Marvel Super Heroes Conversion
Notes for Unisystem
These notes will help you play in the Marvel Universe using Unisystem. It's a series of tables that will allow you to convert key aspects of the game. You'll need the old Marvel Super Heroes RPG (MSH), by TSR, to make any sense of them. Luckily for you, it's available here.
They were done by someone else, but I tweaked them a bit. Bear in mind that these were created in the early days of the Unisystem and so will be out of synch with the current books, either classic or lite, and the upcoming Beyond Human.
Have fun!
SKILLS
|
ATTRIBUTES
MSH had seven Attributes, four physical and three
mental, also known as FASERIP (the word formed by the Attributes' initials).
It used a system of adjectives and nouns to rank them, ranging from Shift 0
at the lower end to Class 5000 at the top (actually, it went all the way to
Beyond, but I don't think we need rules for that kind of level). The table below
gives the Unisystem levels for each rank of each Attribute. I tried to correlate
the maximum human level in Marvel to its respective value in Unisystem.
MSH Attribute |
Unisystem Attribute |
Fighting |
Combat skill |
Agility |
Dexterity |
Strength |
Strength |
Endurance |
Constitution |
Reason |
Intelligence |
Intutition |
Perception |
Psyche |
Willpower |
|
Fighting* |
Strength** |
Dexterity** |
Constitution** |
Intelligence** |
Perception** |
Willpower** |
Shift 0 |
0 |
-1 |
-1 |
-1 |
-1 |
-1 |
-1 |
Feeble |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
Poor |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
Typical |
2 - 3 |
2 |
2 |
2 |
2 |
2 |
2 |
Good |
4 - 5 |
3 - 4 |
3 |
3 |
3 |
3 |
3 |
Excellent |
6 - 7 |
5 - 6 |
4 |
4 - 5 |
4 |
4 |
3 |
Remarkable |
8 - 9 |
7 - 11 |
5 |
6 - 7 |
5 |
5 |
4 |
Incredible |
10 |
16 - 25 |
6 - 7 |
8 - 9 |
6 - 7 |
6 |
4 |
Amazing |
11 |
26 - 37 |
8 - 9 |
10 -12 |
8 - 9 |
7 |
5 |
Monstrous |
12 - 13 |
38 - 45 |
10 |
13 - 15 |
10 |
8 -9 |
6 |
Unearthly |
14 - 15 |
46 - 55 |
11 |
16 - 20 |
11 |
10 |
7 |
Shift X |
16 - 17 |
56 - 60 |
12 - 13 |
21 - 25 |
12 - 13 |
11 |
8 - 9 |
Shift Y |
18 - 19 |
61 - 70 |
14 - 15 |
26 - 30 |
14 - 15 |
12 - 13 |
10 |
Shift Z |
20 - 21 |
71 - 80 |
16 - 17 |
31 - 35 |
16 - 17 |
14 - 15 |
11 |
C1000 |
22 - 25 |
81 - 90 |
18 - 19 |
36 - 40 |
18 - 19 |
16 - 17 |
12 - 13 |
C3000 |
26 - 30 |
91 - 200 |
20 - 21 |
41 - 45 |
20 - 21 |
18 - 19 |
14 - 15 |
C5000 |
31 - 35 |
201+ |
22 - 25 |
46 - 50 |
22 - 25 |
20 - 21 |
16 - 17 |
* For specialty weapons add +1 or +2 to the base skill.
**For skill purposes, attributes above 10 count as a 10; extra levels add special
bonuses.
Strength
|
Lifting Cap.
