1000, 1pt) Sub-Machine Gun (Special Attack x2: +2DM Lethal {2}, Range: 40 squares {4}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 7 {-1} Gadget: Hits 30, Soak 15] $1000, 4pts) Machine Gun (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts) Flamethrower (Continual Damage x3: x3DM Lethal {3}, Range: 5 squares {1} [2H {-1}, Stealable {-1} Ammo: 5 {1} Gadget: Hits 20, Soak 10/Hits 30, Soak 15] $10,000, 1pt) Bazooka (Special Attack x3: +3DM Lethal {3}, Range: 10 squares {2} [Two men to fire {-1}, Reload: 1 page {-1}, Stealable {-1} Ammo: 1 {-1} Gadget: Hits 30, Soak 15] $10,000, 1pt) LAW (Special Attack x3: +3DM Lethal {3}, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 6 {-1} Gadget: Hits 30, Soak 15] $10,000, 2pts)

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Light Artillery (Special Attack x3: +3DM Lethal {3},

Range: 80 squares {5} [Two men to fire {-1}, Stealable {1} Ammo: 20 {-1} Gadget: Hits 40, Soak 10] $10,000, 6pts) Stun Cannon (Immobilization x3: Heroic (40/14+) Brawn check {3}, Range: 80 squares {5}, Burst-Fire {1} [Two men to fire {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 20] $10,000, 6pts). One man can fire at 2 Agility. Concussion Cannon (Special Attack x3: +3DM Lethal {3}, Extended Range x1: 160 squares {1} [2H {-1}, Stealable {1} Ammo: 10 {-1} Gadget: Hits 40, Soak 20] $10,000, 1pt) Laser Cannon (Special Attack x3: +3DM Lethal {3}, Extended Range x1: 160 squares {1} [2H {-1}, Stealable {1} Ammo: 10 {-1} Gadget: Hits 40, Soak 10] $10,000, 1pt) Heavy Artillery (Special Attack x3: +3DM Lethal {3}, Extended Range x2: 640 squares/ mile {2}, Extended Radius x1: 26 squares {1} [Two men to fire {-1}, Stealable {-1} Ammo: 30 {-1} Gadget: Hits 40, Soak 20] $100,000, 3pts) Superheavy Artillery (Special Attack x3: +3DM Lethal {3}, Extended Range x2: 2560 squares/2 miles {2} [Two men to fire {-1}, Stationary {-1}, Stealable {-1} Ammo: 30 {-1} Gadget: Hits 80, Soak 10] $1000,000 (1 million), 1pt) Missile Launcher (Varies by missile, [2H {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 20] $10,000, 1pt) Regular Bow (Special Attack x1: +1DM Lethal {1}, Range: 40 squares {4} [2H {-1}, Stealable {-1} Ammo: 1 {-1} Fragile {-1} Gadget: Hits 10, Soak 5] $50, 1pt) Long Bow (Special Attack x2: +2DM Lethal {2}, Range: 20 squares {3} [2H {-1}, Stealable {-1} Ammo: 1 {-1} Gadget: Hits 20, Soak 10] $100, 2pts) Compound Bow (Special Attack x2: +2DM Lethal {2}, Range: 40 squares {4}, [2H {-1}, Stealable {-1} Ammo: 1 {-1} Gadget: Hits 30, Soak 15] $1000, 3pts) Crossbow (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2} [2H {-1}, Reload: 1 page {-1}, Stealable {-1} Ammo: 1 {-1} Gadget: Hits 20, Soak 10] $100, 1pt) Ammunition Mercy bullets inflict no damage, but spread a Tough (25/12) Brawn check knock-out drug over the skin of the target. If the bullet inflicts damage to the target, the drug takes effect, knocking those affected out for 2d6 pages. Of a more deadly nature is AP Shot. Armor piercing bullets reduce the target's Armor by half as Pierce Armor {3} (SF17) for purposes of Soaking. This type of ammunition has no effect on force fields (including the force field stiffened armor of Iron Man). Less lethal is Rubber Shot, a type of ammunition that inflicts Stun {-1} damage as opposed to shooting damage. Explosive Shot have a Radius 1 square {1} Power

Enhancement (B4). If the weapon fires Bursts, all in the area are affected when using explosive shot. Canister shot is a special type of ammunition, similar to the shot-gun shell in that it may be loaded with a number of cartridges for various effects, all for the same cost. The player should specify the type of canister desired when purchasing. Gas Canisters: contain Heroic (30/14+) Tear Gas. Cover 1 square. Knock-Out Canisters: contain Tough (25/12) Knock-Out gas. Extended Radius x1: 26 squares {1}. Smoke Canisters: contain Tough (20/10+) smoke. Extended Radius x1: 26 squares {1}. Explosive Canisters: Extended Radius x1: 52 squares {1}. Incendiary Canisters: inflict Continual damage as listed for weapon in fire, which burns at that Intensity for 1-10 pages. Heat-Seeker Ammunition (Sense X, X = heat, 1pt) seeks out the hottest source in line to the target. Will track the hottest source up to maximum of the weapon's range, and suffers no penalty for range. If several targets are of the same heat, then it will determine a target randomly. This ammunition type is only available for Gyro-Jet Pistols.

Ammunition Table (p. 44)


Name Standard Standard Standard Standard Standard Standard Standard Standard Standard Standard Standard Standard Power Pack Power Pack Power Pack Mercy Shot Mercy Shot Mercy Shot Mercy Shot AP Shot AP Shot AP Shot Rubber Shot Weapon All Handguns All Rifles Assault Rifle Automatic Rifle Sub-Machine Gun Machine Gun Shotgun Bazooka LAW Light Artillery Heavy Artillery Superheavy Artillery Pistol Rifle Cannon Handgun Rifle Assault Rifle Automatic Rifle Handgun Sniper Rifle LAW, Bazooka Handgun Cost $10 $10 $10 $10 $10 $50 $10 $10 $10 $50 $100 $100 $100 $100 $1,000 $10 $10 $10 $100 $10 $10 $10 $10 Rounds 50 50 30 20 (1 clip) 7 (1 clip) 20 (1 clip) 10 1 1 1 1 1 1 pack 1 pack 1 pack 10 10 5 20 (1 clip) 10 rounds 10 rounds 1 round 40 rounds

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Rubber Shot Explosive Shot Explosive Shot Explosive Shot Canister Shot Canister Shot Canister Shot Canister Shot Standard Explosive Heat-Seeker Explosive HeatSeeker Rifle Handgun Rifle Bazooka LAW, Bazooka, Riot gun Light Artillery Heavy Artillery Superheavy Artillery Gyro-Jet Gyro-Jet Gyro-Jet Gyro-Jet $10 $100 $100 $100 $100 $100 $1,000 $1,000 $50 $50 $50 $100 40 rounds 10 rounds 10 rounds 1 round 1 round 1 round 1 round 1 round 5 rounds 1 round 1 round 1 round

Melee Weapons (p. 45)

Note: If a weapon hits a material of higher Soak, there is a chance of it breaking as if purposefully attempting to break the weapon. If the to hit roll is double 1's, the weapon breaks.

Lethal {3}, Extended Radius x1: 26 squares {1} [Stealable {-1} Ammo {-1} Gadget] $1000, 2pts) Grenade, Smoke (Confusion x2: -4 Agility {2} [Stealable {-1} Ammo {-1} Gadget] $100, 1pt) Grenade, Tear Gas (Daze x1 {2} Standard (20/7+) [Stealable {-1} Ammo {-1} Gadget] $1000, 1pt) Grenade, Knock-Out I (Immobilization x1: Standard (25/9+) Brawn {1} [Stealable {-1} Ammo {-1} Gadget] $10,000, 1pt) Grenade, Knock-Out II (Immobilization x2: Tough (30/10+) Brawn check {2} [Stealable {-1} Ammo {-1} Gadget] $10,000 ,1pt) Grenade, Knock-Out III {incredible} (Immobilization x3: Tough (35/12+) Brawn check {3}, [Stealable {-1} Ammo {-1} Gadget] $100,000, 1pt) Grenade, Flash (Daze 2 {2}, Heroic (45/15+) [Stealable {1} Ammo {-1} Gadget] $1000, 1pt) Grenades, Concussive (Special Attack x3: +3DM Stun {3} [Stun {-1}, Stealable {-1} Ammo {-1} Gadget] $1000, 1pt) Grenade, Sonic (Special Attack x2: +2DM Lethal {2}, Linked {1} to Immobilization x3: Tough (30/10+) Brawn check {3} [Stealable {-1} Ammo {-1} Gadget] $10,000, 4pts) Missiles are expensive propositions. A missile without a control device will fly in a straight line to its targets location at the time of the firing, and hit those in that area. There are three readily available types of missiles:

Melee and Thrown Weapons (p. 45)


Knife (Special Attack x2: +2DM Lethal {2} [Stealable {-1}
Gadget: Hits 40, Soak 10 ] $10, 1pt) Sword (Special Attack x2: +2DM Lethal {2} [Stealable {-1} Gadget: Hits 40, Soak 10 ] $50, 1pt) Great Sword (Special Attack x2: +2DM Lethal {2}[2H {1}, Stealable {-1} Gadget; Hits 40, Soak 10 ] $100, 1pt) Axe (Special Attack x1: +1DM Lethal {1}[Stealable {-1} Gadget: Hits 30, Soak 15 ] $100, 1pt) Great Axe (Special Attack x2: +2DM Lethal {2}[2H {-1}, Stealable {-1} Gadget: Hits 30, Soak 15 ] $1000, 1pt) Spear (Special Attack x2: +2DM Lethal {2}[Stealable {-1} Gadget: Hits 30, Soak 15 ] $10, 1pt) Club (Special Attack x2: +2DM Lethal {2}[Stealable {-1} Gadget: Hits 30, Soak 15 ] $10, 1pt) Shuriken (Special Attack x2: +2DM Lethal {2} [Stealable {1} Gadget: Hits 40, Soak 10 ] $10, 1pt) Boomerang (Special Attack x2: +2DM Lethal {2}, Returnable {1} [Stealable {-1} Gadget: Hits 30, Soak 15 ] $50, 2pts). Only a character with the Weapon Technique power can cause a Boomerang to return to his hand. Whip, leather (Special Attack x1: 1 hit {0}, Entangle {2} [Stealable {-1} Gadget: Hits 20, Soak 10 ] $50, 1pt) Whip, Metal (Special Attack x2: +2DM Lethal {2}, Entangle {2} [Stealable {-1} Gadget: Hits 30, Soak 15 ] $100, 3pts).

The Standard Missile


Size 0 Light

Brawn 3 Agility 4 Mind 2 Crew 0 Passengers 0 Powers


Fly x3 (5pts)

BT 30 Hits 100

Inertia 4 Speed 120 spp flight Volume 0 Cargo 0

The High-Tech Missile


Size 0 Light BT 30

Brawn 3 Hits 100 Agility 5 Inertia 5 Mind 2 Speed 200 spp flight Crew 0 Volume 0 Passengers 0 Cargo 0 Powers Fly x3 (5pts) Fast x1 (+50, 1pt)

Other Weapons (p. 45)


Grenades, Fragmentation (Special Attack x3: +3DM

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The High-Speed Missile


Size 0 Light

Missile Payload, Standard (Special Attack x3: +3DM

Brawn 3 Agility 5 Inertia 5 Mind 2 Speed 250 spp flight Crew 0 Volume 0 Passengers 0 Cargo 0 Powers Fly x4 (250 spp, EC4, 4pts) Fast x2 (+100, 2pts)

BT 30 Hits 100

Other Weapons Cost (p. 46)


Damage Table Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond BASH Equivalent 0 hits 1 hit x1DM or xDM/1d3 x1DM x2DM x2DM x3DM x3DM x3DM x4DM/4d6 x5DM x6DM x7DM x8DM/8d6 x9DM x10DM x11DM/11d6 x12DM/12d6

Missile, Standard (Special Attack x3: +3DM Lethal {3},


Extended Radius x1: 26 squares {1}, $10,000, 4pts) *

Missile, High-tech ($100,000) Missile, High-speed ($100,000) Missile Control, Wire-Guided (Range: 80 squares {5},

Only Tail section is Fragile {1},[Fragile {-1} Gadget: Hits 10, Soak 5] $1,000). The Wire-Guided missile has the Agility of the controller to hit. Severing the wire causes the missile to behave as if it had no control. Missile Control, Tele-guided (Extended Range x2: 5280 squares/5 miles {2}, $10,000 ). The missile is guided by a camera in the nose of the missile, and the operator may be up to five miles away. Use the Agility of the missile or the Agility of the controller (whichever is lower) to determine Control checks for this type of missile. Missile Control, Computer ($10,000). Its ability to determine the target is considered Mind 1 multiple similar targets are available. Missile Control, Radio ($10,000) Missile Control, Heat-Seeker ($1,000)

Lethal {3}, Extended Radius x1: 26 squares {1}, $1000, 4pts) Missile Payload, Concentrated Explosive (Special Attack x3: +3DM Lethal {3}, $1000, 3pts) Missile Payload, High Explosive (Special Attack x4: +4DM {x?DM/?d6} Lethal {4}, Extended Radius x1: 26 squares {1} [Only x2DM to the Radius area {-1}] $10,000, 4pts) Missile Payload, Incendiary (Continual Damage x3: x3DM Lethal {3}, $10,000, 3pts) Missile Payload, Gas (Heroic (45/15+) Brawn check Knock-Out gas (2d6 pages) which will affect all in the area), $10,000, 4pts) Smoke (Confusion x1: -2 Agility {1}, Extended Radius x1: 26 squares {1}, $100, 2pts) Tear Gas (Daze x1 {2}, Extended Radius x1: 26 squares {1}, $1000, 3pts) Knock-Out Gas I (Very Easy (5/2+) Brawn check or knocked out for 2d6 pages {1}, Extended Radius x1: 26 squares {1}, $1000, 2pts) Knock-Out Gas II (Easy (10/5+) Brawn check or knocked out for 2d6 pages {1}, Extended Radius x1: 26 squares {1}, $1,000 , 2pts) Knock-Out Gas III (Standard (20/7+) Brawn check or knocked out for 2d6 pages {2}, Extended Radius x1: 26 squares {1}, $1000, 3pts) Knock-Out Gas IV (Standard (25/9+) Brawn check or knocked out for 2d6 pages {2}, Extended Radius x1: 26 squares {1},$10,000, 3pts) Knock-Out Gas V (Tough (30/10+) Brawn check or knocked out for 2d6 pages {3}, Extended Radius x1: 26 squares {1}, $10,000, 4pts) Knock-Out Gas VI (Tough (35/12+) Brawn check or knocked out for 2d6 pages {1}, Extended Radius x1: 26 squares {1}, $10,000, 1pt) Knock-Out Gas VII (Heroic (40/14+) Brawn check or knocked out for 2d6 pages {4}, Extended Radius x1: 26 squares {1}, $10,000, 5pts) Knock-Out Gas VIII (Heroic (45/15+) Brawn check or knocked out for 2d6 pages {4}, Extended Radius x1: 26 squares {1}, $100,000, 5pts) Knock-Out Gas IX (Nigh-Impossible (50/17+) Brawn check or knocked out for 2d6 pages {5}, Extended Radius x1: 26 squares {1}, $100,000, 6pts) Knock-Out Gas X (Nigh-Impossible (55/19+) Brawn check or knocked out for 2d6 pages {5}, Linked {1} to Special Attack x2: +2DM Stun {2},Extended Radius x1: 26 squares {1}, $1000,000 (1 million), 9pts) * Subtract -2DM for vehicle combat (SF61).

Vehicles (p 46) .

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Conversion: Marvel Super Heroes to BASH! Off-Road vehicles have the All-Terrain (1-2pts) Power (SF62). GEV vehicles have the Hovering (2pts) Power (SF23). Air vehicles generally have the Fly (3-5pts, {Ax3/4/5} Power (SF22) or Glide (1pt) Power (SF23). Space vehicles generally have the Life Support (Immunity x2: pressure, suffocation [Stealable Gadget] EC0, 1pt) Power. Water vehicles generally have the Aquatic (1-5pts) Power (SF20). Submersible vehicles generally have the Aquatic (1-5pts) Power (SF20) and Submersible Advantage (SF65). Cost: It is often possible to buy a used (and therefore unreliable) version of a vehicle for less than the listed price. The Control stat is a measure of how well the vehicle responds to moving in different direction and making sudden stops and is converted to Agility. Body is the amount of damage the vehicle can sustain before a chance exists of system failure (the vehicle breaks down) and is converted to Brawn. Protection is a new attribute for vehicles, and represents the amount of equivalent Armor/Toughness the vehicle provides for those within. Rank Soak Shift 0 Feeble Poor Typical Good Excellent Remarkable Incredible Amazing Monstrous Unearthly Shift X Shift Y Shift Z Class 1000 Class 3000 Class 5000 Beyond Soak 1 Soak 3 Soak 5 Toughness x1 (+10 Soak {Soak ?}, EC0, 1pt) Toughness x1 (+10 Soak {Soak ?}, EC0, 1pt) Toughness x2 (+20 Soak {Soak ?}, 2pts) Toughness x2 (+20 Soak {Soak ?}, 2pts) Toughness x3 (+30 Soak {Soak ?}, 3pts) Toughness x3 (+30 Soak {Soak ?}, 3pts) Toughness x4 (+40 Soak {Soak ?}, 4pts) Toughness x5 (+50 Soak {Soak ?}, 5pts) Toughness x6 (+60 Soak {Soak ?}, 6pts) Toughness x7 (+70 Soak {Soak ?}, 7pts) Toughness x8 (+80 Soak {Soak ?}, 8pts) Toughness x9 (+90 Soak {Soak ?},9pts) Toughness x10 (+100 Soak {Soak ?}, 10pts) Toughness x11 (+110 Soak {Soak ?}, 11pts) Toughness x12 (+120 Soak {Soak ?}, 12pts) refers to the characters Agility, or the vehicles Agility, whichever is less. Failure to make an Agility check is described in Out of Control. Speed indicates the maximum safe sped for the vehicle in question. Acceleration is handled as per Modern Sky Vehicles (SF77). Note on Air vehicles: Runway Required. Air vehicles must be moving at a ground speed equal to a certain speed before they can take off. A Commercial jet must make 81 spp/135 mph before it can take off. Normal Deceleration is the reverse of Acceleration. See Modern Sky Vehicles (SF77). Note for Air vehicles: Stall Speed. An air vehicle has to be moving at a certain speed to make a safe landing (making a landing at higher than that speed requires an Agility check).

Sedan

Cost $1,000 Size 1 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 2 Mind 1 Speed 36 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages Spacious (5 passengers) Disadvantages None Powers Fast x1 (+10 spp, 1pt)

Toughness x1 (+10 Soak {Soak 15} 1pt)

Mini-Car

Cost $1,000 Size 1 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 2 Mind 1 Speed 36 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages Cramped Powers None

Driving Lesson (Using Vehicles) (p. 47)

Sports Car
Cost $10,000 Size 1 Light Brawn 1 Agility 3 Mind 1 BT 10 (Soak 20 vs. Size 0) Hits 50 Inertia 2 Speed 54 spp ground

In certain situations, an operator of the vehicle must make an Agility check to perform a certain action. This check

Page 16 of 99

Conversion: Marvel Super Heroes to BASH! Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers None Size 1 Light BT 5 (Soak 5 vs. Size 0) Brawn 1 Hits 25 Agility 1 Inertia 2 Mind 1 Speed 36 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers Fast x1 (+10 spp, 1pt) Toughness x0 (+0 Soak {Soak 5} 0pts)

Luxury Car
Cost $10,000 Size 2 Light Brawn 2 Agility 1 Mind 1 BT 20 (Soak 20 vs. Size 0) Hits 100 Inertia 4 Speed 36 spp ground

Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None

Taxi

Powers Fast x1 (+10 spp, 1pt) Toughness x1 (+10 Soak {Soak 30} 1pt)

Security Limo

Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 4 Mind 1 Speed 45 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers Fast x2 (+20 spp, 2pts) Toughness x2 (+20 Soak {Soak 30} 2pts)

Your standard Yellow Cab afire is a $100 for getting crosstown. Cost $1,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 2 Mind 1 Speed 36 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Fast x1 (+10 spp, 1pt) Toughness x1 (+10 Soak {Soak ?} 1pt)

Bus

Van

Cost $1,000 Size 2 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 3 Mind 1 Speed 36 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers Fast x1 (+10 spp, 1pt) Toughness x1 (+10 Soak {Soak 30} 1pt)

Cost $10,000 Size 4 Heavy BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 5 Mind 1 Speed 36 spp ground Crew 1 Volume 16 Passengers 80 Cargo 16 Advantages None Disadvantages None Powers Fast x1 (+10 spp, 1pt) Toughness x1 (+10 Soak {Soak ?} 1pt)

Police Car

Convertible
Cost $1,000

Cost $1,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 2 Mind 1 Speed 45 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers

Page 17 of 99

Conversion: Marvel Super Heroes to BASH! Cage for Prisoners (1pt) Fast x2 (+20 spp, 2pts) Mind 1 Speed 45 spp ground Crew 1 Volume 16 Passengers 3/32 Cargo 16 Advantages None Disadvantages None Powers Fast x2 (+20 spp, 2pts) Toughness x1 (+10 Soak {Soak 25} 1pt)

Police Van

Cost $1,000 Size 3 Light BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 4 Mind 1 Speed 36 spp ground Crew 1 Volume 9 Passengers 12 Cargo 9 Advantages None Disadvantages None Powers Fast x1 (+10 spp, 1pt) Riot Gun (Special Attack x2: +2DM Lethal {2}, Range: 5 squares {1} [2H {-1}, Stealable {-1} Ammo: 6 {-1} Gadget: Hits 40, Soak 10] $100, 1pt) Gas Canisters: contain Heroic (30/14+) Tear

Sleeper

Gas. Cover 1 square.

Cost $10,000 Size 4 Heavy BT 20 (Soak 60 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 6 Mind 1 Speed 45 spp ground Crew 1 Volume 16 Passengers 32 Cargo 16 Advantages None Disadvantages None Powers Fast x2 (+20 spp, 2pts) Toughness x2 (+20 Soak {Soak 40} 2pts)

Swat Van

Cost $10,000 Size 3 Light BT 20 (Soak 60 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 5 Mind 1 Speed 36 spp ground Crew 1 Volume 9 Passengers 10 Cargo 9 Advantages None Disadvantages None Powers Fast x1 (+10 spp, 1pt) Flak Jacket (Toughness x2: +20 Soak {Soak ?}, [Stealable Gadget] $10,000, 1pt) Toughness x2 (+20 Soak {Soak 25} 2pts) X10 Grenade, Knock-Out I (Immobilization x1: Standard (25/9+) Brawn {1} [Stealable {-1} Ammo {1} Gadget] $10,000, 1pt) X10 Grenade, Smoke (Confusion x2: -4 Agility {2} [Stealable {-1} Ammo {-1} Gadget] $100, 1pt) X10 Grenade, Tear Gas (Daze x1 {2} Standard (20/7+) [Stealable {-1} Ammo {-1} Gadget] $1000, 1pt) X10 Riot Guns (Special Attack x2: +2DM Lethal {2}, Range: 5 squares {1} [2H {-1}, Stealable {-1} Ammo: 6 {-1} Gadget: Hits 40, Soak 10] $100, 1pt)

Armored Car

Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 4 Mind 1 Speed 27 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers Toughness x2 (+20 Soak {Soak 40} 2pts)

Fire Truck

Semi

Cost $1,000 Size 4 Heavy Brawn 2 Agility 1

BT 20 (Soak 60 vs. Size 0) Hits 100 Inertia 6

Cost $10,000 Size 3 Light BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 4 Mind 1 Speed 45 spp ground Crew 1 Volume 9 Passengers 18 Cargo 9 Advantages None Disadvantages None Powers Fast x2 (+20 spp, 2pts) Fire Hoses (Special Attack x2: +2DM {x3DM} Lethal {2}, [Only against Water, Stealable {-1} Ammo {-1} Gadget], 1pt)

Page 18 of 99

Conversion: Marvel Super Heroes to BASH! Hook and Ladder (Stretching x2: +2 squares of Reach [Stealable Gadget] EC0, 1pt) Toughness x1 (+10 Soak {Soak ?} 1pt) Crew 1 Volume 0 Passengers 1 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers All-Terrain x1 (x spp, 1pt) Fast x2 (+20 spp, 2pts)

Ambulance

Cost $1,000 Size 2 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 3 Mind 1 Speed 45 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers Fast x2 (+20 spp, 2pts)

Motor Trike

Rocket Car

Cost $10,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 0 Inertia 2 Mind 1 Speed 144 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Fast x15 (+150} spp, 15pts)

Cost $1,000 Size 0 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 1 Mind 1 Speed 36 spp ground Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers All-Terrain x1 (x spp, 1pt)

Pickup truck

Bicycle

Cost $50 Size 0 Light BT 0 (Soak 0 vs. Size 0) Brawn 0 Hits 20 Agility 1 Inertia 0 Mind 0 Speed 27 spp ground Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers All-Terrain (x spp, 1pt)

Cost $1,000 Size 2 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 3 Mind 1 Speed 36 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Fast x1 (+10 spp, 1pt) Toughness x1 (+10 Soak {Soak ?} 1pt)

Jeep

Motorcycle

Cycle riders may reduce damage by 10 Hits by wearing adequate headgear. Cost $1,000 Size 0 Light BT 5 (Soak 5 vs. Size 0) Brawn 1 Hits 25 Agility 1 Inertia 1 Mind 1 Speed 45 spp ground

Cost $1,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 2 Mind 1 Speed 45 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Fast x2 (+20 spp, 2pts) Toughness x1 (+10 Soak {Soak ?} 1pt)

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Conversion: Marvel Super Heroes to BASH!

Atv

Cost $1,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 2 Mind 1 Speed 36 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Toughness x1 (+10 Soak {Soak ?} 1pt)

Passengers 2 Cargo 1 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers All-Terrain x1 (x spp, 1pt)

Bulldozer

Snowmobile

Cost $1,000 Size 0 Light BT 5 (Soak 5 vs. Size 0) Brawn 1 Hits 25 Agility 1 Inertia 1 Mind 1 Speed 36 spp ground Crew 1 Volume 0 Passengers 2-10 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Weakness Negating (Agility 0 when on ice or non-snow terrain, -2pts) Powers All-Terrain x1 (x spp, 1pt) Fast x1 (+10 spp, 1pt) Toughness x2 (+20 Soak {Soak ?} 2pts)

Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 4 Mind 1 Speed 27 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Ram (Hits 80, Soak 20, 1pt) Toughness x1 (+10 Soak {Soak 20} 1pt)

Tank

Heavy truck

Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 4 Mind 1 Speed 27 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Toughness x1 (+10 Soak {Soak ?} 1pt)

Cost $10,000 Size 1 Light BT 30 (Soak 30 vs. Size 0) Brawn 3 Hits 150 Agility 2 Inertia 4 Mind 1 Speed 27 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Light Artillery (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5} [Two men to fire {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 40, Soak 10] $10,000, 6pts) Toughness x2 (+20 Soak {Soak ?} 2pts) x1-2 Machine Gun (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts)

Tank, High-Tech
Cost $10,000 Size 1 Light Brawn 3 Agility 2 Mind 1 Crew 1 Passengers 2 Advantages None Disadvantages None Powers BT 30 (Soak 30 vs. Size 0) Hits 150 Inertia 4 Speed 27 spp ground Volume 1 Cargo 1

Tractor
Cost $1,000 Size 1 Light Brawn 1 Agility 1 Mind 1 Crew 1 BT 10 (Soak 10 vs. Size 0) Hits 50 Inertia 2 Speed 27 spp ground Volume 1

Page 20 of 99

Conversion: Marvel Super Heroes to BASH! All-Terrain x1 (x spp, 1pt) Toughness x2 (+20 Soak {Soak ?} 2pts) x1-2 Laser Rifle (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 20, Soak 10] $1000, 1pt) o (1-2) Laser Cannon (Special Attack x3: +3DM Lethal {3}, Extended Range x1: 160 squares {1} [2H {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 10] $10,000, 1pt) o (3-4) Stun Cannon (Immobilization x3: Heroic (40/14+) Brawn check {3}, Range: 80 squares {5}, Burst-Fire {1} [Two men to fire {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 20] $10,000, 6pts). One man can fire at 2 Agility. o (5-6) Concussion Cannon (Special Attack x3: +3DM Lethal {3}, Extended Range x1: 160 squares {1} [2H {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 20] $10,000, 1pt) Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Fast x1 (+10 spp, 1pt) Machine Gun x2 (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts) Toughness x2 (+20 Soak {Soak 35} 2pts)

Walker

SPG (Self-Propelled Gun)

Cost $100,000 Size 1 Light BT 20 (Soak 20 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 3 Mind 1 Speed 18 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Heavy Artillery (Special Attack x3: +3DM {x4DM} Lethal {3}, Extended Range x2: 640 squares/ mile {2}, Extended Radius x1: 26 squares {1} [Two men to fire {-1}, Stealable {-1} Ammo: 30 {-1} Gadget: Hits 40, Soak 20] $100,000, 3pts) Machine Gun (Special Attack x3: +3DM {x4DM} Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts) Toughness x2 (+20 Soak {Soak 20} 2pts)

They are normally equipped with a stun cannon, as firing weapons with recoil (such as LAW or Light Artillery) would require an Agility check to prevent tipping over. Any attack on a walker vehicle requires a Pilot/Control check by the operator to determine whether it remains upright. Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 4 Mind 1 Speed 36 spp ground Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Fast x1 (+10 spp, 1pt) Stun Cannon (Immobilization x3: Heroic (40/14+) Brawn check {3}, Range: 80 squares {5}, Burst-Fire {1} [Two men to fire {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 20] $10,000, 6pts). One man can fire at 2 Agility. Toughness x2 (+20 Soak {Soak ?} 2pts)

Borer

Armored Carrier
Cost $10,000 Size 3 Light Brawn 3 Agility 1 Mind 1 Crew 1 Passengers 20 Advantages None BT 30 (Soak 90 vs. Size 0) Hits 150 Inertia 6 Speed 36 spp ground Volume 9 Cargo 9

Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 4 Mind 1 Speed 27 spp ground Crew 1 Volume 4 Passengers 8 Cargo 8 Advantages None Disadvantages None Powers All-Terrain x1 (x spp, 1pt) Forward Screw (Special Attack x3: +3DM Lethal {3}, Linked {1} to Tunneling x3: dig at {Bx3} spp {3} [Stealable Gadget] 6pts) Toughness x2 (+20 Soak {Soak ?} 2pts)

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Conversion: Marvel Super Heroes to BASH!

Train

Agility checks only concern sudden deceleration. Train costs vary, but between cities with regular service, a ticket is $100 cost. Cost $10,000 Size 4 Heavy BT 10 (Soak 40 vs. Size 0) Brawn 1 Hits 50 Agility 0 Inertia 5 Mind 1 Speed 45 spp ground Crew 1 Volume 16 Passengers 160 Cargo 16 Advantages None Disadvantages None Weakness Negating (needs rails, -2pts) Powers

Monorail

Cost $10,000 Size 4 Heavy BT 20 (Soak 80 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 6 Mind 1 Speed 45 spp ground Crew 1 Volume 16 Passengers 50 Cargo 16 Advantages None Disadvantages None Weakness Negating (needs rails, -2pts) Powers Toughness x1 (+10 Soak {Soak 30} 1pt) Fast x2 (+20 spp, 2pts)

Fast x5 (+50 spp, 5pts)

Toughness x1 (+10 Soak {Soak 30} 1pt)

Hovercraft

Bullet Train

Such trains are in use in France and Japan, where Cost for a trip is $50. Cost $10,000 Size 4 Heavy BT 10 (Soak 40 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 5 Mind 1 Speed 63 spp ground Crew 1 Volume 16 Passengers 100 Cargo 16 Advantages None Disadvantages None Weakness Negating (needs rails, -2pts) Powers Fast x4 (+40 spp, 4pts) Toughness x1 (+10 Soak {Soak 30} 1pt)

Cost $10,000 Size 2 Light Brawn 1 Agility 2 Mind 1 Crew 1 Passengers 4-8 Advantages None Disadvantages Slow

BT 10 (Soak 20 vs. Size 0) Hits 50 Inertia 4 Speed 54 spp ground Volume 4 Cargo 8

(Maximum speed of 36 spp off road, over broken ground, or in stormy weather)
Powers Toughness x1 (+10 Soak {Soak 20} 1pt) Hovering (10 squares per panel, 2pts)

Private Plane

El

Cost for these systems is $10, and they are primarily used by commuters. Cost $10,000 Size 4 Heavy BT 10 (Soak 40 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 5 Mind 1 Speed 27 spp ground Crew 1 Volume 16 Passengers 80 Cargo 16 Advantages None Disadvantages None Weakness Negating (needs rails, -2pts) Powers Toughness x1 (+10 Soak {Soak 30} 1pt)

Cost $10,000 Size 2 Light BT 5 (Soak 10 vs. Size 0) Brawn 0 Hits 25 Agility 1 Inertia 3 Mind 1 Speed 225 spp fly Crew 1 Volume 4 Passengers 5 Cargo 8 Advantages None Disadvantages Unarmored/Unshielded (half BT) Weakness Negating (Runway/Stall Speed: 72 spp, -2pts) Powers Fast x20 (+200 spp, 20pts) Fly x3 (5pts) Toughness x1 (+10 Soak {Soak 20} 1pt)

Corporate Jet
Cost $10,000 Size 4 Heavy Brawn 1 Agility 1 BT 5 (Soak 20 vs. Size 0) Hits 25 Inertia 5

Page 22 of 99

Conversion: Marvel Super Heroes to BASH! Mind 1 Speed 225 spp fly Crew 1 Volume 16 Passengers 20 Cargo 16 Advantages Good Food, Spacious Disadvantages Unarmored/Unshielded (half BT) Weakness Negating (Runway/Stall Speed: 72 spp, -2pts) Powers Fast x45 (+450 spp, 45pts) Toughness x1 (+10 Soak {Soak 30} 1pt) Fly x3 (5pts) Fast x24 (+240 spp, 24pts) Fly x3 (5pts) Toughness x1 (+10 Soak {Soak ?} 1pt)

Blimp

Military Jet

Cost $100,000 Size 0 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 2 Mind 1 Speed 449 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 108 spp, -2pts) Powers o (1-3) Machine Gun (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts) o (4-6) Laser Rifle (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 20, Soak 10] $1000, 1pt) Fast x20 (+400 spp, 20pts) Fly x3 (5pts) Missiles, Light x4 (+2DM Lethal vs. Size 0}, +5 to hit, Range 15 grids/150 squares, 3pts) Toughness x1 (+10 Soak {Soak 10} 1pt)

Cost $10,000 Size 4 Heavy BT 5 (Soak 20 vs. Size 0) Brawn 0 Hits 25 Agility 0 Inertia 4 Mind 1 Speed 36 spp fly Crew 1 Volume 16 Passengers 50 Cargo 16 Advantages None Disadvantages Cursed (early airships used explosive hydrogen for lifting x3DM explosion), but helium is universally used today) Weakness Negating (Subject to winds, -2pts) Damaging (if reduced to 0 Hits, it will not have enough lift to remain aloft and will crash, -2pts) Powers Fast x4 (+40 spp, 4pts) Fly x3 (5pts) Hovering (5 squares per panel, 2pts)

Traffic Copter

Cost $10,000 Size 1 Light BT 5 (Soak 5 vs. Size 0) Brawn 0 Hits 25 Agility 1 Inertia 2 Mind 1 Speed 90 spp fly Crew 1 Volume 1 Passengers 8 Cargo 1 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers Fast x6 (+60 spp, 6pts) Fly x3 (5pts) Hovering (5 squares per panel, 2pts) Toughness x0 (+0 Soak {Soak 5} 0pts)

Commercial Jet

Cost varies between cities, but for flights in the same country, cost is $100, $1,000 for international travel. Cost $100,000 Size 4 Heavy BT 10 (Soak 40 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 5 Mind 1 Speed 269 spp fly Crew 1 Volume 16 Passengers 100 Cargo 16 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 81 spp, -2pts) Powers

Battle Copter

Cost $10,000 Size 3 Light BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 5 Mind 1 Speed 90 spp fly Crew 1 Volume 9 Passengers 18 Cargo 9 Advantages None Disadvantages None Powers (1-3) Machine Gun (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H

Page 23 of 99

Conversion: Marvel Super Heroes to BASH! {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts) (4-6) Laser Rifle (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 20, Soak 10] $1000, 1pt) Fast x2 (+40 spp, 2pts) Hovering (10 squares per panel, 2pts) Toughness x1 (+10 Soak {Soak 25} 1pt)

WWI Fighter

WWII Plane

Cost $10,000 Size 2 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 3 Mind 1 Speed 135 spp fly Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 54 spp, -2pts) Powers Fast x11 (+110 spp, 11pts) Fly x1 (3pts) Machine Gun (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts) Missiles, Light (+2DM Lethal vs. Size 0}, +5 to hit, Range 15 grids/150 squares, 3pts) Toughness x1 (+10 Soak {Soak ?} 1pt)

Cost $10,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 3 Mind 1 Speed 72 spp fly Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages Unarmored/Unshielded (half BT) Weakness Negating (Runway/Stall Speed: 36 spp, -2pts) Powers Fast x1 (+10 spp, 1pt) Fly x1 (3pts) Machine Gun x1 (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, Burst-Fire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts)

VTOL Jet

WWII Bomber

Cost $10,000 Size 3 Light BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 3 Mind 1 Speed 90 spp fly Crew 1 Volume 9 Passengers 18 Cargo 9 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 36 spp, -2pts) Powers Fast x6 (+60 spp, 6pts) Fly x1 (3pts) Guns, Light (+2DM Lethal vs. Size 0}, Range 50 squares/5 grids, 1pt) Missiles, Light (+2DM Lethal vs. Size 0}, +5 to hit, Range 15 grids/150 squares, 3pts) Toughness x1 (+10 Soak {Soak 25} 1pt)

Cost $100,000 Size 2 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 4 Mind 1 Speed 359 spp fly Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 90 spp, -2pts) Powers Fast x15 (+300 spp, 15pts) Fly x3 (5pts) Hovering (10 squares per panel, 2pts) Missiles, Light x4 (+2DM Lethal vs. Size 0}, +5 to hit, Range 15 grids/150 squares, 3pts) Toughness x1 (+10 Soak {Soak ?} 1pt)

Ultra-Light

Cost $1,000 Size 0 Light BT 5 (Soak 5 vs. Size 0) Brawn 0 Hits 25 Agility 2 Inertia 2 Mind 1 Speed 54 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 27 spp, -2pts) Powers Fly x1 (3pts)

Page 24 of 99

Conversion: Marvel Super Heroes to BASH!

Invisibility x2 (Only Affects You, While Moving, [Only to Sound] 1pt)

Skymobile

Gliders

Cost $1,000 Size 0 Light BT 5 (Soak 5 vs. Size 0) Brawn 0 Hits 25 Agility 1 Inertia 1 Mind 1 Speed 54 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 27 spp, -2pts) Powers Fast x3 (+30 spp, 3pts) Glide (fall at 3 spp, but can travel 54 spp in that time, can climb 1 per panel, 1pt)

Cost $1,000 Size 0 Light BT 20 (Soak 20 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 2 Mind 1 Speed 180 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 63 spp, -2pts) Powers Fast x6 (+120 spp, 6pts) Fly x1 (3pts) Hovering (2pts)

Flying Car

Autogyro

Cost $1,000 Size 0 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 2 Mind 1 Speed 90 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 45 spp, -2pts) Powers Fast x2 (+40 spp, 2pts) Fly x1 ({Ax3} spp, 3pts) Hovering (2pts) Power (SF23) Toughness x1 (+10 Soak {Soak ?} 1pt)

Cost $10,000 Size 1 Light BT 20 (Soak 20 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 3 Mind 1 Speed 225 spp fly Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Fast x9 (+180 spp, 9pts) Fly x1 (3pts) Hovering (2pts) LAW (Special Attack x3: +3DM Lethal {3}, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 6 {-1} Gadget: Hits 30, Soak 15] $10,000, 2pts) Stun Cannon (Immobilization x3: Heroic (40/14+) Brawn check {3}, Range: 80 squares {5}, Burst-Fire {1} [Two men to fire {-1}, Stealable {-1} Ammo: 10 {-1} Gadget: Hits 40, Soak 20] $10,000, 6pts). One man can fire at 2 Agility. Toughness x1 (+10 Soak {Soak 15} 1pt)

Air Car

Cost $10,000 Size 1 Light BT 10 (Soak 20 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 3 Mind 1 Speed 36 spp fly Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Fly x1 ({Ax3} spp, 3pts) Hovering (rise 30 spp, 2pts) Toughness x1 (+10 Soak {Soak ?} 1pt)

Quinjet

Cost $10,000 Size 1 Light BT 20 (Soak 20 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 3 Mind 1 Speed 898 spp fly Crew 1 Volume 1 Passengers 7 Cargo 1 Advantages None Disadvantages None Powers Fast x42 (+840 spp, 42pts) Fly x1 (3pts) Hovering (2pts)

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Conversion: Marvel Super Heroes to BASH!

