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http://bashtalk.org/modules.php?name=Forums&file=viewtopic&t=1796&highlight=adel
Sources Used:
BASH! Ultimate Edition
Advantages/Disadvantages/Enhancements/Limitations A.D.E.L. File
Awesome Powers #6
This is an alternate, shorter version of my method for converting
characters to BASH. Note that the full trait lists are not included
here for those, see the main Adaptation thread.
This time, we’ll fill the Character Sheet “slots” in order:
Identity: all characters are assumed to have a secret identity by
default. If not, they must take the Public Identity Disadvantage. If
their identity is known only to themselves, that is the Secret
Disadvantage.
Status: Either Hero, Villain, or AntiHero (each is covered by
different rules.) Everybody else is considered a Minion.
Hits: 100, except for Minions. For those, see below:
Powerful Minion: 50
Dangerous Minion: 40
Tough Guy: 30
Grunt: 20
Normal Person: 10
Old characters have the Age Disadvantage and only 80 Hits. Characters
with the Frail Disadvantage (ADEL File, pg. 5) have 20 Hits less.
Brawn: 1, unless the character is weaker than average, then it is 0.
If its strength is above average, then give it a 2. Maximum normal
human strength requires Brawn 2 and the Heightened (Brawn) Power. For
superhuman strength, see the table on UE page 4.
Agility: 1, unless the character is less agile than average, then it
is 0. If above average, then give it a 2. Maximum normal human
agility requires Agility 2 and the Heightened (Agility) Power. For
superhuman Agility, see the table on UE page 4.
1
Mind: 1, unless the character is dumber than average, then its 0. If
highly intelligent, then give it a 2. Maximum normal intelligence
requires Mind 2 and the Heightened (Mind) Power. For superhuman
intelligence, see the table on UE page 4.
Powers: Make a list of the character’s powers. Make sure to only list
those powers the character uses consistently, since otherwise they
might be Power Stunts or Power Tricks in BASH terms. Similarly, some
“powers” are actually Advantages or Special Equipment.
Once you have determined the Powers, describe them using BASH Powers,
and if necessary, Enhancements, Limitations and/or Alterations as
well.
* Don't forget to buy Range or Area for those Powers that need them.
Similarly, some Powers have the Limitations Concentration or Tiring
builtin by default; you can correct that with the Second Nature
Enhancement.
Power Level: Some Powers can only be bought at specific levels; other
have benchmarks that help decide which level to buy (ex. Shrinking).
But for most Powers, it can be anything from levels 1 to 5 and often
the original sources do not provide enough detail to tell which to
buy. I'd go with Level 3 since this the average. You can always
adjust it later.
*For levels higher than 5, see Cosmic Powers, p. 97
*You can buy the Powers Special Attack and Push, at Level 0. This
allows the character to add range or area to its base Stats, but you
must pay points for the enhancements.
Weaknesses: This section is for vulnerabilities to damage types or
things that cause power loss. Other types of problems could be
covered by Disadvantages such as Susceptibility, or even some
Limitations.
Advantages and Disadvantages: Most of these are obvious. Remember you
must take one Disadvantage for every Advantage. However, note than
when converting characters there is no guarantee the numbers will
match. For this reason I recommend that the “Buying Advantages”
optional rule (UE, pg. 126) be used.
2
Mental Malfunction: The character’s motivation can be gleaned from
its background. Advantages and Disadvantages can help too. Finally,
the list of Villain Motivations (UE, pg. 68) can be useful too, even
for Heroes!
Skills:
Combat skills (both unarmed or with weapons) are considered Powers in
BASH. Find the appropriate Powers under the Intense Training Category
and list them in the Power section. For other skills, see below.
All characters have a number of Physical Skill Slots equal to their
Agility score by default. Similarly, they have Mental Skill Slots
equal to their Mind.
Their skills should be based on the description of the character’s
education and experiences in its Background. Each Skill must have an
Specialty.
The number, type, and/or Skill Multipliers required might not jibe
with the Character’s Agility and/or Mind. You can fix this in various
ways:
By adjusting the base Stat accordingly (but this might affect other
traits.)
By using the Skillful Power to gain more Slots (2 per level).
Reducing the number of Skills by one if the character has the Age
(Young) Disadvantage.
The Unskilled Disadvantage reduces the number of slots by half, but
also makes skill defaulting more difficult and the character cannot
take the Skillful Power or the Jack of All Trades Advantage.
Use extra slots to buy more Specialties or to raising the Skill
Multiplier.
In a campaign using the optional Experience Point rules, you can buy
slots for 3 XP each.
An optional rule of my own is to simply reserve any unused slots for
later.
3
Equipment: Assume equipment is Standard (unless it is powerful, such
as say, explosives) or if it obviously has unusual capacities; then
it is Special Equipment (and points must be paid for it). Remember
legally Restricted Equipment requires Advantages such as Resources
for the character to own them. Similarly some Special Equipment might
require Advantages such as Gadgeteer to start with them.
