Sijo's Builds
Posted: Mon Apr 18, 2016 9:33 pm
Converting FASERIP to BASH!
The following is a quick-and-dirty set of rules I made to convert between the FASERIP and BASH systems. Note two things: 1) FASERIP is an Open-Source License game, no copyright infringement is intended and 2) this is untested, I welcome any feedback!
Stats
Brawn- Use the average of Strength and Endurance.
Agility- Use the average of Fighting and Agility.
Mind- Use the average of Reason, Intuition and Psyche.
Round down in all cases.
To find the Stat’s value, use the following table:
Ability / Stat
Zero [0], Terrible [2], Bad [4] / 0
Average [6] / 1
Decent [10], Great [20], World Class [30]/ 2
Fantastic [40] / 3
Astounding [50], Wondrous [75] / 4
Phenomenal [100] / 5
In Cosmic Scale campaigns, Stats go higher by using the Powers Cosmic Might, Cosmic Grace and Cosmic Thought, at +1 for every 5 levels; this is written the following way:
Ability/Stat
Single-Shift [150] / 5 (6)
Double-Shift [200]/ 5 (7)
Triple-Shift [500]/ 5 (8)
Planetary [1000]/ 5 (9)
Stellar [3000]/ 5 (10)
Cosmic [5000]/ 5 (11)
Infinite / Beyond
Hits: Heroes and Villains have 100 Hits. Normal People have 10, "Grunts" have 20, "Toughs" 30, Dangerous Minions 40, and Powerful Minions 50.
Powers
There are way too many Powers in FASERIP for me to convert, at least right now; however it should not be hard to do in a case by case basis, as BASH uses many similar names. A few notes:
-Most FASERIP Powers have multiple effects, so they correspond to more than one Power in BASH. Organizing them as Power Suites is probably a good idea.
-An “Alternate Power” is one with the Limitation: Same Source.
-Flexibilities are Enhancements.
-Limits are Limitations (duh.)
To find the corresponding Power Level, use the following table. (Note: in some cases ex. Super Speed, you’ll have to use the closest level available in the Power. Also note that past level 5, Cosmic Scale rules come into effect.)
Rank/Level
Terrible [2], Bad [4]/ 1
Average [6], Decent [10]/ 2
Great [20], World Class [30]/ 3
Fantastic [40], Astounding [50]/ 4
Wondrous [75], Phenomenal [100]/ 5
Single-Shift [150]/ 6
Double-Shift [200]/ 7
Triple-Shift [500]/ 8
Planetary [1000]/ 9
Stellar [3000]/ 10
Cosmic [5000]/ 11
Infinite / Beyond
Weakness:
Some Powers include weaknesses or disadvantages in their description, for example Alternate Form: Shadow Form has Susceptibility to Light Attacks.
Advantages
-If the character has Fame of Great (20) or higher, give it the Celebrity Advantage.
-Contacts are Contacts (duh). If the character has less than 3, give him more.
-A character with any Ranks of Infamy has Frightening Presence.
-If the character has a Wealth of Fantastic (40) or higher, he has Resources (or possibly Royalty, if he has Astounding (50) or higher Wealth.)
Disadvantages
-If the character has Bad (4) Wealth or less, he's Destitute.
-If the character’s true identity is known only to itself, that counts as a Secret. Conversely, a character with no secret id has the Public Id Disadvantage.
Skills
FASERIP Specialties are Skills, with a few exceptions. Just find the corresponding Skills on the table below and give them a level of 1 for every RS (Rank Shift) the Specialty has. (If this doesn’t jibe with the character’s Agility or Mind, give it the Skillful Power or the Unskilled Disadvantage.)
Specialty - Skill
Acrobatics - Athletics/Acrobatics
Art - Humanities/Art
Athletics - Athletics/choose a Specialty and Ride/choose a Specialty
Business - Commerce/Finance
Computers - Computers/Programming
Criminology - Investigation/Finding Clues or Gut
Driving - Drive/choose a Specialty and Sailing/choose a Specialty
Electronics - Technology/Repair or Invent
Investigation - Investigation/Analysis and Streetwise/Gather Information
Languages - Humanities/choose a Specialty (note this doubles the number of languages available, with the Foreign Cultures specialty tripling it)
Law- Social Science/Law
Medicine - Medicine/First Aid (or Medicine/Surgery for Medicine +3 RS)
Mechanics - Technology/Repair or Invent
Military - Military/choose a Specialty
Occult - Occultism/choose a Specialty
Perform - Perform (note: choose two talents, one of which is the specialty)
Pilot - Pilot/choose a Specialty
Psychiatry - no exact conversion, but Deception/Detect Deception is probably the closest
Science- Science/choose a Specialty
Sleight of hand- Stealth/Palming & Planting items.
Stealth - Stealth/Hiding or Prowling
The exceptions are:
Aerial Combat: This is the Power Martial Arts Mastery (Defensive Style) (Only while Flying or Gliding)
Leadership: This is the Leadership Advantage.
Martial Arts: This is the Weapon Technique Power (Unarmed) at level 1, with the Variable enhancement.
Mental Resistance: This the Power Boost (Mind, level 1-3, Only when Mental Powers are used against you.)
Underwater Combat: This is the Martial Arts Mastery Power (Defensive Style) (Limitation: Only while Swimming) plus 1 level of the Super Swimming Power.