Toughness x1 (+10 Soak {Soak 15} 1pt)

Fantasticar

Concord

Travel from Paris to New York is a $1,000 cost. Cost $100,000 Size 5 Heavy BT 10 (Soak 50 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 6 Mind 1 Speed 449 spp fly Crew 1 Volume 25 Passengers 200 Cargo 25 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 108 spp, -2pts) Powers Fast x20 (+200 spp, 20pts) Fly x1 (3pts) Toughness x1 (+10 Soak {Soak 35} 1pt)

Cost $10,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 3 Mind 1 Speed 180 spp fly Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Docking Bay (Miniaturized, Carries two miniplanes, 4pts) Fast x6 (+120 spp, 6pts) Hovering (2pts) Toughness x1 (+10 Soak {Soak ?} 1pt)

Miniplanes

Omnijet

Cost $10,000 Size 1 Light BT 20 (Soak 20 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 3 Mind 1 Speed 898 spp fly Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Fast x42 (+840 spp, 42pts) Fly x1 (3pts) Hovering (2pts) Toughness x1 (+10 Soak {Soak 15} 1pt)

Cost ? Size 0 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 3 Inertia 3 Mind 1 Speed 90 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages None Powers Fly x1 (3pts) Hovering (2pts)

SRC (Short Range Carrier)

Pogo Plane

Cost $10,000 Size 1 Light BT 20 (Soak 20 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 3 Mind 1 Speed 898 spp fly Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Fast x42 (+840 spp, 42pts) Fly x1 (3pts) Hovering (2pts) Toughness x1 (+10 Soak {Soak 15} 1pt)

Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 3 Mind 1 Speed 135 spp fly Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 54 spp, -2pts) Powers Fast x11 (+110 spp, 11pts) Toughness x1 (+10 Soak {Soak 30} 1pt)

Blackbird
Cost $10,000 Size 2 Light Brawn 2 Agility 2 Mind 1 BT 20 (Soak 40 vs. Size 0) Hits 100 Inertia 4 Speed 898 spp fly

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Conversion: Marvel Super Heroes to BASH! Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Powers Fast x42 (+420 spp, 42pts) Hovering (2pts) Toughness x1 (+10 Soak {Soak 30} 1pt) Disadvantages None Powers Fast x596 (+1192 spp, 596pts) Fly x1 (3pts) Hovering (2pts) Life Support (Immunity x2: pressure, suffocation, 2pts) Toughness x2 (+20 Soak {Soak ?} 2pts)

Space Shuttle

Cost $100,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 3 Mind 1 Speed 2246 spp fly Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 144 spp, -2pts) Powers Fast x222 (+2220 spp, 222pts) Fly x1 (3pts) Life Support (Immunity x2: pressure, suffocation, 2pts) Toughness x2 (+20 Soak {Soak ?} 2pts)

Raft

Cost $10 Size 0 Light BT 5 (Soak 5 vs. Size 0) Brawn 1 Hits 25 Agility 1 Inertia 1 Mind 0 Speed 9 spp Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers Aquatic Propulsion x1 (9 squares per panel in water, 1pt)

Rowboat

Lunar Shuttle

Cost $10,000 Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 3 Mind 1 Speed 22,455 spp fly Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Powers Fast x2243 (+22430 spp, 2243pts) Hovering (2pts) Life Support (Immunity x2: pressure, suffocation, 2pts) Toughness x2 (+20 Soak {Soak ?} 2pts)

Cost $100 Size 1 Light BT 5 (Soak 5 vs. Size 0) Brawn 1 Hits 25 Agility 1 Inertia 2 Mind 1 Speed 9 spp Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers Aquatic Propulsion x1 (9 squares per panel in water, 1pt) Toughness x0 (+0 Soak {Soak 5} 0pts)

Sailboat

Space Ship

Cost $1000,000 (1 million) Size 3 Light BT 20 (Soak 60 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 5 Mind 1 Speed 11,976 spp fly Crew 1 Volume 9 Passengers 18 Cargo 9 Advantages None

Cost $100 Size 2 Light BT 3 (Soak 3 vs. Size 0) Brawn 0 Hits 15 Agility 1 Inertia 2 Mind 1 Speed 18 spp water Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers Aquatic Propulsion x2 (18 spp in water, 2pts) Super Speed x1 (EC2, 2pts) Power (B5)

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Conversion: Marvel Super Heroes to BASH!

Racing Sloop

Cost $1,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 2 Mind 1 Speed 36 spp ground Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Aquatic Propulsion x2 (36 spp in water, 2pts) Motor (goes up to 45 spp, 1pt) Super Speed x1 (EC2, 2pts) Power (B5) Toughness x1 (+10 Soak {Soak 15} 1pt)

Disadvantages None Powers Aquatic Propulsion x3 (63 spp in water, 3pts) Toughness x1 (+10 Soak {Soak 15} 1pt)

Patrol Boat

Motorboat

Cost $100 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 2 Mind 1 Speed 45 spp water Crew 1 Volume 1 Passengers 2 Cargo 1 Advantages None Disadvantages None Powers Aquatic Propulsion x3 (45 spp in water, 3pts) Toughness x1 (+10 Soak {Soak 15} 1pt)

Cost $1,000 Size 3 Light BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 4 Mind 1 Speed 54 spp water Crew 1 Volume 9 Passengers 10 Cargo 9 Advantages None Disadvantages None Powers Aquatic Propulsion x6 (54 spp in water, 6pts) Toughness x1 (+10 Soak {Soak ?} 1pt) Light Artillery (Special Attack x3: +3DM {x4DM} Lethal {3}, Range: 80 squares {5} [Two men to fire {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 40, Soak 10] $10,000, 6pts) Machine Gun x1d3 (Special Attack x3: +3DM {x4DM} Lethal {3}, Range: 80 squares {5}, BurstFire {1} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 30, Soak 15] $10,000, 6pts)

Hydrofoil

Yacht

Cost $10,000 Size 3 Light BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 4 Mind 1 Speed 36 spp water Crew 1 Volume 9 Passengers 10 Cargo 9 Advantages Good Food Disadvantages None Powers Aquatic Propulsion x2 (36 spp in water, 2pts) Toughness x1 (+10 Soak {Soak 25} 1pt)

Speedboat

Cost $10,000 Size 3 Light BT 10 (Soak 30 vs. Size 0) Brawn 1 Hits 50 Agility 1 Inertia 4 Mind 1 Speed 63 spp water Crew 1 Volume 9 Passengers 18 Cargo 9 Advantages None Disadvantages None Weakness Negating (any successful attack on the hydrofoil results in an agility check to see if control is lost. If control is lost on a hydrofoil at greater than 45 spp the craft will crash into the water, -2pts) Powers Aquatic Propulsion x5 (50 spp in water, 5pts) Fast x2 (+20 spp, 2pts) Toughness x1 (+10 Soak {Soak 25} 1pt)

Cost $1,000 Size 1 Light Brawn 1 Agility 1 Mind 1 Crew 1 Passengers 2 Advantages None

BT 10 (Soak 10 vs. Size 0) Hits 50 Inertia 2 Speed 63 spp water Volume 1 Cargo 1

Jetskis
Cost $1,000 Size 0 Light Brawn 1 Agility 2 Mind 1 Crew 1 BT 5 (Soak 5 vs. Size 0) Hits 25 Inertia 1 Speed 45 spp water Volume 0

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Conversion: Marvel Super Heroes to BASH! Passengers 0 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers Aquatic Propulsion x2 (45 spp in water, 2pts) Crew 1 Volume 25 Passengers 200 Cargo 25 Advantages None Disadvantages None Powers Aquatic Propulsion x2 (18 spp in water, 2pts) Toughness x2 (+20 Soak {Soak ?} 2pts) Heavy Artillery x4-6 (Special Attack x3: +3DM Lethal {3}, Extended Range x2: 640 squares/ mile {2}, Extended Radius x1: 26 squares {1} [Two men to fire {-1}, Stealable {-1} Ammo: 30 {-1} Gadget: Hits 40, Soak 20] $100,000, 3pts) Superheavy Artillery x2-4 (Special Attack x3: +3DM Lethal {3}, Extended Range x2: 2560 squares/2 miles {2} [Two men to fire {-1}, Stationary {-1}, Stealable {-1} Ammo: 30 {-1} Gadget: Hits 80, Soak 10] $1000,000 (1 million), 1pt)

Ocean Liner

Cost of a typical cruise is $1,000 Passage across the ocean on a less-than-class line (read: tramp steamer) is $1,000. Cost $10,000 Size 6 Heavy BT 20 (Soak 120 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 8 Mind 1 Speed 27 spp ground Crew 2 Volume 50 Passengers 300 Cargo 50 Advantages Good Food, Compartmentalized (40 compartments) Disadvantages None Powers Aquatic Propulsion x2 (27 spp in water, 2pts) Toughness x1 (+10 Soak {Soak 40} 1pt)

Carrier

Destroyer

Cost $100,000 Size 4 Heavy BT 20 (Soak 80 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 6 Mind 1 Speed 27 spp water Crew 1 Volume 16 Passengers 160 Cargo 16 Advantages Compartmentalized (20 compartments) Disadvantages None Powers Aquatic Propulsion x2 (27 spp in water, 2pts) Heavy Artillery x4-6 (Special Attack x3: +3DM Lethal {3}, Extended Range x2: 640 squares/ mile {2}, Extended Radius x1: 26 squares {1} [Two men to fire {-1}, Stealable {-1} Ammo: 30 {-1} Gadget: Hits 40, Soak 20] $100,000, 3pts) Light Artillery x1-4 (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5} [Two men to fire {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 40, Soak 10] $10,000, 6pts) Missiles, Light x0-1 (+2DM Lethal vs. Size 0}, +5 to hit, Range 15 grids/150 squares, 3pts) Toughness x2 (+20 Soak {Soak 40} 2pts)

Cost $1000,000 (1 million) Size 4 Heavy BT 20 (Soak 80 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 6 Mind 1 Speed 18 spp water Crew 1 Volume 16 Passengers 100 Cargo 16 Advantages None Disadvantages None Powers Aquatic Propulsion x2 (18 spp in water, 2pts) Missiles, Medium (+3DM Lethal, +2 to hit, Range 10 grids (100 squares), 4pts) Toughness x2 (+20 Soak {Soak ?} 2pts)

Submarine

Battleship

Cost $1000,000 (1 million) Size 5 Heavy BT 20 (Soak 100 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 7 Mind 1 Speed 18 spp water

Cost $10,000 Size 4 Heavy BT 20 (Soak 80 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 6 Mind 1 Speed 18 spp water Crew 1 Volume 16 Passengers 50 Cargo 16 Advantages Compartmentalized (5), Submersible Disadvantages None Powers Aquatic Propulsion x2 (18 spp in water, 2pts) Missiles, Medium x 8 (+3DM Lethal, +2 to hit, Range 10 grids (100 squares), 4pts) Torpedoes x20 (Missiles, Medium: +3DM {x4DM/4d6}, +2 to hit, Range 10 grids (100 squares), 4pts) Toughness x2 (+20 Soak {Soak ?} 2pts)

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Conversion: Marvel Super Heroes to BASH!

Mini-Subs

Cost $10,000 Size 1 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 2 Inertia 2 Mind 1 Speed 36 spp water Crew 1 Volume 1 Passengers 1-2 Cargo 1 Advantages None Disadvantages None Powers Aquatic Propulsion x2 (36 spp in water, 2pts) Laser Rifle (Special Attack x2: +2DM {x3DM} Lethal {2}, Range: 10 squares {2} [2H {-1}, Stealable {-1} Ammo: 20 {-1} Gadget: Hits 20, Soak 10] $1000, 1pt) Missiles, Light (+2DM Lethal vs. Size 0}, +5 to hit, Range 15 grids/150 squares, 3pts) Toughness x1 (+10 Soak {Soak 15} 1pt) Air Vehicle Ascent and Descent: Air vehicles may climb and descend as do flying characters. The only exception is that if the "floors" (in 3 square increments) climbed or descended are greater than the forward areas moved by the plane, a Standard (20/7+) Agility check is required to maintain control of the plane. Failure in either case indicates the aircraft is going into a fall until control is regained (for downward movement, speed is considered to be speed of the aircraft). Speeding: A character may exceed the listed safe speed, at the danger of losing control of the vehicle. The speed may be exceeded by one Movement Power level. with the following limitations: All actions with the vehicle. including all turns, climbs, and descents, require an Agility check. Any checks required are at one Difficulty higher for success: a required Standard (20/7+) check now requires a Tough (30/11+) check, a Tough (30/11+) requires Heroic (40/15+) check, and a Heroic (40/15+) requires NighImpossible (50/15+) to succeed. Turns: Turns of more than 90 degrees are considered Vehicle Stunts. Vehicle Stunts: A character with an applicable Skill or background, or using a Power to aid the work, should need a Standard (20/7+) or Tough (30/11+) chance to pull off a Vehicle Stunt. A relative novice would require a Heroic (40/15+) check to succeed. No Hero Dice needs to be spent to attempt a Vehicle Stunt, though should the check fail. the craft is automatically out of control.

Out of Control

If a character fails the Agility check required to maintain control, the craft is considered out of control. Hero Dice may not be spent to regain control of an out-of control craft. Out-of-control vehicles behave differently according to Type. Road, Off-Road, Railed, and GEV craft which go out of control continue to move forward at the speed they were traveling before (though they may spin or wobble according to their type and situation). The character may try to regain control in the next panel. If control is not regained, speed is reduced by one third (most vehicles of these types require active participation by the driver to move them forward -like the driver's foot on the gas pedal) and another check is made. If that should fail. Speed is reduced another one-third and another attempt may be made the next panel to regain control. Air vehicles on the ground (taking off and landing) are treated as Road vehicles. Those that lose control in the air continue to move in a straight line without reducing speed, and begin to lose altitude as if falling (SF50, 3 squares (45 feet) in the first page. 6 squares (90 feet) the second, 9 squares (135 feet) the third, and 12 squares (195 feet) every page thereafter). The "driving" character may try to regain control, but any such checks are Tough (30/11+) checks at least.

Crashes (p. 50)

See Obstacles (SF45, paragraph 2-3). See Modern Land Vehicles (p. 72, paragraph 5) for damage to people being crashed into.

Damage to the Vehicle (or driving away from the crash) (p. 51)
For an easy way to add these deteriorating effects of combat, either treat as a Cyborg (SF10) and roll a 1d6 under the number of points in Machine Powers or treat as being hit by an EMP (SF39) in that when the machine takes a Wound (see Effects of a Hull Breach, SF60) it suffers additional damage as follows: -1 to Agility, -1 one-third to speed, -1 level to Toughness (if any), etc.

Vehicles in Combat (p. 51)

When shooting at a vehicle, the attacker must decide whether to shoot at the vehicle itself or at the passengers. See People vs. Vehicles (SF61) for shooting at vehicles. To shoot a passenger requires targeting a passenger (see Incapacitating a Vehicle, SF60) which requires exceeding a targets defense by 30/12 (people in

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Conversion: Marvel Super Heroes to BASH! vehicles are harder to hit than weapons or engines) if the Narrator determines it is possible. Vehicles can be used as a Charging attack, with the damage done according to the Brawn of the vehicle plus its momentum (see Momentum Rules, HR).
Large Factory $1,000 $100,000 7pts Hits 100, Soak 30

Room Packages: Each package lists its cost, the amount of space (either in rooms or areas) it would take up, and what is found in that package. Costs are for a fairly nice selection of material. The heroes may acquire something less expensive and/or reliable (in the case of a living room, the furniture doesn't match -in the case of a second-hand danger room, it goes berserk more often than usual), at -1pt of price. Very high quality packages (a Library Package stocked with first editions) may be +1pt or +2pts. Living Room Package Cost: $100/1pt At $1,000/2pts Cost add television, stereo set-up, or piano. At $1,000/3pts Cost add all three. Dining Room Package Cost: $100/1pt $1,000/2pts add large table, bureau and four more chairs. $1,000/3pts Cost add china cabinet, set of good china and sterling tableware. Kitchen Package Cost: $100/1pt Occupies one room. At $1,000/2pts Cost add refrigerator, dishwasher, or microwave, plus a fire extinguisher. At $1,000/3pts Cost add all three and freezer. Library Package Cost: $1,000/2pts Occupies one room. $1,000/3pts Cost adds globe, microfiche or microfilm reader, computer terminal (only useful if building has computer room or is linked up to computer). Computer Room Cost: $1,000/2pts Occupies one room. This computer is capable of performing simple tasks (calculation, information retrieval, monitoring) with 2pts (or Mind 2) ability. $10,000/3pts Cost buys a computer with this at 3pts (or Mind 3). Communications Room Cost: $1,000/2pts Occupies one room. At $10,000/3pts Cost includes national security alert equipment and visual display screens. Crime Files Room Cost: $1,000/2pts Occupies one room. Performs its task with 2pts (Mind 2). Workshop Package Cost: $1,000/2pts Occupies one or more rooms. $10,000/3pts Cost includes laser guided instruments. $10,000/4pts Cost includes all of the above and automatic processing materials (an automatic factory, in effect, for simple goods). Laboratory Package Cost: $1,000/2pts Occupies one or more rooms. At $10,000/3pts Cost include computer capable of analysis with incredible ability, or clean room (prevent germs from escaping lab). At $10,000/4pts Cost include both, plus poison analysis and serum dispenser (2pts effects against known poisons only). Certain pieces, such as electron microprobes and stellar mass detectors, may

Setting Up House (p. 55)


Size is a general statement.

Characters with the Headquarters Advantage (B13) have 19 points to use on building their HQ.

Size
Small Mid-Sized Large Deluxe

Areas
2-3 5 101 20+ 2

Feet
88-132 220 440 880

Squares
18-26 squares 44 squares 88 squares 176 squares

Cost is a reflection of location as well as size of the structure. The points given are for Headquarters owned (rented Headquarters cannot be purchased with the Headquarters advantage). The listed prices are for a building in most American cities and their suburban surroundings. If the heroes are apartment hunting in Manhattan or the richer suburbs, raise prices by +1pt). If the heroes settle down in a relatively secluded spot. like Colorado, Tamarind Island, or Lake Geneva, shift cost down by -1pt.

Headquarters
1 BR Apartment 2 BR Apartment 3 BR Apartment Cottage (2 rooms) Small House (4 room) Medium House (8 room) Large House (12 room) Small Manor (18 rooms) Large Manor (24 room) Mansion (30+ room) Office (3 room) Storefront (4 room) Office Suite (6 room) Office Floor (12 room) 2 Office Floors (24 room) Brownstone Office Building (4flr) Office Building (8flr) Office Building (12flr) Office Building (20flr)

Rent
$10 $50 $100 $50 $100 $100 $1,000 $1,000 $10,000 $10,000 $100 $100 $1,000 $1,000 $10,000 $1,000 $1,000 $10,000 $10,000 $100,000

Own
$1,000 $1,000 $1,000 $100 $1,000 $1,000 $10,000 $10,000 $100,000 $100,000 $1,000 $1,000 $10,000 $10,000 $100,000 $1,000 $10,000 $100,000 $1000,000 (1 million) $10,000,00 0 (10 million) $1000,000, 000 (1 billion) $1,000 $10,000 $10,000 $10,000 $10,000

Pts
2pts 2pts 2pts 1pt 2pts 2pts 3pts 3pts 7pts 7pts 2pts 2pts 3pts 3pts 7pts 2pts 3pts 7pts 5pts 6pts

Material
Hits 40, Soak 10 Hits 40, Soak 10 Hits 40, Soak 10 Hits 20, Soak 0 Hits 20, Soak 10 Hits 20, Soak 10 Hits 40, Soak 10 Hits 50, Soak 20 Hits 50, Soak 20 Hits 50, Soak 20 Hits 50, Soak 20 Hits 40, Soak 10 Hits 50, Soak 20 Hits 50, Soak 20 Hits 50, Soak 20 Hits 40, Soak 10 Hits 50, Soak 20 Hits 80, Soak 20 Hits 80, Soak 20 $100,000

Office Building (30+ flrs)

Small Warehouse Medium Warehouse Large Warehouse Small Factory Medium Factory

$1000,00 0 (1 million) $100 $100 $1,000 $100 $1,000

8pts

Hits 80, Soak 20

2pts 3pts 3pts 3pts 3pts

Hits 20, Soak 10 Hits 20, Soak 10 Hits 40, Soak 10 Hits 80, Soak 20 Hits 80, Soak 20

1 2

over 2 floors over 3+ floors

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Conversion: Marvel Super Heroes to BASH! be purchased separately (in general, such items are $10,000/3pts purchases). Office Package Cost: $100/1pt $1,000/2pts Cost doubles the material, adds file cabinet, typewriter. At $1,000/3pts, add computer terminal, double previous material, add hanging plants, decorative art. Rec. Room Package Cost: $1,000/2pts Occupies one or more rooms. $1,000/3pts Cost contains all of above, video and/or pinball machines (hot tub is optional, only in California). $10,000/4pts Cost has all of above plus computer-assisted holographic entertainment projector. Gym Package Cost: $1,000/1pt Occupies one or more rooms. $1,000/2pts Cost includes rings, even and uneven parallel ban, short horse. $10,000/3pts Cost includes separate locker and steam rooms (two additional rooms), diagnostic displays. $10,000/4pts Cost includes boxing area, robotic opponents, and electronic-based weights capable of reaching 100 tons, and must occupy at least 26 squares (132). Pool Package Cost: $1,000/2pts Outdoors, $10,000/3pts indoors Occupies 2 or more areas, and extends 1 floor (3 squares) downward. Danger Room Cost: $10,000/3pts Duplicates $1,000/2pts Cost Gym package with additional active dangers and security systems. "Threats" may be of any general type, but no "threat" may exceed 3pts in Brawn, Difficulty, or damage. $10,000/3pts Cost: as $10,000/3pts, with threats increased to 3pts Brawn, Difficulty or damage. Some limited holographic illusion generation at the $1,000/2pts. Conference Room Package Cost: $1,000/2pts Occupies one room. Wood paneling available at $10,000/3pts Cost. Medical Package Cost: $1,000/2pts Occupies one room. $10,000/3pts Cost: X-ray, clean room, operating room, pathology. (Additional rooms.) $10,000/4pts Cost: as above, plus cryogenics, Note: The Auto-doc and other life-saving devices are generally experimental on Earth. The one in the X-Men's possession is of Shi'ar hybrid technology, is one of the most powerful available, and is limited to 2pts Healing ability. Power Room Cost: $1,000/2pts Occupies one room. $10,000/3pts Cost brings a 24-hour supply of power and an automatic cut-in 2 pages after power fails. $10,000/4pts Cost brings solar-powered cells, removing need of external power in normal situations. Garage Package Cost: $100/1pt Occupies one room. $1,000/2pts Cost may service up to three ground vehicles, and $1,000/3pts up to 12 ground vehicles. Hangar Package Cost: $1,000/2pts Occupies one area per vehicle using that hangar. Dock Package Cost: $1,000/2pts Occupies 26 squares (132) per sea or sub vehicle. Porches, storage, bathrooms, and closets These are assumed in the cost of the building, according to its design. Security Packages Cost: $100/1pt -- one Security package to a door or window. Occupies no space. $1,000/2pts Cost: Automatic burglar alarms with computer-code or card identification system. $1,000/3pts Cost: automatic burglar alarms with palm-print scan, can activate defense systems. $10,000/4pts Cost: full body scan with benign identification program as to hostility. Defense Package Cost: $1,000/2pts. Will protect one or more areas. Pre-set defenses consisting of entangling tentacles or nets or lasers or stun rifles, or concussive rifles or pit traps, with the maximum of 2pts strength or intensity. $1,000/3pts Cost: defenses activated by Security package, consists of one type as above of 3pts strength. $10,000/4pts Cost: as above, intensities are of 3pts strength. Trophy Room Package Cost: $1,000/2pts Occupies one room. At $1,000/3pts Cost, contains capability to handle potentially dangerous exhibits at the 3pts level. Imprisonment Package Cost: $1,000/2pts Occupies one room. Contains standard restraining devices, including bars of Hits 80, Soak 20 strength. At $1,000/3pts pts Cost, restraining devices made of Hits 100, Soak 30. At $10,000/4pts Cost, restraining devices at Hits 120, Soak 30 and 2pts strength inhibitor (Weaken) restraints. Fire Protection Package Cost: $1,000/2pts Occupies no space. Sprinkler system that may cover up to 10 rooms, provides 1pt protection from fire. $1,000/2pts Cost: foam projectors that provide 2pts protection from fire, covers up to 10 rooms. Multiple Rooms: Different rooms of the same type must be bought separately.

Salaries, Sundries, and Other Equipment (p. 58)


Item
Fire extinguishers Fire hoses Silencer Sniper Sights

Price
$100 $1,000 $100 $100

Cost
1pt 2pts 1pt 1pt

Notes
2pts Nullify 3pts Nullify [Reduces range by half {1}] Removes penalty for range, reduces Priority to 0

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Conversion: Marvel Super Heroes to BASH!


Infra-red sights Tripod Flashlight, normal Flashlight, halogen Infra-red Goggles Polarized Lenses Mace Gas Mask Asbestos Suit Radiation Suit Flak Jacket Beta Cloth Flare Pistol Camera Personal Computer Caltrops Handcuffs Inhibitor bands Nullifier bands Stasis Ray Spear Gun Scuba Gear Roller Skates Rocket Pack Salary, Butler or Housekeep Salary, Secretary Salary, Pilot Salary, Lawyer Salary, Bodyguard Salary, Mechanic Salary, Computer Specialist Salary, scientist Salary, cook Salary, groundskeeper Salary, 10 workers Salary, 50 workers Salary, 100 workers Salary, 150 workers Night on the town Broadway tickets Dinner and Movie Respectable Clothing Rented Tux Purchased suit or Tux Halston original Fur coat 20 comic books Original Art Unstable Molecules Wakandan Vibranium, 6 oz. Antarctic Vibranium, 6 oz. True Adamantium, 1 lb $100 $100 $10 $100 $1,000 $100 $100 $100 $1,000 $10,000 $1,000 $1,000 $100 $100 $100 $100 $100 $1,000 $10,000 $100,000 $100 $100 $100 $1,000 $100 $100 $100 $100 $100 $100 $1,000 $1,000 $100 $100 $1,000 $1,000 $10,000 $10,000 $100 $1,000 $100 $50 $100 $100 $1,000 $10,000 $100 $100 $10,000 $10,000 $1000,00 0 (1 million) $10,000,0 00 (10 million) $1000,00 0 (1 million) $10,000 $10,000 $10,000 $10,000 $10,000 $1000,00 0 (1 million) 1pt 1pt 2pts 1pt 1pt 1pt 1pt 1pt 1pt 2pts 2pts 1pt 1pt 2pts 2pts 3pts 3pts 1pt 2pts 1pt 1pt 1pt 1pt 2pts 3pts 1pt 1pt 3pts 3pts 5pts 1pt 1pt 0pts 1pt 2pts 1pt 1pt 1pt 2pts 3pts 2pts 2pts 1pt 1pt 1pt 1pt 1pt 2pts 3pts 7pts 1pt Sees in dark +1 to hit 1pt Illusion ([Light Only]) 2pts Illusion ([Light Only]) Sees in Dark 1pt Resistance to Light 2pts Confusion 2pts Toughness ([Fire Only]) 3pts Toughness ([Radiation Only]) 1pt Armor 1pt Armor 1pt Special Attack Mind 1 Agility check Hits 50, Soak 20 8pts Weaken 8pts Nullify 3pts Special Attack ([Stun]) As crossbow underwater 2 hours breathing Move as vehicle 3pts Fly Companion Companion Companion Companion Companion Companion Companion Companion Companion Companion Companion Companion Companion Companion Robot, standard Robot, sentry Robot, Talented $10,000 $10,000 $10,000 3pts 3pts 3pts

Fire Extinguishers: inflict no damage normally, but against fire are of 1pt intensity (eliminate 1pt or less in the same area on a Standard (20/7+) check, of 2pts on a Tough (30/11+) check, and up to 3pts on a Heroic (40/15+) check). Against characters with flaming powers, such as the Human Torch, the extinguishers cause a Brawn check against that intensity to retain flame. Fire Hoses have been used as riot control devices, and inflict x1DM Stun damage at a range of one square, and can be considered as Burst Fire (SF32). Against fire and flaming characters, the water from a fire hose is considered 2pts. The Silencer is a device that may be added to a pistol or rifle, excluding the gyro-jet and all lasers, stunning and concussion weapons. Using a silencer reduces maximum range by half for the weapon (a 1pt Power Limitation ([Half Range]), but the target (and those around him or her) must make a Mind check to hear the shot and know its location. Sniper Sights are built into the sniper rifle and the target pistol, and added to any other weapon eliminate the penalty for range for weapons. The user of a weapon with a sniper sight automatically has a Priority 0 (last in the page). Infra-Red Sights are a modification similar to the sniper sight, may be used for any missile weapon. These sights permit the user to see up to 5 squares in the dark. A Tripod includes all devices used to steady a rifle, automatic rifle, assault rifle, or machine gun to aid in its firing, and may be used by laser, stun, and concussion versions of those weapons. A weapon with a tripod receives a +1 to hit, provided it is resting on the ground or other steady surface. Flashlights are common to all readers. Normal flashlight has a range of 5 squares, the halogen 10 squares. Infra-Red Goggles are similar to infra-red sights; these permit normal vision up to 20 squares {3} away in dimly lit areas. Polarized Lenses are goggles that provide 2pts Resistance to light attacks. If exposed to a bright light, they darken for 1 page, then lighten to allow normal sight. Mace is a small Radius 1 squares weapon that shoots a mist of Standard (20/7+) tear gas at a single target adjacent to the user. It does not require an Agility check to hit, though the target must make an Brawn check to avoid the effects. Asbestos Suit is a flame-resistant suit used by firemen and others dealing in fiery and high temperature situations. It provides Toughness x4 (+40 Soak {Soak ?} 4pts) protection from heat and fire, and is made of Hits 40, Soak 10 material.

6pts

Secondary Adamantium, 1 lb. Translation Device Mystic Texts Underwater Breathing pills Pyms Reduction Formula Mutant Analyzer Mutant Neutralizer

5pts

3pts 3pts 3pts 3pts 3pts 3pts Last 4 hours

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Conversion: Marvel Super Heroes to BASH! Flak Jackets are worn by police in special situations and by SWAT teams. These jackets provide Toughness x1 (+10 Soak {Soak ?}, EC0, 1pt) protection from physical damage. Beta-Cloth is a light-weight material worn by agents of S.H.I.E.L.D. It provides Toughness x1 (+10 Soak {Soak ?}, EC0, 1pt) protection from physical attacks, Toughness x2 (+20 Soak {Soak ?}, [Only Heat & Radiation] 1pt) protection from heat and radiation. Radiation Suits are used by technicians exposed to high radiation situations, and are of Hits 40, Soak 10 material, lined with lead. They provide Toughness x3 (+30 Soak {Soak ?} [Only Radiation] 2pts) protection against radiation. Flare Pistols fire a burning charge that lights the sky, either to provide illumination (lighting all areas within Radius 10 squares) or as a signal device (fired 30 squares straight up). Used as a weapon, the device has a range of 5 squares {1}, and inflicts x1DM damage. Camera represents the standard photographer's tool. Camera accessories would include film ($10), flash (normal or halogen, as flashlight), and special lens, such as telephoto lens ($100). The Personal Computer listed here is the type commonly available to most Americans, and is a tool, not an artificial intelligence, unlike some more powerful computers. The personal computer may be considered to have Mind 1 for problem solving, analysis, etc. as it is only as smart as the information placed inside it. At $1,000 the user can get a modem that links his machine into a net with other machines. Caltrops are small, dart-like jacks that are scattered to avoid pursuit. They inflict xDM/1d3 lethal on those that step on them. For road and off-road vehicles that use tires, the caltrop acts as an lethal attack of x2DM damage, and immediately forces a Agility check. Handcuffs are a standard restraining device used by the police forces of the world to prevent actions by criminals in custody. They are made of Hits 50, Soak 20 material. Inhibitor Bands interfere with the use of natural abilities. including those of mutants and altered humans. The hero suffers a 4pts Weaken on all physical abilities (Brawn and Agility), and a 4pts Nullify on the use of all Powers. Skills and Mundane abilities (but not Powers) remain untouched. Technological and magical powers are not affected. Nullifier Bands interfere with the working of high-tech power suits in much the same way as Inhibitor bands affect mutants. If the strength of a character wearing a suit of powered armor (such as Vindicator, Iron Man. or Guardsman) is reduced to 0pts, the suit freezes up and the character is immobilized. The Stasis Ray is an expensive device that often shows up in the defenses of mastermind villains. It projects a ray of Nigh7pts Immobilization, and those who are held by the ray are immobilized for as long as the ray is in effect. Scuba Gear allows the wearer to breathe tanked air for 2 hours. and as such dive to moderate depths in the ocean. The hoses and mask are made of Hits 40, Soak 10 material, and the tanks are made of Hits 80, Soak 20 material. If the tanks are punctured, they will explode for x3DM damage to all in the same 1 square. Roller Skates are used by a variety of heroes from Dazzler to Iron Man. Standard skates allow the hero to move at listed speed as if it had Fleet of Foot ({Ax4} spp, jump {B+1} sq, 1pt) Power (SF16). Rocket Pack, worn either as a belt-pack or a back-pack, allows the wearer to fly at 45 spp flight speeds. All limitations on flight apply to the wearer, and Agility checks required are at one Difficulty lower. Robots represent the preprogrammed, simplistic devices used as security guards or in danger rooms. All Standard robot abilities are 1pt. The Sentry Robot has a bit more programming and firepower. Sentry robots come equipped with 2pts lasers, though some may be additionally armed. All sentry robot abilities are 1pt. The Talented Robot is a robot specifically designed for a certain purpose, and its programming reflects that purpose. Such robots may have one ability at 2pts. All others are 2pts. Vibranium is a metallic substance that occurs in two related isotopes. Wakandan Vibranium is found only in that isolated African kingdom, and its existence had been kept secret from the outside world for years. Wakandan Vibranium is a sound absorber. and a 6 oz lump will absorb all the sound in a single area. Sonic attacks are reduced by 5pts (Nullify x5 ([Sound Only] 4pts) for effect. A gun with a Vibranium silencer would be totally silenced. Antarctic Vibranium, the other form of the substance. weakens the bonds of metal atoms, causing them to melt. A 6 oz. lump will cause all metal in an area to become liquid (Hits/10 check to avoid). Both forms have Hits 100, Soak 30. Similar to Vibranium, there are two forms of Adamantium. True Adamantium is a mixture of chemical resins whose exact nature is a government secret; it has Hits 280, Soak 90, sufficient to resist the attack of an atom bomb. Secondary Adamantium is less expensive, but while still very strong, is of Hits 200, Soak 50 and may be destroyed by the more powerful heroes of the Marvel Universe. Translation devices are used by Reed Richards and others to converse with strange creatures from other worlds. The translation device handles most known international and galactic languages, but an advanced model (Cost $10,000,000 (10 million)) would be needed to analyze an

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Conversion: Marvel Super Heroes to BASH! unknown tongue. Translation for known languages is instantaneous, for unknown languages 10 plus 2d6 pages. A Mutant Analyzer is a portable device that may be used to identify mutants at a distance. Range is 1 square. A Mutant Neutralizer is a device that removes inborn abilities temporarily or permanently. The range of the device is 10 squares {2}, and the target gets an Brawn check to avoid the effects. Standard time of effect is 2d6 pages without power (abilities drop to 3pts, no super-human powers permitted, but skills and Contacts are unaffected). considered Friendly to the mage's actions, and may be called on to work the listed spells. Those that are not listed are considered Neutral or Unfriendly Contacts, and those that the mage has personally offended are considered Hostile. Dimensional energy spells require both chanting and gestures to entreat the force to respond free (as the Casting Limitation (F11). The caster must pay the Energy Cost of the spell. To cast a spell requiring dimensional energies, make a Mind Check. If the check is successful, the dimensional energy is granted, and the spell goes off as noted. If the check is unsuccessful, there will still be a magical effect, but it will be of significantly less power, and may have other effects as well: It the being is Friendly to the mage (listed as a Contact), the spell goes off at 3pts less powerful than the listed power. If the being is Neutral to the mage, the call will go unanswered. The spell will fail. If the being is Unfriendly to the mage, the Narrator must make a decision. It may respond either as Neutral or Hostile. Look at the hero's involvement with that being. Has he called on it before? Was it once a Contact? Is the situation dire? If all else fails, the Narrator rolls 2d6: on a result of 2-8 the entity or power is Neutral, if 9-12 the entity is Hostile. If the being is Hostile to the mage, retribution is swift and sure and totally up to the Narrator .

Magic in the Marvel Universe (p 61) .


Mystical Origin Talent is treated as the Magic Advantage (B5). A magic-wielding hero's Powers are divided into three general categories, depending on what energies they use. There are three types of energy available: Personal, Universal, and Dimensional. These can be treated as College of Magic (F16) with different limitations to the colleges (or these differences can be ignored). Personal Energies are automatically available, but may only be used on the wielder or on a willing target. A Standard (20/7+) Mind check is required for success. (There may be cases where the target is restrained but less than willing. In those cases, a Heroic (40/15+) Mind check would be required for success.) This is considered a 1pt Power Limitation ([Must make Mind check to succeed]). Spells that use personal energy require no chanting or gestures to succeed. Use of personal energies has some effect on the wielder. The caster must pay the Energy Cost of the spell. The success of spells using Universal Energies depends on the type of spell. All spells that affect the Mind or abilities of the target grant that target a Mind check to avoid the effect, see Mental Attack in the Combat Rules (SF45). This is considered a 1pt Power Limitation ([requires Mental Attack]). Universal spells require a gesture or chant to cast, and the caster must have his hands and mouth free (as the Casting Limitation (F11). The caster must pay the Energy Cost of the spell. Spells that rely on Dimensional Energies may duplicate those of personal and universal effects, but draw their energy from an outside source. Those extra-dimensional entities that are listed as the magic-wielding character's Contacts are

Shifts for casting Spells (p. 64)

A number of conditions may affect the casting of spells, resulting in Mind bonuses or penalties. These shifts are made at the time of the casting. All Modifiers are cumulative. -1 Mind if the target of the spell is from a different dimension than the caster -1 Mind if the caster is in astral form -2 Mind if the target is more than 30' (Size 4+) +1 Mind if the area in which the spell is cast is familiar to the mage or to the Powers he invokes (home turf advantage) +2 Mind if the spell is cast in ceremony +2 Mind if the form of the spell comes from an ancient book or tome found during the campaign +3 Mind if the target of the spell is a willing subject for dimensional and universal energies. A ceremony has the Time Limitation (BAM2-7) on it, Special: Eldritch Bolts and Shields. Instead of rolling random Powers, any starting mage may choose Eldritch Bolts and Eldritch Shields as spells, each replacing that which would be a random Power roll.