|
1 |
25 kg
|
2 |
50 kg
|
3 - 4 |
100 kg
|
5 - 6 |
225 kg
|
7 - 11 |
1 ton
|
16 - 25 |
10 tons
|
26 - 36 |
60 tons
|
37 - 40 |
100 tons
|
41 - 45 |
200 tons
|
46 - 50 |
450 tons
|
56 - 60 |
1,000 tons
|
61 - 65 |
4,500 tons
|
66 - 70 |
10,000 tons
|
71 - 75 |
20,000 tons
|
76 - 80 |
45,000 tons
|
Con |
LP Bonus |
1 |
Normal |
2 - 3 |
Normal |
4 - 5 |
Normal |
6 - 7 |
Normal |
8 - 9 |
5 HtK levels |
10 - 12 |
HtK 5+50 LPs |
13 - 15 |
HtK 5 +100 LPs |
16 - 20 |
HtK 5 +200 LPs |
21 - 25 |
HtK 5 +300 LPs |
26 - 30 |
HtK 5 +500 LPs |
31 - 35 |
HtK 5 +1,000 LPs |
36 - 40 |
HtK 5 +1,500 LPs |
41 - 45
|
HtK 5 +3,000 LPs |
46 - 50
|
HtK 5 +5,000 LPs |
Endurance |
Regeneration Rate |
1 |
0 |
2 - 3 |
0 |
4 - 5 |
0 |
6 - 7 |
0 |
8 - 9 |
1 LP/turn |
10 - 12 |
5 LPs/turn |
13 - 15 |
10 LPs/turn |
16 - 20 |
25 LPs/turn |
21 - 25 |
50 LPs/turn |
26 - 30 |
100 LP/turn |
31 - 35 |
150 LPs/turn |
36 - 40 |
200 LPs/turn |
41 - 45
|
300 LPs/turn |
46 - 50
|
500 LPs/turn |
Hand to Hand Damage Table
Str |
Damage |
Notes |
1-15 |
Normal (see Maneuver List) |
None |
16-25 |
Punch: D6 x Str; Kick: D6 x (Str+1) |
Other Maneuvers: Use the next bigger dice (i.e., D4 becomes D6, D6 becomes D8, D10 becomes D12). Weapons add +1 to the die roll. |
26-30 |
Punch: D8 x Str. Kick: D8 x (Str+1) |
Other Maneuvers: D4 becomes D8, D6 becomes D10, D8 becomes D12. Weapons add +2 to the die roll. |
31+ |
Punch: D10 x Str. Kick: D10 x (Str+1) |
D4 Maneuvers do a base damage of D10 (5); anything above a D4 becomes a D12. Weapons add +3 to the die roll. |
Life Point Formulas
Normal Human: (Str+Con) x 4 +10 + END Bonus
Enhanced/Mutant: (Str+Con) x 10 + 50 + END Bonus
Asgardians: (Str+Con)
x 10 +100 +END Bonus
Endurance Point Formulas
Normal Humans: (Str + Con + Will) x 3 +5
Enhanced/Mutant:
(Str+Con+Will) x 10 +20
Asgardian: Same as Mutant
Essence Point Formulas
Normal Human: Sum of Attributes
Enhanced/Mutant: Sum of Attributes x 2
Asgardian: Sum or Attributes x 5
Mystic Origin
2-point Supernatural Quality
The character has dabbled in the magical arts
and can buy mystical powers.
High Technology
3-point Racial Quality
A race with this Quality has access to a level
of technology greater than the norm for the campaign. As such, characters belonging
to these races are able to buy hi-tech items using either power points or money.
POWERS
You'll have to wait for Beyond
Human, but, meanwhile, you can adapt the MSH powers. First of all,
we need to use the table to below to correlate MSH's ranks with levels that
can be bought in Unisystem. In order for a character to reach the next rank,
he needs to buy all the levels in the previous rank (note that these levels
are not related to MSH rank numbers).
Example: If a player wants to by the Flight power at the Excellent rank (6-10), he would have to buy at least 6 levels. Since Flight costs 2 points/level, this would cost 12 points. If the player changes his mind and decides his character should have Remarkable (11-15) speed, he would have to buy five more levels, for a total of 22 points.
Super Power |
Power/Strength Levels |
Feeble |
1 |
Poor |
2 |
Typical |
3 |
Good |
4-5 |
Excellent |
6-10 |
Remarkable |
11-15 |
Incredible |
16-20 |
Amazing |
21-25 |
Monstrous |
21-40 |
Unearthly |
41-50 |
Shift X |
51-75 |
Shift Y |
76-100 |
Shift Z |
101-150 |
CL 1000 |
151-250 |
CL 3000 |
251-500 |
CL 5000 |
500-1,000 |
One thing to remember is that these levels are only for cost purposes. Effects like damage and range are given by the rank, which must be referenced in the appropriate Attribute column or MSH table.