Some Equipment are actually Powers with the Gadget Limitation; these
are usually the more powerful ones. A device with multiple Powers can
be designed as a Gadget Bundle (see Awesome Powers #6 p. 33) For
truly unique, mighty items, see the Relic Advantage (ADEL File, pg.
4)
Finally, a character whose powers come entirely from his costume has
the Normal Disadvantage.
Character Point Value: To calculate this, add together the point cost
of its Stats, Powers and Special Equipment (and Advantages if
applicable) and subtract the value of his Weaknesses and
Disadvantages (if applicable.)
“This isn't quite what I expected”
This is a criticism I have heard regarding my conversions. And its a
fair one.
But there are two main reasons for this. The first is that some
people have trouble telling the facts from the hype. No, Batman
cannot beat everybody “with enough preparation”. Why would he need
help from other heroes at all then? Also, some stories are just plain
not canon I’m looking at you, Squirrel Girl! So no, not everyone is
as tough as they might look.
The other reason is that the BASH system already takes into account
factors such as luck or just ‘being the protagonist’ let’s face it,
without those, how long would the likes of Indiana Jones have
survived? by using things such as the Heroes vs Minions rules, Hero
Points, exploding dice etc. Even a lowly 20point character can wade
into a mob of minions and kick their collective asses!
So don’t worry too much about the final result of the conversion.
Just make one that fits your vision. The system balances itself (via
Hero Points or Setbacks) anyway!
4
Example Conversion: SpiderMan
(Note: this is based on the comics version, not the movies, rpgs
etc.)
Identity: Peter Parker, secret (yes, despite Civil War) but known to
some people, so no Secret Disadvantage.
Status: Hero! Smile
Hits: As a Hero, he gets the full 100.
Brawn: The "proportional strength of a Spider" allows him to lift
many tons (but not tens of tons) so according to the table, 3 (6
points)
Agility: Also "proportional agility of a spider" This is obviously
superhuman so again, 3. (6 points)
Mind: Peter is not a genius like Stark or Richards but his intellect
*has* been admired (he did build his own webshooters after all) plus
he has some damn good willpower. I'm giving him a 2. (4 points)
Powers: Strength and Agility have been covered. WallCrawling is
covered by Clinging (1 point) and SpiderSense is obviously Danger
Sense (3 points).
But what about the webshooters? None of the Standard or Special
Equipment items cover them, so we must build them as Gadgets.
First, we choose the right Powers. Obviously, Swinging must be one of
them (2 points). The other is Immobilization, for when he uses his
webs to entangle foes. I have no idea how strong his webs are, so
I'll buy it at average level (3). The Power also needs Range, so I'll
give it Close Range for 1 point (total 4).
Now, I've seen Spidey do other things with his webshooters: make the
ground sticky, create walls, even gliders! But since those are all
occasional tricks, and I don't feel like making a laundry list, I'm
just going to assume they were Power Stunts.
OK, now to "build" the Gadget. I could do it as a Gadget Bundle but
for the sake of those who don't have the required book let's use the
Same Source Limitation example from UE p. 38 instead. We give a
Gadget Limitation to Swinging, while Immobilization gets Same Source.
Since the shooters eventually run out of "webfluid" I pick
Ammunition (BurnOut). The shooter's Soak and Hits are based on
Swinging's Power Level (2, giving us 10 Soak and 40 Hits.) This also
reduces the cost of Swinging by one point, to 1. Similarly, Same
Source reduces the cost of Immobilization to 3.
5
Weaknesses: None.
Advantages: None.
Disadvantages: (5 points)
ArchEnemy (Green Goblin)
Clone (they keep coming back... Sad )
In a Relationship (with Mary Jane despite what a certain editor
would prefer!)
Rogue’s Gallery (The Sinister Six)
Ward (Aunt May sheesh, let her die already!)
Mental Malfunction: "With great power, comes great responsibility"
Skills: With an agility of 3 he gets 3 skill slots except Peter has
no physical skills! (no, he doesn't have acrobatics I recall at
least one time his powers were cancelled and he could barely hold on
to a flagpole.) I'm just going to put these in "reserve".
On the other hand, he made his own webshooters and he graduated
with a major on chemistry. Since he has Mind 2, he has two slots and
I use them to buy Science/Chemistry and Technology/Inventing. Both
function at his Mind level eg. x2.
Equipment: Besides his webshooters, Peter usually has two devices:
his SpiderSignal (which is just a fancy flashlight built into his
beltbuckle; this cost no points) and "spidertracers". These are
equivalent to Bugs (AP 6, pg 16) and cost 1 point.
Character Point Value: Stats 16, Powers 8, Equipment 1
Disadvantages 5 = 20 Character Points.