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Conversion: Marvel Super Heroes to BASH! Eldritch Bolt Is a bolt of magical power, and includes all manner of spells such as Doctor Strange's Bolt of Bedevilment. Treat as a Special Attack. The Eldritch Shield is a shield of mystical energy that provides the caster with mystical Toughness. The key requirement of building an item is its Effective Cost. Effective cost determines the Resources required to make an item, the amount of time that must be spent to build an item, and whether or not that item works. Effective cost is determined in the following fashion. Take the total number of points (including Limitations) for that item. The time for invention takes as long in days as the item's effective cost rank number (something that costs Typical takes 6 days use the MSH number, rather than the BASH Time). Upon completion of the time and cost requirements, a Mind check is made to determine if the invention really works.
Days to Make (#/) Total Points Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) 0pts 0pts 0pts 1pt 1pt 2pts 2pts 3pts 3pts 4pts 5pts 1 panel 10 seconds 30 seconds 1 minute 10 minutes 1 hour 8 hours 1 day 1 week 1 month 3 months Time Mind Check Difficulty Automatic Very Easy (5/2+) Easy (10/5+) Standard (20/7+) Standard (25/9+) Tough (30/10+) Tough (35/12+) Heroic (40/14+) Heroic (45/15+) Nigh-Imp. (50/17+) Nigh-Imp. (55/19+)

Karma Awards, Popularity, and Advancement (p. 65)


Optional: Characters who have true magic abilities (as opposed to those with mystic origins, the potential to gain magic, or using magical items) gain Hero Dice at the standard rate. All Villain Dice gains are at twice the standard rate. The reason for this is thus: A sorcerer, no matter what his background, is more aware that all things are part of a greater whole, that bread cast upon the water comes back a hundredfold, and you reap only what you sow In other words, Villain Dice counts twice as much against them because they are more aware of its effects. On the plus side, the cost for a mage to perform Power Stunts using his spells is reduced. It costs an "ordinary" super hero (if there is such a thing) 1 Hero Dice to attempt a Power Stunt (M69). It costs a mage 1 Hero Dice, but they can double the effects of the Power Stunt.

Cost to Make
$1 $10 $50 $100 $100 $1,000 $1,000 $10,000 $10,000 $100,000 $1000,000 (1 million)

Hardware: Building, Modifying, and Alien Technology (p. 65)

Shift X (150/126-175)

6pts

6 months

Nigh-Imp. (60/21+)

$10,000,00 0 (10 million) $100,000,00 0 (100 million) $1000,000,0 00 (1 billion) $1000,000,0 00 (1 billion) $10,000,000 ,000 (10 billion) $100,000,00 0,000 (10 billion) $1000,000,0 00,000 (1 trillion)

Note that these rules can be used instead (only a Gadgeteer can invent), in addition (a Gadgeteer can always invent their pet project in additional to any other inventions) or in conjunction (both Gadgeteers and anyone else can invent this way Gadgeteers just tend to want to more) with the normal Gadgeteer inventing rules. If another character is using the devices inherent to a high technology hero, the character using those devices must make a Mind check to correctly use the device. The check is always a Standard (20/7+) check, with failure resulting in the character hitting the wrong button, activating the wrong system, or pointing the weapon in the wrong direction. Results of these actions vary according to situation, and may range from a -1 or -2 to hit or effectiveness, or the damaging of the system itself. Similar rules apply to characters encountering alien technology for the first time. In this case, a Mind check is made against a standard Tough (35/12+). Once that check is made, the player can use the alien device in normal situations, and another Mind check is called for only in extenuating circumstances (such as when the character tries a Power Stunt or Vehicle Stunt with the device).

Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond

7pts 8pts 9pts 10pts 11pts 12pts

1 year 5 years 10 years 100 years 1,000 years 10,000 yrs

Nigh-I. (65/23+) Nigh-I. (70/25+) Nigh-I. (75/27+) Nigh-I. (80/29+) Nigh-I. (85/31+) Nigh-I. (90/33+)

Breaking down this process into its steps, the first concerns the general type of item that is being built, and the additional modifiers to its effective cost. Weapons have modifiers built into their point-cost as follows: Weapons with no range, pay no points for the Range. Weapons that do Stun (See Healing (SF48)) have a 1pt Power Limitation ([Stun Damage]). Weapons have a number of Hits and Soak (material strength) based on their Gadget Limitations. Anything additional is purchased as Armor and Toughness.

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Conversion: Marvel Super Heroes to BASH! Thrown weapons either pay for Range (usually 6) or do not pay for range and are limited to Brawn in squares.

Special Requirements for Inventions (p. 68)

Examples of weapons building: Building a machine gun as listed on page 43: Machine Gun (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5}, [Stealable {-1} Ammo {1} Gadget: Hits 40, Soak 10] 6pts). Effective Cost to Invent: $10,000,000 (10 million). Time: 6 months. Example: A Laser rifle from page 42: Laser Rifle (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2} [Stealable {-1} Ammo {-1} Gadget: Hits 20, Soak 10] 2pts). Effective Cost to Invent: $1,000. Time: 8 hours. Example: A Knife from page 45: Knife (Special Attack x2: +2DM Lethal {2}, Range Brawn in squares {0} [Stealable Gadget: Hits 50, Soak 20] 1pt). Effective Cost to Invent: $1,000 (Narrators discretion). Time: 8 hours. Costs much less to buy one. Vehicles have all modifications built into the point cost of the vehicle. A vehicle with no protection is Unarmored/Unshielded (half BT), but may still have Armor for itself. Power Suits have all modifications built into the point cost of the power suit. Robots and other Robots and other mechanical constructs that duplicate or imitate the abilities of living creatures are constructed along similar lines, and use their Total Cost (in points) to determine their Effective Cost. Important: Items which duplicate powers that are not readily reproducible by 1980's technology (Narrators discretion) always have an applicable cost of 7pts added to everything else. If you want to build a Teleporter, duplicating the power at the 1pt, it will be treated as a 7pts invention because we currently do not have Teleporters in our society. Likewise, a device that flies by means of jet engines would not suffer this penalty, but one which provided flight by anti-gravity devices would. Other modifiers to Effective Cost: Note that these modifiers do not (usually Narrators discretion) modify the point cost of the device. +2pts if the device cannot normally be seen +1pt if the device is pocket-sized +1pt if the device is portable +1CS if the device occupies more than Size 3

Devices which have an effective cost under Remarkable rarely need a special requirement. Those with an effective cost of 4pts or higher may have one special requirement, while those of 7pts or higher effective cost will always have at least one special requirement.

The Resource FEAT and Building (Or, how am I going to PAY for all this?) (p. 68)
Ignore since BASH uses non-abstract money.

Time and Building Things (p. 68)

The effective cost determines the time it will take in days to complete the product, assuming normal working conditions. The rank number of the effective cost rank is the number of days the project will take (an item with an effective cost of 1pt would take 6 days, one of 8pts 100 days). Conditions may reduce the time according to the situation: If the inventing character (the one whose Mind will be used to make the check) has aid (a lab assistant), the time is halved. If the inventing character's assistant has a Mind within one point of the inventor's then time is quartered (this is why brilliant scientists always seem to have searched out equally brilliant, but often morally corrupt, lab assistants). If the inventor works straight through, time is again halved. An inventor along with his brilliant lab assistant of equal Mind, working around the clock on a project of 3pts effective cost (20 days normally) would complete the project in 2 days.

Success! or - Eureka! I have found it! (Now, where did I put that plutonium...) (p. 68)

After spending the amount of time and money required for the invention, the inventor makes a Mind check roll to determine if the invention is successful. Use the hero's Mind, or the highest Mind of those heroes involved, with the following modifications: +1 for assistance, no less than one point lower Mind (maximum of +1) +1 for each applicable skill (examples electronic for building a robot, piloting for building a plane; maximum of +3 from skills) -1 if time was shortened by rushing

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Conversion: Marvel Super Heroes to BASH! -1 for each special requirement in the invention (Maximum of -3) +1 if the device existed previously from a failed experiment or from kit-bashing) The inventor makes the Mind check and reads the result from the list below, If the effective cost is greater than the Mind of the inventor (after all shifts), then the result is read as one less than the one rolled. (Red becomes yellow, yellow green, and green becomes white). White Result (failed): You missed something, but a double check shows what it is. Start again. No money is needed, but the amount of time is the same, and a special requirement is added. Green Result (success): It flies, Wilbur, but not for long. The device will fail in 2d6 pages. Failure may result in destruction or damage, depending on the situation. Repairs done as for White result. Yellow Result (success by 4 or more). Working prototype. Operates at -1pt for all abilities until fine tuned. Fine tuning takes 2d6 additional days. Red Result (made by 10 or more, or double 6's): Success! The device does exactly what it was designed for. Karma and Success: Hero Dice may be added before the die roll, but in this case, and this case only, the amount of Karma should be determined before the roll is made. Hero Dice. Allies of the inventor may contribute their Hero Dice as well, if they are assisting.

Modifying Items (p. 69)

If you wish to improve the Speed and Mind of your convertible, first you must improve the Speed, then in a separate modification improve the Mind. If you wish to add weaponry or flight capabilities, these would be separate modifications. Modifications that alter abilities have an effective cost of the new point cost, but may only be made one point at a time. If you wished to increase the Armor of a power suit from 2pts to 4pts, you must modify it first to 3pts, then make a second modification to 4pts. In cases where the modification is easily made (adding Light Artillery to a tank), the effective cost is $100 (it is effectively installation only). In cases where some modification of the device itself would need to be made (flight for the off-road Vehicle), effective cost is equal to the new power added, but never less than $100 effective cost. Remember that modifying devices for powers not reproducible by modern technology (a gun that only hits people thinking of crime) are $100,000, at minimum.

Programming and Reprogramming (p. 69)

Kit-Bashing (p. 69)

Kit-bashing is conducted similarly to normal invention, but at a highly collapsed timescale, at the expense of Hero Dice. Expenditure of 1 Hero Dice will reduce one day of normal work to one page. If a device has 7pts effective cost, then it would take 75 days under normal circumstances. At an expenditure of 1 Hero Dice, this may be reduced to 75 pages. Kit-bashing may be used to rush a project to completion. If you are on day 5 of an anti-Skrull product requiring 10 days, and the Skrulls invade, you can complete the project in 5 pages by kit-bashing. If any part of the device is kit-bashed, the entire device suffers the effects of kit-bashing. Kit-bashed devices will succeed on a Mind check of the inventor, but will only operate for 2d6 pages before becoming inoperative (depending on the device - some may be inoperative in particularly spectacular fashions). If the inventor can salvage the pieces, he will receive a bonus on future check rolls to duplicate the device. Hero Dice for kit-bashed devices may be pulled from any sources available to the inventor, including his own fund of

Computers and the programming of robotic NPCs present special problems, and as such are dealt with separately. Such devices are assigned Mind abilities, but possess no creative thought or personality of their own (player character robots are, as always, an exception). The "Mind" ability reflects the amount of information the device has, and the ease with which it may be accessed. Most computers have a restriction of Tough (30/10+). Those with sensitive information have restrictions of Tough (35/12+) or higher. NPC robots have restrictions and inhibitions as listed for their Minds. Information may be taken from a computer with a Computers/Hacking (M) Mind check, Standard (20/7+) check if passwords are known, Heroic (40/15+) check if they are not. Robots and computers may be reprogrammed, again at a Computers/Programming (M) check. Time is equal to the restriction rank (MSH) number in pages. Example: Nightcrawler reprograms a bunch of Arcade's androids to attack Arcade. This takes 10 pages each (Mind 2 which is MSH Good = 10), and requires a Mind check for each robot.

Repairs (p. 69)

See Repairs (SF62). Heroes intent on making repairs may invest in a repair center. The cost of the center is equal to

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Conversion: Marvel Super Heroes to BASH! the effectiveness of the repair center. A repair center of $100/1pt cost may repair at the 1pt level; one of $1,000/2pts cost will repair at the 2pts level. Damaged devices are those that are reduced in abilities because of beings hitting on them. A repair center can restore the device by one point if a Technology/Repair (M) check is made, using the Mind of the repair person. Hero Dice may be added. Effective cost is as for modifications, but time is measured in hours as opposed to days. Example: A Self Propelled Gun made a wrong turn when fighting the Hulk and lost two points of Armor, from 2pts to 1pt. The repair center is of 3pts ability, and the tech on duty has a Mind of 2. The center must restore the 1pt Armor to 2pts. This will take one man 10 minutes for the first, 8 hours for the second. (Time may be reduced by assistance.) Repairs are automatic as long as the points of the center is higher than that of the device. Otherwise a Mind check of the repair person is needed, with failure resulting in the damage being beyond the ability of the shop to repair. Repairs in the field may be made with a Technology/Repair (M) of the repairing character. The Difficulty of damage is equal to the original stat that is trying to be repaired. Field repairs will last for 2d6 hours before shaking loose again (damage reduced to original with an additional 10 Hits of damage). Devices which have had abilities reduced to below 0pts are beyond hope they cannot be repaired. Their materials may be salvaged for use in new inventions along similar lines, with the resulting bonus to the roll for success. Resistance to Emotion Attacks: Mind Shield (1-3pts) Power (SF17). Resistance to Mental Attacks: Mind Shield (1-3pts) Power (SF17). Resistance to Magical Attacks: Mind Shield (1-3pts) Power (SF17). 1pt Power Limitation ([Only Magic]). Resistance to Disease: Resistance (1-5pts) Power (BAM2-6) to Disease. Invulnerability: This is Immunity to one of the above effects. This acts as Armor or Toughness x12 to one specific attack type. 12pts.

Senses (p. 71)


Protected Senses: Toughness (SF26) or Armor (B5) [Only vs. one Sense {-1}]. Enhanced Senses: Keen Senses ({specify}, 1pt). Infravision: Super Senses (Infravision, 2pts). Range: 5 squares. Cosmic Awareness: Clairvoyance (Present [Only Cosmic Beings] 1pt). Individuals with 12pts abilities within 10 miles of the hero will always be noticed by the hero. In addition, making a Mind check with this ability gives +1 on checks against an opponent by finding the weak point in an opponent or structure. Combat Sense: Deflect (1-5pts) Power (B6) plus Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Power (SF18) limited to detecting surprise, and escapology. Computer Links: Telemechanics (SF26).

Appendix A (p 71) .
Resistances (p. 71)
Resistance to Fire and Heat: Toughness or Armor [Only vs. Fire and heat {-1}]. Resistance to Cold: Toughness or Armor [Only vs. Cold {-1}]. Resistance to Electricity: Toughness or Armor [Only vs. Electricity {-1}]. Resistance to Radiation: Toughness or Armor [Only vs. Radiation {-1}]. Resistance to Toxins: Resistance (1-5pts) Power (BAM2-6) to Radiation. Resistance to Corrosives: Toughness (SF26) or Armor (B5) [Only vs. Corrosives {-1}].

Emotion Detection: Empathy (1pt) Power (SF22). Energy Detection: Super Senses (Energy, 2pts). The hero can identify the general type of energy (particles, x-rays, light, exhaust of a nuclear engine, etc.) with Mind ability, and can track the energy trail of that specific type of Mind ability per hour. Faint trails or common types of energy with confusing patterns may require Tough (30/11+) or Heroic (40/15+) Mind checks at the Narrators discretion. Magic Detection: Sense X (X= Magic, 1pt). When magic is in force around the hero, make a Mind check. Failure means failure; check again next page. A Standard (20/7+) success indicates recognition that there is magic in the area, Tough (30/11+) means the individual or individuals involved in the magic, and a Heroic (40/15+) means the type or spell or magic involved. Magnetic Detection: Sense X (X= Magnetics, 1pt).

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Conversion: Marvel Super Heroes to BASH! Mutant Detection: Sense X (X= Mutant Mental Radiation, 1pt) Psionic Detection: Sense X (X= Psionics, 1pt). The hero can detect these abilities only when they are in use, by making a Mind check. Make a check each page the hero is in range of psionic activity until the hero makes the check or psionic activity increases. The check is Standard (20/7+) if the hero is specifically checking for psionic activity, Tough (30/11+) if not paying specific attention. Tracking Ability: Super Senses (Tracking, EC0, 2pts). Make a Mind check to catch the track, but once on the trail, checks should only be required when there is a chance of losing the track. For example, a hero who tracks by sent may have to make another check (perhaps Tough (30/11+) or Heroic (40/15+) ) if the trail leads through a stockyard or perfume plant, while one who tracks by the heat left from his preys footsteps must check when the individual passes through a stream.

Power (SF23) or Tunneling (SF26) power or See Super Speed (B9) or Speed-Wired (SF25). Teleportation: Teleport (EC5, 5pts) Power (B6) and Long Range Teleportation (M71). Each time the hero teleports, make a Mind check. Failure indicates the hero arrives at his or her location, but is disoriented by the experience, and may take no action in the following page. The teleporting hero may carry either all individuals in his square or someone the hero is touching up to his Brawn limitation (this decision must be made when the hero is created). Those carried by the Teleporter must make a Standard (20/7+) Brawn check or be disoriented for 2d6 pages. Those teleported from an area must make a Tough (30/11+) Brawn check or be disoriented for 2d6 pages. If the hero teleports into a solid object (because he was unaware of its presence), make a Brawn check. Failure results in damage equal to x1DM per 10 Soak of the object teleported into. Success indicates another random (Narrator-determined) port, with the hero being unconscious for 2d6 pages. The multiple attacks Power stunt is treated as See Super Speed (B9) or Speed-Wired (SF25) with the 1pt Power Limitation ([Only with Teleportation]).
Levitation: Treat as Fly x1 ({Ax3} spp, 3pts). With the 1pt Power Limitation ([Only Horizontal movement]). Levitation (Fly x1: {Ax3} spp [Only Horizontal Movement] EC2, 2pts) Swimming: Super Swimming (B5) or Aquatic (1-5pts) Power (SF20). Climbing: Clinging (1 Pt) with the 1pt Power Limitation ([Not Upside-Down]). Digging: Tunneling (SF26) power. Dimensional Travel: Extra Dimensional Travel (1-5pts) Power (M71). The hero does this automatically, but must make a Mind check if under pressing conditions (2000 rabid barbarian rabbits are bearing down on the hero). A Mind check is always required if the hero is heading for a particular alternate dimension or universe. Dimensional destinations are created as for Power Stunts (M70). At start, the hero has one dimension or alternate universe to where he can travel. Ability to reach a specific location at a given point is a Heroic (40/15+) Mind check. Returning to a familiar location of the native plane is a Tough (30/11+) Mind check. Hero Dice (SF45) may be added to these checks.

Movement Powers (p. 72)

Flight: Fly (3-5pts, {Ax3/4/5} Power (SF22). Winds (including wind powers) of greater points than the heros Flight level will cause the hero to lose altitude. The hero may gain one additional 26 squares for each 3 squares dropped, and is slowed by 26 squares for each 6 squares climbed. Gliding: Glide (1pt) Power (SF23). The gliding power may be affected by winds, and winds of greater points than the gliders speed may halt, down, or move backward the hero who glides, and will at least reduce the heros speed by as many squares as its points above 0pts. Leaping: Super Jump ({B^2}x10 squares, 2pts) Power (B5), Leap ({Bx4} squares, 2pts) Power (SF24) and Anime Leap Power ({Bx4} squares, 1pt). Wall-Crawling. Clinging (1 Pt). The hero will use the his Brawn check to determine the ability to stick, according to the slipperiness of the surface. Some examples: Ordinary Concrete Very Easy (5/2+) Ordinary Brickwork Very Easy (5/2+) Glass and Steel Standard (20/7+) Steel Alloys Standard (25/9+) Surface Coated with Oil Tough (35/12+) Non-stick Surfaces Heroic (40/14+) Frictionless Surfaces Nigh-Impossible (75/27+) Lightning Speed: See Running (1-5pts) Power (SF24) or Fly x1 ({Ax3} spp, 3pts) or Clinging (1 Pt), Glide (1pt)

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Conversion: Marvel Super Heroes to BASH!

Matter Control Powers (p. 73)


Air Control: Call & Control (Earth, 1-5pts) Power (HR). Fire Control: Call & Control (Fire, 1-5pts) Power (HR).

Earth Control: Call & Control (Earth, 1-5pts) Power (HR).

this power must be touched, and may make a Dodge (Agility) to avoid being converted to that substance. Heroes who take a 1pt Power Enhancement (B4) may affect non-living tissue as well. Animal Transformation Others: : Shape-Shifting (4pts) or Shape-Shifter (5pts) Power (B16/SF25) with the 1pt Power Enhancement (B4) Usable On Others {1} and the 1pt Power Limitation ([Only {specify} Animals]) and the Extended Duration x2: 1 hour {2}. A target of this power must be touched, and may make a Dodge (Agility) to avoid being converted to that substance. Heroes with inborn powers retain these powers in their new form (transform Cyclops into a puppy and you have a puppy with 3pts Special Attack).

Water Control: Call & Control (Water, 1-5pts) Power (HR). Weather Control: Call & Control (Weather, 1-5pts) Power (HR). Lower Temperature, causing those in the Call & Controls radius to be -1 on checks and materials to be reduced by -1pt (10 Hits and 10 Soak) in material strength. Raise Temperature, causing those in the Call & Controls Radius to be -1pt on checks. If Call & Control level is higher than Brawn, target must make a Brawn check to avoid heat prostration (unconscious 2d6 pages).

Energy Controls (p. 75)

Animate Objects: Summoning/Animation (1-5pts) Power (M70). Density Manipulation Others: Treat as Growing/Shrinking with the Usable on Others Power Enhancement (B4). Density Reduction: Shrinking, Usable On Others {1}, [Only Density]. For Shrinking, Density is the Agility and Knockback modifiers. This may be Linked {1} to Ghost Form (3pts). This affected individual may not phase (1pt Power Limitation), but may be affected by winds of 2pts or greater (11-20 mph). This effect lasts for 2d6 pages, and the affected individual will be reinstated to his original state after this time. Density Increase: Treat this as Growing, Usable On Others {1}, [Only Density] or For Growing, Density is the Hits, Soak and Dodge modifications. The affected individual increases in density (and therefore mass) without the increased strength in the limbs and other structures required to move that mass. Each page, make a Brawn check (Difficulty determined by level of Growing used) or the character becomes unconscious. Upon becoming unconscious, make a second Brawn check or the affected individual becomes to lose Hits at a rate of 1 per page, until another Brawn check halts the process. Performing any physical action while under the effects of this power require a Brawn check. The effects of this manipulation last for 2d6 pages after being applied. Body Transformation Others: Shape-Shifting (4pts) or Shape-Shifter (5pts) Power (B16/SF25) with the 1pt Power Enhancement (B4) Usable On Others {1} and the 1pt Power Limitation ([Only {specify} Material]) and the Extended Duration x2: 1 hour {2}. A target of

Magnetic Manipulation: Treat as Telekinesis with the 1pt Power Limitation ([Only Metal]). Flight as Fly (3-5pts, {Ax3/4/5} Power (SF22) Shocking Touch as Damage Aura (1-5pts) Power (M70). Scrambling non-sentient machinery is treat as an EMP Cannon (SF37) Special Attack. Magnetic Field Detection as Sense X (X= {specify}, 1pt) Electrical Manipulation: Treat as Resistance (1-5pts) Power (BAM2-6). Healing damage as Healing (1-5pts) Power (SF23). Absorbing electrical damage as See Armor (B5). Acting as a conductor between a power source and a target, as if Resistance (1-5pts) Power (BAM2-6). Moving along power lines as Flight with a 1pt Power Limitation ([Only through Power Lines]). Storing energy within itself and delivering a shocking touch as a Damage Aura (1-5pts) Power (M70) Light Manipulation: Treat as Daze Power (B13/SF22). Darken (Confusion (SF21) Power) or intensify light. Create Illusions as Illusion (1-5pts) Power (B7) with a 1pt Power Limitation ([Only Light]). Hypnosis as Suggestion (1pt) Power (B14) or Mind Control (5pts) Power (SF24). Create a concentrated, modulated blast of light as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6).

Sound Manipulation: Treat as Nullify (1-5pts) Power (BAM2-4) with a 1pt Power Limitation ([Only Sound]).

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Conversion: Marvel Super Heroes to BASH!

Darkforce Manipulation: Treat the power stunts as follows:


Flight as Flight (1-5pts) Power (B4) or Fly (3-5pts, {Ax3/4/5} Power (SF22) Darkforce Distance Weapon as Electro/Pyro/CryoKinesis (SF22) power or Special Attack (B6) Create of specific shapes of Darkforce as Conjuration (1-5pts) Power (M70) Teleportation as Teleportation (5pts, B5) Power or Extra Dimensional Travel (1-5pts) Power (M71) Create Darkness as Confusion (SF21) Power

Gravity Manipulation: Treat as Call & Control (Gravity, 15pts) Power (HR) or Boost (BAM2-4) and Weaken (BAM24) powers with the 1pt Power Limitation ([Only Gravity]) and treat the results as SF51. Flight as Flight (1-5pts) Power (B4) or Fly (3-5pts, {Ax3/4/5} Power (SF22) Levitation as Hovering (2pts) Power (SF23) or flight with a 1pt Power Limitation ([Only Vertical]) Levitation of others as Flight (1-5pts) Power (B4) or Fly (3-5pts, {Ax3/4/5} Power (SF22) Usable On Others {1}. Reduction of weight (not mass) as Shrinking (13pts) Power (B9) Usable On Others {1} with an (Only Weigh or Knockback effects). This is a 1pt Power Limitation. Increase of Weight, treat as Growing (2-4pts) Power (B9) Usable On Others {1} with the 1pt Power Limitation ([Only Weight or Dodge modifiers]). This power lasts as long as the hero concentrates (if the power is inborn) or 5 pages (if the power is the result of technology or a spell). Probability Manipulation: A hero with manipulation powers must make a 2d6 roll: 2-6 7-10 11-12 Bad Luck Good Luck May manipulate both types

No Hero Dice may be gained in any encounter using this power. All associates of the individual (teammates, etc.) suffer the effects of Bad Luck. Check this with a Mind check rolled every week or so, secretly. This effect will disappear if the individuals stay away from the teammate for about a week. The Narrator keeps track of every Good and Bad affected roil (bad for opponents is good for the hero). The Narrator, if he finds an imbalance, may ask for any critical die roll to be Good or Bad to balance things up (no more than once per hour). The Narrator chooses which die rolls to modify.

Good Luck may only affect the hero with the Power. This is treat as Dumb Luck {1}, Usable On Others {1} and may buy reversed Extended Duration (HR) to increase the number of times they may use it from once per issue to once per minute (5pts), hour (4pts), day (3pts), week (2pts) or month (1pt).

Nullifying Power: Treat as Nullify (1-5pts) Power (BAM2-4). Those affected must make a Brawn check against the Mind or Brawn of the user (chosen when the power is bought) or lose those inborn abilities as long as the hero is in range (touch or Radius can be purchased), or for 2d6 pages.
Energy Reflection: Any attack of that energy up to 8pts inflicts no damage on the character. The attack may be reflected (1pt Power Enhancement (B4), plus the 1pt Power Limitation ([Only Energy])) in the page it occurs against the attacker or another target within range (purchased as for Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6)). The hero reflecting the attack makes an attack roll to determine if the reflection hits its target. A hero does not gain Villain Dice from the results of a reflected attack. If the hero is attacked with more than 8pts damage (x8DM/8d6), the hero will reflect x8DM/8d6 points of that damage elsewhere, and take the remainder. This total cost for this power is 8pts plus whatever Range is purchased. Time Control: Time control is a powerful Power. Should the hero choose it, it will count as 2pts per level, and the hero will receive an automatic Limitation from the Narrator (who is encouraged to be fiendish in this matter). Time Control allows the character to perform Power Stunts involving time, as limited by the laws of the Marvel Universe. Each Power Stunt must be gained separately, and the hero starts with 1 Power Stunt initially. Such stunts include: Speeding up time surrounding the hero, permitting him See Super Speed (B9) or Speed-Wired (SF25) of this level. Slowing down time for all within his purchased Radius, allowing the hero See Super Speed (B9) or Speed-Wired (SF25) of this level. Slowing down the time for an injured, dying, or poisoned character. One page passes for the

An individual with Bad luck power treats as Cursed {1}, Usable On Others {1} and may buy reversed Extended Duration (HR) to increase the number of times they may use it from once per issue to once per minute (5pts), hour (4pts), day (3pts), week (2pts) or month (1pt). Given the potential power of heroes using the manipulation powers to further alter the roll, a limitation to this power must be taken by the character. This limitation may be any one of the following, or may be one devised by the Narrator. Affects all targets in the same Radius: 26 squares {1}. Only operates on checks involving non-living things.

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Conversion: Marvel Super Heroes to BASH! character so affected as the time (BASH Time) pass for the others (if used in combat, treat as See Super Speed (B9) or Speed-Wired (SF25) as noted above). Traveling in Time: Treat as Time Travel (M71) Summoning Duplicates: Treat as Duplication (1-3 pts, single clone, 4 clones, 9 clones) Power (B8). These duplicates may not use Time Control abilities of their own. Death of a duplicate is considered to be death of a character, and though the original may be unharmed, Villain Dice is gained. barrier and throw the individual into a subatomic "Microverse" (see Microverses in the Judges Book). Further reductions are apparently not possible once in the Microverse.
Ability Rank Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Points 6 48 24 12 Time ignore Dog Size (Shrinking x1: Size -1, x1/2 Size and Lifting, +1 Agility, x2KB, EC1, 1pt) Cat Size (Shrinking x2: Size -2, x1/4 Size and Lifting, +2 Agility, x4KB, EC2, 2pts) Squirrel Sized (Shrinking x3: Size -3 x1/8 Size and Lifting, +3 Agility, x8KB, EC3, 3pts)

Body Controls (p. 77)

Good (10/8-15) Excellent (20/1625) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/4662) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126175) Shift Y (200/176350) Shift (500/351+) Class (1000) Class (3000) Class (5000) Beyond 5000 3000 1000 Z

6 3

Rat Sized (Shrinking x4: Size -4, x1/16 Lifting, +4 Agility, x16KB, 4pts) Mouse Sized (Shrinking x5: Size -5, x1/32 Size and Lifting, +5 Agility, x32KB, EC5, 5pts)

Growth: See Growing (2-4pts) Power (B9). Finally, the hero with this Power may choose (as a 1pt Limitation) to have the Power always in effect.
Ability Rank Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent 25) Remarkable (30/26-36) Incredible (40/3645) Amazing 62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126175) Shift Y (200/176350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond 100 200 600 1,000 1,000+ 50 40 30 25 (50/4622 20 18 (20/16Size (ft) 6 8 10 12 14 16 BASH Equivalent None Large Advantage Large Advantage Growing x1 (Size 1, +20 Hits, +5 {Soak ?}, -1 Dodge, 2pts) Growing x2 (Size 2, +40 Hits, +10 Soak {Soak ?}, -2 Dodge, 3pts) Growing x2 (Size 2, +40 Hits, +10 Soak {Soak ?}, -2 Dodge, 3pts) Growing x2 (Size 2, +40 Hits, +10 Soak {Soak ?}, -2 Dodge, 3pts) Growing x2 (Size 2, +40 Hits, +10 Soak {Soak ?}, -2 Dodge, 3pts) Growing x2 (Size 2, +40 Hits, +10 Soak {Soak ?}, -2 Dodge, 3pts) Growing x3 (Size 3, +80 Hits, +15 {Soak ?}, -4 Dodge, 4pts) Growing x3 (Size 3, +80 Hits, +15 {Soak ?}, -4 Dodge, 4pts) Growing x3 (Size 3, +80 Hits, +15 {Soak ?}, -4 Dodge, 4pts) Growing x4 (Size 4, +160 Hits, +20 {Soak ?}, -8 Dodge, 5pts) Growing x5 (Size 5, +320 Hits, +25 Soak {Soak ?}, -16 Dodge, 6pts) Growing x6 (Size 6, +640 Hits, +30 Soak {Soak ?}, -32 Dodge, 7pts) Growing x7 (Size 7, +1280 Hits, +35 Soak {Soak ?}, -64 Dodge, 8pts) Growing x8 (Size 8, +2560 Hits, +40 Soak {Soak ?}, -128 Dodge, 9pts) Growing x9 (Size 9, +5120 Hits, +50 Soak {Soak ?}, -256 Dodge, 10pts)

Bird Sized (Shrinking x6: Size -6, x1/64 Size and Lifting, +6 Agility, x64KB, EC6, 6pts)

0.5

Bug Sized (Shrinking x7: Size -7, x1/128 Size and Lifting, +7 Agility, x128KB, EC7, 7pts)

0.25

Cell Sized (Shrinking x8: Size -8, x1/512 Size and Lifting, +8 Agility, x256KB, EC8, 8pts)

0.1

Microscopic Sized (Shrinking x9: Size -9, x1/512 Size and Lifting, +9 Agility, x512KB, EC9, 9pts)

0.01

Subatomic Sized (Shrinking x10: Size -10, x1/1024 Size and Lifting, +10 Agility, x1024KB, EC10, 10pts) Special Special Special Special Special Special Special

Shrinking: See Shrinking (1-3pts) Power (B9). Power always in effect. Shrinking Power in Shift X capability, or multiple shifts that reduce the individual's size below one ten-thousandth of original size, cross the Pym

Density Manipulation Self: This is a combination of Growing (2-4pts) Power (B9), Shrinking (1-3pts) Power (B9) and Ghost-Form (2pts for liquid, 3pts for energy/gas) Power (SF23). Both Growing and Shrinking can have the 1pt Power Limitation ([Only Density]). For Growing this is the Hits, Soak and Dodge modifications. For Shrinking, Density is the Agility and Knockback modifiers.

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Conversion: Marvel Super Heroes to BASH! A high density may slow the character down. If the density of the character is higher than the individual's Brawn, Agility suffer a -1 penalty. One Power Stunt developed by density manipulators is to solidify inside a target. Solidifying inside a non-living object will result in possible damage to the object. Treat the character's Power level as Brawn to determine the check needed (if any) against the material strength. Disrupting the material will result in damage to the hero equal to the material strength (each 10 Soak = x1DM) of the target. This Power Stunt may also be applied against living targets. In this case, make a check against the Brawn of the target. If the target makes a successful check, no damage is inflicted. If the target fails, the target takes damage equal to the Power level (as Special Attack) and must make a second Brawn check to avoid losing consciousness. Phasing: Treat as Ghost-Form (2pts for liquid, 3pts for energy/gas) Power (SF23). The hero may pass through other objects if the Mind exceeds the Soak/10 of the object, and may pass through force fields of lower Hits/20 by making a Standard (20/7+) Mind check roll. The phasing individual may not pass through materials of greater material strength (Hits/20), or force fields of equal or greater Hits/20 than the hero's Mind. While the hero cannot be affected by physical attacks during a page, the hero may similarly not make physical attacks, with one major exception, which is treated as a Power Stunt (M70). Phasing has a detrimental effect on electronic devices. Phasing through such a device (like a computer) will cause a malfunction. In affecting robotic beings or hi-tech heroes, use the hero's Brawn (for robots) or Mind (for equipment) to determine the effects. Failure of an Brawn or Mind check results in the loss of an amount of Hits equal to the Mind of the phasing character. To otherwise attack, the hero may phase in. strike, and then phase back out (depending on Priority, this may take three panels). The effect on electrical items is considered a Power Stunt. Other Power Stunts include: Imitation: This is a 1pt Power Enhancement (B4) to ShapeShifting. Not the sincerest form of flattery, but a specialized form of Shape-shifting that allows the hero to duplicate the appearance of other humanoid forms, up to the limits of Shape-shifting (half-again or half of original sire). The character with Imitation may duplicate the appearance, voice, and mannerisms (but not Powers, Talents. or abilities) of a specific individual. The hero must have seen the individual previously for a sufficient period to duplicate him. The success of the imitation is determined by a Mind check, against the Mind of the person being fooled. Body Transformation Self: Treat as Mimic (3pts) Power (SF24). The character that is in this state gains Armor equal to the Soak of the material. In addition. the character gains any special functions of that material. Examples include:

Becoming water of another liquid allows that character to move as a liquid through tight spaces, pipes, etc. (Ghost-Form/Liquid) Lodestone makes the character magnetically attractive. Becoming Vibranium bestows the Powers of that substance. Becoming Adamantium grants Toughness x12 (+140 Soak {Soak ?} 12pts). Becoming a vapor or gas (Ghost Form/gas) allows the character to fly (Hovering ({Agility x 5} squares per panel, 2pts), but makes him particularly vulnerable to wind and air control attacks (x2 for effect). The character retains control over his consciousness. Becoming an energy state grants the Powers of that energy state. Energy states include fire, cold, X-rays, radio waves, or other radiation.

Phasing in part of the body, allowing the remainder to remain out of phase or vice versa (always a Heroic (40/15+) Mind check).

The hero gains an additional +1 pt if he confines his body transformation to one state: solid, liquid, gas, or energy, The hero gains an additional +1pt (for a +2pts as two Power Limitations at start) if he limits himself to a particular type of matter or energy (granite, water, knockout gas, or heat energy). A hero who is damaged while in transformed state takes damage as normal. but if destroyed in this form may reintegrate if any Hits remains. (Conversely. if dropped to 0 Hits, the character could not reintegrate until some of the damage healed naturally or from outside influence.) The pieces may integrate only if within one 1 square. Animal Transformation Self: Treat as Shape-Shifting (4pts) or Shape-Shifter (5pts) Power (B16/SF25) with a 1pt Power Limitation ([Only Animals]). Raise Lowest Ability: ignore. Blending: This is Invisibility: 1pt. (Only affects you) Power (B7) with a 1pt Power Limitation ([Only Blended]). The hero has the ability to change his shade to blend in with his surroundings, and has in effect a specialized form of Invisibility. The hero (and his uniform, if made of unstable molecules) are hidden, and will not be detected until the

Invisibility: Invisibility: 1,3,5 Pts. (Only affects you) Power (B7). Plasticity: Treat as Toughness (SF26) or Armor (B5) [Only vs. corrosives {-1}]. In addition, the hero with this Power may develop Power Stunts: Elongation: Treat as Stretching (1-5 Pts) Power (B9). Shape-Shifting: Shape-Shifting (4pts) or Shape-Shifter (5pts) Power (B16/SF25). The degree of success of the shape change is determined by a Mind check against the investigating creature's Mind.

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Conversion: Marvel Super Heroes to BASH! character moves or acts. Should a hero choose a limitation (such as the Power only works on night, or only in forests). the Power is raised +2pts, as opposed to the standard +1pt Power Limitation. Power Absorption: Treat as Copycat (2-10pts) Power (BAM2-6) Linked {1} to Nullify of double the amount of the Copycat (therefore if you have Copycat x6, which allows you to have 3pts of power copied, you must have Nullify x3). The character must touch the target in order to gain those abilities, and the target may make a Mind or Brawn check to avoid the effect. The type of FEAT is determined by the player when the character is created (that is, not on a case by case basis). If a Power or ability is of a higher points (a character with 2pts of Copycat tries to grab Thor's 8pts Brawn). then the hero making the attempt must make a successful Mind check or be knocked out by the backlash for 2d6 rounds and would only gain 2pts Brawn in the process. While the Power-absorbing hero has the Power or ability of another, the character from whom he took it cannot use it (if the character it was stolen from had a higher points than the points of the Power thief, that ability is reduced by that amount). Characters with basic abilities reduced to below 0pts are unconscious for 2d6 pages. There are a number of 1pt Limitations that may be assumed with this Power. including:

Distance Attacks (p. 80)

Projectile Missile: Treat as Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6). Ensnaring Missile: Treat as Immobilization (1-5pts) Power (B6). This Power may be increased in Power rank by accepting any one of a number of limitations:

Ensnarement wears off after 2d6 pages Ensnarement weakens by -5/-1 Difficulty each page Ensnarement has a limited number of Charges (as Ammo Power Limitation)

Ice Generation: Treat as Cryo-Kinesis (1-5pts) Power (SF22). The hero may develop other Power Stunts as play progresses. These include:

Only functions on Powers Only functions on Skills Only functions on Stats Takes memories as well, but if target's Mind is higher than the hero's, the hero must make a Mind check to determine who controls the hero's mind (1pt Power Enhancement (B4)). Transfer may be permanent (3pts Power Enhancement (B4)). Permanent transfer results in Hero Dice immediately converting to Villain Dice and an additional 1 Villain Dice gain, and effects of memories as noted in the above example, regardless of the target's Mind (this occurred to Rogue, with the result that in periods of stress, Carol Danvers' personality comes to the fore).