Armor Rating |
AV |
Variable (Armor) |
Feeble |
4 |
D8 |
Weak |
10 |
D6+4 |
Typical |
20 |
(D6 x 2)+8 |
Good |
30 |
(D10 x 3) +15 |
Excellent |
50 |
(D10 x 4) +30 |
Remarkable |
80 |
(D10 x 4) +60 |
Incredible |
150 |
(D10 x 10) +100 |
Amazing |
200 |
(D10 x 15) +125 |
Monstrous |
300 |
(D10 x 20) + 200 |
Unearthly |
500 |
(D10 x 40) + 300 |
Force Field |
AV |
Dam. Cap. |
Feeble |
0 |
10 |
Weak |
0 |
20 |
Typical |
5 |
50 |
Good |
10 |
100 |
Excellent |
20 |
200 |
Remarkable |
30 |
300 |
Incredible |
40 |
400 |
Amazing |
50 |
500 |
Monstrous |
75 |
750 |
Unearthly |
100 |
1,000 |
Asgardians
Attributes: +14 STR [18], +1 DEX [1], +6 CON [6], +1 INT [1], +1
PER [1], +1 WILL [1]
Life Points: (STR+CON) x 10 +100 +END Bonus [19]
Endurance Points: (STR+CON+WILL) x 10 +20 [12]
Essence Points: Sum of Attributes x 5 [20]
Skills: +2 Martial Arts [2], +2 Melee [2]
Powers: Good Body Armor (AV 30) [12], Forever Young [4]
Total:
99/48 points
Atlanteans
Attributes: +5 STR [5], +4 CON [4]
Powers: Excellent Resistance to Cold [6], Poor Swimming [2],
Water Breathing [2]
Total: 19 points
Denizens of the Dark Dimension
Attributes: +1 DEX [1], +1 PER [1], +1 WILL [1]
Qualities: Mystic Origin [2]
Skills: +1 Occultism [1]
Total: 6 points
Deviants
Attributes: +1 CON [1], +1 INT [1], -1 PER [-1], -1 WILL [-1]
Drawbacks: Attractiveness -2 [-2]
Total: -2 points
Eternals
Attributes: +14 STR [18], +2 DEX [2], +8 CON [8], +2 INT [2], +3
PER [3], +2 WILL [2]
Life Points: (STR+CON) x 10 +50 +END Bonus [14]
Endurance Points: (STR+CON+WILL) x 10 +20 [12]
Essence Points: Sum of Attributes x 2 [4]
Powers: Unearthly Flight [82], Amazing Force Bolts [63], Forever
Young [4], Invulnerable (Heat, Cold, Energy, Electricity, Radiation, Toxins
and Disease) [X]
Total: 214+/184+ points
Inhumans
Attributes: +3 STR [3], +2 DEX [2], +4 CON [4], +1 INT [1], +1 PER
[1], +1 WILL [1]
Total: 12 points
Kree
Attributes: +3 STR [3], +2 CON [2], +1 INT [1], +1 PER [1]
Qualities: High Technology [3]
Total: 10 points
Lemurians
Attributes: +3 STR [3], +4 CON [4], +1 WILL [1]
Qualities: Mystic Origin [2]
Powers: Excellent Resistance to Cold [6], Poor Swimming [2],
Water Breathing [2]
Total: 20 points
Olympians
Attributes: +14 STR [18], +2 DEX [2], +8 CON [8], +2 WILL [2]
Life Points: (STR+CON) x 10 +100 +END Bonus [19]
Endurance Points: (STR+CON+WILL) x 10 +20 [12]
Essence Points: Sum of Attributes x 5 [20]
Powers: Good Physical Body Armor (AV 30) [8], Forever Young [4],
Immortality [10]
Total: 103/52 points
Shiar
Attributes: +5 STR [5], +1 DEX [1], +1 CON [1], +1 INT [1],
+1 PER [1], +1 WILL [1]
Qualities: High Technology [3]
Total: 13 points
Skrulls
Attributes: +1 INT [1]
Qualities: High Technology [3]
Powers: Amazing Imitation [63], Amazing Shape-Shifting [63]
Total:
130 points
Well, enjoy it! And if you want, you can drop me a line at fred@planetfred.net or leave a comment at the PatchComm.
Last Update: 23-Jul-03