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!

ATTRIBUTES
QUALITIES
SKILLS
POWERS
RACES

 


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

 

QUALITIES

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.

SKILLS

 

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

 

 

RACES

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

Shi’ar
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


 

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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