Alter Ego: Treat as a Normal (B14) Disadvantage. Skills may remain the same for hero and alter ego. Hero Dice are gained and lost separately by the hero and the alter ego; they cannot spend Hero Dice from each other. Transformation from alter ego to hero is immediate. if the hero chooses a limitation, such as the transformation takes 2d6 pages, requires a specific item, then this can be treated as both the Normal Disadvantage and a Negating Weakness (B4).

Entrap others in ice (Immobilization (1-5pts) Power (B6).) Give the hero Toughness (SF26) or Armor (B5). The armor is a thin casing of ice, and as such is vulnerable to fire (fire attacks are x2 damage). Create columns, walls, and other shapes (Conjuration (1-5pts) Power (M70)). Create ramps of ice that allow the hero to "skate" (Running (1-5pts) Power (B5/SF24)). This does not give the hero the effects of Super Speed (he cannot make quick turns and stops), but it properly supported, a ramp can rise 6 squares per page. These ice ramps are not permanent, and their melting may result in damage of the surrounding area (with appropriate Hero Dice toss). Create slick spots of Daze, Confusion or Immobilization slipperiness. Project waves of cold as opposed to ice. The cold is treated as Weaken (1-5pts) Power (BAM2-4). This cold may also be used to offset heat damage. Absorb cold and ice (effectively melting the latter) with Nullify (1-5pts) Power (BAM2-4) and capacity. Were a hero to absorb 7pts cold in her Radius with a 6pts Nullify Cold, then 1pt of cold would get through.

Fire Generation: treat as Pyrokinesis (1-5pts) Power (SF22). Like ice generation, creation of large amounts of flame may damage the surrounding area in a fashion that leads to loss of Hero Dice. Other stunts may be developed. Create a flaming shield (Damage Aura (1-5pts) Power (M70)). Body transformation into fire (Ghost-Form (2pts for liquid, 3pts for energy/gas) Power (SF23)). This body transformation grants Damage Aura (1-5pts) Power (M70), as well as Flight (1-5pts) Power (B4) or Fly (3-5pts, {Ax3/4/5} Power (SF22).

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Conversion: Marvel Super Heroes to BASH!

Create flaming images as Illusion (1-5pts) Power (B7). These images include duplicates of the flaming form, as well as fire writing in the sky. Control other forms of fire as Call & Control ({specify}, 1-5pts) Power (HR). Absorb fire and heat as Nullify (1-5pts) Power (BAM2-4). Project heat as Weaken (1-5pts) Power (BAM2-4). The heat projected causes discomfort on all in the area of effect.

Nullifier Missile: The hero with this type of attack inflicts no damage, but may nullify inborn or technological Powers (one or the other) with the Nullify (1-5pts) Power (BAM2-4). The effects of this nullification last for only as long as the hero concentrates. He can concentrate on only a single target within range at a time. Each page, the target may make a Mind check (for inborn) or Mind check (for hi-tech) against the Power to evade its effects. Darkforce Generation: The character with this Power may summon the effects of the Darkforce for use as a weapon and for developing Power Stunts. The Darkforce is treated as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6). The character with Darkforce Generation may develop the following additional Power Stunt: Create Darkness: By allowing the Darkforce into this dimension, the hero can block out up to Radius simultaneously with darkness (treat as Confusion (SF21) Power). Normal vision is reduced to less than a foot, and those with Infravision, special senses that permit seeing in the dark, or light-Powers must make a Mind check against the darkness to use those Powers.

Energy Generation: The hero with this Power can fire bolts of force that inflict Energy-type damage as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6). Sound Generation: The hero with this Power can make sonic attacks as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6). Other Power Stunts may be developed using this Power: A wide-band attack that affects all in a given area (see Line in BAM2-3). A Stunning attack that affects a single target (or, if possessed, multiple targets), as a 1pt Power Limitation ([Only Stun Damage]). The target must make an Brawn check or become unconscious for 2d6 pages. Flight as Flight (1-5pts) Power (B4) or Fly (35pts, {Ax3/4/5} Power (SF22) or Glide (1pt) Power (SF23) Creation of sonic walls (as Force Field (1-5pts) Power (SF22) or Conjuration (1-5pts) Power (M70). Absorbing sound as Nullify (1-5pts) Power (BAM2-4), reducing other sonic attacks by that amount. Creating holographic illusions as Illusion (15pts) Power (B7). Stunning Missile: The hero possesses a weapon, energy bolt, or Power that either inflicts Stun damage as a 1pt Power Limitation ([Only Stun Damage]). Corrosive Missile: The hero has some form of corrosive, acidic, or matter-hostile attack that inflicts damage over a long period of time. A corrosive attack acts like Continual Damage (1-5pts) Power (B5). Damage may be halted by washing the exposed material or area. Corrosive attacks may also affect materials and Armor. Corrosive attacks must hit the target, and as such have no effect on Force Fields and the like. Slashing Missile: The hero with this form of weapon acts as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6).

Mental Powers (p. 81)

Mental Powers are very valuable in that they have little visible effect, and the hero who is the source is often undetectable. Their disadvantage is that widespread and indiscriminate use results in a loss of Hero Dice. Ultimate Skill: Treat as Exemplary (2pts) power (SF16). Telepathy: The hero with Telepathic Power may establish mind-to-mind communication between himself and other individuals as Telepathy (Range 10 squares, 3pts) Power (B8). The hero attempting to make telepathic contact must make a Mind check. Contact is automatic with willing targets and unwilling targets who have a lower Mind than the hero's. Targets of equal Mind require a Tough (30/11+) check, and those with mental Powers or some form of psionic screening a Heroic (40/15+) check. Individuals with a higher Psyche who are unwilling to be contacted telepathically are Nigh-Impossible (50/15+) checks. Characters with telepathy may develop Power Stunts, including:

Using the telepathic "push" as a bolt of mental force as a Mental Attack (see Combat Rules (SF45). Linking the minds of a team, so that all team members are aware of each other's actions. Non-verbal orders may be passed, and all characters are considered to have the Mind of the telepath. Performing a mental probe as a 1pt Power

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Conversion: Marvel Super Heroes to BASH!

Enhancement (B4) Image Generation: The hero with this Power may create vivid mental images as Illusion (1-5pts) Power (B7). Heroes with Image Generation may cast their illusions within the Radius, but must be in line of sight of these illusions. Targets must make an Mind check against the illusion (the Mind of the caster). Targets only gain a check roll if the players running those characters decide that the images are false. Illusions will last as long as the hero concentrates on them. Illusions inflict no intrinsic damage, but if they are believed, the characters that believe them will take imaginary damage, with apparent "death" resulting in unconsciousness for 2d6 pages. Telekinesis: This Power allows the hero to lift objects as Telekinesis, Telekinetic Crush, Telekinetic Push, etc. (SF25). A character with telekinesis may develop various Power Stunts: Flight for self and others as Flight (1-5pts) Power (B4) or Fly (3-5pts, {Ax3/4/5} Power (SF22). A Telekinetic Force Field (really a stiffening of the air) as Force Field (1-5pts) Power (SF22). Telekinetic Force Bolts as Electro/Pyro/CryoKinesis (SF22) power or Special Attack (B6).
Items that are wielded telekinetically attack as if wielded or thrown by someone with Brawn equivalent to the Telekinesis, Telekinetic Crush, Telekinetic Push, etc. (SF25).

lose gain more Villain Dice as a limitation by which they can raise this Power.) If Hero Dice/Villain Dice are gained or lost as a result of the actions of a mindcontrolled character, that gain or loss is ascribed to the hero, as if the mind-controlling hero had performed the action himself. Emotion Control: Emotion Control is a related form of Mind Control that acts upon the subconscious fears and attractions to produce the required results. This is a 1pt Power Limitation ([Only Emotions]). Targets of an Emotion Control attack must be within 10 squares as the character with this Power, and may make an Mind check to avoid the effects, which have a duration of 20-120 pages after the initial attack. The effects must diminish before another "dose" of Emotion Control may be applied. Robots and nonhuman alien beings are immune to the effects of Emotion Control. Only one type of emotion may be instilled in a target at a time. The character with this Power may modify any emotions, but gains a +1pt if he chooses to modify one emotion exclusively Such a character is extremely powerful, but may not develop other types of Emotion Control as Power Stunts. The types of emotions that may be instilled and manipulated include: Respect -- The target treats an individual as a Friendly Contact. Love -- The target is devoted to the individual, to the point of endangering his own life in the other's behalf. Fear -- The target is filled with fear, of an object, a person, or a situation. The target will flee as quickly as possible, and only attack if backed into a corner. Hatred -- The target is instilled with a great hatred, particularly for former friends and allies. The target will attack his former friends. Loyalty -- The target will follow the individual's orders without question, cheerfully providing all necessary information and aid as if to a long-time friend and ally. Doubt -- The target is unsure of his actions. Mind is considered to be a 2 for purposes of actions. Pleasure -- The target feels incredibly good and non-hostile. The feeling is so overwhelming that the character cannot do anything but sit contentedly for 2d6 pages, and for the remainder of the duration of the Emotion Control is Friendly to the hero with this Power.
A character under Emotion Control may gain additional chances to break the control if placed in a Villain Dice gaining situation, similar to breaking the Mind Control Power.

Mind Control: See Mind Control (5pts) Power (SF24). The target may make a Mind check to avoid this effect against the Mind of wielder. If that check fails, the conscious actions of the character are controlled. The target has no memory of the period he is under control. The attacker and target must be within 10 squares initially to effect Mind Control, though the target and attacker may be separated by miles afterwards. The victim of a successful Mind Control gains an additional Mind check roll each time he is placed in a Villain Dice-gaining situation. No Hero Dice may be added to any checks while under the control of another, including this one. An additional Mind check is gained if the victim is placed in a life-threatening situation (that is, the situation threatens the victim). Hero Dice may be added to this roll. Controlling another mind is the psychic equivalent of breaking and entering. The hero gains 1 Villain Dice whenever this Power is used. (Heroes may choose to

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Conversion: Marvel Super Heroes to BASH! Force Field Generation: Treat as Force Field (1-5pts) Power (SF22). The failure of a projected force field results in the force field coming down, but those inside are unharmed by that attack. The wielder of the force field must make a Mind check roll against the damage of the attack or become unconscious for 2d6 pages. A force field is most effective against energy attacks, less effective against all others. Treat the amount of protection against other terms of attack at 1 point less than the listed rank number. This is a 1pt Power Limitation ([Better against Energy]). Force Field Generation may be used for Power Stunts only if the force field is projected (has a Radius). Personal force fields cannot be used for Power Stunts. Power Stunts using a projected force field include: Communication with animals is considered automatic with these Powers, and Sidekicks/Companions are considered always Friendly. Otherwise animal reactions are Neutral to Hostile. Communication with Hostile animals is chancy at best. The Power level reflects the ability of the hero to control the actions of the animal in question, Make a Mind Check for any requests the hero makes of the animals. Failure indicates the animal may turn on the controller. Animals which are Sidekicks/Companions (always friendly) never turn on the controller. Mechanical intuition: Treat as See Gadgeteer Advantage (B13) or Techno-Wizard Advantage (SF11) Empathy: Treat as Empathy (1pt) Power (SF22). Animal Empathy: Treat as Empathy (1pt) Power (SF22) with a 1pt Power Limitation ([Only Animals]). The hero with this Power may detect and influence the surf ace emotions of the animal involved, and instill in it fear, hunger, affection, exhaustion, or other emotions on a successful Mind check. Psi-Screen: treat as Mind Shield (1-3pts) Power (SF17). This Power differs from the Mundane Power of the same name in that it may be extended over a number of targets to attempt to protect others from attacks if Radius is purchased. Also, the attacker will be aware of the protector's mental presence. Mental Probe: This Power is a specific 1pt Power Enhancement (B4) of Telepathy. A Mental Probe is a search for a specific image in the mind of the target. The hero with this Power must state what she is looking for before beginning the scan. The target makes a Mind check to resist the effects of a Mental Probe. If successful, the mind may not be probed again for 24 hours. In either case, the target must make a second Mind check. This FEAT determines if the Psyche is at -1pt for the next 24 hours as well. (Psychic interrogators may try again just at the 24 hour mark, when the mind is capable of being probed but before the Psyche returns to normal.) Animate Drawings: Treat as Summoning/Animation (1-5pts) Power (M70) with a 1pt Power Limitation ([Only Drawings]). A character may attempt to animate any drawing, even one of his own creation. or animate a specific type or class of object. In the latter case, a 1pt Power Limitation ([Only Own Creations]) is initially given, though the character loses the ability to animate other drawings (an example of this would be Tarot of the Hellions, who draws her animated figures from a Tarot deck). Animated figures last for 2d6 pages, the actual amount of time determined secretly by the Narrator. They dissipate at that time, return to their original location, and may not be animated again for 24 hours. The figures also dissipate if they are destroyed or reduced to 0 Hits.

Force missiles as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6). Forming a "cushion" of invisible force. resilient enough to absorb up to its Hits in damage from a fall or crash for all those involved. Enhanced movement. by means of forming a column of force and allowing it to topple and elongate in a given direction. The ability may rise a number of squares per panel equal to the level as Hovering (2pts) Power (SF23) or Flight (1-5pts) Power (B4) or Fly (3-5pts, {Ax3/4/5} Power (SF22) at a maximum of 27 spp ground. Entrap others in the force field, as if protecting one's self, as Immobilization (15pts) Power (B6). Make a Wrestling (SF47) attack up to the Force Fields range away (use Power level as Brawn for determining success.). Create a bubble of force inside a small opening and expand it to inflict damage as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6) avoiding the effects of Armor resulting from battle suits (as Pierce Armor {3}). The suit must have some opening, and this would not be recommended against living targets.

Animal Communication and Control: Treat as Call & Control (Animals, 1-5pts) Power (HR). The hero gains a +1pt if she chooses to influence only a particular type (or class), such as sea life or birds. This is increased to +2pts if she narrows it further. to a particular class or family such as bonyskeletoned fishes or falcons. Choosing to influence a specific animal (Chucky the Falcon, or Leo the Lionfish) gives the hero a Sidekick/Companion Advantage. A character who selects one of these limitations may also converse with animals that are one step more general, but no further, as a 1pt Power Enhancement (B4). The character with Chucky the Falcon can also converse with falcons in general, at 1pt (Omni-Linguist ([Only Falcons] 1pt), but not with birds that are not falcons.

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Conversion: Marvel Super Heroes to BASH! Possession: Treat as Possession (5pts) Power (B8). The target may make a Mind check to avoid the Possession. A character who is possessed neither gains Villain Dice nor lose Hero Dice when being possessed, though she may suffer from losses of reputation while her body performs actions that are not heroic in nature. The character may make a Mind check to escape if placed in a life-threatening situation. The character possessing another may spend her own Hero Dice (but not the Hero Dice of the possessed character) to influence actions. Transferral: This is a 1pt Power Enhancement (B4) on Mind Control (5pts) Power (SF24). Transferral is the ultimate form of Possession, in that it allows the complete transferral of consciousness with a target within 10 squares. Transferral always needs a Heroic (40/15+) Mind check to succeed. and may be performed against creatures with higher Psyches, those with Mental Powers, and alien beings or robots. If the transfer fails. the attacker is unconscious for 2d6 pages, and may not attempt again for one day. When characters transfer consciousness, they also trade the mental abilities, Powers, and Skills. They do not trade physical abilities or Powers, nor do they trade reputation, Contacts, or Resources. The character performing the transferral also trades Hero Dice amounts with the target. Astral Projection: This is considered Ghost-Form (2pts for liquid, 3pts for energy/gas) Power (SF23) Linked {1} to Extra Dimensional Travel (1-5pts) Power (M71). The hero with this Power may cause his or her astral form to leave the body (as a 1pt Power Limitation ([Leaves Body Behind])) and travel elsewhere, either in this dimension, or entering other dimensions. The range of astral travel is determined by the level of the Extra Dimensional Travel (1-5pts) Power (M71). Astral Projection (Ghost-Form: energy {3}, Linked {1} to Extra Dimensional Travel x1 {1} [Leaves Body Behind] EC4, 4pts) The character in astral form may observe actions in the "normal" world, but may not be detected by normal means (Astral detection and Telepathy will reveal the presence of the astral intruder). The character may not use his other abilities in the Astral form against non-astral targets. An astral character is not affected by non-telepathic objects or forms of attack, but may be affected by Mental Powers (those listed under the Mental Powers table, including Force Fields). The astral character may phase through solid objects without damaging either character or object. While the astral form is separate, the body is immobile, in a trance (1pt Power Limitation). Damage to the body will be known to the astral traveler if it is in this dimension, and it is possible for the body to perish while the astral form is away. Characters whose bodies have perished are trapped in astral form. Locating a specific dimension is a Mind check. In this dimension, the astral character moves up to the limit of his or her range in a single page. Characters with Astral Projection may also detect the astral as a Power Stunt (M70), and two characters in astral form will be able to see each other. Psionic Attack: This Power gives the hero the ability to project psionic force blasts at Power rank range and Intensity. This is a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6) with a 1pt Power Enhancement (B4). The target of this attack must make a successful Psyche FEAT or be knocked unconscious for 2d6 pages. Force Field's operate against psionic attack. Precognition: See Clairvoyance (future, 1pt) Power (SF21). In game terms, Precognition allows the character to scan these alternative futures (if they have the Future version of Clairvoyance) up to a week in advance and choose from them an image that may or not come true, and use that information to form his own decisions. No farther than a week in the future may be scanned in this fashion. Precognition may not be used more than once a day. In addition, the character with Precognition must choose a 1pt Limitation to that Power. Suggestions include: Power is intermittent -- the Narrator chooses when the images appear and what they say. (OK this with the Narrator ; it's a lot of work for him.) Power only works on people, and the person must be in contact with the precog. Power only works on objects, and the hero must be holding or using the object to read its future. Power is extremely realistic in its manifestation. The Narrator presents the reading in such a fashion that the player can act and interact, but it has no effect on the outside world (the hero's friends will see the character shudder, shiver, talk, and use his Powers as he reacts to the threat). Power only manifests itself in dreams. Narrator will pass on information only when character is asleep. Power only operates once per image. Until that image comes true, or the time that image passes, no other precognition may be used. When the Precog uses his Powers (or those Powers activate), the Narrator secretly rolls a die, comparing the result against the character's Power level. No Hero Dice may be added to this roll. If the result is above the power level, the Narrator should give the character an image, setting, or phrase out of thin air. The Narrator is encouraged to lie like Mephisto's Realm when necessary. If the result is below the power level, the Narrator should be partially truthful in his description. (You see a dark-haired man with a hat. If you see him again, you will know him.) If the result is exactly the same as the power level, the Narrator should be fairly honest about the future, as far as

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Conversion: Marvel Super Heroes to BASH! he knows it. (You see the gun in the hands of a bank robber. The robbery is on 9th Avenue.) If the result is 1, the Narrator should give the player something honestly useful - information that would not normally be available. (You see two men talking. One calls the other Bruno. They are planning to knock over a bank. Bruno takes the gun. He drives a 57 Chevy. You see colorful costumes at the door of the ban k...etc.) The Narrator will never lay out the entire plan to the precog character, no matter what the results of the die roll. Precog Option: The above is fairly involved, requires work on the Narrator's part, and works best in a planned campaign where the Judge has a clear idea what will be happening. The following is a short version, useful only in combat, that Narrators may use instead of the above power. Precogs may use this Power as a Power Stunt. At the start of the page the precog makes a Mind check. On a Tough (30/11+) or better result, the Narrator must tell the precog what he plans for his (the Narrators ) characters to do. The two sides then check Priority (SF6). If the side that gains Priority has the precog with it, the player running that character may share the information with the others, and they may make their decisions accordingly. Postcognition: See Clairvoyance (Past, 1pt) Power (SF21). The reverse of Precognition, but easier to handle, in that the past is fairly immutable. Postcognition only works on items the character handles. The Postcog makes a Mind check, the Difficulty required determined by the length of time scanned. Within one day Standard (20/7+) Within one week Tough (30/11+) Within one year Heroic (40/15+) Further back -- no accurate scan possible, but a Heroic (40/15+) check will give a "feeling" as to the general past of the item. If the check is successful, a second check is made to determine what is picked up, as for Precognition above. The same example can be used, only changing the robbery from a possible future happening to a definite past occurrence (the characters find the gun at the robbery). Plant Control: Treat as Call & Control (Plants, 1-5pts) Power (HR). These abilities only exist as long as the hero concentrates. Plant-like creatures with intelligence receive a Mind check against the hero's Mind to avoid being controlled. By mere control, the hero cannot have the plants perform any actions that would not be normally possible by the plants (this severely limits their usefulness). The hero may develop Power Stunts using the plants in abnormal fashion, including these examples: Forcing vines to animate with Power level Agility, and act as entangling ropes with (see Entangle (EC0, 2pts) Power (SF16)). Creating plant-images that duplicate living humans as Shape-Shifter (5pts) Power (SF25). Commanding trees to move and attack as Summoning/Animation (1-5pts) Power (M70). Command the actions of mushrooms and fungi, which are not proper plants. Gather information from plants as to recent passers-by, within 1 day, in a primitive form of communication.

Body Alterations - Offensive (p. 86)

Extra Body Parts: Additional Arms Extra Arms (EC0, 2pts) Power (SF22) and Appendage (1pt) Power (SF19) Additional Legs, including centaur-like form See Running (1-5pts) Power (SF24) Prehensile Tail Appendage (1pt) Power (SF19) and/or Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Power (SF18) Wings Flight (1-5pts) Power (B4) or Fly (3-5pts, {Ax3/4/5} Power (SF22) Combat Tail Appendage (1pt) Power (SF19) Additional Eyes or Sensory Organs Keen Senses (Vision, EC0, 1pt), Super Senses ({specify}, 2pts). Claws Natural Weapons (1pt) Power (SF24). Spines Similar to those on a porcupine, these quill-like spines may be shot as a Special Attack (B6). Extra Attacks: Treat as See Super Speed (B9) or Speed-Wired (SF25) with a 1pt Power Limitation ([Only for Combat]). Energy Touch: Treat as Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6). The touch can be carried through conductive material (1pt Power Enhancement (B4)), and may affect multiple targets in this fashion. Paralyzing Touch: Treat as Immobilization (1-5pts) Power (B6) with a 1pt Power Enhancement (B4). Those touched by an individual with this Power must make an Brawn check against, or he knocked out for 2d6 pages. This Power is always in operation, and the user may be knocked out himself by such a touch (1pt Power Limitation ([Always On])). Claws: See Natural Weapons (1pt) Power (SF24). The material (Hits and Soak) of the claws can be purchased when the hero accepts any limitations, including limitations required by other Powers. Rotting Touch: Treat as Continual Damage (1-5pts) Power (B5).

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Conversion: Marvel Super Heroes to BASH! Corrosive Touch: Treat as Continual Damage (1-5pts) Power (B5). Health-Drain Touch: Treat as a Electro/Pyro/Cryo-Kinesis (SF22) power or Special Attack (B6) Linked {1} to Healing (15pts) Power (SF23). Previous damage is healed in an equal amount, up to the maximum Hits of the character. Drained Hits above that point is lost. Characters drained to 0 Health must make an Brawn check to avoid dying. if they do so, the attack has no further effect. Reversing this process, directing one's own Health into others, is a Power Stunt. Blinding Touch: Treat as Daze (Range: touch, 2-5pts) Power (B13/SF22). The touch of this character can blind the unprotected target for 2d6 pages. The target receives no attempt to avoid this touch, unless the target possesses Protected Senses or something similar to prevent the touch (such as a helmet with covered eye slits).

loss is taken from the absorbed Power first, then from the actual Hits of the hero. Regeneration: Treat as Healing (1-5pts) Power (SF23) with the Usable On Self Power Enhancement (B4). Solar Regeneration: Treat as Healing (1-5pts) Power (SF23) with the Usable On Self Power Enhancement (B4) with the 1pt Power Limitation ([Only Heals in Sunshine]). The hero with this Power heals as per Regeneration, but only heals the healing level in Hits every ten minutes he is in the sunshine. In darkness, inside buildings, and in other similar situations, the character heals normally.
Recovery: Treat as See Quick-Healer Advantage (SF11). Life Support: Treat as Immunity x3 (starvation, dehydration, hostile environment, 3pts). Pheromones: Treat as Mind Control (5pts) Power (SF24) with the 2pts Power Limitations ([Only Opposite Sex, Only Pleasure Centers]). Damage Transfer: Treat as Healing (1-5pts) Power (SF23) with the Usable On Others {1} Power Enhancement (B4) and a 1pt Power Limitation ([Takes Damage Healed to Others]). Healing: Treat as Healing (1-5pts) Power (SF23) Usable On Others {1}. Immortality: Treat as Immortality (M69). An immortal character in another dimension -- such as Asgard or Olympus, but excluding variant or divergent earths --does not age, but may be killed normally while in that dimension.

Body Alterations - Defensive (p. 87)

Body Armor: Treat as Toughness (SF26) or Armor (B5). Body Armor does not affect attacks which have an intensity that must be checked against a check, unless to require that check the attack passes through the Body Armor. Example: A Sonic attack ignores Body Armor, as it does not need to pass through the Body Armor. A poison-tipped dagger must get through the Body Armor in order to affect the hero with the poison. It is less effective against Energy attacks, and its Power rank number is 2pts points less than listed for any Energy attack (as a 1pt Power Limitation ([Weaker Against Energy])). Body Armor may be natural (also referred to organic or inborn in this text) or artificial material. Body Armor may be increased by 1pt by accepting a Limitation ([Requires Armor Familiarity]). Water Breathing: Treat as Immunity (Drowning, 1pt) Power (SF23) and Super Senses (Underwater, 2pts).

Appendix B Talents (p 89) .


Weapon Skills
Guns: Treat as Double Taps (1pt) Mundane Power (SF16) or Off-Hand Pistol (2pts) Mundane Power (SF17). Thrown Weapons: Treat as Weapon Technique (1-2pts) Power (SF18). Bows: Treat as Rapid Reloader (1pt) Mundane Power (SF115). Blunt Weapons: Treat as Weapon Technique (1-2pts) Power (SF18).

Absorption Power: Treat as Nullify (1-5pts) Power (BAM2-4) Linked {1} to Boost (BAM2-4) and Weaken (BAM2-4) powers or Healing (1-5pts) Power (SF23). Any attacks made in the specified mode inflict no damage; rather the damage is absorbed, healing existing damage and even temporarily raising the individual's Hits by the Power level involved. Damage above the level of the Power does inflict damage, but the points of such damage may be redirected towards opponents in the next round (as a 1pt Power Enhancement (B4). Any such absorbed energy dissipates 10 pages after it has been absorbed, and must be discharged before then or it is lost. Hit

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Conversion: Marvel Super Heroes to BASH! Edged Weapons/Sharp Weapons: Treat as Weapon Technique (1-2pts) Power (SF18). Oriental Weapons: Weapon Technique x2 (+2 to hit [Only with a oriental weapons], 1pt) Marksman: Treat as Expert Marksman (1-3pts) Mundane Power (I17) Two Weapons: Treat as Paired Weapons (2pts) Intense Training Power (BU52). Weapons Master: Treat as Special Attack x1: +1 to hit, with Any Weapon, EC2, 2pts). Weapons Specialist: Weapon Technique x2 (+2 to hit [Only with a specific weapon], 1pt) Military: Military/Command (M) Skill (SF28) Business/Finance: Commerce/Finance (M) Skill (SF28) Journalism: Investigation/Questioning (M) Skill (SF28) Engineering: Engineering/Structures (M) Skill (SF28) Criminology: Investigation/Analysis (M) Skill (SF28) Psychiatry: Investigation/Gut (M) Skill (SF28) Detective/Espionage: Investigation/Finding Clues (M) Skill (SF28)

Scientific Skills (p. 90)


Biology: Science/Biology (M) Skill (SF28)

Chemistry: Science/Chemistry (M) Skill (SF28)

Fighting Skills (p. 89)

Martial Arts A: Treat as Soft Style (EC0, 2pts) Mundane Power (F63). Martial Arts B: Treat as Hard Style (EC2, 2pts) Mundane Power (F63). Martial Arts C: Treat as Pankration (1-5pts) Mundane Power (F57). Martial Arts D: Treat as Pierce Armor (EC0, 3pts) Mundane Power (SF17). Martial Arts E: Treat as Quick-Draw (EC0, 1pt) Power (SF18). Wrestling: Treat as Special Attack x2: +2 to hit [Only with Wrestling] 1pt). Thrown Objects: Treat as Deflect Arrows (2pts) Mundane Power (F62) Acrobatics: Treat as Impossible Balance (1pt) Mundane Power (F63). Tumbling: Treat as Anime Leap Power ({Bx4} spp jump, EC1, 1pt) Mundane Power (F62).

Geology: Social Science/Geology (M) Skill (SF30) Genetics: Physician/Genetics (M) Skill (SF28) Archaeology: Science/Archeology (M) Skill (SF28) Physics: Science/Physics (M) Skill (SF28) Computers: Computers (M) Skill (SF28). Electronics: Technology/Jury-Rig (M) Skill (SF28)

Mystic and Mental Skills (p. 90)

Trance: Mind Over Body (1-5pts) Mundane Power (HR). The character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased (Physician/Diagnosis (M) check for the character checking). A character in a trance reduces needs for food and water to a minimal level, and may regain Lethal Hits at 10 Hits per day (see healing, SF48). Mesmerism and Hypnosis: Suggestion (1pt) Power (B14). This is a primitive form of Mind Control. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 2d6 hours after it is given. Sleight of Hand: Stealth/Palming & Planting items (A) Skill (F20). Resist Domination: Treat as Mind Shield x1 (1pt) Power (SF17).

Professional Skills (p. 89)


Medicine: Physician/Diagnosis (M) Skill (SF28) Law: Social Science/Law (M) Skill (SF28) Law Enforcement: Membership (Law Enforcement) Advantage. Pilot: Pilot/Control (A) Skill (SF28)

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Conversion: Marvel Super Heroes to BASH! Occult Lore: Occultism/Mysticism (M) Skill (F20). Mystic Background: Treat as Magic Advantage (B5).

Professional Contacts
Medicine: The hero with this Contact has a friend, ally or acquaintance with Physician/Diagnosis (M) skill, who will provide medical advice and services either for free or charge an affordable tee. Law: The hero with this Contact has a friend, ally, or acquaintance with Social Science/Law (M) skill, who will provide legal assistance for a reduced fee and legal advice to the hero for free. Law Enforcement: The hero with this Contact has a friend, ally, or acquaintance with Membership (Law Enforcement) Advantage, who is in addition a member of the lawenforcement profession. This may include forces of local and state police and the national guard, and may vary in rank from knowing a patrolman (3pts knowledge of the world at large. 4pts of his beat), being on good terms with a Detective (4pts knowledge of criminal investigation. plus detective skills), or being well-known to a station captain or commissioner (4pts Resources, limited to that material which police forces normally have). Military: The character has a Contact in the armed forces, either of the United States or another nation. This may range from a low-level sergeant to the Joint Chiefs of Staff. Military Contacts may provide 6pts of Resources, maximum. Business World: The character has a Contact in the world of business or finance. Resources available are at the 5pts level. Journalism: Journalist Contacts are 1pt in Resources (unless you want to borrow the Mobile-Three Action-Camera van) but have 4pts knowledge about their field of expertise. (If your Contact is a city desk reporter, she may be aware of something going down on the streets. If the Contact is in entertainment, maybe he has free passes to the ballet.) Crime: The character with this Contact has some connection with the criminal underworld. WARNING: Having criminal Contacts may place the hero in Villain Dice-gaining or Contact-losing situations, with the hero having to choose between losing a criminal Contact or gaining Villain Dice by aiding the Contact. High-level criminal Contacts (4pts Resources or higher) may seek to manipulate the hero to their own ends (the best example of which is the Kingpin of Crime). Engineering: The character with this Contact has some connection with someone who builds, either independently or for a larger corporation. Psychiatry: The character with this Contact has some connection with a character in the fields of psychiatry or psyche-analysis, including doctors devoted to the curing of the criminal mind.

Other Talents (p. 91)

Aerial Combat: Athletics/Acrobatics (A) Skill (SF28) Artist: Humanities/Art (M) Skill (SF28). A single work takes 2-6 weeks. Languages: Humanities/Language (M) Skill (F20). First Aid: Physician/First-Aid (M) Skill (SF28). Repair/Tinkering: Technology/Repair (M) Skill (SF28). Trivia: Streetwise/Gather Information (M) Skill (SF28). This is a general category that covers any one subject desired by the character. On that subject, the character gains +1 Mind to all Mind checks. (Say, the character is into collecting Spores and Fungus. A Trivia Talent would be: Trivia/ Spores and Fungus). Trivia categories should be specific (old movies, military history, sports, rock music, comic books) as opposed to general (all knowledge) or covered by other Skills. Performer: Performing Arts (A) Skill (SF28). Animal Training: Outdoor/Animal Lore (M) Skill (SF28). Heir to Fortune: Resources (B12) Advantage. Student: Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Power (SF18). Leadership: Military/Command (M) Skill (F20) or Inspiring Leadership (1-5pts) Mundane Power (SF16).

Other Skills (p. 91)

The above is not a complete list, but may serve as a basis for other Skills or Mundane Powers that may be developed and proposed by players (for example: Botany as a scientific Skill). Any new Skill that may be added should be no more powerful than a +1pt to an ability, and not be cumulative with other Talents (Juggling may grant a +1 Agility on catching items, but may not be added to the bonuses gained from the Thrown Objects Mundane Power).

Appendix C Contacts (p 92) .

Page 53 of 99

Conversion: Marvel Super Heroes to BASH! Espionage: The character with this Contact has connections with the world of espionage. This includes agencies such as the FBI, CIA, NSA, KGB, Interpol, M15, S.H.I.E.L.D., and the criminal organization H.Y.D.R.A. Such Contacts provide information up to 4pts, though top-secret information will be harder to obtain. Equipment may be provided for up to 5pts. 6pts for S.H.I.E.L.D. and H.Y.D.R.A. Hero Group: The character has some connection with, or was or is a member of or an ally of some existing group of superpowered heroes, and as such may enjoy the privileges thereof. The player running this hero may choose the group, subject to the approval of the Narrator. Mythology: Similar to Occult Lore, with the direction towards recognized mythology: actions of the extradimensional beings known as gods (Olympians, Asgardians, etc.). The Contact will specialize in one "pantheon" of deities.

Scientific Contacts (p. 92)

All scientific skills put the character in touch with someone with that scientific ability. The Contact may have Resources varying from 2pts to 4pts, determined by the Narrator. The Contact has the skill listed as in Appendix B, and a Mind of no less than 3.

Political Contacts (p. 92)

Local: The hero has an ally in the local political scene: alderman, mayor, or councilman. The Contact may provide 2pts services and information, as well as equipment of up to 4pts cost. National: The hero has a Contact in national government -a congressional aide, a congressman, representative, member of the Executive Branch or one of the myriad number of agencies that infest the capital. Resources of up to 7pts in their field may be gained, but the more powerful the Contact, the more likely the favor will be called in. Other National: The hero has a Contact in national government -- someone else's. International: The hero has Contacts in the UN or in a similar multi-national organization, such as the Common Market of Europe. This type of Contact can provide equipment of up to 7pts. Planetary: This Contact is available to Alien characters only. The hem is well-known to the inhabitants and/or rulers of another planet. and may call on those Resources (up to 8pts or higher) provided they can get in contact with those sources.

Mystic Contacts (p. 93)

Mystic Arts: The hero has a Contact with someone who is aware of extradimensional powers greater than our own. Occult Lore: The hero knows someone who "dabbles" in the darker arts, and as such has at least a Mind 4 involving these matters.

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Conversion: Marvel Super Heroes to BASH!

Universal Table for BASH!


2d6
2 3 4 5 6 7 8 9 10 11 12

0pts

1pt

2pts

3pts

4pts

5pts

6pts

7pts

8pts

9pts

10pts

11pts

12pts

13pts

14pts

15pts

Tables
2d6 2-5 6-7 8-10 11-12

4pts (Remarkable) White Green Yellow Red 7pts (Monstrous) White Green Yellow Red 9pts (Shift X) White Green Yellow Red

2d6 2-4 5-6 7-9 10-12 2d6 2-3 4-6 7-8 9-12

Original - For Comparison


% 01 02-03 04-06 07-10 11-15 16-20 21-25 26-30 31-35 36-40

Fe

Pr

Ty

Gd

Ex

Rm

In

Am

Mo

Un

1000

3000

5000

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Conversion: Marvel Super Heroes to BASH!


41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-94 95-97 98-99 100

Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond

Brawn 0 Brawn 1 Brawn 2 Brawn 4 Brawn 5 Brawn 6 Brawn 7 Brawn 8 Brawn 8 Brawn 8 Brawn 9 Brawn 9 Brawn 9 Brawn 10 Brawn 10 Brawn 10 Brawn 10

Resources
Resources Rank
Shift 0 (0) Feeble (2/1-2) Poor (4/3-4) Typical (6/5-7) Good (10/8-15) Excellent (20/16-25) Remarkable (30/26-36) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87) Unearthly (100/88-125) Shift X (150/126-175) Shift Y (200/176-350) Shift Z (500/351+) Class 1000 (1000) Class 3000 (3000) Class 5000 (5000) Beyond

BASH Equivalent
Destitute Disadvantage (B13) Destitute Disadvantage (B13) Destitute Disadvantage (B13) ignore ignore ignore Resources (B12) Advantage Resources (B12) Advantage Resources (B12) Advantage Resources x2 (B12) Advantage Resources x2 (B12) Advantage Resources x2 (B12) Advantage Resources x3 (B12) Advantage Resources x3 (B12) Advantage Resources x3 (B12) Advantage Resources x4 (B12) Advantage Resources x4 (B12) Advantage Resources x4 (B12) Advantage

FEATs and Intensities (p 5) .


Strength (Brawn)
Resources Rank
Shift 0 (0)

BASH Equivalent
Brawn 0

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Conversion: Marvel Super Heroes to BASH!

Special Situations in Combat (p. 7)


Dancing in the Dark: There are two types of darkness Night and Dark. A Night situation is a reduction of available light, though light sources exist (city lights, the moon, the stars), while a Dark situation is one involving the elimination or total reduction of light (in a cavern or windowless building with the lights out, an overcast night in the country). Night is considered Standard (20/7+) darkness for check rolls. Maximum sight range is 20 squares, so weapons and Powers may not be fired beyond that range. Firing in darkness is done at -1 Agility, though normal melee combat may take place. Dark conditions are considered Tough (30/10+) darkness unless stated otherwise (by Darkness Generation Powers, for example). Normal sight is limited to the immediate area of the character (about 2 feet). All check rolls are -2 when in Dark conditions, including combat and use of Powers. Combat and Weather (p. 7) Fog: Fog reduces normal sight to 1 square. Those firing weapons, using distance Powers. or throwing objects receive a -1 Agility penalty for fighting in fog. Rain: Firing objects, using distance Powers. or throwing objects receives a -1 Agility penalty. A heavy rain extends this penalty to all checks. Rains slickens normal surfaces. so checks involving climbing or wall-crawling and control checks for vehicles are at -1. Heat: See Extreme Heat (SF50). High temperatures reduce the fighting effectiveness of those involved. A temperature over 90 degrees Fahrenheit, or 2pts, results in a -1pt for all checks. Higher heats may result in those in the area checking every 10 pages to avoid heat prostration if the intensity of the Heat is greater than the Brawn of the character. Cold: See Extreme Cold (SF50). Similarly, cold temperatures affect fighting ability. For temperatures below 0 degrees Fahrenheit (2pts), all checks and damage are at -1pt. Material strengths are also reduced by -10 Hits/-10 Soak due to cold (except for ice, of course). Underwater Combat: Battle underwater reduces thrown objects by half range, and missile weapons are useless unless specifically designed to operate underwater. Powers operate at half range as well. Melee combat occurs as for Flight (more info in Players section), with all limitations, and at -1 Agility to hit. Characters with Water Breathing or Swimming Power are not limited in fighting and performing actions underwater, and may act normally.

Combat in space and zero gravity: See Gravity (SF51). Zero gravity situations place their own restrictions on combat. All missile attacks and thrown objects have line of sight range. Others must deal with 7pts cold (Continual Damage x5 {5}, -5 EC {1}, Linked {1} to Shivers, Hypothermia, Snow-blind, Frostbite, Teeth Cracking, etc., 7pts) and total lack of air in space. Judging Combat Results When Knock-back (SF47) occurs, if damage was inflicted, the attacker gets to choose the direction of the knockback. Naturally the Narrator may wish to not slam his player-characters into walls every time they get into combat. so the Narrator can use the table below to determine direction of such attacks: 2d6 2-3 5-6 7 8 9 10 11-12 Direction Straight back Back and right Back and left Straight right Straight left Straight up Straight down

Ranged Weapons Unintended Targets: When firing into a melee (group of characters fighting, grappling, or in close contact with each other), if a ranged attack misses the original target, the Narrator should check other adjacent targets for a hit. The check may be made in any order available for adjacent characters, but any potential targets among those Friendly to the firer should come first, and then others. These rolls are made at -2 to hit (as the original firer was not aiming at them). A miss indicates a check for the second goon on the same result column. If a miss, then a check for the third goon. Similarly, if a missile weapon misses its target, it will continue to the limits of its range, or until it hits something. Targets in the line of fire of missile attacks are attacked if the original target is missed at -2 to hit. The -2 to hit is determined only for small or movable targets that could possibly be missed by the blast. In cases where stray shots hit windows, buildings, and fire hydrants, use a common sense version of the to hit roll to determine if damage was inflicted. See Collateral Damage (SF48). If the situation is non-critical (just ripping up sections of New York in a general slugfest) assume the material is sufficiently damaged to count against the character in a Villain Dice gain for destroying property. Area (Radius) attack weapons (grenades, webbing, explosive devices) affect all targets in the area of the attack, friend or foe.

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Conversion: Marvel Super Heroes to BASH!

Intensity Tables (p . 8)
Brawn Checks
Automatic Very Easy (5/2+) Easy (10/5+) Standard (20/7+) Standard (25/9+) Tough (30/10+) Tough (35/12+) Heroic (40/14+) Heroic (45/15+) Nigh-Impossible (50/17+) Nigh-Impossible (55/19+) Nigh-Impossible (60/21+)

Heroic (40/14+)

Heroic (45/15+) Nigh-Impossible (50/17+)

BASH Equivalent
Lifting up to 25 lbs. Lifting up to 50 lbs. Air pollution alert Lifting 51-100 lbs Lifting 101-200 lbs. Tear gas Lifting 201-400 lbs. Snake venom Lifting 401-800 lbs Spider venom Lifting 801-2000 lbs. (1 ton) Lifting 1-10 tons Lifting 10-50 tons Lifting 50-80 tons Lifting 80-100 tons Exposure to vacuum Lifting 100+ tons

Ability-modifying devices Sense "wrongness" about an area, person, or object Intensity of standard terran magic Stardrive, Time Travel Teleportation Sense presence of others that may be hidden, concealed, invisible, or astral Intensity of standard Asgardian magic

Fire Damage
1 hit xDM/1d3 x1DM x3DM x4DM/4d6 x5DM x6DM x7DM x8DM/8d6 x12DM/12d6

BASH Equivalent
A single match Campfire Burning room Burning house Burning warehouse and supplies Burning non-explosive chemicals Inside of a blast furnace Burning explosive chemicals Interior of a volcano Surface of a star

Disease Checks
Feeble (2/1-2) Good (10/8-15)

BASH Equivalent
Common Cold Common Flu

Agility Checks
Very Easy (5/2+) Standard (25/9+) Tough (30/10+) Tough (35/12+)

BASH Equivalent
Catching a falling object Walking a balance beam Using a dodge maneuver against bullets Making 2 attacks/panel Catching thrown objects Walking a tightrope Attempting to dodge bursts of bullets Making 3 attacks/panel Catching arrows in flight Dodging laser fire of energy weapons Catching bullets in flight

Radiation Checks
Shift 0 (0) Excellent (20/16-25) Incredible (40/36-45) Amazing (50/46-62) Monstrous (75/63-87)

BASH Equivalent
(No Radiation) Radiation, Ancient A-bomb blast (Moderate Dose) Radiation, Recent A-bomb blast (High Dose) Radiation of a vial of plutonium (High Dose) Interior of an active nuclear reactor (High Dose) Radiation of A-bomb blast

Heroic (40/14+) Heroic (45/15+) Nigh-Impossible (50/17+) Nigh-Impossible (55/19+)

Agility Checks
Automatic Very Easy (5/2+) Standard (20/7+) Standard (25/9+) Tough (30/10+) Tough (35/12+) Heroic (40/14+) Nigh-Impossible (75/27+)

BASH Equivalent
Slickness of ordinary concrete Slickness of ordinary brickwork Slickness of glass and steel Slickness of polished steel alloys Slickness of surface covered with ice Slickness of surface covered with oil Slickness of non-stick surfaces Slickness of frictionless surfaces

Mind Checks
Very Easy (5/2+) Easy (10/5+)

BASH Equivalent
Simple machines Complex machines Obvious items (number of people present, condition of room) Communication by gestures Appliances Simple Electronics Intensity of standard hypnosis and mesmerism Common Vehicles Detail work (position of objects, things missing or added) Discovering typical hidden door or secret passage Computer design and programming Intensity of standard mind control devices

Standard (20/7+) Standard (25/9+)

Tough (30/10+)

Vision Checks
Standard (20/7+) Tough (30/10+) Tough (35/12+)

BASH Equivalent
Darkness under night conditions Vision through normal fog Darkness under dark conditions Darkness under typical Darkforce

Tough (35/12+)

Weather Checks

BASH Equivalent

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Conversion: Marvel Super Heroes to BASH!


Standard (25/9+) Effects of normal rain shower Heat, 90 degrees F Cold, 30 degrees F Heat, 120 degrees F Cold, 0 degrees F Effects of normal thundershower Heat, 150 degrees F Cold, -30 degrees F Effects of normal thunderstorm Effects of high winds Effects of normal tornado Cold, interplanetary space Effects of normal hurricane

Modifiers to check Rolls


-3 -1 -2 -2 -2 -1 -1 -1 +1

Tough (30/10+) Tough (35/12+)

Heroic (40/14+) Heroic (45/15+) Nigh-Impossible (50/17+) Nigh-Impossible (55/19+)

Unsuccessful multiple combat actions attempt Character at less than full Health (see Wounds (SF46)) Dark conditions When in partial hold When Dodging Successful multiple combat actions attempt In Hot (90+ degrees) weather In Cold (-0 degrees) weather Aided by character of similar power

Brawn Checks
Tough (30/10+) Tough (35/12+) Heroic (40/14+) Heroic (45/15+)

BASH Equivalent
Stunning, ordinary house current Stunning, typical protection devices Stunning, Lightning bolts Stunning, High tension wires

Judging and healing (p. 10)


See Healing (SF48).

Column Shift Table Modifiers to Hit (p. 9)


These are organized from negative modifiers to positive modifiers, in ascending order. -4 to hit For multiple attacks on a single roll -1 dice Target moving faster than 10 spp (SF47) -3 to hit Agility attacks in Melee -8 to hit Target less than 1/4-inch tall -3 to hit Target between 1/4-inch and 1 inch tall -2 to hit Shooting through objects to hit target +0 to hit Target moving between 5 and 10 spp -4 to hit Target between 1 and 6 inches tall -1 to hit With any weapon beyond 10 squares (for each 10 squares, see F22) -1 to hit Underwater -1 to hit Distance attacks in rain -1 to hit Distance attacks in night conditions -1 to hit Distance attacks in fog conditions +1 to hit Target between 7 and 16 feet tall +2 to hit Target between 17 and 22 feet tall +3 to hit Target over 22 feet tall +1 to hit Opponent Held or Partially Held +1 to hit Attack by ambush +1 to hit Aiming attack +3 to hit Point Blank range +4 to hit Flying character who is Diving

Judging Power Stunts (p. 11)


See Power Stunts (M70). Ill just put my own seat-of-the-pants rule of thumb in for what its worth. Ive always ruled that if the attempt would normally require an entirely new power, its a Power Stunt that requires Hero Dice. But if it is merely a creative use of the power the hero already has, its an automatic ability for the hero. Admittedly this is still very subjective, but it seem to play out well enough.

Fire and Ice (p. 12)


See Fire (SF50). Fire: As with most other generally harmful things, fire has different damage according to the size and combustible material (use the Heat Intensity Table). This is the damage inflicted to those in the fire. Force fields can resist the Heat energy, as can Armor (though it may make the owner of that protection uncomfortable), and in addition, there are heroes with resistance to predetermined amounts of heat and flames. Fire spreads one 1 square per page if there is sufficient combustible material. A fire's damage can be reduced by depriving it of air, cooling its heat, or depriving it of fuel. Normal fire extinguishers are of 2pts of Nullify against fire (they reduce the fire's damage by x2DM points) in a single square. Normal Fire Hoses have 4pts and a range of 1 square. Other

Modifiers to Damage

-1 to hit Attacks in Cold (-0) weather +1 to hit Specific attacks against Enhanced Senses

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Conversion: Marvel Super Heroes to BASH! amounts of water have effects according to the amount of water used. (Thor summoning a 7pts storm to douse the flames will have 7pts successhe will also have a 7pts downpour on his hands.) A fire deprived of fuel burns itself out in a number of pages equal to its damage. Effects of fire on a material vary according to the material in question. If the flames are lower than the Soak, the fire will not damage the material, though it will carry the heat through its substance (hence an iron bar with one end in a fire can burn someone grabbing the other end). If the flames are of a higher damage than the Soak, then make a check (1 per 10 points of Soak) roll to see if the material is "broken" (in this case burned through or melted). Ice: Ice is a Hits 20, Soak 10 material in thicknesses of up to 6 inches. and is Hits 40, Soak 10 for greater thicknesses. This is only effective against physical attacks. Against heat and fire attacks. Ice has Hits 10, Soak 5 Prolonged exposure to ice and cold is detrimental to the health of the character. See Extreme Cold (SF50). Poisons and Toxins: See Poison (SF43). Radioactivity: See Radiation (SF51). Diseases: see Illness (SF50). Holding Your Breath: See Drowning and Suffocation (SF50). Drowning: See Drowning and Suffocation (SF50). Vacuum: See Vacuum (SF51). required one notch for Neutral NPCs, and two notches for Unfriendly NPCs. Equipment: Organizations are generally able to lend out materials that cost less than their own Resources (use the Power Rosters as a guide). Judging Floating Contacts: This can be used as written. Contacts and Judging: Whenever a hero calls on a Contact for information, aid, services, or equipment, the Narrator should make a second Mind check, in private, unmodified by Hero Dice. If this check is any successful, note the Contact on a piece of paper to the side of the game for later use. Do this for all Contacts called on as play proceeds, noting if the heroes call on them more than once for aid. When creating his own adventures, the Narrator can go to this Contact list for ideas and suggestions. Make a roll on the table below for each Contact noted. If the Contact has only been called upon once, a red result is needed to "activate" the Contact. If the Contact has been tapped twice by the players, a yellow result will Activate, and if three or more, a green result will do it. 2d6 2-3 4-6 7-8 9-12 Activating Contacts Contact not activated Activated if used three or more times Activated if used twice Activated if used once

An "activated" Contact reverses the situation on the players in the next gaming session or next adventure: that Contact will approach the heroes with a problem, idea, or emergency.

Contacts and Resources (p. 13)

The type of aid a Contact can provide depends entirely on the situation, the Contact, and the kind of aid requested. The types of aid are: Services: Services in the line of the NPC's profession are in the targets' best interest, and as such gain a +2 bonus for response from Contacts. Information: Gathering information from Contacts is modified as for any other Society check. In addition, when dealing with a Contact, the type of information gained depends on the Difficulty of the check. Failure resultNo information available Standard (20/7+) Success Takes 2d6-1 hours to discover: no or partial information available Tough (30/11+) resultTakes 2d6-1 hours to discover desired information Heroic (40/15+) resultInformation desired at hand This table may be used for gathering information from individuals other than Contacts, by raising the Difficulty

Judging and Building Things (p. 15)

An invention (in particular, one of great power) may need a certain item, substance, or ability to power it. This is called a Special Requirement.

Special Requirements

To determine whether a special requirement is needed, consider the function of the item. If it duplicates a Power that cannot be duplicated by "real life" technology (Teleport, for example), there is always a requirement for that item. If the effective cost is greater than $100,000, there is a chance that a requirement will be needed. Make a 2d6 roll for the effective cost and look at the table below. 2d6 2-5 6-7 8-10 11-12 $100,000+ No Special One Special One Special Two Specials 2d6 2-4 5-6 7-9 10-12 100 million+ One Special One Special Two Specials Three Specials

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Conversion: Marvel Super Heroes to BASH! When a special is called for, the Judge should make up something that ties into the device. Options include: A special material or alloyfor example. a sonic device may require Wakandan Vibranium, or a device of Hits 200, Soak 50 material may need secondary Adamantium. A specific componentfor electronic devices, a certain tailored piece of circuitry may have to be developed as a separate invention of no less than the effective cost, or acquired (villains get what they need the old-fashioned waythey steal it). A unique process to fire the reaction zero gravity, solar flares, exposure to cosmic radiation, even magic might be a requirement. Tell the players what is required ("Gee, to finish the seals in the spacecraft you need a heat source of at least x8DM/8d6 intensity."). one that is home to most of the heroes in this book). Travel between alternate Earths can be done by Extra Dimensional Travel (1-5pts) Power (M71), each alternate Earth being a separate Power stunt.

Night of the Dreadnoughts (P. 18)

All three will thank the heroes and try to fade into the woodwork as quickly as possible (which gives the heroes the added problem of defeating the Dreadnoughts and keeping an eye on the thievesthey are robbers, after all, and turning them over to the police means additional Hero Dice or XP).

Running the Bad Guys (p. 19)

Judging and Other Dimensions (p. 15)


The Astral Dimensions are dimensions made of quasimaterial ectoplasm as opposed to physical matter, and as such are difficult for physical beings to enter.

The Deathtrap: A Deathtrap is any situation that places the hero's life in danger. The villain gains Villain Dice/XP for putting the hero in a deathtrap, whether the hero escapes or not. Deathtrap design: Deathtraps are situations where the Judge can threaten the them and force loss of Hero Dice and Hits, but should not be air-tight killers. An ideal deathtrap should foil the player's obvious forte and force the player to think (and likely spend Hero Dice) in order to escape (or to survive long enough to be rescued). The Narrator selects the Contacts for villains. If a villain has criminal Contacts, the Judge may provide him with 2d6-1 henchmen to serve as the villain's goons and hired help. New villains start with 0 reputation, though may quickly drive it into a Bad Reputation (SF12). Generated villains begin play with normal resources, unless other modifiers (or Narrator's intentions) increase that amount.

Individuals in astral form may enter an astral dimension by making a Mind check. Magic operates in the Astral Dimensions as in the normal worlds, but at -1 level for effects. Damage on the Astral Plane is reflected in reductions of the individual's Hits. As Hits is reduced, the body the character has left behind may perish, as may also happen if he leaves the body unguarded for too long. Should the body perish. the astral form must make a Mind check or dissipate as well, and may not reform unless it has a suitable body to inhabit. Mystic Dimensions operate by natural laws that make the dimension amenable to magical effects and mystic operations. Mystic dimensions are more amenable to magic-use, but mages from other planes must adapt their own magics to the natural magical laws of the plane. Hence a mage in a non-native plane is -1pt on all magical attacks and checks . Microverses are alternate dimensions reached by reduction in sire (through compressing the space between atoms) to an atomic or subatomic level. Once a certain point of reduction has been reached (called the Pym barrier, in game terms Shrinking x9 or higher), the shrinking individual is cast into another universe, where the reduction immediately stops. Alternate Earths: There exist a wide variety of alternate and parallel Earths to that of the "mainstream" Marvel Earth (the

Villains and Karma (p. 20)

The Judge should not have to keep track of XP and Villain Dice for every NPC in his campaign, only for the major bad guys, as they are the ones who spend it most often. Ordinary criminals will possess the Villain Dice listed in their stats, as will super-powered villains the first time they appear (or their actions and plots first occur, for those using cat's-paws).

3: Characters (p . 23)

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Conversion: Marvel Super Heroes to BASH!

Angel

Brawn 1 Hits 38/100 DL 13/19 Agility 2 Energy 10 Move 9 spp ground, 27 spp fly Mind 1 Size 0 Total 29 Advantages (11pts) Blaze of Glory, Contacts x4 (Worthington Industries, X-Men, Champions, Defenders) Diehard, Famous, Fearless, Headquarters, Membership (X-Factor), Resources Disadvantages None Skills Athletics/Acrobatics (A) Powers (10pts) Fly x7(54 spp fly, EC7, 7pts) Hard Style (EC2, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Skills Athletics/Climbing +1 (A), Physician/Genetics (M), Science/Biology (M), Science/Chemistry (M) Powers (8pts) Extra Arms (EC0, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Pankration x1 (two maneuvers, EC varies, 1pt) Skillful (+4 skill points, EC0, 1pt) Super Speed x1 (EC2, 2pts) Gear None

Black Knight

Aurora

Brawn 1 Hits 28/100 DL 16/23 Agility 2 Energy 10 Move 6 spp ground, 449 fly Mind 1 Size 0 Total 22 Advantages Diehard, Membership (Alpha Flight), Shrewd Disadvantages Compulsive Behavior (Multiple Personality ) Weakness Negating (loses her powers for 2d6-1 pages upon contact with her brother, Northstar, -2pts) Skills None Powers (14pts) Flight x 8 (449 spp fly, Linked {1} to Toughness x1: +10 Soak {Soak 10} {1} EC10, 10pts) Immunity (mutant detection, 1pt) Light Generation (Daze x3: Standard (20/7+), Range 20 squares, Repels, EC4, 4pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Brawn 1 Hits 29/100 DL 13/20 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 27 Advantages (8pts) Celebrity, Contacts x2 (Dr. Strange, Avalon), Diehard, Famous, Membership (Avengers), Resources, Super Vehicle (Atomic Steed) Disadvantages None Skills Physician/Genetics (M), Riding/Control (A) Powers (4pts) [11pts] Chain Mail (Toughness x1 (+10 Soak {Soak 10} [Stealable Gadget] EC0, 1pt) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Weapon Technique x2 (+2 to hit [Only with Ebony Sword], EC0, 1pt) Gear (7pts) Ebony Sword (Special Attack x2: +2DM {x3DM} Lethal {2}, Usable Against Magic {1}, Linked {1} to Force Field x5: 150 Hits, Soak 10 {5}, Can Teleport Sword {1} [Cursed, Only vs. Magic, Stealable Gadget, Hits 200, Soak 50], 7pts)

Atomic Steed
Cost ? Size 1 Light Brawn 2 Agility 2 Mind 1 Crew 1 Passengers 2 Advantages Unliving Disadvantages None Powers None BT 20 (Soak 20 vs. Size 0) Hits 100 Inertia 3 Speed 108 spp ground Volume 1 Cargo 1

Beast

Brawn 2 Hits 54/100 Agility 3 Energy 10 Mind 2 Size 0 Advantages (10pts) Contacts x4 (Defenders, Band Corporation, Avengers, X-Men), Diehard, Famous, Headquarters, Membership (X-Factor), Resources, Shrewd Disadvantages Freak

DL 15/20 Move 9 spp Total 31

Box

Brawn 4 Hits 88/100 DL 42/43 Agility 2 Energy 10 Move 6 spp Mind 2 Size 0 Total 53 Advantages (8pts) Blaze of Glory, Contacts x2 (Beta Flight, Bochs Electronics), Diehard, Fearless, Membership (Alpha Flight), Quick-Healer, Shrewd

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Conversion: Marvel Super Heroes to BASH! Disadvantages Normal (Brawn 1, Agility 1, Mind 2, handicapped) Weakness Negating (takes 1 page to merge with the armor, requires a Mind check each hour after the first three to leave the armor, -2pts) Skills Engineering/Structures (M), Technology/Jury-Rig (M), Technology/Repair (M) Powers (4pts) [30pts] Daredevil x1 (EC0, 1pt) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Skillful (+4 skill points, EC0, 1pt) Gear (26pts) Fly x7 (180 spp fly, EC7, 7pts) Immunity x3 (heat, cold, radiation, EC0, 3pts) Jet-Boots (Special Attack x2: +2DM {x4DM} Lethal {2} [Stealable Gadget] EC0, 1pt) Radiation Detection (Sense X (X=Radiation, 1pt) Radio (Telepathy [Only Radio] {2}, Extended Range x3: 200 miles {3} [Stealable Gadget] EC0, 4pts) Super Senses x2 (Infravision, Radar, EC0, 4pts) Telemechanics x1 (EC3, 3pts) Toughness x3 (+30 Soak {Soak 30} [Stealable Gadget] EC0, 2pts) Shield (Special Attack x2: +2DM Lethal {2}, Range: 10 squares {2}, Returns {1} [Stealable Gadget, Hits 300, Soak 100] EC0, 4pts)

Motorcycle

Cost ? Size 0 Light BT 5 (Soak 5 vs. Size 0) Brawn 1 Hits 25 Agility 1 Inertia 1 Mind 1 Speed 54 spp ground Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers Fast x3 (+30 spp, 3pts)

Van

Captain America

Brawn 2 Hits 58/100 DL 19/23 Agility 3 Energy 10 Move 9 spp Mind 1 Size 0 Total 35 Advantages (11pts) Blaze of Glory, Celebrity, Contacts x2 (U.S. Army, S.H.I.E.L.D.), Diehard, Famous, Fearless, Membership (Avengers), Resources, Super Vehicle x2 (Motorcycle, Van) Disadvantages None Skills Humanities/Art (M), Military/Command (M), Military/Tactics (M), Powers (7pts) [12pts] Charisma (EC0, 1pt) Danger Sense (EC0, 2pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Weapon Technique x2 (+2 to hit [Only with a shield], EC0, 1pt) Gear (5pts) Helmet (Toughness x3 (+30 Soak {Soak 30} [Partial: 1 in 6, Armor Familiarity x2 Required, Stealable Gadget, ENC1] EC0, 1pt)

Cost ? Size 2 Light BT 20 (Soak 40 vs. Size 0) Brawn 2 Hits 100 Agility 1 Inertia 4 Mind 1 Speed 45 spp ground Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Powers Docking Bay (motorcycle, 3pts) Fast x2 (+20 spp, 2pts) Fire Fighting Equipment (1pt) First Aid Kit (1pt) Onboard Computer (cruise control, automobile information files, and a terminal which allows him to tap into a national computer net, 1pt) Shape-Shift (The van has changeable license plates and a crystal film paint job that allows it to appear red, white, blue, or yellow, 3pts) Toughness x2 (+20 Soak {Soak 40} 2pts)

Captain Marvel

Brawn 1 Hits 29/100 DL 32/39 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 43 Advantages Blaze of Glory, Diehard, Membership x2 (Avengers, New Orleans Harbor Patrol), Shrewd, Disadvantages None Skills None Powers (30pts) Energy Attack (Special Attack x4: +4DM {x5DM} Lethal {4}, EC4, 4pts) Flight x10 (11,976 spp fly, +1 Agility for flight speed {1}, Reduced EC8 {3}, EC8, 8pts) Ghost-Form (energy, EC3, 3pts)

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Conversion: Marvel Super Heroes to BASH! Illusion x5 ([Visible Only] EC4, 4pts) Invisibility x3 (Only affects you, Even while fighting, EC5, 5pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Overloading sensor devices (Special Attack x5: +5DM {x6DM} Lethal {5}, EMP {1} [Only to Devices] EC5, 5pts) Gear None Disadvantages Bad Reputation, Normal (Brawn 2, Agility 1, Mind 1) Skills None Powers (10pts) Armor (Toughness x3: +30 Soak {Soak 30}, 3pts) Daredevil x1 (EC0, 1pt) Immunity x5 (suffocation, fire, cold, electricity, radiation, EC0, 5pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Cloak

Brawn 2 Hits 32/100 DL 31/38 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 41 Advantages Blaze of Glory, Contact x2 (Dagger, Mayhem), Diehard, Fearless, Shrewd Disadvantages Bad Reputation, Destitute Weakness Negating (Cloaks darkness has a hunger for the living light contained in living bodies. His effects on criminals, as well as contributions from Daggers own Powers, feed this hunger, but if 24 hours pass with no such light, Cloak will have to make a Standard (25/9+) Mind check against desire to absorb that light from another, criminal or not, 2pts) Skills None Powers (29pts) Dark Dimension Control (Extra Dimensional Travel x1: [Upon leavings, must make a Mind check or be paralyzed by fear for 2d6-1 pages] EC1, 1pt) Darkness Generation (Confusion x3: -6 Agility for 3 pages or until Standard (20/7+) Mind check {3}, Radius 10 squares {10}, EC13, 13pts) Entangle ([requires a wrestling attack] EC0, 1pt) Fear (Daze x3 {3}, Linked {1} to Continual Damage x1: x1DM {1}, EC4, 4pts) Ghost-Form (energy, EC3, 3pts) Healing x1 ([Only the damage done by Fear] EC1, 1pt) Teleport (Extended Range x2: 640 squares/ mile {2} [affected by dimension] EC6, 6pts) Gear None

Cyclops

Brawn 1 Hits 32/100 DL 22/29 Agility 2 Energy 10 Move 6 spp ground Mind 2 Size 0 Total 34 Advantages Blaze of Glory, Contacts (X-Factor), Diehard, Membership (X-Men), Resources Disadvantages None Skills Military/Command (M), Pilot/Control (A) Powers (19pts) Danger Sense (EC0, 2pts) Invulnerability (brother Havok, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Optic Blasts (Special Attack x3: +2 to hit, +3DM Lethal {5}, Range: 10 squares {2}, Radius 1 squares {1} [Stealable Gadget, without goggles, only x2DM] EC7, 7pts) Pankration x1 (two maneuvers, EC varies, 1pt) Soft Style (EC0, 2pts) Trick Shot (EC0, 2pts) Gear None

Dagger

Colossus

Brawn 4 Hits 60/100 DL 17/21 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 26 Advantages Blaze of Glory, Contacts (New Mutants), Diehard, Fearless, Instant Change, Membership (X-Men)

Brawn 1 Hits 32/100 DL 23/30 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 33 Advantages Blaze of Glory, Contacts x2 (Cloak, Mayhem), Diehard, Fearless, Shrewd Disadvantages Bad Reputation, Destitute Skills Athletics/Acrobatics (A) Powers (21pts) Anime Leap Power (4 spp jump, EC1, 1pt) Daze 2 (EC2, 2pts) Light Daggers (Special Attack x2: +2DM {x3DM} Lethal {2}, Pierce Armor {3}, Knockout {2}. Purge {1}, Burst: 4 {4}, Reduced to EC8 {4}, EC8, 16pts). Knockout: The target must make an Tough (30/10+) Brawn check. Failure indicates

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Conversion: Marvel Super Heroes to BASH! unconsciousness for 2d6-1 x10 pages and -3pts on all checks by the target for 3 days. Success indicates only a -1PT for 2d6-1 pages. Purge: NPCs repentance is determined by a Tough (30/10+) Mind check. Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Pankration x1 (two maneuvers, EC varies, 1pt) Gear None Dimensional Aperture (Extra Dimensional Travel x4, EC4, 4pts) Eldritch Beams/Bolts (Special Attack x6: +6DM {x7DM} {6}, Extended Range x1: 160 squares {1} EC7, 7pts) Endurance x3 (+15 EC, EC0, 3pts) Levitation (Fly x2 (8 spp fly [Only Horizontal Movement] EC3, 3pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mists of Morpheus (Immobilization x4: Heroic (40/12+) Brawn check {4}, Can Sleep 2d6-1 hours for 3 days healing {1} EC5, 5pts) Quick-Draw (EC0, 1pt) Shield (Force Field x1: 30 Hits, Soak 10, EC1, 1pt) Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Soft Style (EC0, 2pts) Spell of Silence (Mind Control {5}, Mental Attack only for Mind 3 or more [Only for Silence, Mental Attack] EC4, 4pts) Telepathy (Extended Range x2: 10 miles {2} EC5, 5pts) (42pts) Cloak of Levitation (Flight x 8: 449 spp fly {8}, Brawn 3 {3}, Discrete Actions {1} [Stealable Gadget: Hits 100, Soak 30] 11pts) Eye of Agamotto (Sense X, X = Illusions, Enchantments, Disguises {3}, Variable {1}, Other Detections x6 {6}, Boost x2: Mind {2}, Immobilization x4: Heroic (40/12+) Brawn check {4}, Extra Dimensional Travel x5 {5} [Multi-Power, Only Mental Powers, Stealable Gadget] 21pts) Orb of Agamotto (Sense X, X=Any Place known to the user {3}, Other Detections x7 {7} [Stealable Gadget] 10pts)

Daredevil

Brawn 1 Hits 46/100 DL 27/32 Agility 3 Energy 10 Move 9 spp ground, 12 spp fly Mind 1 Size 0 Total 38 Advantages Blind, Contacts x3 (Foggy Nelson, Ben Urich, Turk Barrett), Diehard, Fearless, Shrewd Disadvantages Blind Skills Athletics/Acrobatics (A), Social Science/Law (M) Powers (22pts) Danger Sense (EC0, 2pts) Hard Style (EC2, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Quick-Draw (EC0, 1pt) Radar Sense (Super Senses, Radar, Range: 10 squares, EC0, 4pts) Soft Style (EC0, 2pts) Super Senses x4 (Detect Lying +1, taste, hearing, smell, EC0, 8pts) Gear Billy Club (Special Attack x2: +2DM {x3DM} Lethal {2}, [Stealable Gadget: Hits 100, Soak 30] 1pt) Swing-Line (12 spp fly [Stealable Gadget] EC0, 1pt)

Gear

Nick Fury

Doctor Strange

Brawn 1 Hits 28/100 DL 94/101 Agility 2 Energy 25 Move 6 spp ground, 8/449 spp fly Mind 1 Size 0 Total 112 Advantages (12pts) Blaze of Glory, Contacts x6 (Ancient One, Clea, Cyttorak, Raggadorr, the Serephim, Vishanti), Diehard, Famous, Magic, Resources, Shrewd Disadvantages None Skills Occultism/Monster Lore (M), Occultism/Mysticism (M), Physician/Surgery (M) Powers (50pts) [92pts] Alteration Appearance (Illusion x3, EC3, 3pts) Astral Projection (Ghost-Form: energy {3}, Linked {1} to Extra Dimensional Travel x2 {2} [Leaves Body Behind] EC5, 5pts) Conjuration x3 (EC3, 3pts) Danger Sense (EC0, 2pts)

Brawn 1 Hits 42/100 DL 24/30 Agility 2 Energy 10 Move 6 spp ground Mind 2 Size 0 Total 43 Advantages (13pts) Blaze of Glory, Contacts x4 (US Government, CIA, Military, MI5), Diehard, Famous, Fearless, Headquarters, Membership (S.H.I.E.L.D.), Resources, Shrewd, Super Vehicle Disadvantages None Skills Engineering/Demolition (M), Investigation/Finding Clues (M), Military/Command (M), Physician/First-Aid (M), Pilot/Control (A) Powers (15pts) [20pts] Expert Marksman x1 ( range, -1 penalties, EC0, 1pt) Hard Style (EC2, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Pierce Armor (EC0, 3pts) Quick-Draw (EC0, 1pt)

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Conversion: Marvel Super Heroes to BASH! Rank 2 (EC0, 2pts) Skillful (+2 skill points, EC0, 1pt) Soft Style (EC0, 2pts) Wrestling (Special Attack x2: +2 to hit [Only with Wrestling] EC1, 1pt) Gear (5pts) Kevlar (Toughness x1:+10 Soak {Soak 10} [Stealable Gadget] EC0, 1pt) Needle Gun (Special Attack x2: +2DM {x4DM} Lethal {2}, Range: 20 squares {3}, Burst Fire {1} [Stealable {-1} Ammo: 300 {-1} Gadget, Hits 50, Soak 20] 4pts)

Hawkeye

Brawn 1 Hits 29/100 DL 15/22 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 26 Advantages Diehard, Famous, Membership (West Coast Avengers), Resources, Shrewd, Super Vehicle (Skymobile) Disadvantages Poor Hearing Skills None Powers (12pts) [13pts] Charisma (EC0, 1pt) Expert Marksman x1 ( range, -1 penalties, EC0, 1pt) Keen Senses (Vision, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Quick-Draw (EC0, 1pt) Resistance x1 (sonic attacks, EC0, 1pt) Soft Style (EC0, 2pts) Trick Shot (EC0, 2pts) Weapon Technique x2 (+2 to hit with bow, EC0, 2pts) Gear (1pt) Conjuring x3 (Standard (20/7+) Mind check [Only Arrows, Stealable Ammo Gadget] EC0, 1pt) Acid Arrow (Continual Damage x2: x2DM {2} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Bola (Immobilization x3: Tough (30/14+) Brawn
check {3}, Range: 5 squares {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 2pts)

Explosive (Special Attack x3: +3DM {x4DM} Lethal {3}, Radius 1 square {1}, [Stealable {-1} Ammo {-1} Gadget] EC0, 2pts) Flare (illusion x2 {2}, Radius: 5 squares {5} [Light Only, Stealable {-1} Ammo {-1} Gadget] EC0, 4pts) Net (Entangle {2}, Range: 5 squares {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Putty (Immobilization x2: Standard (20/7+) Brawn {2}, Range: 5 squares {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Rocket (Extended Range x1: 160 squares {1} [Only with Other Arrows, Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Smoke Bomb (Confusion x2: -4 Agility {2}, Radius 1 square {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Sonic (Special Attack x2: +2DM {x3DM} Lethal {2}, Radius 1 square {1}, Linked {1} to Immobilization x3: Tough (30/10+) Brawn check {3} [Stealable {-1} Ammo {-1} Gadget] 5pts) Standard x20 (Special Attack x2: +2DM/+2d6 {x3DM} Stun {2},[Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Tear Gas (Daze x2 {2}, Radius 1 square {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt)

Skymobile

Boomerang (Special Attack x2: +2DM {x3DM} Lethal {2}, Returnable {1} [Stealable {1} Gadget: Hits 30, Soak 15 ] 1pt) Broad Blade x6 (Special Attack x2: +2DM {x3DM} Lethal {2},[Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Cable (Swing-Line ({A x 4} spp {2}, Range: 10 squares {2} [Stealable {-1} Ammo {-1} Gadget: Hits 100, Soak 30] 2pts) Electro-arrow (Special Attack x3: +3DM {x4DM} Lethal {3}, EMP {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 2pts)

Cost $1,000 Size 0 Light BT 20 (Soak 20 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 2 Mind 1 Speed 180 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages None Weakness Negating (Runway/Stall Speed: 63 spp, -2pts) Powers Fast x6 (+120 spp, 6pts) Fly x1 (3pts) Hovering (2pts)

Hercules

Brawn 5 Hits 133/100 DL 36/33 Agility 2 Energy 20 Move {Ax3} spp ground Mind 1 Size 0 Total 46 Advantages (10pts) Blaze of Glory, Celebrity, Contacts x2 (Zeus, Champions), Diehard, Famous, Immortality, Membership x2 (Avengers, Olympians), Shrewd Disadvantages None Skills None Powers (16pts) [20pts]

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Conversion: Marvel Super Heroes to BASH! Charisma (EC0, 1pt) Endurance x2 (+10 Energy, EC0, 2pts) Immunity x2 (disease, fire, EC0, 2pts) Martial Arts Mastery x4 (eight maneuvers, EC varies, 4pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Toughness x1 (+10 Soak {Soak 10}, EC0, 1pt) Weapon Technique x1 (blunt weapons, EC0, 1pt) Weapon Technique x1 (bow, EC0, 1pt) Weapon Technique x1 (sharp weapons, EC0, 1pt) Wrestling (Special Attack x2: +2 to hit [Only with Wrestling] EC1, 1pt) Gear (4pts) Golden Mace (Special Attack x6: +6DM {x11DM} {6} [Only in the hands of Hercules, Stealable Gadget: Hits 280, Soak 90] EC0, 4pts) Skills Drive/Control (A), Technology/Repair (M) Powers (37pts) Call & Control x5 (fire, EC5, 5pts) Damage Aura x3 (x3DM {3}, Linked {1} to Flight x7: 90 spp fly {7}, Reduced to EC8 {2}, EC8, 12pts) Generate Fire (Special Attack x5: +5DM {x6DM} Lethal {5}, Range: 10 squares {2}, EC7, 7pts) Immunity (heat/flame, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Nova Flame (Special Attack x8: +8DM {x9DM} Lethal damage {8}, Radius 20 squares {2} [Cannot use flame for 2d6-1 pages afterwards, May Pass Out, Ammo Power] EC10, 10pts). His flames are reduced to 0pts for 2d6-1 pages afterwards, and unless he makes a Heroic (40/15+) Brawn check, the Torch passes out for 2d6-1 pages. Gear None

Hulk

Brawn 5 Hits 90/100 DL 25/26 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 31 Advantages (7pts) Blaze of Glory, Contacts x3 (Hulkbusters, Avengers, Fantastic Four), Diehard, Famous (as Banner), Sidekick (Rick Jones) Disadvantages Bad Reputation, Destitute, Normal (Brawn 1, Agility 1, Mind 2) Skills Science/Physics (M) Powers (15pts) Adrenaline Surge (Boost x3: Brawn {3} [Gradual, Only if mad or ganged-up on, Fading after situation passes] EC3, 1pt) Daredevil x1 (EC0, 1pt) Immunity x3 (cold, heat/fire, disease, EC0, 3pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Super Senses (astral detection, EC0, 2pts) Super Senses (homing [Only Desert Base, New Mexico] EC0, 1pt) Toughness x4 (+40 Soak {Soak ?}, [Only +30 vs. Energy] EC0, 3pts) Gear None

Iceman

Human Torch

Brawn 1 Hits 25/100 DL 39/46 Agility 2 Energy 10 Move 6 spp ground, 90 spp flight Mind 1 Size 0 Total 55 Advantages (10pts) Appeal, Celebrity, Contacts x2 (Avengers, Spider-Man), Diehard, Famous, Headquarters, Membership (Fantastic Four), Resources, Shrewd Disadvantages None

Brawn 1 Hits 28/100 DL 25/32 Agility 1 Energy 10 Move 3 or 27 spp ground Mind 1 Size 0 Total 35 Advantages Blaze of Glory, Contacts x2 (Champions, Defenders), Diehard, Membership (X-Factor) Disadvantages None Weakness Damaging (x2 from fire and heat, -2pts) Skills Commerce/Accounting (M) Powers (24pts) Call & Control x2 (ice, [Melt] EC1, 1pt). These ice constructs have a basic lifespan of 5 pages (4 pages in hot weather, 15 pages in cold) +2d6-1 pages. Cryo-Kinesis x3 (+3DM {x4DM} {3}, Range: 10 squares {2}, EC5, 5pts) Ice Armor (Toughness x2: +20 Soak {Soak 20} [Melts] EC0, 1pt) Ice Shield (Force Field x2: 60 Hits, Soak 10, EC2, 2pts) Ice Slides (Running x6 (27 spp ground {6}, Linked {1} to Super Speed x2 [Only on ice] {3}, EC9, 9pts) Immunity (cold, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Slipperiness (Confusion x2: -4 Agility, EC2, 2pts) Weapon Technique x2 (thrown weapons, EC0, 2pts) Gear None

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Conversion: Marvel Super Heroes to BASH!

Invisible Woman

Brawn 1 Hits 19/100 DL 14/22 Agility 1 Energy 10 Move 3 spp ground, 18 spp fly Mind 1 Size 0 Total 32 Advantages (12pts) Appeal, Celebrity, Contacts x2 (Avengers, Sub-Mariner), Diehard, Famous, Fearless, Headquarters, Membership (Fantastic Four), Resources, Shrewd, Versatile Disadvantages None Skills Performance/Singing (A) Powers (14pts) Flight x6 (18 spp fly [Stilts] Linked {1} to Telekinesis x6 {6}, EC6, 6pts) Force Field x4 (120 Hits, Radius 1 {1}, Soak 10, [Takes Knockback] EC4, 4pts) Invisibility x2 (Only Affects You, While Moving, EC2, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Quick-Draw (EC0, 1pt) Gear None

Iron Man

Brawn 3 Hits 69/100 DL 59/62 Agility 2 Energy 10 Move 6 spp ground, 449 fly Mind 3 Size 0 Total 72 Advantages (9pts) Appeal, Blaze of Glory, Contacts x3 (Stark International, Nick Fury, Jet Set), Diehard, Membership (Avengers), Resources, Shrewd Disadvantages Compulsive Behavior (Alcoholic), Normal (Brawn 0, Agility 1, Mind 3) Skills Commerce/Bureaucracy (M), Engineering/Weapons (M), Technology/Jury-Rig (M) Powers (2pts) [49pts] Daredevil x1 (EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (47pts) Armor (Toughness x2: +20 Soak {Soak 20} [Stealable Gadget] EC0, 1pt) Boot Thrusters (Special Attack x2: +2DM {x5DM} Lethal {2}, Range 1 square {1} [Stealable Gadget] EC0, 2pts) Chest-beam (Daze x2 {2}; Energy Beam (Special Attack x3: +3DM {x6DM} Lethal {3}, Heat-Beam (Special Attack x3: +3DM {x6DM} Lethal {3}, Range: 10 squares {2} [Multi-Power, Stealable Gadget] EC0, 8pts) Disruptor Field (Special Attack x2: +2DM {x5DM} Lethal {2}, EMP {1}, Range: 5 squares {1} [Stealable Gadget] EC0, 3pts)

ECMs (Mind Shield x5 (+10 Mind to resist [Only vs. hostile signals, x2 vs. electronic detection, Stealable Gadget] EC0, 2pts) Energy Absorption (Boost x 4: Damage {4}, [Each x2DM energy taken absorbs Boost x1, Explodes, Stealable Gadget] EC0, 1pt). Explodes: Retaining such energy beyond 4 pages requires a Brawn check, or there is an involuntary discharge inflicting x2DM damage to all within 1 square (including the wearer, whose armor is ineffective in this case). Flight x 8 (449 spp fly, maximum spp 72 in clear areas [Stealable Gadget] EC0, 7pts) Force Field x3 (180 Hits, Soak 10, EC3 [Stealable Gadget] EC0, 2pts) Force Field x4 (240 Hits, Soak 10 [Only vs. Energy, Stealable Gadget] EC0, 1pt) Force Field x4 (240 Hits, Soak 10 [Only vs. Physical, Requires all other systems shut down, Stealable Gadget] EC0, 1pt) Force Field x5 (300 Hits, Soak 10 [Only vs. Energy, Requires all other systems shut down, Stealable Gadget] EC0, 2pts) Holograph Projector (Invisibility x2: Only Affects You, While Moving [Only Blending, Stealable Gadget], EC0, 1pt) Immunity (suffocation [2.5 hrs, Stealable Gadget] EC0, 1pt) Immunity x5 (Corrosives, Heat, Cold, Radiation, Electricity [Stealable Gadget] EC0, 4pts) Protected Senses (Mind Shield x3: +6 Mind to resist, EC3 [Only vs. Sonic and Light Intensity Attacks, Light Attacks cause 1 page of blindness, Stealable Gadget] EC0, 1pt) Pulse-Bolts (Special Attack x4: +4DM {x7DM} Lethal {4},Range: 10 squares {2} [Stealable Gadget] EC0, 5pts) Repulsors (Special Attack x3: +3DM {x6DM} Lethal {3}, Range: 10 squares {2} [Stealable Gadget] EC0, 4pts)

Magneto

Brawn 1 Hits 52/100 DL 46/51 Agility 2 Energy 10 Move 6 spp ground, 135 spp fly Mind 3 Size 0 Total 60 Advantages (9pts) Blaze of Glory, Contacts (New Mutants), Diehard, Headquarters, Membership (XMen), Resources, Shrewd, Super Vehicle, Versatile Disadvantages Bad Reputation Skills Physician/Genetics +1 (M), Technology/Invent (M), Technology/Jury-Rig +1 (M) Powers (40pts) Daredevil x1 (EC0, 1pt)

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Conversion: Marvel Super Heroes to BASH! Detect Magnetic Fields (Sense X: X= Magnetic Fields, EC0, 1pt) Energy Control (Control X, X=Energy, EC2, 2pts) Flight x7 (135 spp fly, EC7, 7pts) Force Field x5 (300 Hits, Soak 10, Radius 1 square {1}, EC6, 6pts) Magnetic Touch (Special Attack x9: +9DM {x10DM} Lethal damage {9} [Only sentient ironbased or alloyed characters] EC8, 8pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Scrambling Electronics (Special Attack x5: +5DM {x6DM} Lethal {5}, EMP {1} [Only Electronics] EC5, 5pts) Skillful x2 (+4 skill points for Normal, EC0, 1pt) Telekinesis x4 (x5 to iron and iron-based alloys {1}, EC5, 5pts) Gear None Mind 3 Size 0 Total 37 Advantages (11pts) Appeal, Celebrity, Contacts x2 (Avengers, Nathanial Richards), Diehard, Famous, Headquarters, Membership (Fantastic Four), Resources, Shrewd, Versatile Disadvantages None Skills Science/Physics (M), Starship Operations/Astrogation +1 (M), Technology/Invent (M), Technology/Jury-Rig (M) Powers (16pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Shape-Shifting (4pts) Skillful (+2 skill points, EC0, 1pt) Stretching x6 (20 squares, EC6, 6pts) Toughness x2 (+20 Soak {Soak 20} [Only +10 Soak versus Energy] EC0, 2pts) Gear None

Marvel Girl

Mockingbird

Brawn 1 Hits 23/100 DL 36/44 Agility 1 Energy 10 Move 3 spp ground, 135 spp fly Mind 1 Size 0 Total 47 Advantages Appeal, Blaze of Glory, Diehard, Membership (X-Factor), Shrewd, Versatile Disadvantages Bad Reputation Skills Society/Fashion (M) Powers (36pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x3 (+6 Mind to resist, EC0, 3pts)

Telekinetic Flight (Flight x 8: 135 spp fly, EC8, 8pts) Using Objects as Weapons (Special Attack x5: +5DM {x6DM} Lethal {5}, Range: 80 squares {5}, EC10, 10pts) Telekinetic Force Field (Toughness x5: +50 Soak {Soak 50} [Only x2 vs. physical attacks] EC4, 4pts) Force Bolts (Special Attack x5: +5DM {x6DM} Lethal {5}, Range: 10 squares {2}, EC7, 7pts) Gear None

Telekinesis x3 (EC3, 3pts)

Brawn 1 Hits 23/100 DL 21/29 Agility 2 Energy 10 Move 6 spp ground Mind 2 Size 0 Total 33 Advantages Appeal, Contacts (S.H.I.E.L.D.), Diehard, Membership (West Coast Avengers) Disadvantages None Skills Athletics/Acrobatics (A), Investigation/Finding Clues (M), Science/Biology (M), Social Science/Law (M) Powers (10pts) [19pts] Charisma (EC0, 1pt) Hard Style (EC2, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Pankration x1 (two maneuvers, EC varies, 1pt) Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Trick Shot (EC0, 2pts) Weapon Technique x2 (+2 to hit with battle staves, EC0, 2pts) Gear (9pts) Battle Staves (Special Attack x2: +2DM {x3DM} Lethal {2}, Range: 10 squares {2}, Variable {1} [Stealable Gadget: Hits 80, Soak 20] EC0, 4pts) or Fire Battle Staves (Special Attack x3: +3DM {x4DM} Lethal {3},Range: 10 squares {2} [Stealable {-1} Ammo {-1} Gadget] EC0, 3pts) Costume (Toughness x2:+20 Soak {Soak 20} [+20 vs. fire, Stealable Gadget] EC0, 1pt) Stretching x1 ([Stealable Gadget] EC0, 1pt)

Mister Fantastic
Brawn 1 Agility 1 spp ground Hits 18/100 Energy 10

Nightcrawler
DL 18/26 Move 3 Brawn 1 Agility 3 Mind 1

Hits 44/100 Energy 10 Size 0

DL 24/30 Move 9 spp ground Total 36

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Conversion: Marvel Super Heroes to BASH! Advantages Blaze of Glory, Contacts x2 (Circus, Ruritania), Diehard, Fearless, Membership (XMen), Shrewd Disadvantages Freak Skills Athletics/Acrobatics (A), Physician/First-Aid (M), Technology/Jury-Rig (M), Technology/Repair (M) Powers (20pts) Anime Leap Power (4 spp jump, EC1, 1pt) Blending (Invisibility x2 (Only Affects You, While Moving [Only Blended], EC2, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x1 (+2 Mind to resist, EC0, 1pt) Pankration x1 (two maneuvers, EC varies, 1pt) Prehensile Tail (Extra Arms {2}, EC0, 2pts) Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Super Speed x2 ([Only for combat] EC3, 3pts) Teleport ({5}, Extended Range x2: 2560 squares/2 miles {2}, Can Carry Others {1} [Loud, Tiring, Dangerous] EC7, 7pts). Teleports at these limits require an Brawn check to avoid exhaustion and disorientation (no actions for 2d6-1 pages). Teleporting into a solid object results in that object inflicting Hits/10DM/d6 damage. Those being carried must make an Tough (30/10+) Brawn check to avoid being knocked out for 2d6-1 pages. Weapon Technique x1 (sharp weapons, EC0, 1pt) Gear None Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Rapid Attacks (Super Speed x2 [Only in combat] EC3, 3pts) Gear None

PHOENIX

Northstar

Brawn 1 Hits 29/100 DL 30/37 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 38 Advantages Blaze of Glory, Contacts (Underground), Diehard, Membership (X-Men) Disadvantages Bad Reputation Skills Athletics/Acrobatics (A) Powers (29pts) Danger Sense (EC0, 2pts) Force Bolts (Special Attack x6: +6DM {x7DM} {6}, Extended Range x1: 160 squares {1}, EC7, 7pts) Force Field x3 (120 Hits, Soak 10, EC3, 3pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Memory Tampering (EC4, 4pts) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Mutant Detection (Sense X: X= Mutant Brain Wavelengths, EC1, 1pt) Pankration x1 (two maneuvers, EC varies, 1pt) Quick-Draw (EC0, 1pt) Telekinesis x4 (EC4, 4pts) Telepathy (Range 10 squares, Can Probe {1}, Can Link {1}, EC5, 5pts) Gear None

Brawn 2 Hits 38/100 DL 24/30 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 37 Advantages Appeal, Blaze of Glory, Contacts (Free Quebec), Diehard, Fearless, Membership (Alpha Flight), Resources Disadvantages None Weakness Negating (Contact with his sister negates use of his Powers. In addition, sudden contact forces an Brawn check for both or they become unconscious. Both effects last 2d6-1 pages, -2pts) Skills Athletics/Running (Skiing, A) Powers (20pts) Flight x10 (11,976 spp fly, 2246 spp in atmosphere, Agility +1 for speed {1}, Reduced Agility EC8 {3}, Linked {1} to Toughness x2: +20 Soak {Soak 20} {2}, EC8, 16pts)

PROFESSOR X

Brawn 1 Hits 21/100 DL 52/60 Agility 1 Energy 10 Move 3 spp ground Mind 3 Size 0 Total 69 Advantages Blaze of Glory, Contacts x2 (Starjammers, Moira MacTaggart), Diehard, Famous, Headquarters, Membership x2 (New Mutants, X-Men), Resources Disadvantages None Skills Physician/Genetics (M), Technology/Invent (M), Technology/Jury-Rig (M) Powers (47pts) [50pts] Astral Projection (Ghost-Form: energy {3}, Linked {1} to Extra Dimensional Travel x1 {1} [Leaves Body Behind] EC4, 4pts) Danger Sense (EC0, 2pts) Illusion x5 (EC5, 5pts)

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Conversion: Marvel Super Heroes to BASH! Gear Immobilization x5: Nigh-Impossible (50/15+) Brawn check [Not on Unliving] EC4, 4pts) Memory Tampering (EC4, 4pts) Mental Bolts (Special Attack x5: +5DM {x8DM} Lethal {5}, Range: 5 squares {1}, Mental Attack {1}, Pierce Armor {3} EC10, 10pts) Mind Shield x8 (+16 Mind to resist, EC0, 8pts) Mutant Detection (Sense X (X= Mutant Brainwaves, Extended Range x2: 640 squares/ mile {2}, EC3, 3pts) Telepathy ({3}, Extended Range x4: 250 miles {4}, EC7, 7pts) (3pts) Cerebro (Extended Range x5: anywhere in the world [Only Mutant Detection, Stealable Gadget] EC0, 3pts) While containing Razer, Judd does not age or does very slowly, -2pts) Skills None Powers (15pts) [18pts] Daredevil x1 (EC0, 1pt) Darkness Generation (Confusion x2: -4 Agility, EC2, 2pts) Ghost-Form (gas, 3pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Toughness x3 (+30 Soak {Soak 25}, 3pts) Gear (3pts) Ebony Blade (Special Attack x2: +2DM {x3DM} Lethal {2},Linked {1} to Shrinking x1: Size -1, x1/2 Size and Lifting, +1 Agility, x2KB, EC1, {1}, Usable On Others {1} [Stealable Gadget] 3pts)

Puck

Brawn 1 Hits 38/100 DL 18/24 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size -1 Total 25 Advantages Diehard, Membership (Alpha Flight), Shrewd Disadvantages Cursed, Small Weakness Negating (Razer can make his presence known by inflicting pain on Judd (Mind check to avoid being unable to perform other actions in that page, -2pts) Skills Athletics/Acrobatics (A), Humanities/Language (M), Investigation/Finding Clues (M), Occultism/Mysticism (M) Powers (16pts) Anime Leap Power (4 spp jump, EC1, 1pt) Hard Style (EC2, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Pankration x1 (two maneuvers, EC varies, 1pt) Pierce Armor (EC0, 3pts) Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Special Attack x1: +1 to hit {1} [While Spinning] EC1, 1pt) Summon X, X=Razer (EC3, 3pts) Gear None

Rogue

Razer

Brawn 1 Hits 75/100 DL 25/27 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 26 Advantages Blaze of Glory, Diehard Disadvantages None Weakness Negating (Once released, Puck returns to his 7 foot stature and true age, and Razer may be recontained on a successful Mind check by Judd.

Brawn 3 Hits 38/100 DL 71/77 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 82 Advantages Contacts x2 (S.H.I.E.L.D., Brotherhood of Evil Mutants), Diehard, Membership (X-Men), Shrewd Disadvantages Bad Reputation Skills Investigation/Finding Clues (M), Investigation/Questioning (M), Military/Command (M) Powers (66pts) Flight x7 (90 spp fly, EC7, 7pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x9 (+18 Mind to resist, EC0, 9pts) Power Absorption (Copycat x10 {10}, Also Skills {1}, Also Memories {1}, Target Falls Unconscious {1}, Permanent {3}, Linked {1} to Nullify x5: Super Powers {5}, Can Choose Which Powers {1}, Reduced to EC0 {21} [Uncontrollable against Mind 5 or less, Mind check to avoid permanent transfer. Failure of that FEAT results in the targets mind and Talents being wiped clean, and the targets Powers and persona are permanently Rogues. As a result, Rogues Mind drops one point: should that Mind reach 0, she ceases to be available as a Player Character] EC0, 42pts) Quick-Draw (EC0, 1pt) Skillful (+2 skill points, EC0, 1pt) Super Senses (Cannot be Blindsided, EC0, 2pts) Toughness x3 (+30 Soak {Soak ?} [+20 Soak vs. Energy] EC0, 3pts) Gear None

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Conversion: Marvel Super Heroes to BASH!

Shadowcat

Brawn 1 Hits 23/100 DL 16/24 Agility 1 Energy 10 Move 3 spp ground Mind 2 Size 0 Total 28 Advantages Appeal, Contacts (New Mutants), Diehard, Membership (X-Men), Shrewd, Sidekick (Lockheed) Disadvantages Poor Vision Skills Computers/Hacking +1 (M) Powers (15pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Ghost-Form (energy {3}, Usable On Others {1} [Only as Long as she can hold her breath] EC3, 3pts) Hovering (EC2, 2pts) Disruption (Special Attack x3: +3DM {x4DM} Lethal {3}, EMP {1}, 4pts). Non-sentient equipment is disrupted on a Mind check roll. Sentient electronic beings must make an Brawn check or be knocked out for 2d6-1 pages and suffer x3DM points of damage. Battlesuits, computers, and other systems with back-up systems are out for 10 pages Wielding out-of-phase objects as weapons (Special Attack x3: +3DM Lethal {3} [Stealable Gadget] EC0, 2pts) Pankration x1 (two maneuvers, EC varies, 1pt) Quick-Draw (EC0, 1pt) Mind Shield x1 (+2 Mind to resist, EC0, 1pt) Gear None

Eagle Crest

Brawn 1 Hits 18/10 DL 20/19 Agility 3 Energy 10 Move 9 spp ground, 269 fly Mind 1 Size -3 Total 32 Advantages Immortality Disadvantages None Skills None Powers (21pts) Astral Projection (Ghost-Form: energy {3}, Linked {1} to Extra Dimensional Travel x1 {1} [Leaves Body Behind] EC4, 4pts) Beak (Special Attack x2: x2DM {x3DM}, EC2, 2pts) Flight x 8 (269 spp fly, EC8, 8pts) Glide (Agility x4 {12 squares per panel}, EC0, 1pt) Keen Senses (Sight, EC0, 1pt) Natural Weapons (+1DM {x2DM} Lethal talons, EC1, 1pt) Squirrel-sized (18 lbs, Shrinking x3: +3 Agility, -15 Soak, +3 to being damage, x8 Knockback [Always On] EC0, 2pts) Super Senses (Telescopic Vision, EC0, 2pts) Gear None

She-Hulk

Brawn 4 Hits 73/100 DL 23/26 Agility 2 Energy 25 Move 6 spp ground, 160 spp leap Mind 1 Size 0 Total 36 Advantages Appeal, Contacts x2 (Sherriff of Los Angeles, Bruce Banner), Fearless,
Membership x3 (California Legal, Fantastic Four, Avengers), Resources, Shrewd

Shaman

Brawn 1 Hits 21/100 DL 13/21 Agility 1 Energy 10 Move 3 spp ground Mind 2 Size 0 Total 29 Advantages Appeal, Contacts x2 (Talisman, Inuit Pantheon), Diehard, Fearless, Magic, Membership (Alpha Flight), Resources, Sidekick (Eagle Crest) Disadvantages None Skills Occultism/Mysticism (M), Physician/First-Aid (M) Powers (6pts) [12pts] Danger Sense (EC0, 2pts) Mind Shield x1 (+2 Mind to resist, EC0, 1pt) Spirit Magic Spells (EC3, 3pts). All have the 1pt Power Limitation ([Only Indian and Inuit spirit magic, Ammo: once per day per spell]. Gear (6pts) Spirit Staff (Special Attack x3: +3DM {x4DM} Lethal {3}, Usable on Ghost-Form {1}, Pierce Armor {3} [Stealable Gadget: Hits 160, Soak 40] EC0, 6pts)

Disadvantages Normal (Brawn 0, Agility 1, Mind 1) Skills Social Science/Law (M) Powers (14pts) Charisma (EC0, 1pt) Endurance x3 (+15 EC, EC0, 3pts) Immunity x3 (heat, cold, disease, EC3, 3pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Pankration x1 (two maneuvers, EC varies, 1pt) Super Jump (160 squares/800, EC2, 2pts) Toughness x3 (+30 Soak {Soak 30} [Only +20 Soak vs. Energy] EC0, 2pts) Gear None

Silver Surfer

Brawn 5 Hits 135/100 DL 80/76 Agility 4 Energy 20 Move 12 spp ground Mind 2 Size 0 Total 86 Advantages Appeal, Blaze of Glory, Contacts x2 (Fantastic Four, Galactus), Diehard, Shrewd

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Conversion: Marvel Super Heroes to BASH! Disadvantages Cursed x2 (Cannot leave earths atmosphere, Villain dice gains are tripled) Skills Pilot/Control (A) Powers (60pts) Boost x5 (Variable, EC6, 6pts) Danger Sense (EC0, 2pts) Endurance x2 (+10 Energy, EC0, 2pts) Healing x5 (x5DM healing in combat, 50 Hits/hour otherwise, Usable On Others {1}, EC6, 6pts) Immunity x2 (stavation, suffocation, EC0, 2pts) Immunity x3 (cold, heat, vacuum, EC0, 3pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Perceive Energy (Sense X: X= Energy over 5pts, Extended Range x5: anywhere in the world {5}, EC6, 6pts) Pierce Armor (EC0, 3pts) Power Blast (Special Attack x5: +5DM {x7DM} Lethal {5}, EC5, 5pts) Reconstruct Matter (Mimic {3}, Usable On Others {1}, EC4, 4pts) Toughness x4 (+40 Soak {Soak 40}, Can boost to +50 Soak for 2d6-1 pages {1}, EC0, 4pts) Gear Surfboard (Flight x10: 44,910 spp fly, 2246 spp in atmosphere, Agility +10 for speed {1}, Mentally Controls {1} [Stealable Gadget: Hits 200, Soak 50] EC0, 12pts) 2pts) Force Field x4 (200 Hits, Soak 10, EC4, [Stealable Ammo Gadget] EC0, 3pts) Spider-Tracer (Super Senses: Tracking {2}, Extended Range x2: 640 squares/ mile {2} [Stealable Gadget] EC0, 3pts) Swing-Line (12 spp fly [Stealable Ammo Gadget] EC0, 1pt) Web-Shooters (Immobilization x3: Tough (30/14+) Brawn check {3} [Stealable Ammo Gadget: Hits 160, Soak 40] EC0, 1pt)

Storm

Spider-Man

Brawn 3 Hits 67/100 DL 31/34 Agility 3 Energy 10 Move 9 spp ground, 12 spp fly Mind 2 Size 0 Total 43 Advantages Appeal, Blaze of Glory, Contacts x3 (Daily Bugle, Doctor Strange, Human Torch), Diehard, Shrewd Disadvantages Dependant (Aunt May) Skills Humanities/Art (M), Science/Chemistry (M) Powers (11pts) [21pts] Charisma (EC0, 1pt) Clinging (+2 Brawn {2}, EC0, 3pts) Danger Sense (+1 Mind {1}, EC0, 3pts). May perform defensive actions if he makes a successful Mind check. If this sense is denied him, then his Mind and all Agility checks are at -1pt for success. Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Gear (10pts) Blunt Missiles (Special Attack x3: +3DM {x6DM} Lethal {3} [Stealable Ammo Gadget] EC0,

Brawn 1 Hits 44/100 DL 25/31 Agility 2 Energy 25 Move 6 spp ground, 180 spp fly Mind 1 Size 0 Total 32 Advantages Fearless, Membership x2 (X-Men, Morlocks), Shrewd Disadvantages Bad Reputation, Compulsive Behavior (Ororos moods were often reflected by the weather) Weakness Negating (At the time of this writing Ororo has lost her mutant abilities. Her Agility is 1. She may not use her superhuman Powers) Skills Athletics/Acrobatics (A), Escapology/Getting out of cells (A), Escapology/Picking Locks (A), Military/Command (M) Powers (22pts) Call & Control x3 (Weather, EC3, 3pts) Endurance x3 (+15 EC, EC0, 3pts) Flight x 8 (180 spp fly, EC8, 8pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x1 (+2 Mind to resist, EC0, 1pt) Pankration x1 (two maneuvers, EC varies, 1pt) Skillful (+2 skill points, EC0, 1pt) Soft Style (EC0, 2pts) Super Senses (Predict weather up to three days in advance, EC0, 2pts) Gear None

Sub-Mariner

Brawn 4 Hits 77/100 DL 35/37 Agility 2 Energy 10 Move 6 spp ground. 36 spp swim Mind 1 Size 0 Total 43 Advantages Blaze of Glory, Contacts x2 (Atlantis, Fantastic Four), Diehard, Membership (Avengers), Resources Disadvantages None Weakness Negating (Dehydration. If Sub-Mariner is not immersed in water, in a damp environment, or partially wet, he suffers a 1pt penalty per hour on each physical ability and Power. If totally deprived of moisture (by artificial means even a desert has some ambient moisture), Namor loses 1 Hit per hour, and may perish of dehydration. Immersion in

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Conversion: Marvel Super Heroes to BASH! water restores the lost Hits and eliminates the penalty, -2pts) Skills Science/Biology (M) Powers (25pts) Advantages Appeal, Blaze of Glory, Contacts (Asgard), Diehard, Famous, Membership (Avengers), Resources, Shrewd Disadvantages Normal (Brawn 1, Agility 0, Mind 1) Weakness Negating (Only one who is worthy may lift the hammer of Thor. The wielder (other than Thor) must have Hero Dice, Brawn 2, and no Bad Reputation or Freak Disadvantages. A nonliving object must have at least Brawn 2 to lift the hammer, -2pts) Skills None Powers (14pts) [43pts] Charisma (EC0, 1pt) Endurance x2 (+10 Energy, EC0, 2pts) Martial Arts Mastery x4 (eight maneuvers, EC varies, 4pts) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Toughness x2 (+20 Soak {Soak 20} [+10 Soak vs. energy] EC0, 1pt) Weapon Technique x1 (+1 to hit, edged weapons, EC0, 1pt) Weapon Technique x2 (+2 to hit with Mjolnir, EC0, 2pts) Gear (29pts) Call & Control x5 (Weather [Stealable Gadget] EC0, 4pts) Extra Dimensional Travel x5 ([Stealable Gadget] EC0, 4pts). With the current separation of Asgard and Earth, travel between the two is a Heroic (40/15+) Mind check. Flight x 8 (449 spp fly, EC8 {8}, Hover {2}, [Stealable Gadget] 9pts) Force Field x2 (80 Hits, Soak 10, EC2, [Stealable Gadget] EC0, 2pts) Instant Change ([Stealable Gadget] EC0, 1pt) Mjolnir (Special Attack x6: +6DM {x11DM} {6}, Range: 80 squares {5}, Returning {1}, [Stealable Gadget: Hits 300, Soak 100] EC0, 10pts)

Aquatic x6 (36 spp swim, EC6, 6pts)


Danger Sense (EC0, 2pts)

Immunity x3 (pressure, drowning, cold, EC0, 3pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Weapon Technique x2 (+2 to hit, weapons while underwater, EC0, 2pts) Weapon Technique x1 (+1 to hit, edged weapons, EC0, 1pt) Toughness x1 (+5 Soak {Soak 5}, EC0, 1pt) Gear None

Flight x6 (36 spp fly, EC6, 6pts)

Thing

Brawn 4 Hits 83/100 DL 21/23 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 33 Advantages Appeal, Blaze of Glory, Celebrity, Contacts x3 (West Coast Avengers, Unlimited Class Wrestling Federation, Project PEGASUS), Diehard, Famous, Membership (Fantastic Four), Resources, Shrewd Disadvantages Freak, Normal (Brawn 1, Agility 1, Mind 1) Skills Pilot/Control (A) Powers (12pts) Daredevil x1 (EC0, 1pt) Hard Style (EC2, 2pts) Immunity (fire, EC0, 1pt) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Resistance x2 ([Only vs. Sonic and Sound-based attacks] EC0, 1pt) Toughness x2 (+20 Soak {Soak 20}, EC0, 2pts) Wrestling (Special Attack x2: +2 to hit [Only with Wrestling] EC1, 1pt) Gear None

Tigra

Thor

Brawn 5 Hits 133/100 DL 59/56 Agility 2 Energy 20 Move 6 spp ground, 449 spp fly Mind 1 Size 0 Total 66

Brawn 3 Hits 54/100 DL 24/29 Agility 3 Energy 30 Move 18 spp ground Mind 1 Size 0 Total 34 Advantages Appeal, Blaze of Glory, Diehard, Fearless , Membership (West Coast Avengers) Disadvantages None Weakness Damaging (x2 from damages aimed at her senses, 2pts)

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Conversion: Marvel Super Heroes to BASH! Skills Science/Biology (M) Powers (18pts) [19pts] Charisma (EC0, 1pt) Danger Sense (EC0, 2pts) Empathy (EC1, 1pt) Endurance x4 (+20 Energy [Only for using when running] EC0, 3pts) Keen Senses x3 (Vision, Smell, Hearing, EC0, 3pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x4DM} Lethal claws, EC0, 1pt) Omni-Linguist ([Only cats] EC0, 1pt) Running x3 (18 spp, EC3, 3pts) Super Senses x2 (Night Vision, Tracking, EC0, 2pts) Gear (1pt) Mystic Amulet (Instant Change [Stealable Gadget] EC0, 1pt) Insect Communication (Omni-Linguist [Only Insects] EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Pierce Armor (EC0, 3pts) Wasp Sting (Special Attack x3: +3DM {x4DM} Lethal {3}, Range: 1 square {1}, EC4, 4pts) Gear None

Wolverine

Vindicator

Brawn 2 Hits 40/100 DL 24/30 Agility 3 Energy 10 Move 9 spp ground, 449 fly Mind 1 Size 0 Total 36 Advantages Contacts (Canadian Government), Diehard, Fearless, Membership (Alpha Flight), Resources, Shrewd Disadvantages Normal (Brawn 1, Agility 3, Mind 1), Poor Vision Skills Military/Command (M) Powers (0pts) [19pts] None Gear (19pts) Energy Bolts (Special Attack x5: +5DM {x6DM} Lethal {5}, Range: 80 squares {5} [Stealable {-1} Ammo {-1} Gadget] 8pts) Flight x 8 (449 spp fly, [Stealable Gadget] 7pts) Personal Force Field (Force Field x3: 120 Hits, Soak 10 {3} [Stealable Gadget: Hits 40, Soak 10] 2pts) Protected Senses (Resistance x2: [Only vision/lightbased attacks [Stealable Gadget] EC0, 1pt) Tunneling x1 (2 spp digging, 1pt)

Wasp

Brawn 1 Hits 25/100 DL 39/46 Agility 2 Energy 10 Move 6 spp ground, 36 spp fly Mind 1 Size 0 Total 55 Advantages Appeal, Celebrity, Contacts (Henry Pym), Diehard, Famous, Fearless, Headquarters, Membership (Avengers), Resources, Shrewd Disadvantages None Skills Athletics/Acrobatics (A), Commerce/Bureaucracy (M) Powers (37pts) Bug Sized (Shrinking x7: Size -7, x1/128 Size and Lifting, +7 Agility, x128KB {7} Linked {1} to Flight x6: 36 spp fly {6}, Reduced to EC0 {14}, 28pts)

Brawn 1 Hits 46/100 DL 29/34 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 38 Advantages Blaze of Glory, Contacts x2 (Alpha Flight, Yashida Clan), Diehard, Membership (X-Men), Shrewd Disadvantages Bad Reputation Skills Investigation/Finding Clues (M), Military/Command (M) Powers (25pts) Adamantium Skeleton (Special Attack x1: +1DM {x2DM} {1} [Only when his body is used as a weapon] 1pt) Claws (Special Attack x3: +3DM {x4DM} Lethal {3} [Stealable Gadget: Hits 280, Soak 90] 2pts) Danger Sense (EC0, 2pts) Hard Style (EC2, 2pts) Healing x2 (x2DM healing in combat, 20 Hits/hour otherwise, EC2, ,2pts) Immunity x2 (toxins, disease, EC0, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x1 (+2 Mind to resist, EC0, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Pankration x1 (two maneuvers, EC varies, 1pt) Pierce Armor (EC0, 3pts) Quick-Draw (EC0, 1pt) Skillful (+2 skill points, EC0, 1pt) Super Senses (Tracking, EC0, 2pts) Weapon Technique x2 (+2 to hit [Only with a oriental weapons], EC0, 1pt) Gear None

Wonder Man

Brawn 5 Hits 90/100 DL 31/32 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 40 Advantages Appeal, Blaze of Glory, Contacts (Hollywood), Diehard, Membership (West Coast Avengers) Disadvantages None

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Conversion: Marvel Super Heroes to BASH! Skills Commerce/Bureaucracy (M), Performance/Theatre (M) Powers (11pts) [19pts] Charisma (EC0, 1pt) Daredevil x1 (EC0, 1pt) Immunity x2 (heat, cold, EC0, 2pts) Life Support (Immunity x2: pressure, suffocation, EC0, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Skillful (+2 skill points, EC0, 1pt) Toughness x3 (+30 Soak {Soak 30}, EC0, 3pts) Gear (8pts) Flight x7 (72 spp fly {7}, Hover {2} [Stealable Gadget] EC0, 8pts) Reconstruct Matter (Mimic {3}, Usable On Others {1}, [Stealable Gadget] EC0, 3pts)

Annihilus Minions

Villains (p 42) .
Annihilus
Brawn 3 Hits 85/100 DL 58/59 Agility 3 Energy 10 Move 9 spp ground, 135 spp fly Mind 2 Size 0 Total 68 Advantages Blaze of Glory, Companions (Minions), Diehard, Headquarters, Resources, Shrewd, Super Vehicle Disadvantages Bad Reputation Weakness Negating (If deprived of the Cosmic Control Rod, Annihilus is -3pts on all checks, and in addition begins to age and lose Hits at a rate of one per week) Skills Technology/Invent (M) Powers (19pts) [46pts] Fear (Daze x1, EC2, 2pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Insectoid Hide (Toughness x5: +50 Soak {Soak 50} EC0, 5pts) Daredevil x1 (EC0, 1pt) Flight x7 (135 spp fly, EC7, 7pts) Gear (27pts) Cosmic Control Rod (Flight x10 (22,455 spp fly, +2 Agility for speed {2} [Only in Space, Stealable Gadget] EC0, 10pts) Immortality ([Stealable Gadget] EC0, 1pt) Immunity x4 (disease, radiation, heat, cold [Stealable Gadget] EC0, 3pts) Boost x2 (Brawn or Agility [Stealable Gadget] EC0, 1pt) Cosmic Energy Bolts (Special Attack x8: +8DM {x11DM/11d6} Lethal damage {8}, Extended Range x2: 1280 squares/1 miles {2} [Stealable Gadget] EC0, 9pts)

Brawn 1 Hits 21/10 DL 10/9 Agility 1 Energy 10 Move 3 spp ground, 3 spp fly Mind 0 Size 0 Total 14 Advantages None Disadvantages Normal Skills None Powers (11pts) Energy Pistol (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5} [Stealable {-1} Ammo: 10 {-1} Fragile {-1} Gadget: Hits 10, Soak 5] 5pts) Fly x1 (3 spp, 3pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Natural Weapons (+1DM {x2DM} Lethal claws, EC0, 1pt) Gear None

Baron Mordo

Brawn 1 Hits 20/100 DL 38/46 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 50 Advantages Blaze of Glory, Companions (Zuvembies), Contacts x4 (Denak, Ikonn, Satannish, Valtorr), Diehard Disadvantages Bad Reputation Skills Occultism/Mysticism (M) Powers (38pts) Danger Sense (EC0, 2pts) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Astral Projection (Ghost-Form: energy {3}, Linked {1} to Extra Dimensional Travel x1 {1} [Leaves Body Behind] EC4, 4pts) Personal Force Field (Force Field x2 (80 Hits, Soak 10, EC2, 2pts) Telepathy (Range 10 squares, Can Probe {1}, Extended Range x1: 160 squares {1}, EC5, 5pts) Conjuration x3 (Can be a target character {1}, EC4, 4pts). The target may make a Mind check to avoid this teleport. Eldritch Bolts (Special Attack x3: +3DM {x4DM} Lethal {3}, Extended Range x1: 160 squares {1}, EC4, 4pts) Mesmerism (Mind Control, EC5, 5pts) Necromancy (Control Zuvembies, EC3, 3pts) Teleport (EC5, 5pts) Demonic Entreaty (Boost x1: Mind {1} [to effects of any spells if he entreats any powerful extradimensional being of an evil nature] EC1, 1pt)

Zuvembies
Brawn 1

Hits 13/10

DL -1/-1

Page 76 of 99

Conversion: Marvel Super Heroes to BASH! Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 6 Advantages Unliving Disadvantages None Skills None Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None Pankration x1 (two maneuvers, EC varies, 1pt) Quick-Draw (EC0, 1pt) Soft Style (EC0, 2pts) Weapon Technique x2 (+2 to hit with whips, EC0, 2pts) Gear (22pts) Armor (Toughness x2: +20 Soak {Soak 20} [+10 Soak vs. physical attacks, Stealable Gadget: Hits 100, Soak 30] EC0, 1pt) Detached Whip (Special Attack x3: +3DM {x4DM} Lethal {3}, Radius 1 {1}, Can be timed up to 3 pages {1} [Stealable Gadget] EC0, 4pts). Gravity Bolo (Immobilization x3: Tough (30/14+) Brawn check {3}, Range B in squares {1} [Stealable Gadget: Hits 120, Soak 30] EC0, 3pts) Necro-Lash (Special Attack x6: +6DM {x7DM} {6} [Only on Grapple, Stealable Gadget] EC0, 4pts) Nunchaku (Special Attack x3: +3DM {x4DM} Lethal {3}, Paired Weapon Fighting {1} [Stealable Gadget] EC0, 3pts) Pole Vault (Swing-Line: 4 spp fly {2} [Stealable Gadget] EC0, 1pt) Whip (Immobilization x3: Tough (30/14+) Brawn check {3} [Stealable Gadget] EC0, 2pts) Whip (Special Attack x3: +3DM {x4DM} Lethal {3}[Stealable Gadget] EC0, 2pts) Whip Shield (Force Field x2: 100 Hits, Soak 10 [Stealable Gadget] EC0, 2pts)

Beetle

Brawn 2 Hits 29/100 DL 37/44 Agility 1 Energy 10 Move 3 spp ground, 36 spp fly Mind 2 Size 0 Total 46 Advantages Contacts x2 (Justin Hammer, Masters of Evil), Diehard, Resources Disadvantages Bad Reputation, Normal (Brawn 1, Agility 1, Mind 2) Skills Technology/Jury-Rig (M), Technology/Repair (M) Powers (3pts) [34pts] Danger Sense (EC0, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (31pts) Battle Computer (Boost x6: +2 to hit, +2 Agility, +2 Priority {6} [Only against Spider-Man, Daredevil, Iron Man (Tony Stark, old suit), and Captain America or anyone he has filmed in battle, Stealable Gadget] EC0, 3pts) Clinging (Brawn 2 {1}, [Stealable Gadget] EC0, 1pt) Control Microwaves (Control X, X = Microwaves {2}, Radius 10 squares {10}, Acts as Mind Shield x3 (+6 Mind to resist) against microwave transmissions {1} [Stealable Gadget] EC0, 12pts) Electro-Bite (Special Attack x3: +3DM/+3d6 {x5DM} Lethal {3} Range: 80 squares {5} [Stealable Gadget] EC0, 7pts) Flight x7 (36 spp fly, 72 spp fly if power is shunted from all other systems {1}, [Stealable Gadget] EC0, 7pts) Microwave-Powered Armor(Toughness x2 (+20 Soak {Soak 20} [Stealable Gadget] EC0, 1pt)

Boomerang

Blacklash

Brawn 1 Hits 33/100 DL 34/41 Agility 1 Energy 10 Move 3 spp ground Mind 2 Size 0 Total 43 Advantages Blaze of Glory, Contacts (Criminal), Diehard, Shrewd Disadvantages Bad Reputation Skills Engineering/Weapons (M), Technology/Invent (M) Powers (10pts) [32pts] Entangle (EC0, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts)

Brawn 1 Hits 33/100 DL 31/38 Agility 2 Energy 10 Move 6 spp ground, 36 spp fly Mind 1 Size 0 Total 40 Advantages Contacts (Mobs), Diehard, Resources, Shrewd Disadvantages Bad Reputation Skills None Powers (7pts) [29pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Trick Shot (EC0, 2pts) Weapon Technique x2 (+2 to hit with boomerang, EC0, 2pts) Weapon Technique x2 (thrown weapons, EC0, EC0, 2pts) Gear (22pts) Bladerangs (Special Attack x5: +5DM {x6DM} Lethal {5} [Only work on Soak 9 or less {-1}, Stealable {-1} Ammo {-1} Gadget: Hits 100, Soak 30] 2pts) Boot Jets (Flight x6: 36 spp fly {6} [Stealable Gadget] 5pts) Boot Thrusters (Special Attack x3: +3DM {x4DM} Lethal {3} [Stealable Gadget] EC0, 2pts) Gasarang (Daze x3 (Standard (20/7+), Range 20 squares, Repels {4}, Radius 1 squares {1} [Stealable {1} Ammo {-1} Gadget: Hits 50, Soak 20] 3pts)

Page 77 of 99

Conversion: Marvel Super Heroes to BASH! Gravityrang (Immobilization x3: Tough (30/14+) Brawn check {3} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Razorrangs (Special Attack x3: +3DM {x4DM} Lethal {3} [Stealable {-1} Ammo {-1} Gadget: Hits 100, Soak 30] 1pt) Reflexrang (Special Attack x2: +2 to hit {2}, Linked {1} to Push x1 {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 2pts) Screamarangs (Confusion x2: -4 Agility {2} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Shatterang (Special Attack x6: +6DM {x7DM} {6} Radius 1 squares {1} [Stealable {-1} Ammo {-1} Gadget: Hits 50, Soak 20] 5pts) Mind 3 Size 0 Total 73 Advantages Bad Reputation, Blaze of Glory, Contracts (US Government), Diehard, Gadgeteer, Headquarters, Magic, Membership (Latveria Government), Resources, Sidekicks (Robots), Super Vehicle, Wanted Disadvantages None Skills Occultism/Mysticism (M), Technology/Invent (M), Technology/Repair (M) Powers (19pts) [49pts) Danger Sense (EC0, 2pts) Eldritch Bolts (Special Attack x6: +6DM {x9DM} {6}, Extended Range x1: 160 squares {1}, EC7, 7pts) Fear (Daze x1, EC2, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Transfer (Possession [Transfers consciousness] EC4, 4pts) Gear (30pts) 9mm Mauser (Special Attack x1: +1DM {x4DM} {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 6/8/9 {-1} Gadget: Hits 40, Soak 10] $100, EC0, 1pt) Air Supply (Immunity: suffocation [4 hours] EC0, 1pt) Armor (Toughness x5 (+50 Soak {Soak 50} [Stealable Gadget] EC0, 4pts) Force Beam Gauntlets (Special Attack x6: +6DM {x9DM} {6},Extended Range x1: 160 squares {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 5pts) Force Field x4 (240 Hits, Soak 10 [Stealable Gadget] EC0, 3pts) Jet-Pack (Flight x 8 (90 spp fly [Stealable Gadget] 7pts) Special Items x5 (a time machine capable of sending up to one ton of material forward or backward in time, or into an alternate time line. He has also developed a shrinking gas of 9pts)

Crimson Dynamo

Brawn 3 Hits 81/100 DL 43/45 Agility 3 Energy 10 Move 9 spp ground, 72 spp fly Mind 1 Size 0 Total 53 Advantages Blaze of Glory, Diehard, Famous (in Russia), Fearless, Membership (KGB), Resources, Shrewd Disadvantages Normal (Brawn 1, Agility 1, Mind 1) Skills Investigation/Finding Clues (M) Powers (3pts) [33pts] Daredevil x1 (EC0, 1pt) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Gear (30pts) Air Supply (Immunity: suffocation [1 hour duration, Stealable Gadget] EC0, 1pt) Blasters (Special Attack x5: +5DM {x6DM} Lethal {5}, Range: 10 squares {2} [Stealable {-1} Ammo {-1} Gadget] EC0, 5pts) Crimson Dynamo Armor (Toughness x6 (+60 Soak {Soak 60} {6} [Stealable Gadget: Hits 120, Soak 30] EC0, 5pts) ECMs (Mind Shield x3: +6 Mind to resist {3}, [Only vs. radar, Stealable Gadget] EC0, 1pt) Immunity x4 (fire, heat, cold, radiation [Stealable Ammo: 450 hours Gadget] EC0, 3pts) Ram (+2 Inertial, +2DM,[Stealable Gadget] EC0, 1pt) Sensors (Super Senses x2: Infravision, microwave detector, [Stealable Gadget] EC0, 4pts) Turbo-Fan Booth Thrusters (Special Attack x3: +3DM {x6DM} Lethal {3}, Radius 1 squares {1} [Stealable Gadget] EC0, 3pts) Turbo-Fan Boots (Flight x7: 72 spp fly [Stealable Gadget] EC0, 6pts) Wide Band Communicator (Radio (Telepathy [Only Radio, Stealable Gadget], EC0, 1pt)

Doombots

Doctor Doom
Brawn 2 Agility 1

Hits 50/100 Energy 10

DL 55/60 Move 3 spp ground, 90 spp fly

Brawn 1 Hits 25/10 DL 8/6 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 14 Advantages Diehard, Unliving Disadvantages None Skills None Powers (8pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Toughness x1 (+10 Soak {Soak 10} 1pt)

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Conversion: Marvel Super Heroes to BASH! Gear Energy Blaster (Special Attack x3: +3DM/+3d6 {x3DM} Lethal {3}, Range: 40 squares {4} [Stealable Gadget] 6pts) Skills Technology/Repair (M), Technology/Modify (M), Technology/Invent (M) Powers (6pts) [20pts] Telepathy (Extended Range x3: 900 miles {3}, [Only to Tentacles] 5pts). The arms do not have to be attached to receive mental commands. Skillful (+2 skill points for Normal, +4 skill points otherwise, EC0, 1pt) Gear (14pts) Bracing (Brawn x2 for resisting knockback if Doc Ock uses two arms to brace {1}, EC0, 1pt) Running x6 (18 spp ground, Linked {1} to Super Speed x1 {2} [Stealable Gadget] EC0, 2pts) Stretching x5 (9 squares [Stealable Gadget] EC0, 4pts) Tentacles (+1 Brawn {1}, Extra Arms x2 {4}, Reach 1 square {1} [Brawn bonus is only using multiple tentacles, Stealable Gadget: Hits 120, Soak 30, pinchers are Hits 80, Soak 20] EC0, 6pts) Clinging (18 spp [Stealable Gadget] EC0, 1pt)

Imitation Bots

Brawn 2 Hits 38/10 DL 19/16 Agility 2 Energy 10 Move 6 spp ground Mind 2 Size 0 Total 31 Advantages Blaze of Glory, Diehard, Fearless, Shrewd, Unliving Disadvantages None Skills None Powers (3pts) [14pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Toughness x2 (+20 Soak {Soak 20} 2pts) Gear (11pts) Force Beams (Special Attack x5: +5DM {x7DM} Lethal {5}, Range: 80 squares {5} [Stealable {-1} Ammo {-1} Gadget] 8pts) Force Field x3 (150 Hits, Soak 10, EC3, 3pts)

Dreadnought

Diplomatic Bots

Brawn 1 Hits 21/10 DL 12/11 Agility 1 Energy 10 Move 3 spp ground Mind 2 Size 0 Total 20 Advantages Diehard, Unliving Disadvantages Compulsive Behavior (think as if they were Dr. Doom, save for when in the presence of the real Doctor Doom or another Doom android) Skills None Powers (7pts) [11pts] Danger Sense (EC0, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Toughness x2 (+20 Soak {Soak 20} 2pts) Gear (4pts) Force Beams (Special Attack x2: +2DM {x4DM} Lethal {2}, Range: 40 squares {4} [Stealable {-1} Ammo {-1} Gadget] EC0, 4pts)

Doctor Octopus

Brawn 2 Hits 28/100 DL 23/30 Agility 1 Energy 10 Move 3/18 spp ground Mind 2 Size 0 Total 33 Advantages Contacts (Criminal), Diehard, Fearless, Resources Disadvantages Bad Reputation Weakness Damaging (He has tactile sensation through these arms, and, if the arms are damaged, must make an Brawn check or pass out for 2d6-1 pages)

Brawn 3 Hits 69/100 DL 44/47 Agility 2 Energy 10 Move 6 spp ground Mind 0 Size 0 Total 48 Advantages Blaze of Glory, Diehard, Shrewd, Unliving Disadvantages Bad Reputation, Destitute, Dumb: -1 Mind (Max of 2) Skills None Powers (37pts) Armor (Toughness x6 (+60 Soak {Soak 60} [Only +20 Soak from energy attacks] EC0, 5pts) Boxing (Weapon Technique x2: ++2DM Lethal damage bare-handed, EC0, 2pts) Daredevil x1 (EC0, 1pt) Electrical Field (Damage Aura x6: x6DM Lethal damage, EC6, 6pts) Flame-throwers (Special Attack x5: +5DM {x8DM} Lethal {5}, Range 1 square {1} [Stealable {-1} Ammo: 6 shots {-1} Gadget] EC0, 4pts) Freon Gas Dispenser in Mouth (Immobilization x6: Nigh-Impossible (60/17+) Brawn check [Stealable {1} Ammo: 2 shots {-1} Gadget] EC0, 5pts) Gamma ray projector behind eyes (Special Attack x5: +5DM {x?DM} Lethal {5}, Range: 10 squares {2} [Stealable Gadget] EC0, 6pts) Hard Style (EC2, 2pts) Immunity x3 (heat, cold, radiation, EC0, 3pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Sharpened spikes fired from knuckles (Special Attack x1: +1DM Lethal {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 8 {-1} Gadget] EC0, 1pt) Gear None

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Conversion: Marvel Super Heroes to BASH!

Electro

Brawn 2 Hits 42/100 DL 39/45 Agility 2 Energy 25 Move 6 spp ground, 269 fly Mind 1 Size 0 Total 46 Advantages Contacts (Criminal), Shrewd Disadvantages Bad Reputation Skills None Powers (35pts) Call & Control x3 (Electricity, EC3, 3pts) Electric Shock (Damage Aura x7: x7DM Lethal damage, [Must Grapple target] EC6, 6pts) Endurance x3 (+15 EC, EC0, 3pts) Immunity (electricity, +140 Soak, +20 Soak to other kind of energy {1} EC0, 2pts) Lightning Bolts (Special Attack x5: +5DM {x6DM} Lethal {5}, Range: 20 squares {3} [Only x2DM to grounded or insulated characters] EC7, 7pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Ride Electric Lines (Flight x 8: 269 spp fly, [Must be Near Electric Lines] EC7, 7pts) Telemechanics x2 (Extended Range x1: 160 squares {1} EC6, 6pts) Gear None

Spider-Sense Negator (Nullify x5: Danger Sense {5}, Extended Duration x3: 1 day {3} [Stealable {-1} Ammo {-1} Gadget] EC0, 6pts) Throwing Bats (Special Attack x2: +2DM {x4DM} Lethal {2}, Range B in squares {1}, Can throw multiplies at -1 to hit per blade tossed that panel {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 2pts)

Goblin Glider

Cost ? Size 0 Light BT 10 (Soak 10 vs. Size 0) Brawn 1 Hits 50 Agility 5 Inertia 5 Mind 1 Speed 54 spp fly Crew 1 Volume 0 Passengers 0 Cargo 0 Advantages None Disadvantages Unarmored/Unshielded (half BT) Powers None

Battlevan

Hobgoblin

Brawn 3 Hits 54/100 DL 33/38 Agility 2 Energy 10 Move 6 spp ground Mind 2 Size 0 Total 45 Advantages Blaze of Glory, Diehard, Fearless, Resources, Shrewd, Super Vehicle x2 (Goblin Glider, Battlevan) Disadvantages Bad Reputation, Secret Skills Technology/Repair (M) Powers (1pt) [26pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (25pts) Armor (Toughness x2: +20 Soak {Soak 20} [Stealable Gadget] EC0, 1pt) Glove Blasters (Special Attack x3: +3DM/+3d6 {x5DM} Lethal {3}, Range: 5 squares {1} [Stealable Gadget] EC0, 3pts) Goblin Grenade Incendiary (Continual Damage x3: x3DM Lethal {3}, EC0, 3pts) Goblin Grenade Smoke (Confusion x1: -2 Agility {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Goblin Grenade Knock-Out (Immobilization x3: Tough (35/12+) Brawn check {3}, [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Pumpkin Bombs (Special Attack x3: +3DM/+3d6 {x5DM} Lethal {3}, Range B in squares {1}, Timer {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 3pts) Random Firing Mechanism (Special Attack x3: +3DM/+3d6 {x5DM} Lethal {3}, Linked {1} to Confusion x1: -2 Agility {1}, Range: 5 squares {1} [Stealable Gadget] EC0, 5pts)

Cost ? Size 2 Light BT 30 (Soak 60 vs. Size 0) Brawn 3 Hits 150 Agility 5 Inertia 7 Mind 1 Speed 54 spp ground Crew 1 Volume 4 Passengers 4-8 Cargo 8 Advantages None Disadvantages None Powers Auto-pilot (1pt) Force Cannon (Special Attack x3: +3DM {x4DM} Lethal {3}, Range: 40 squares {4} [Stealable {-1} Ammo {-1} Gadget] EC0, 5pts) Full Communication Relays (1pt) Toughness x5 (+50 Soak {Soak 60} EC0, 5pts)

Kingpin

Brawn 2 Hits 42/100 DL 22/28 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 37 Advantages Appeal, Blaze of Glory, Contacts x2 (Criminal, Business/Finance), Diehard, Fearless, Headquarters, Resources, Shrewd, Sidekicks (Minions) Disadvantages None Skills None Powers (10pts) [19pts] Charisma (EC0, 1pt) Hard Style (EC2, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Pankration x1 (two maneuvers, EC varies, 1pt) Soft Style (EC0, 2pts)

Page 80 of 99

Conversion: Marvel Super Heroes to BASH! Toughness x1 (+10 Soak {Soak 10} EC0, 1pt) Wrestling (Special Attack x2: +2 to hit [Only with Wrestling] EC1, 1pt) Gear (9pts) Diamond Stickpin (Immobilization x3: Tough (30/14+) Brawn check {3}, Range 1 square {1}, Extended Duration x2: 2d6-1 hours {2} [Stealable {1} Ammo: 1 shots {-1} Gadget] EC0, 4pts) Sleep Gas (Immobilization x3: Tough (30/14+) Brawn check {3}, Range 1 square {1}, Extended Duration x2: 2d6-1 hours {2} [Stealable {-1} Ammo: 2 shots {-1} Gadget] EC0, 4pts) Walking Stick (Special Attack x3: +3DM {x4DM} Lethal {3}, Range: 5 squares {1} [Stealable {-1} Ammo: 3 shots {-1} Gadget : Hits 80, Soak 20] EC0, 1pt)

Sound Creatures

Brawn 2 Hits 10 DL -1 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 9 Advantages Blaze of Glory, Diehard, Unliving Disadvantages None Skills None Powers None Gear None

Kraven

Klaw

Brawn 2 Hits 56/100 DL 28/32 Agility 2 Energy 10 Move 6 spp ground Mind 0 Size 0 Total 31 Advantages Blaze of Glory, Diehard, Unliving Disadvantages Bad Reputation Weakness Devastating Damaging (Exposure to vacuum inflicts x3DM damage each page - sound must have a medium to travel through; Attacks with weapons of sound-dampening Vibranium inflict full and normal damage; Presence of more than 10 lbs of sound absorbing Vibranium causes Brawn check or loss of all Hits, -2pts; Sonic attacks will reduce Klaws Hits by an amount equal to the Intensity of the attack, -4pts) Negating (Destroying the sonic converter forces Klaw to make a check roll or become unconscious, -2pts) Skills Science/Physics (M) Powers (11pts) [23pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Daredevil x1 (EC0, 1pt) Ghost-Form (energy, Reduced to EC0 {3} [Always On, Solid] EC4, 4pts) Toughness x5 (+50 Soak {Soak 50} EC0, 5pts) Gear (12pts) Force Field x3 (90 Hits, Soak 10, EC3, 3pts) Sonic Blasts (Special Attack x5: +5DM {x5DM} Lethal {5}, Range: 10 squares {2} [Stealable Gadget] EC0, 6pts) Sonic Converter (Call & Control x2: Sound {2}) [Stealable Gadget: Hits 100, Soak 30] 1pt). Creation of Sonic objects of Hits 80, Soak 20. Summon X, X=Sound Creatures ([Stealable Gadget] EC0, 2pts)

Brawn 2 Hits 58/100 DL 39/43 Agility 2 Energy 10 Move 6 spp ground Mind 2 Size 0 Total 46 Advantages Blaze of Glory, Diehard, Resources, Sidekicks (trained lions or tigers) Disadvantages Bad Reputation, Oath (Never use guns or bows) Skills Outdoor/Animal Lore (M), Science/Chemistry (M) Powers (19pts) [32pts] Danger Sense (EC0, 2pts) Entangle (EC0, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Nerve Pinch (Individuals who are Stunned in blunt attack combat must make an Brawn check against Remarkable Intensity or be stunned for 3d6+2 pages, EC2, 2pts) Pierce Armor (EC0, 3pts) Quick-Draw (EC0, 1pt) Running x5 (18 spp, EC5, 5pts) Soft Style (EC0, 2pts) Gear (13pts) Axes (Special Attack x2: +2DM Lethal {2}, Range B in squares {1} [Stealable Gadget] EC0, 2pts) Spears (Special Attack x2: +2DM Lethal {2}, Range B in squares {1} [Stealable Gadget] EC0, 1pt) Whips (Special Attack x1: +1DM {x3DM} {1} [Stealable Gadget] EC0, 1pt) Darts (Special Attack x1: +1DM Lethal {1}, Range: 5 squares {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Poison Gas (Daze x2 {2} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Vest containing Narcotic Dust Sprayer (Confusion x3: -6 Agility for 3 pages or until Standard (20/7+) Mind check {3} [Stealable {-1} Ammo {-1} Gadget] EC0, 2pts) Electro-Blaster (Special Attack x5: +5DM {x7DM} Lethal {5}, Range: 1 square {1} [Stealable {-1} Ammo {-1} Gadget] 3pts Manacles (Immobilization x2: Standard (20/7+) Brawn {2}, [Stealable Gadget] EC0, 1pt) Knock-out Potions (Immobilization x2: Standard (20/7+) Brawn {2}, [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt)

Page 81 of 99

Conversion: Marvel Super Heroes to BASH!

Leader

Brawn 1 Hits 23/100 DL 28/36 Agility 1 Energy 10 Move 3 spp ground Mind 3 Size 0 Total 42 Advantages Blaze of Glory, Companions (Humanoids), Diehard, Gadgeteer, Headquarters (orbiting space station with x4DM/4d6 laser defenses), Resources, Sidekick (Omnivac, Mind 3 computer) Disadvantages Bad Reputation Skills Technology/Invent (M), Technology/Repair (M) Powers (9pts) [26pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Danger Sense (EC0, 2pts) Increased Mental Capacity (Clairvoyance x3: Past, Present, Future {3}, Variable {1}, The Leaders super-developed brain is his chief gamma-ray mutation. His logic is always accurate, and his hunches are usually true. He has total recall of anything he has seen or read, EC4, 4pts) Gear (17pts) Entangling Gun (Immobilization x3: Tough (30/14+) Brawn check {3} [Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Force Rifle (Special Attack x6: +6DM {x9DM} {6}, Extended Range x1: 160 squares {1} [Stealable {-1} Ammo {-1} Gadget] EC0, 5pts) Mind Control Device (Mind Control {5}, Range: 20 squares {3} [Stealable Gadget] EC0, 7pts) Stun Pistol (Special Attack x6: +6DM {x9DM} {6}, Extended Range x1: 160 squares {1} [Stun {-1}, Stealable {-1} Ammo {-1} Gadget] EC0, 4pts)

Lizard

Brawn 3 Hits 58/100 DL 24/28 Agility 2 Energy 25 Move 6 spp ground Mind 0 Size 0 Total 30 Advantages Contacts (Spider-Man), Instant Change, Resources, Shrewd Disadvantages Bad Reputation, Normal (Brawn 1, Agility 1, Mind 2) Skills Physician/First-Aid (M), Science/Biology (M), Science/Chemistry (M) Powers (18pts) Alligator-like Hide (Toughness x1: +10 Soak {Soak 10}, EC0, 1pt) Clinging (EC0, 1pt) Control X, X = Reptiles (Extended Range x2: 640 squares/ mile {2} EC0, 4pts) Endurance x3 (+15 EC, EC0, 3pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Omni-Linguist ([Only Reptiles] EC0, 1pt) Skillful (+2 skill points, EC0, 1pt) Tail (Special Attack x4: +1DM/+1 to hit, +3DM {x6DM} Lethal {3}, EC4, 4pts) Gear None

Loki

Humanoids

Brawn 1 Hits 10 DL 13 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 18 Advantages Diehard Disadvantages Dumb: -1 Mind (Max of 2), Normal Skills None Powers (15pts) Combine (Shape-Shifting {4}, Linked {1} to Boost x3 Brawn, Agility, Health {3} [Requires 10 Humanoids for each +1 Boost, Maximum 5pts of stats] EC7, 7pts) Telepathy (Range 10 squares [Only to Leader] EC2, 2pts) Toughness x6 (+60 Soak {Soak ?} [+20 Soak vs. Energy] EC0, 6pts) Gear None

Brawn 3 Hits 63/100 DL 76/80 Agility 2 Energy 25 Move 6 spp ground Mind 2 Size 0 Total 89 Advantages Contacts x2 (Odin, Asgardian Enemies), Famous, Headquarters, Immortality, Resources, Shrewd Disadvantages None Weakness Negating (Focus; Magic Talismans: Lokis spell abilities only last as long as he concentrates on them. This proves unfortunate to the enhanced agent if Loki gets distracted while the agent is in combat with Thor. For this reason, Loki uses talismans to effect powerful and long-lasting changes. A Talisman has a rank equal to the highest ability of its possessor, or the highest rank of the item itself. This Talisman Rank will allow Loki to maintain spells of lower ranks, -2pts) Skills Occultism/Mysticism (M) Powers (68pts) Animate Objects (Animation x5, EC5, 5pts) Astral Projection (Ghost-Form: energy {3}, Linked {1} to Extra Dimensional Travel x1 {1} [Leaves Body Behind] EC4, 4pts) Dense Flesh (Toughness x2: +20 Soak {Soak 20}, EC0, 2pts)

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Conversion: Marvel Super Heroes to BASH! Dimensional Travel (Extra Dimensional Travel x4, Could Cast Spells {1}, EC5, 5pts) Eldritch Blasts (Special Attack x4: +4DM {x6DM} Lethal {4}, Range: 80 squares {5}, EC9, 9pts) Endurance x3 (+15 EC, EC0, 3pts) Enhanced Senses (Super Senses (allowing him to perceive happenings in distant regions and other dimensions, EC0, 2pts) Enhancement (Boost x4: Abilities or Powers {4}, Variable {1}, Can be Permanent {3} [Random Results] EC7, 7pts). Make a Mind check roll for nature of enhancement; Loki may add Villain Dice to the roll: Failed: 2 abilities raised +2pts; Success: 3 abilities raised +2pts plus one random Power; Success by 8+: 3 abilities raised +3pts plus two random Powers; Success with Doubles: 4 abilities raised +3pts plus three random Powers. Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mimic (Usable On Others {1}, EC4, 4pts). Cannot affect materials of more than Hits 200, Soak 50. Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Personal Shield (Force Field x4: 200 Hits, Soak 10, EC4 4pts) Shape-Shifting (Usable On Others {1}, Perfect Imitation {1}, EC6, 6pts) Suggestion (Linked {1} to Boost x3: Mind {3}, 4pts) Telepathy (Extended Range x5: anywhere in the world {5}, Linked {1} to Extra Dimensional Travel x3 {3} [Cannot Read Minds] EC8, 8pts) Gear None

Mandarin

Madcap

Brawn 1 Hits 25/100 DL 19/26 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 25 Advantages Diehard Disadvantages Bad Reputation Skills None Powers (17pts) Bubble Gun (Daze x1, Range: touch, EC2, 2pts) Danger Sense (EC0, 2pts) Emotion Control (Mind Control {5}, [Only to make people Crazy, Must make eye contact] EC3, 3pts) The target must make an Mind check, with failure resulting in the character acting crazy for 10 pages plus 2d6-1 pages. If the character succeeds with the check, he is still light-headed and performs all checks at 1pt for the next 2d6-1 pages. Healing x7 (EC7, 7pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Gear None

Brawn 1 Hits 38/100 DL 47/53 Agility 2 Energy 10 Move 6 spp ground, 4 spp fly Mind 3 Size 0 Total 58 Advantages Blaze of Glory, Diehard, Fearless, Shrewd Disadvantages None Skills Science/Biology (M), Science/Chemistry (M), Technology/Invent (M), Technology/Jury-Rig (M), Technology/Repair (M) Powers (10pts) [42pts] Clairvoyance x1 (present, Mandarin has a strong psionic link with his rings, such that only he may use them, and may monitor activity occurring around them should they be removed, 1pt) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Pierce Armor (EC0, 3pts) Quick-Draw (EC0, 1pt) Skillful (+2 skill points, EC0, 1pt) Soft Style (EC0, 2pts) Gear (32pts) Black Light Ring (Call & Control x2: Darkforce, Range: 5 squares {1} [Stealable Gadget] EC0, 2pts) Costume (Force Field x4: 240 Hits, Soak 10, Can Attack at +2DM {1} [Cannot fire weapon through force field, Stealable Gadget] EC0, 2pts) Disintegration Ring (Special Attack x4: +4DM {x?DM/?d6} Lethal {4}, Disintegrates {1} Range 1 square {1} [No effect on living targets, Must recharge 20 minutes after use, Stealable Gadget] EC0, 3pts) Electro-Blast Ring (Special Attack x3: +3DM Lethal {3} Range: 5 squares {1} [Stealable Gadget] EC0, 3pts) Flame Blast Ring (Special Attack x3: +3DM Lethal {3} Range: 5 squares {1} [Stealable Gadget] EC0, 3pts) Ice Blast Ring (Continual Damage x2: x2DM {2}, Range: 5 squares {1}, Brawn check to avoid being stunned {1} [Stealable Gadget] EC0, 3pts) Impact Beam Ring (Special Attack x3: +3DM Lethal {3} Range: 5 squares {1} [Stealable Gadget] EC0, 3pts) Matter-Rearranger Ring (Mimic: Usable On Others {1} [Not on Force Fields, Stealable Gadget] EC0, 2pts) Mento Intensifier Ring (Mind Control, Radius 1 squares {1} [Stealable Gadget] EC0, 5pts) Vortex Beam Ring (Call & Control x2: air {2}, Flight x2: 4 spp fly {2} [Multi-Power, Stealable Gadget] EC0, 2pts) White Light Ring (Daze x2 {2} Range: 20 squares {3} [Stealable Gadget] EC0, 4pts)

Mandroid
Brawn 2

Hits 29/100

DL 25/32

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Conversion: Marvel Super Heroes to BASH! Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 35 Advantages Diehard Disadvantages Normal Skills Investigation/Finding Clues (M), Military/Command (M), Social Science/Law (M) Powers (2pts) [23pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Skillful (+2 skill points, EC0, 1pt) Gear (21pts) Armor (Toughness x3: +30 Soak {Soak 30}, [Stealable Gadget] EC0, 2pts) Force Field x3 (120 Hits, Soak 10 {3} [Cannot fire other weapon systems, Stealable Gadget] EC0, 2pts) Immunity x2 (heat, radiation, EC0, 2pts) Laser Torch (Special Attack x2: +2DM Lethal {2}, Range: 40 squares {4} [Stealable {-1} Ammo {-1} Gadget] EC0, 4pts) Life Support (Immunity x2: pressure, suffocation, [Stealable Gadget] EC0, 1pt) Neuro-Stunner (Special Attack x3: +3DM Stun {3}, Range 1 square {1}, [Stun, Stealable {-1} Ammo {-1} Gadget] EC0, 1pt) Protected Senses (Mind Shield x2: x4 Mind for defending [Only for Senses] EC0, 2pts) Punch-Blasters (Special Attack x3: +3DM Lethal {3} Range 1 square {1}, [Stealable {-1} Ammo {-1} Gadget] EC0, 2pts) Radio (Telepathy, Loudspeakers {1} [Only Radio, Stealable Gadget], EC0, 2pts) Remote Control (EC0, 1pt). Remote Control: Should the wearer be injured or knocked out, the suits may be programmed for specific action(usually escape). Super Senses x2 (Infravision, radar/sonar, [Stealable Gadget] EC0, 1pt) Tracker/Repeller Fields (Telekinesis x2: [Stealable Gadget], EC0, 1pt) Quick-Draw (EC0, 1pt) Soft Style (EC0, 2pts) Gear (2pts) Cybernetic Helmet (Telepathy: Range 10 squares, [Stealable Gadget] EC0, 2pts)

Submersible

Cost ? Size 4 Heavy BT 20 (Soak 80 vs. Size 0) Brawn 2 Hits 100 Agility 2 Inertia 6 Mind 1 Speed 36 spp swim Crew 1 Volume 16 Passengers 160 Cargo 16 Advantages Submersible Disadvantages None Powers Aquatic Propulsion x2 (36 spp in water, 2pts)

Mastermind

Master

Brawn 2 Hits 42/100 DL 18/24 Agility 2 Energy 10 Move 6 spp ground Mind 3 Size 0 Total 33 Advantages Blaze of Glory, Diehard, Gadgeteer, Headquarters (A typical installation is of Huge capacity, and is defended by grapples of Brawn 3 and laser and force cannon of x3DM damage), Immortality, Resources, Shrewd, Super Vehicle (Submersible) Disadvantages Bad Reputation Skills Technology/Repair (M) Powers (10pts) [12pts] Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Pierce Armor (EC0, 3pts)

Brawn 0 Hits 18/100 DL 27/35 Agility 1 Energy 25 Move 3 spp ground Mind 1 Size 0 Total 37 Advantages Blaze of Glory, Contacts (Circus), Diehard, Psionics, Resources, Shrewd Disadvantages Bad Reputation Skills None Powers (26pts) [28pts] Creates imaginary entrapment devices (Immobilization x5: Nigh-Impossible (50/15+) Brawn check, EC5, 5pts) Duplication x3 (9 clones [Only Illusions] 2pts) Endurance x3 (+15 EC, EC0, 3pts) Illusion Generation (Illusion x5 {5}, Extended Radius x1: 80 squares {1}. EC6, 6pts). His Power is such that those confronted with an illusion must make an Mind check to disbelieve. Damage caused by Masterminds illusions is imaginary, but reduction to 0 Hits by illusionary attacks results in unconsciousness for 2d6 pages. Invisibility x3 (Only affects you, Even while fighting, EC5, 5pts) Shape-Shifter (Usable On Others {1}, [Only Illusions] EC5, 5pts) Gear (2pts) Handgun/Pistol (Special Attack x1: +1DM {x2DM} {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 6/8/9 {-1} Gadget: Hits 40, Soak 10] $100, EC0, 1pt) Mindtap Mechanism (Boost x2: Mind [Only Self, [Stealable Gadget] EC0, 1pt)

Red Ghost
Brawn 1

Hits 38/100

DL 14/20

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Conversion: Marvel Super Heroes to BASH! Agility 2 Energy 25 Move 6 spp ground Mind 2 Size 0 Total 23 Advantages Fearless, Headquarters, Resources, Sidekicks (Super Apes) Disadvantages Bad Reputation Skills Science/Physics (M) Powers (10pts) Endurance x3 (+15 EC, EC0, 3pts) Ghost-Form (energy {3} Linked {1} to Immunity x2: suffocation, starvation {2}, Usable On Others {1} EC6, 6pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Red Skull

Miklho (Super Ape)

Brawn 3 Hits 46/100 DL 8/13 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 12 Advantages Blaze of Glory, Diehard Disadvantages Dumb: -1 Mind (Max of 2), Craven Skills None Powers (4pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Toughness x3 (+30 Soak {Soak 30}, EC0, 3pts) Gear None

Igor

Brawn 1 Hits 32/100 DL 6/13 Agility 2 Energy 10 Move 6 spp ground Mind 0 Size 0 Total 11 Advantages Blaze of Glory, Diehard Disadvantages Craven, Dumb: -1 Mind (Max of 2) Skills None Powers (5pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Shape-Shifting (EC4, 4pts) Gear None

Brawn 1 Hits 33/100 DL 26/33 Agility 2 Energy 10 Move 6 spp ground Mind 2 Size 0 Total 41 Advantages Bad Reputation, Blaze of Glory, Contacts (Armin Zola), Diehard, Headquarters, Resources, Shrewd, Sidekicks (Sleepers) Disadvantages None Skills Military/Command (M) Powers (11pts) [23pts] Expert Marksman x1 (+ range, EC0, 1pt) Fear (Daze x1, EC2, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Pankration x1 (two maneuvers, EC varies, 1pt) Quick-Draw (EC0, 1pt) Soft Style (EC0, 2pts) Gear (12pts) Dust of Death (Shape-Shifting {4}, Usable On Others {1}, Range: 5 squares {1}. Radius 1 squares {1}[Only to Change Face, Allows Save, Stealable {1} Ammo {-1} Gadget] EC0, 3pts). A Tough (35/12+) poison that causes those who fail the Brawn check to resemble a Red Skull. Mind Control ([Stealable Gadget] EC0, 4pts) Skull infection (Shape-Shifting {4}, Usable On Others {1}, Range: 5 squares {1}. Radius 1 squares {1}, Linked {1} to Weaken x3: Mind {3} [Weaken only to make susceptible{-1}, Shape-Shift Only to Change Face{-1}, Allows Save{-1}, Stealable {-1} Ammo {-1} Gadget] EC0, 5pts). A mutated disease of Tough (35/12+) intensity that causes the victim failing an Brawn check to resemble the Red Skull and be more susceptible to his mind control devices (-3pts on all Mind checks).

Sleepers Peotor
Brawn 1 Hits 72/100 DL 8/11 Agility 2 Energy 10 Move 6 spp ground Mind 0 Size 0 Total 9 Advantages Blaze of Glory, Diehard Disadvantages Craven, Dumb: -1 Mind (Max of 2) Skills None Powers (3pts) Magnetic Control (Telekinesis x3, [Only Metal] EC3, 3pts) Gear None

Brawn 4 Hits 10 DL 14 Agility 4 Energy 10 Move 12 spp ground Mind 1 Size 3 Total 25 Advantages Unliving Disadvantages None Skills None Powers (6pts) Toughness x3 (+30 Soak {Soak 45}, EC0, 3pts) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 45}, -4 Dodge [Always On], EC0, 3pts) Gear None

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Conversion: Marvel Super Heroes to BASH!

Scorpion

Brawn 3 Hits 63/100 DL 23/27 Agility 3 Energy 10 Move 9 spp ground Mind 1 Size 0 Total 31 Advantages Blaze of Glory, Diehard, Fearless Disadvantages Bad Reputation Skills Investigation/Finding Clues (M) Powers (15pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Gear Armor (Toughness x2: +20 Soak {Soak 20}, EC0, 2pts) Clinging ([Cannot climb a glass wall] EC0, 1pt) Plasma Projector (Special Attack x2: +2DM {x3DM} Lethal {2}, Range: 80 squares {5} [Stealable Gadget] EC0, 6pts) Scorpions Tail (Special Attack x4: +1DM to hit, +3DM {x6DM} Lethal {4}, Reach 2 {2} [Stealable Gadget: Hits 100, Soak 30] EC0, 5pts) Super Jump (90 squares/450, [Stealable Gadget] EC0, 1pt)

Immunity x3 (heat, cold, radiation, [Stealable Gadget] EC0, 2pts) Radar Rings (Immobilization x2: Standard (20/7+) Brawn {2}, Range: 20 squares {3} [Stealable Gadget] EC0, 4pts)

ULTRON-11

Titanium Man

Brawn 3 Hits 77/100 DL 48/50 Agility 2 Energy 10 Move 6 spp ground, 269 fly Mind 1 Size 0 Total 55 Advantages Blaze of Glory, Contacts (Soviet Government), Diehard, Fearless, Resources, Shrewd Disadvantages Bad Reputation, Normal (Brawn 1, Agility 2, Mind 1) Skills Commerce/Bureaucracy (M), Investigation/Finding Clues (M) Powers (6pts) [39pts] Daredevil x1 (EC0, 1pt) Fear (Daze x1, EC2, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Skillful (+2 skill points, EC0, 1pt) Gear (33pts) Armor (Toughness x4: +40 Soak {Soak 40}, [Only +30 Soak from physical attacks, Stealable Gadget] EC0, 2pts) Boot-Jets (Special Attack x2: +2DM {x4DM} Lethal {2} [Stealable Gadget] EC0, 1pt) Cloaking Device (Invisibility x3: Only Affects You, While moving normally, Works against Radar {1} [Stealable Gadget] EC0, 3pts) Flight x 8 (269 spp fly, [Stealable Gadget] 7pts) Gauntlet-Blasters (Special Attack x3: +3DM Lethal {3}, Range: 80 squares {5} [Stealable Gadget] EC0, 7pts) Gauntlet-Mounted Tractor Beam (Telekinesis x3 [Stealable Gadget] EC0, 2pts) Helmet-Mounted Heat Beam (Special Attack x3: +3DM Lethal {3} Range: 20 squares {3} [Stealable Gadget] EC0, 5pts)

Brawn 3 Hits 83/100 DL 58/60 Agility 2 Energy 20 Move 6 spp ground Mind 3 Size 0 Total 68 Advantages Blaze of Glory, Diehard, Headquarters, Resources, Shrewd, Unliving Disadvantages Bad Reputation Skills Technology/Invent (M), Technology/Repair (M) Powers (47pts) Body Armor (Toughness x9: +90 Soak {Soak 90} EC0, 9pts) Concussion Blasters (Special Attack x4: +4DM {x7DM} Lethal {4} Range: 10 squares {2}, EC6, 6pts) Encephalo Beam (Mind Control, EC5, 5pts) Endurance x2 (+10 Energy, EC0, 2pts) Immunity x4 (heat, cold, radiation, corrosives, EC0, 4pts) Induction (Boost x5: Self {5}, Variable {1}, Lasts 2d6-1 pages {1}, Linked {1} to Healing x5 {5}, EC13, 13pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Tractor Beams (Telekinesis x2, Range: 80 squares {5} EC7, 7pts) Gear None

Vulture

Brawn 2 Hits 46/100 DL 13/18 Agility 2 Energy 10 Move 6 spp ground, 57 spp fly Mind 2 Size 0 Total 23 Advantages Blaze of Glory, Contacts (Criminal), Diehard, Fearless, Shrewd Disadvantages Bad Reputation Skills Piloting/Tricks (M), Technology/Jury-Rig (M) Powers (1pt) [7pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (6pts) Flight x7 (54 spp fly, [Stealable Gadget] EC0, 6pts)

Entities (p 54) .

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Conversion: Marvel Super Heroes to BASH!

Celestials

Brawn 10 Hits 2573/100 DL 409/162 Agility 5 Energy 30 Move 15 spp ground Mind 9 Size 0 Total 195 Advantages Blaze of Glory, Diehard, Fearless, Headquarters x3, Immortality, Psionic, Resources x3, Shrewd, Super Vehicle x3 Disadvantages Bad Reputation Weakness Negating (if reduced to 0 Hits, a necessary component of their armor may be removed, placing them in suspended animation until that piece is restored, -2pts) Skills None Powers (119pts) [133pts] Call & Control x9 (light, EC9, 9pts) Call & Control x9 (psionics, EC9, 9pts) Call & Control x9 (radiation, EC9, 9pts) Call & Control x9 (weather control, EC9, 9pts) Combine Forces (Boost x10: Any {10}, Variable {1} [Only with 5 or more Celestials] EC10, 10pts) Danger Sense (EC0, 2pts) Daredevil x3 (EC3, 3pts) Endurance x4 (+20 EC, EC0, 4pts) Energy Ray (Special Attack x9: +9DM {x18DM} Lethal damage {9}, Extended Range x3: 100 miles {3}, EC12, 12pts) Force Field x9 (1080 Hits, Soak 10, EC9, 9pts) Long Range Teleportation x9 (anywhere in the universe, EC9, 9pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Memory Tampering (Extended Range x5: anywhere in the world {5}, EC9, 9pts) Mind Shield x6 (+12 Mind to resist, EC0, 6pts) Super Senses x5 (Vision, Hearing, Smell, Taste, Touch, EC0, 5pts) Growing x9 (Size 9, +5120 Hits, +50 Soak {Soak 150}, -256 Dodge, EC10, 10pts) Gear (14pts) Armor (Toughness x10: +100 Soak {Soak 100} [Stealable Gadget] EC0, 9pts) Immunity x5 (heat, cold, radiation, toxins, disease, corrosives [Stealable Gadget] EC0, 5pts)

Daredevil x3 (EC3, 3pts) Endurance x5 (+25 EC, EC0, 5pts) Fear (Daze x3, EC3, 3pts) Keen Senses x3 (Vision, Smell, Hearing, EC0, 3pts) Martial Arts Mastery x10 (20 techniques, EC varies, 10pts) Mind Shield x8 (+16 Mind to resist, EC0, 8pts) Super Senses x5 (Vision, Hearing, Smell, Taste, Touch, EC0, 5pts) Gear None

Eternity

Brawn 10 Hits 8333/100 DL 915/92 Agility 10 Energy 35 Move 30 spp ground Mind 10 Size 0 Total 131 Advantages Diehard, Blaze of Glory, Fearless, Psionics, Resources x4, Headquarters x4, Super Vehicle x3 Disadvantages Bad Reputation Weakness Devastating Negating (As Eternity is the sum total of all living forces, destruction of Eternity may eradicate the game universe, and with it all other quasiphysical entities, -4pts) Skills None Powers (57pts) Call & Control x10 (super powers, Variable {1}, EC11, 11pts) Danger Sense (EC0, 2pts) Daredevil x3 (EC3, 3pts) Endurance x5 (+25 EC, EC0, 5pts) Invisibility x3 (Only affects you, Even while fighting, Reduced to EC0 {5}, EC0, 10pts) Keen Senses x3 (Vision, Smell, Hearing, EC0, 3pts) Martial Arts Mastery x10 (20 techniques, EC varies, 10pts) Mind Shield x8 (+16 Mind to resist, EC0, 8pts) Super Senses x5 (Vision, Hearing, Smell, Taste, Touch, EC0, 5pts) Gear None

Galactus

Death

Brawn 10 Hits 8333/100 DL 908/85 Agility 10 Energy 35 Move 30 spp ground Mind 10 Size 0 Total 114 Advantages Blaze of Glory, Diehard, Fearless, Immortality, Magic Disadvantages Bad Reputation Skills None Powers (50pts) Call & Control x10 (super powers, Variable {1}, EC11, 11pts) Danger Sense (EC0, 2pts)

Brawn 9 Hits 1729/100 DL 309/146 Agility 4 Energy 30 Move 12 spp ground Mind 9 Size 0 Total 172 Advantages Blaze of Glory, Diehard, Fearless, Headquarters x3, Psionics, Resources x3, Shrewd, Super Vehicle x3 Disadvantages Bad Reputation Weakness Devastating Negating (Hunger. In order to survive, Galactus must consume the bio-energies of planets that support (or have the potential to support) life. Galactus hunger is so severe he must feed every 30 Terran days or begin to suffer reductions in abilities. Use of his Powers at full abilities reduce this time by 1 Terran day for each instance. After

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Conversion: Marvel Super Heroes to BASH! 30 days Galactus 10pts abilities will slip to 9pts, with resultant reduction of Power. After another 30 Terran days, all 9pts abilities diminish to 8pts (one of the few cases when such a shift is possible). After 90 days, they lessen to 7pts, and so on. It is theoretically possible for Galactus to die of starvation, but upon reaching the 6pts level, he will take any measures necessary to prolong his life. Galactus may devour a planets energies by using specially-built devices, or by absorbing the energy (the last leaves Galactus immobile for 2d6-1 days). The process takes 24 hours to initiate and complete, -4pts) Skills None Powers (107pts) [119pts] Danger Sense (EC0, 2pts) Daredevil x3 (EC3, 3pts) Endow (Shape-Shifting {2}, Permanent {3} [Only Own Powers] EC4, 4pts) Endurance x4 (+20 EC, EC0, 4pts) Fear (Daze x3, EC3, 3pts) Flight x10 (11,976 spp fly, EC10, 10pts) Force Field x10 (1200 Hits), Soak 10, EC10, 10pts) Long Range Teleportation x10 (Usable On Others {1}, Reduced to EC8 {3}, EC8, 14pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mind Shield x6 (+12 Mind to resist, EC0, 6pts) Project Energy (Special Attack x10: +10DM {10}, Extended Range x10: anywhere in the universe {5}, Reduced to EC8 {12}, EC8, 27pts) Shape-Shifter (Usable On Others {1}, EC6, 6pts) Super Senses x5 (Vision, Hearing, Smell, Taste, Touch, EC0, 5pts) Telekinesis x5 (EC5, 5pts) Telepathy (Extended Range x2: 10 miles {2} [May only read a mind that is not being read by another] EC4, 4pts) Gear (12pts) Armor (Toughness x6: +60 Soak {Soak 60}, 6pts) Immunity x6 (heat, cold, corrosives, toxins, disease, radiation, 6pts) Immunity x5 (heat/flame, cold, disease, suffocation, starvation, EC0, 5pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Pyrokinesis (Special Attack x8: +8DM {x10DM} Lethal damage {8}, Extended Range x2: 10240 squares/10 miles {2}, EC10, 10pts) Toughness x5 (+50 Soak {Soak 50}, EC0, 5pts) Gear None

Hela

Nova

Brawn 5 Hits 135/100 DL 68/64 Agility 4 Energy 20 Move 12 spp ground Mind 2 Size 0 Total 73 Advantages Blaze of Glory, Diehard, Shrewd Disadvantages None Skills None Powers (48pts) Call & Control x8 (fire, EC8, 8pts) Damage Aura x3 (x3DM, EC3, 3pts) Danger Sense (EC0, 2pts) Endurance x2 (+10 Energy, EC0, 2pts) Flight x10 (11,976 spp fly, Opens Hyperspace Gates {1}, Reduced to EC8 {3}, EC8, 8pts)

Brawn 5 Hits 500/100 DL 110/70 Agility 3 Energy 30 Move 9 spp ground Mind 2 Size 0 Total 80 Advantages Blaze of Glory, Diehard, Headquarters, Magic, Resources, Super Vehicle Disadvantages Bad Reputation Weakness Devastating Negating (Hela preserves her own life force by means of a cape and headdress. Depriving her of this garment results in her Brawn being reduced to 0pts, and the goddess of death unable to use any of her super-human Powers. It is unknown whether she herself can die, or, if this would occur, whether Death itself would claim the occupants of her realms or assign a new Asgardian death goddess, -4pts) Skills None Powers (55pts) Aging Rays (Shape-Shifting {4}, Usable On Others {1} [Only to Age 100 years] EC4, 4pts) Danger Sense (EC0, 2pts) Daredevil x2 (EC2, 2pts) Death Touch (Special Attack x9: +9DM {x14DM} Lethal damage {9} [Allows Nigh-Impossible (75/27+) Brawn check] EC8, 8pts) Endurance x4 (+20 EC, EC0, 4pts) Fear (Daze x1, EC2, 2pts) Hand of Glory (Special Attack x5: +5DM {x10DM} Lethal {5}, EC5, 5pts) Illusion x10 (Extended Radius x1: wtihin a few hundred feet {1}, EC11, 11pts) Immunity x6 (heat, cold, disease, radiation, corrosives, toxins, EC0, 6pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mind Control ([Only the Dead] EC4, 4pts) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Toughness x1 (+10 Soak {Soak 10}, EC0, 1pt) Gear None

Mephisto
Brawn 4 Agility 4

Hits 1344/100 DL 214/90 Energy 30 Move 12 spp ground, 20 spp fly

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Conversion: Marvel Super Heroes to BASH! Mind 4 Size 0 Total 108 Advantages (13pts) Diehard, Blaze of Glory, Shrewd, Magic, Resources x3, Headquarters x3, Super Vehicle x3 Disadvantages Bad Reputation, Oath (Engage in Mind or Emotion control, or use any Power that forcibly brings ones will under his control or Engage in Telepathy or in any way read or scan the thoughts of sentient beings ) Weakness Negating (Mephistos power may be limited outside of his pocket dimension, hence his reduction of ability by 1pt, -2pts) Skills None Powers (73pts) Boost x5 (Any {5}. Variable {1}, EC6, 6pts) Danger Sense (EC0, 2pts) Daredevil x3 (EC3, 3pts) Endurance x4 (+20 EC, EC0, 4pts) Extra Dimensional Travel x5 (EC5, 5pts) Fear (Daze x3, EC3, 3pts) Fire Bolts (Special Attack x5: +5DM {x9DM} Lethal {5}, Extended Range x2: 1280 squares/1 miles {2}, EC7, 7pts) Fly x5 (20 spp, EC5, 5pts) Growing x4 (Size 4, +160 Hits, +20 {Soak ?}, -8 Dodge, EC5, 5pts) Illusion x5 (EC5, 5pts) Immunity x5 (toxins, disease, heat, cold, corrosives, EC0, 5pts) Invisibility x3 (Only affects you, Even while fighting, EC5, 5pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mimic (Usable On Others {1}, EC4, 4pts) Mind Shield x3 (+6 Mind to resist, EC0, 3pts) Teleport (EC5, 5pts) Toughness x3 (+30 Soak {Soak 30}, EC0, 3pts) Gear None Extra Dimensional Travel x5 (EC5, 5pts) Healing x5 (x5DM healing in combat, 50 Hits/hour otherwise, Usable On Others {1}, [He has no effect on those claimed by Hela] EC5, 5pts) Illusion x5 (EC5, 5pts) Immunity x5 (disease, fire, cold, corrosives, poison, EC0, 5pts) Martial Arts Mastery x4 (eight maneuvers, EC varies, 4pts) Mind Shield x7 (+14 Mind to resist, EC0, 7pts) Toughness x2 (+20 Soak {Soak 20}, EC0, 2pts) Gear (9pts) Armor (Toughness x3 (+30 Soak {Soak 30} [Stealable Gadget] EC0, 2pts) Gungir (Special Attack x3: +3DM {x6DM} Lethal {3} [Stealable Gadget: Hits 280, Soak 90] EC0, 2pts) Thrudstock (Special Attack x6: +6DM {x9DM} {6} [Stealable Gadget: Hits 280, Soak 90] EC0, 5pts)

Shaper Of Worlds

Odin

Brawn 3 Hits 1354/100 DL 195/70 Agility 5 Energy 30 Move 15 spp ground Mind 3 Size 0 Total 91 Advantages (16pts) Blaze of Glory, Celebrity, Diehard, Famous, Fearless, Headquarters x3, Magic, Resources x3, Sidekick (Mimir, 9pts well of knowledge), Sidekick (Munin, flies at 269 spp fly), Super Vehicle x2 (Sleipnir, moves at 90 spp ground) Disadvantages (-1pt) Compulsive Behavior (Odin must sleep once per year for a week or lose Hits at the rate of one per week) Skills None Powers (46pts) [54pts] Charisma (EC0, 1pt) Control Magic (Control X, X= Magic, EC2, 2pts) Danger Sense (EC0, 2pts) Daredevil x3 (EC3, 3pts) Endurance x4 (+20 EC, EC0, 4pts)

Brawn 4 Hits 135/100 DL 64/60 Agility 4 Energy 20 Move 6 spp ground Mind 9 Size 0 Total 85 Advantages (15pts) Blaze of Glory, Diehard, Fearless, Headquarters x3, Psionics, Resources x3, Shrewd, Sidekicks x2, Super Vehicle x2 (Starship, 44910 spp fly) Disadvantages (-2pts) Bad Legs, Bad Reputation Skills None Powers (38pts) Danger Sense (EC0, 2pts) Endurance x2 (+10 Energy, EC0, 2pts) Illusion x10 (indistinguishable from reality {1}, Extended Range x5: anywhere in the world {5}, Extended Duration x7: 4 years {7} [Radius is Gradual] EC15, 15pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mind Shield x8 (+16 Mind to resist, EC0, 8pts) Super Senses x5 (Vision, Hearing, Smell, Taste, Touch, EC0, 5pts) Toughness x4 (+40 Soak {Soak 40}, [+30 to energy attacks] EC0, 3pts) Gear None

The Watcher

Brawn 3 Hits 104/100 DL 103/103 Agility 3 Energy 20 Move 9 spp ground Mind 5 Size 0 Total 116 Advantages Blaze of Glory, Diehard, Headquarters, Immortality, Psionics, Resources x2, Super Vehicle Disadvantages Bad Reputation Skills None Powers (87pts) Boost x5: Any {5}, Variable {1}, EC6, 6pts)

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Conversion: Marvel Super Heroes to BASH! Call & Control x5 (mental powers, EC5, 5pts) Danger Sense (EC0, 2pts) Endurance x2 (+10 Energy, EC0, 2pts) Force Blast (Special Attack x9: +9DM {x14DM} Lethal damage {9}, Extended Range x3: 100 miles {3}, EC12, 12pts) Force Field x9 (720 Hits, Soak 10, EC9, 9pts) Immunity x7 (heat, cold, radiation, poison, disease, mental powers, magical powers, EC0, 7pts) Keen Senses x2 (Vision, Hearing, EC0, 2pts) Long Range Teleportation x6: anywhere in the inner solar system, EC6, 6pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Mind Shield x9 (Usable On Others {1}, +18 Mind to resist, EC0, 10pts) Shape-Shifter (Boost x3: any {3}, Variable {1}, EC9, 9pts) Teleport (EC5, 5pts) Toughness x9 (+90 Soak {Soak 90}, EC0, 9pts) Gear None

Ape (Gorilla)

Brawn 2 Hits 22/100 DL 0 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 7 Advantages Blaze of Glory, Diehard Disadvantages Normal Skills None Powers None Gear None

Armadillo

Supporting Cast (p . 58)


Animals (p. 58) Alligator

Brawn 0 Hits 3/10 DL -5/-4 Agility 0 Energy 10 Move 1 spp ground Mind 0 Size -2 Total -2 Advantages None Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal, Sickly Skills None Powers (2pts) Toughness x1 (+5 Soak {Soak 5}, EC0, 1pt) Cat Size (Shrinking x2: Size -2, x1/4 Size and Lifting, +2 Agility, x4KB, [Always On], EC0, 1pt) Gear None

Bat, Individual

Brawn 2 Hits 27/100 DL 2 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 6 Advantages Blaze of Glory, Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (1pt) Natural Weapons (+1DM {x3DM} Lethal teeth, EC0, 1pt) Gear None

Brawn 0 Hits 4/10 DL -2/-1 Agility 0 Energy 10 Move 1 spp ground Mind 0 Size -3 Total 3 Advantages None Disadvantages Craven, Normal, Sickly Skills None Powers (6pts) Flight x1 (1 spp, EC1, 1pt) Natural Weapons (+1DM {x1DM} Lethal bite, EC0, 1pt) Squirrel Sized (Shrinking x3: Size -3 x1/8 Size and Lifting, +3 Agility, x8KB, [Always On], EC0, 2pts) Super Senses (Sonar, EC0, 2pts) Gear None

Bats, Flock of Ten

Ape

Brawn 1 Hits 18/100 DL -1/7 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 5 Advantages Blaze of Glory, Diehard Disadvantages Normal Skills None Powers None Gear None

Brawn 0 Hits 11/10 DL 1 Agility 0 Energy 10 Move 1 spp ground, 1 spp fly Mind 0 Size 0 Total 4 Advantages Diehard Disadvantages Craven, Normal Skills None Powers (5pts) Flight x1 (1 spp fly, EC1, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x1DM} Lethal bite, EC0, 1pt)

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Conversion: Marvel Super Heroes to BASH! Super Senses (Sonar, EC0, 2pts) Gear None

Bird, Flock of ten

Bear

Brawn 2 Hits 32/100 DL 5/12 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 10 Advantages Blaze of Glory, Diehard Disadvantages Craven, Normal Skills None Powers (4pts) Bear Hug (Weapon Technique x1: +2DM to hit Wrestling, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x3DM} Lethal claws, EC0, 1pt) Natural Weapons (+1DM {x3DM} Lethal teeth, EC0, 1pt) Gear None

Brawn 0 Hits 10 DL 0 Agility 1 Energy 10 Move 3 spp ground, 1 spp fly Mind 0 Size 0 Total 5 Advantages Craven Disadvantages Normal Skills None Powers (3pts) Flight x1 (1 spp fly, EC1, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x1DM} Lethal claws, EC0, 1pt) Gear None

Cat

Behemoth

Brawn 5 Hits 107/100 DL 27/26 Agility 1 Energy 20 Move 3 spp ground Mind 0 Size 3 Total 26 Advantages Blaze of Glory, Diehard Disadvantages Normal Skills None Powers (11pts) Endurance x2 (+10 Energy, EC0, 2pts) Martial Arts Mastery x3 (six maneuvers, EC varies, 3pts) Toughness x3 (+30 Soak {Soak 45}, EC0, 3pts) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 45}, -4 Dodge [Always On], EC0, 3pts) Gear None

Brawn 0 Hits 10 DL -3 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size -2 Total 3 Advantages Diehard Disadvantages Craven, Normal Skills None Powers (2pts) Natural Weapons (+1DM {x1DM} Lethal claws, EC0, 1pt) Cat Size (Shrinking x2: Size -2, x1/4 Size and Lifting, +2 Agility, x4KB, [Always On], EC0, 1pt) Gear None

Cattle (Herd Animals)

Bird, individual

Brawn 0 Hits 3/10 DL -4/-3 Agility 0 Energy 10 Move 1 spp ground, 1 spp fly Mind 0 Size -3 Total 1 Advantages None Disadvantages Craven, Normal, Sickly Skills None Powers (4pts) Flight x1 (1 spp fly, EC1, 1pt) Natural Weapons (+1DM {x1DM} Lethal claws, EC0, 1pt) Squirrel Sized (Shrinking x3: Size -3 x1/8 Size and Lifting, +3 Agility, x8KB, [Always On], EC0, 2pts) Gear None

Brawn 1 Hits 17/100 DL 2/10 Agility 1 Energy 10 Move {Ax3} spp ground Mind 0 Size 0 Total 5 Advantages Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (3pts) Trample (-1 to-hit, +3DM {x4DM} damage, EC0, 3pts) Gear None

Dinosaur, Giant Plant-eating

Brawn 3 Hits 68/100 DL 17/20 Agility 0 Energy 20 Move 1 spp ground Mind 0 Size 3 Total 14 Advantages Blaze of Glory, Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (9pts) Endurance x2 (+10 Energy, EC0, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt)

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Conversion: Marvel Super Heroes to BASH! Trample (-1 to-hit, +3DM {x6DM} damage, EC0, 3pts) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 15}, -4 Dodge [Always On], EC0, 3pts) Gear None Endurance x2 (+10 Energy, EC0, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Natural Weapons (+1DM {x6DM} Lethal claws, EC0, 1pt) Radioactive Energy (Special Attack x5: +5DM {x10DM} Lethal {5}, Range: 80 squares {5}, EC10, 10pts) Toughness x3 (+30 Soak {Soak 30}, EC0, 3pts) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 3}, -4 Dodge [Always On] EC0, 3pts) Gear None

Dinosaur, Giant Flesh-eating

Brawn 3 Hits 75/100 DL 19/21 Agility 1 Energy 20 Move 3 spp ground Mind 0 Size 3 Total 16 Advantages Blaze of Glory, Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (9pts) Endurance x2 (+10 Energy, EC0, 2pts) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Natural Weapons (+1DM {x4DM} Lethal claws, EC0, 1pt) Natural Weapons (+1DM {x4DM} Lethal teeth, EC0, 1pt) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 15}, -4 Dodge [Always On], EC0, 3pts) Gear None

Dog

Dinosaur, Giant Armored

Brawn 1 Hits 13/10 DL 2 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size -1 Total 8 Advantages Diehard, Shrewd Disadvantages Craven, Normal, Small Skills None Powers (5pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x2DM} Lethal bite, EC0, 1pt) Super Senses (Tracking, EC0, 2pts) Gear None

Brawn 3 Hits 71/100 DL 22/25 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 3 Total 20 Advantages Diehard, Blaze of Glory Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (13pts) Daredevil x1 (EC0, 1pt) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Natural Weapons (+1DM {x4DM} Lethal horns, EC0, 1pt) Tail Lash (Natural Weapons (Tail, +1DM {x4DM}, Line x3: 4 squares long and 3 squares wide, EC0, 4pts) Toughness x2 (+20 Soak {Soak 20}, EC0, 2pts) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 15}, -4 Dodge [Always On], EC0, 3pts) Gear None

Dolphin

Brawn 1 Hits 21/10 DL 4/3 Agility 2 Energy 10 Move 6 spp ground, 2 spp swim Mind 1 Size 0 Total 11 Advantages Diehard, Shrewd Disadvantages Alternative Respiration, Normal Skills None Powers (3pts) Aquatic x1 (2 spp swim, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Sworn Enemy (Sharks, EC1, 1pt) Gear None

Eagle

Dinosaur, Giant Radioactive


Brawn 5 Hits 108/100 DL 37/36 Agility 2 Energy 20 Move 6 spp ground Mind 0 Size 3 Total 36 Advantages Blaze of Glory, Diehard Disadvantages Normal Skills None Powers (21pts)

Brawn 0 Hits 18/10 DL 6/5 Agility 1 Energy 10 Move 3 spp ground, 36 spp fly Mind 0 Size -2 Total 11 Advantages Diehard Disadvantages Craven, Normal Skills None Powers (10pts) Cat Size (Shrinking x2: Size -2, x1/4 Size and Lifting, +2 Agility, x4KB, [Always On], EC0, 1pt) Flight x7 (36 spp fly, EC7, 7pts)

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Conversion: Marvel Super Heroes to BASH! Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x1DM} Lethal claws, EC0, 1pt) Gear None Skills None Powers (9pts) Flight x6 (18 spp fly, EC6, 6pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x1DM} Lethal bite, Linked {1} to Daze x1: Range: touch {2} [Brawn check against Daze] EC2, 2pts) Gear None The intensity of this attack is Standard (20/7+) for most insects, but for particularly nettlesome pests (such as red ants, mosquitoes, or bees) the Intensity may reach Standard (25/9+) or Tough (30/10+).

Elephant

Brawn 3 Hits 46/100 DL 13/18 Agility 1 Energy 25 Move 3 spp ground Mind 0 Size 2 Total 13 Advantages None Disadvantages Craven, Normal Skills None Powers (7pts) Endurance x3 (+15 EC, EC0, 3pts) Growing x2 (Size 2, +40 Hits, +10 Soak {Soak 10}, -2 Dodge [Always On {-1}] EC0, 2pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x4DM} Lethal tusks, EC0, 1pt) Gear None

Killer Whale

Fish

Brawn 0 Hits 3/10 DL -6/-5 Agility 0 Energy 10 Move 1 spp swim Mind 0 Size -3 Total -3 Advantages None Disadvantages Alternate Respiration, Craven, Dumb (-1 Mind, Max of 2), Normal, Sickly Skills None Powers (2pts) Squirrel Sized (Shrinking x3: Size -3 x1/8 Size and Lifting, +3 Agility, x8KB, [Always On], EC0, 2pts) Gear None

Brawn 3 Hits 63/100 DL 21/25 Agility 1 Energy 10 Move 18 spp swim Mind 0 Size 3 Total 25 Advantages Alternate Respiration, Blaze of Glory, Diehard, Shrewd Disadvantages Normal Skills None Powers (13pts) Daredevil x1 (EC0, 1pt) Martial Arts Mastery x2 (four maneuvers, EC varies, 2pts) Natural Weapons (+1DM {x4DM} Lethal bite, EC0, 1pt) Super Swimming x6 or Aquatic x6 (18 spp swim, EC6, 6pts) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 15}, -4 Dodge [Always On], EC0, 3pts) Gear None

Lions

Horses

Brawn 2 Hits 32/100 DL 2/9 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 1 Total 8 Advantages Blaze of Glory, Diehard, Large Disadvantages Normal Skills None Powers None Gear None

Brawn 1 Hits 25/100 DL 2/9 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 4 Advantages Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x2DM} Lethal claws, EC0, 1pt) Gear None

Insect, Swarm

Brawn 0 Hits 18/100 DL 6/14 Agility 0 Energy 10 Move 1 spp ground, 18 spp fly Mind 0 Size 0 Total 7 Advantages Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal

Monkeys

Brawn 0 Hits 13/10 DL -3 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size -1 Total 2 Advantages Diehard Disadvantages Normal, Small

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Conversion: Marvel Super Heroes to BASH! Skills None Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Sharks

Octopus and Squid

Brawn 1 Hits 38/100 DL 13/19 Agility 2 Energy 10 Move 6 spp swim Mind 0 Size 3 Total 14 Advantages Alternative Respiration, Blaze of Glory, Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (8pts) Extra Arms (EC0, 2pts) Inky Clouds (Confusion x2: -4 Agility, EC2, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Very Large (Growing x3: Size 3, +80 Hits, +15 {Soak 15}, -4 Dodge [Always On], EC0, 3pts) Gear None

Brawn 2 Hits 38/100 DL 4/10 Agility 1 Energy 10 Move 3 spp swim Mind 0 Size 0 Total 6 Advantages Blaze of Glory, Diehard Disadvantages Alternative Respiration, Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x3DM} Lethal bite, EC0, 1pt) Gear None

Shark, Great White

Rat, individual

Brawn 0 Hits 3/10 DL -5/-5 Agility 0 Energy 10 Move 1 spp ground Mind 0 Size -3 Total -0 Advantages None Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal, Sickly Skills None Powers (3pts) Natural Weapons (+1DM {x1DM} Lethal claws, EC0, 1pt) Squirrel Sized (Shrinking x3: Size -3 x1/8 Size and Lifting, +3 Agility, x8KB, [Always On], EC0, 2pts) Gear None

Brawn 3 Hits 54/100 DL 11/16 Agility 2 Energy 25 Move 6 spp swim Mind 0 Size 1 Total 12 Advantages Large Disadvantages Alternate Respiration, Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (5pts) Endurance x3 (+15 EC, EC0, 3pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x4DM} Lethal bite, EC0, 1pt) Gear None

Snake, Constrictor

Rat, pack of 10

Brawn 0 Hits 20/10 DL 0/-1 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 0 Advantages None Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal, Sickly Skills None Powers (2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x1DM} Lethal claws, EC0, 1pt) Gear None

Brawn 2 Hits 22/100 DL 1 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 5 Advantages Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (1pt) Immobilization x1 (Easy (10/5+) to break free, EC1, 1pt) Gear None

Snake, Poisonous

Brawn 0 Hits 8/10 DL -2 Agility 0 Energy 10 Move 1 spp ground Mind 0 Size -3 Total 2 Advantages None Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (5pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt)

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Conversion: Marvel Super Heroes to BASH! Natural Weapons (+1DM {x1DM} Lethal bite, EC0, 1pt) Squirrel Sized (Shrinking x3: Size -3 x1/8 Size and Lifting, +3 Agility, x8KB, [Always On], EC0, 2pts) Venomous x1 (x1DM {x1DM}, EC1, 1pt) Gear None

Atlanteans

Wolves

Brawn 1 Hits 21/10 DL 3/2 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 6 Advantages Diehard Disadvantages Craven, Dumb (-1 Mind, Max of 2), Normal Skills None Powers (4pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Natural Weapons (+1DM {x2DM} Lethal bite, EC0, 1pt) Super Senses (Tracking, EC0, 2pts) Gear None

Weakness Negating (Dehydration. If Sub-Mariner is not immersed in water, in a damp environment, or partially wet, he suffers a 1pt penalty per hour on each physical ability and Power. If totally deprived of moisture (by artificial means even a desert has some ambient moisture), Namor loses 1 Hit per hour, and may perish of dehydration. Immersion in water restores the lost Hits and eliminates the penalty, -2pts) Powers (4pts) Aquatic Propulsion x1 ({Ax10} squares per panel in water, EC1, 1pt) Immunity x2 (Drowning, Cold, EC0, 1pt) Super Swimming x2 or Aquatic x2 ({B*3} spp swim, EC2, 2pts) Total 2pts

Typical Atlantean

Aliens and Non-Human Races (p. 60) Asgardians

Advantage Strong (+1 Brawn, Min of 3) Powers (1pt) Toughness x1 (+10 Soak {Soak 10}, EC0, 1pt) Total 2pts

Typical Asgardian

Brawn 3 Hits 50/100 DL 7/12 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 16 Advantages Blaze of Glory, Diehard, Fearless, Shrewd, Strong (+1 Brawn, Min of 3) Disadvantages Normal Skills None Powers (2pts) Toughness x1 (+10 Soak {Soak 10}, EC0, 1pt) Weapon Technique x1 ({specify}, EC0, 1pt) Gear None Asgard has Resources x9 though low levels of technology in a 20th-century sense. With the disappearance of Odin in battle with the fire demon Surtur, Asgard is ruled by Balder the Brave.

Brawn 2 Hits 32/100 DL 15/22 Agility 1 Energy 10 Move 3 spp ground, 9 spp swim Mind 1 Size 0 Total 22 Advantages Blaze of Glory, Diehard Disadvantages Normal Weakness Negating (Dehydration. If Sub-Mariner is not immersed in water, in a damp environment, or partially wet, he suffers a 1pt penalty per hour on each physical ability and Power. If totally deprived of moisture (by artificial means even a desert has some ambient moisture), Namor loses 1 Hit per hour, and may perish of dehydration. Immersion in water restores the lost Hits and eliminates the penalty, -2pts) Skills None Powers (13pts) Aquatic x6 (9 spp swim, EC6, 6pts) Immunity x2 (Drowning, Cold, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Super Swimming or Aquatic ({B*1+5} spp swim, EC5, 5pts) Gear None

Denizen of the Dark Dimension


As Human (0pts).

Typical Denizen of the Dark Dimension


Brawn 1 Agility 1 Mind 1 Hits 12/100 Energy 10 Size 0 DL -1 Move 3 spp ground Total 7pts

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Conversion: Marvel Super Heroes to BASH! Advantages Shrewd, Fearless Disadvantages Normal Skills None Powers None Gear None The Dark Dimension is inherently and powerfully magical in nature, such that magical Powers are +1pt when operating within it, and dimensional apertures may be formed from it to any other known dimension. The normal citizens of the dimension have no inherent magical ability, but may be easily trained, as magic is as available a force as technology is on 20th century Earth. Mind 2 Size 0 Total 58 Advantages Immortality, Strong (+1 Brawn, Min of 3), Versatile Disadvantages Normal Skills None Powers (42pts) Cosmic Energy Manipulation (Shape-Shifting {4}, Teleport {5}, Mimic {3} [Multi-Power] EC11, 11pts) Danger Sense (EC0, 2pts) Endurance x3 (+15 EC, EC0, 3pts) Flight x 8 (359 spp fly, EC8, 8pts) Force Bolts (Special Attack x3: +3DM {x6DM} Lethal {3}, Extended Range x1: 160 squares {1}, EC4, 4pts) Immunity x6 (Heat, Cold, Electricity, Radiation, Toxins, Disease, EC0, 6pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Toughness x3 (+30 Soak {Soak 30}, EC0, 3pts) Uni-Mind (Summon X, X=Uni-Mind {3} [Only in large groups] EC2, 2pts) Gear None More than a hundred Eternals in one location can form the Uni-Mind, an energy creation that resembles a huge brain with 9pts abilities under the control of the Eternal leader. This creation has Mind 9 and is used as a parliamentary device to gather a consensus for Eternal affairs. The UniMind also has offensive Powers, but when it challenged the Celestials, it was destroyed and the controlling force, Zuras, was slain. Less than 100 Eternals can create a Uni-Mind of a power equal to their percentage (80 Eternals create a UniMind of 80% power).

Deviants

Strength of +2pts or 2 additional super Powers. Total 0pts

Typical Deviant

Brawn 1 Hits 13/100 DL 0/9 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 7 Advantages Diehard Disadvantages Normal Skills None Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Eternals

Advantage Immortality, Strong (+1 Brawn, Min of 3), Versatile Powers (27pts) Cosmic Energy Manipulation (Shape-Shifting {4}, Teleport {5}, Mimic {3} [Multi-Power] EC11, 11pts) Danger Sense (EC0, 2pts) Endurance x1 (+5 Energy, EC0, 1pt) Flight x1 ({Ax1} spp fly, EC1, 1pt) Force Bolt (Special Attack x1: +1DM Lethal {1}, Range: 5 squares {1}, EC2, 2pts) Immunity x6 (Heat, Cold, Electricity, Radiation, Toxins, Disease, EC0, 6pts) Mind Shield x1 (+2 Mind to resist, EC0, 1pt) Toughness x1 (+10 Soak {Soak ?}, EC0, 1pt) Uni-Mind (Summon X, X=Uni-Mind {3} [Only in large groups] EC2, 2pts) Total 30pts

Inhumans

Strength of +1pt or 1 additional super Power. Total 0pts

Typical Inhumans

Brawn 2 Hits 33/100 DL 4/11 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 14 Advantages Blaze of Glory, Diehard, Fearless, Shrewd Disadvantages Normal Skills None Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Typical Eternal
Brawn 3 Agility 2

Hits 50/100 DL 49/54 Energy 25 Move 6 spp ground, 359 spp fly

Kree

Strength of +1pt or 1 additional super Power.

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Conversion: Marvel Super Heroes to BASH! Total 0pts Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 20 Advantages Immortality, Strong (+1 Brawn, Min of 3) Disadvantages Normal Skills None Powers (7pts) Endurance x3 (+15 EC, EC0, 3pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Mind Shield x2 (x4 Mind for defending, EC0, 2pts) Toughness x1 (+10 Soak {Soak 10}, EC0, 1pt) Gear None

Typical Kree

Brawn 2 Hits 23/100 DL 2/10 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 11 Advantages Diehard, Fearless, Shrewd Disadvantages Normal * Skills None Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None * Freak if blue-skinned

Shi ar

Strength of +1pt or 1 additional super Power. Total 0pts

Lemurians

Advantage Magic Powers (3pts) Super Swimming x1 ({B + 1} spp swim, EC1, 1pt) Immunity x2 (Cold, Drowning, EC0, 2pts) Total 4pts

Typical Shi ar

Typical Lemurian

Brawn 2 Hits 28/100 DL 11/18 Agility 1 Energy 10 Move 3 spp ground, 9 spp swim Mind 1 Size 0 Total 20 Advantages Blaze of Glory, Diehard, Fearless, Magic Disadvantages Normal Skills None Powers (9pts) Immunity x2 (Cold, Drowning, EC0, 2pts) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Super Swimming x6 (9 spp swim, EC6, 6pts) Gear None

Brawn 2 Hits 25/100 DL 3/10 Agility 1 Energy 10 Move 3 spp Mind 1 Size 0 Total 11 Advantages Diehard, Shrewd, Fearless Disadvantages Normal Skills None Powers (1pt)

Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt)

Skrull

As normal human. Total 0pts

Typical Skrull

New Men

Varies. Typical Advantage Shrewd and Fearless.

Olympians

Advantages Immortality, Strong (+1 Brawn, Min of 3) Powers (7pts) Endurance x1 (+5 Energy, EC0, 1pt) Mind Shield x1 (+2 Mind to resist, EC0, 1pt) Toughness x1 (+10 Soak {Soak 10}, EC0, 1pt) Total 9pts

Brawn 1 Hits 12/100 DL 0 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 9 Advantages None Disadvantages Normal Skills None Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Typical Olympian
Brawn 3 Hits 50/100

DL 13

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Conversion: Marvel Super Heroes to BASH!

Thugs, Crooks, and Supporting Cast (p. 62) Thug

Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Brawn 1 Hits 12 DL 1 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 6 Advantages None Disadvantages Normal Skills None Powers (1pt) [3pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (2pts) Handgun/Pistol (Special Attack x1: +1DM {x1DM} {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 6/8/9 {-1} Gadget: Hits 40, Soak 10] $100, EC0, 1pt) Knife (Special Attack x2: +2DM {x3DM} Lethal {2} [Stealable {-1} Gadget: Hits 40, Soak 10 ] $10, EC0, 1pt)

Hit Men

Brawn 1 Hits 13 DL 0 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 9 Advantages Diehard Disadvantages Normal Skills None Powers (1pt) Expert Marksman x1 (+ range, EC0, 1pt) Gear None

Policeman

Henchman

Brawn 1 Hits 13 DL -1 Agility 1 Energy 10 Move 3 spp ground Mind 0 Size 0 Total 5 Advantages Diehard Disadvantages Normal Skills None Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Brawn 1 Hits 15 DL 3 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 10 Advantages Diehard, Membership (Law Enforcement) Disadvantages Normal Skills None Powers (1pt) [3pts] Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (2pts) Billy Club (Special Attack x2: +2DM {x3DM} Lethal {2}, [Stealable Gadget: Hits 100, Soak 30] EC0, 1pt) Handgun/Pistol (Special Attack x1: +1DM {x2DM} {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 6/8/9 {-1} Gadget: Hits 40, Soak 10] $100, EC0, 1pt)

Young Tough

SWAT Operative
DL -2 Move 3 spp ground Total 3

Brawn 1 Hits 12 Agility 1 Energy 10 Mind 0 Size 0 Advantages None Disadvantages Normal Skills None Powers None Gear None

Enforcers

Brawn 1 Hits 13 Agility 1 Energy 10 Mind 1 Size 0 Advantages None Disadvantages Normal Skills None

DL 0 Move 3 spp ground Total 6

Brawn 1 Hits 19 DL 3 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 10 Advantages Fearless, Membership (Law Enforcement) Disadvantages Normal Skills None Powers (2pts) [3pts] Expert Marksman x1 (+ range, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (1pt) Flak Jacket (Toughness x2: +20 Soak {Soak 20}, [Stealable Gadget] $10,000, EC0, 1pt)

Soldier
Brawn 1 Agility 1

Hits 19 Energy 10

DL 1 Move 3 spp ground

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Conversion: Marvel Super Heroes to BASH! Mind 1 Size 0 Total 8 Advantages Diehard, Membership (Military Force) Disadvantages Normal Skills Military/Command (M) Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Scientist

Brawn 0 Hits 100 DL ? Agility 1 Energy 10 Move {Ax3} spp ground Mind 2 Size 0 Total ? Advantages Shrewd Disadvantages Normal Skills Science/{specify} (M) Powers None Gear None

Mercenary

Brawn 1 Hits 21 DL 1 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 7 Advantages Diehard Disadvantages Normal Skills Military/Command (M) Powers (1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear None

Lawyer

Brawn 1 Hits 9 DL -1 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 6 Advantages Shrewd Disadvantages Normal Skills Social Science/Law (M) Powers None Gear None Hiring a lawyer is a $1,000 cost, though there are avenues available to those who cannot afford this.

Fire-Fighter

Brawn 1 Hits 18 DL 3 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 30 Advantages Diehard, Shrewd Disadvantages Normal Skills Physician/First-Aid (M) Powers None Gear (3pts) Asbestos Suit (Toughness x3 (+30 Soak {Soak 30} [Fire Only] EC0, 3pts)

Businessman

Brawn 1 Hits 9 Agility 1 Energy 10 Mind 1 Size 0 Advantages None Disadvantages Normal Skills None Powers None Gear None

DL -1 Move 3 spp ground Total 5

Paramedic

Brawn 1 Hits 11 DL -1 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 6 Advantages Diehard Disadvantages Normal Skills Physician/First-Aid (M) Powers None Gear None

Federal Agents

Doctor

Brawn 1 Hits 13 DL -1 Agility 1 Energy 10 Move 3 spp ground Mind 1 Size 0 Total 8 Advantages Diehard, Fearless, Shrewd Disadvantages Normal Skills Physician/Diagnosis (M) Powers None Gear None

Brawn 1 Hits 21 DL 4 Agility 2 Energy 10 Move 6 spp ground Mind 1 Size 0 Total 14 Advantages Diehard, Fearless, Membership (Law Enforcement), Shrewd Disadvantages Normal Skills None Powers (2pts) [3pts] Expert Marksman x1 (+ range, EC0, 1pt) Martial Arts Mastery x1 (two maneuvers, EC varies, 1pt) Gear (1pt) Handgun/Pistol (Special Attack x1: +1DM {x2DM} {1}, Range: 10 squares {2} [Stealable {-1} Ammo: 6/8/9 {-1} Gadget: Hits 40, Soak 10] $100, EC0, 1pt)

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