Weapons: This is the appropriate Weapons Technique Power with the bonus going to attacking, not damage.
Wrestling: This is the Martial Arts Mastery Power (Grappling Style.)
Equipment: This is normal equipment. Just give the character the equivalent BASH weapon, armor, vehicle or utility item. Note: in the case of Restricted equipment, give the character an appropriate Advantage that would allow him to possess it.
Hero Points/Setbacks: Calculate the character’s point value in BASH, then compare it to the Campaign Level. If it is lower, the difference becomes Hero Points. If it is higher, the difference becomes Setbacks.
Mental Malfunction: If you want, give the character one based on its Origin.
The following is a quick-and-dirty set of rules I made to convert between the FASERIP and BASH systems. Note two things: 1) FASERIP is an Open-Source License game, no copyright infringement is intended and 2) this is untested, I welcome any feedback!
Stats
Brawn- Use the average of Strength and Endurance.
Agility- Use the average of Fighting and Agility.
Mind- Use the average of Reason, Intuition and Psyche.
Round down in all cases.
To find the Stat’s value, use the following table:
Ability / Stat
Zero [0], Terrible [2], Bad [4] / 0
Average [6] / 1
Decent [10], Great [20], World Class [30]/ 2
Fantastic [40] / 3
Astounding [50], Wondrous [75] / 4
Phenomenal [100] / 5
In Cosmic Scale campaigns, Stats go higher by using the Powers Cosmic Might, Cosmic Grace and Cosmic Thought, at +1 for every 5 levels; this is written the following way:
Ability/Stat
Single-Shift [150] / 5 (6)
Double-Shift [200]/ 5 (7)
Triple-Shift [500]/ 5 (8)
Planetary [1000]/ 5 (9)
Stellar [3000]/ 5 (10)
Cosmic [5000]/ 5 (11)
Infinite / Beyond
Hits: Heroes and Villains have 100 Hits. Normal People have 10, "Grunts" have 20, "Toughs" 30, Dangerous Minions 40, and Powerful Minions 50.
Powers
There are way too many Powers in FASERIP for me to convert, at least right now; however it should not be hard to do in a case by case basis, as BASH uses many similar names. A few notes:
-Most FASERIP Powers have multiple effects, so they correspond to more than one Power in BASH. Organizing them as Power Suites is probably a good idea.
-An “Alternate Power” is one with the Limitation: Same Source.
-Flexibilities are Enhancements.
-Limits are Limitations (duh.)
To find the corresponding Power Level, use the following table. (Note: in some cases ex. Super Speed, you’ll have to use the closest level available in the Power. Also note that past level 5, Cosmic Scale rules come into effect.)
Rank/Level
Terrible [2], Bad [4]/ 1
Average [6], Decent [10]/ 2
Great [20], World Class [30]/ 3
Fantastic [40], Astounding [50]/ 4
Wondrous [75], Phenomenal [100]/ 5
Single-Shift [150]/ 6
Double-Shift [200]/ 7
Triple-Shift [500]/ 8
Planetary [1000]/ 9
Stellar [3000]/ 10
Cosmic [5000]/ 11
Infinite / Beyond
Weakness:
Some Powers include weaknesses or disadvantages in their description, for example Alternate Form: Shadow Form has Susceptibility to Light Attacks.
Advantages
-If the character has Fame of Great (20) or higher, give it the Celebrity Advantage.
-Contacts are Contacts (duh). If the character has less than 3, give him more.
-A character with any Ranks of Infamy has Frightening Presence.
-If the character has a Wealth of Fantastic (40) or higher, he has Resources (or possibly Royalty, if he has Astounding (50) or higher Wealth.)
Disadvantages
-If the character has Bad (4) Wealth or less, he's Destitute.
-If the character’s true identity is known only to itself, that counts as a Secret. Conversely, a character with no secret id has the Public Id Disadvantage.
Skills
FASERIP Specialties are Skills, with a few exceptions. Just find the corresponding Skills on the table below and give them a level of 1 for every RS (Rank Shift) the Specialty has. (If this doesn’t jibe with the character’s Agility or Mind, give it the Skillful Power or the Unskilled Disadvantage.)
Specialty - Skill
Acrobatics - Athletics/Acrobatics
Art - Humanities/Art
Athletics - Athletics/choose a Specialty and Ride/choose a Specialty
Business - Commerce/Finance
Computers - Computers/Programming
Criminology - Investigation/Finding Clues or Gut
Driving - Drive/choose a Specialty and Sailing/choose a Specialty
Electronics - Technology/Repair or Invent
Investigation - Investigation/Analysis and Streetwise/Gather Information
Languages - Humanities/choose a Specialty (note this doubles the number of languages available, with the Foreign Cultures specialty tripling it)
Law- Social Science/Law
Medicine - Medicine/First Aid (or Medicine/Surgery for Medicine +3 RS)
Mechanics - Technology/Repair or Invent
Military - Military/choose a Specialty
Occult - Occultism/choose a Specialty
Perform - Perform (note: choose two talents, one of which is the specialty)
Pilot - Pilot/choose a Specialty
Psychiatry - no exact conversion, but Deception/Detect Deception is probably the closest
Science- Science/choose a Specialty
Sleight of hand- Stealth/Palming & Planting items.
Stealth - Stealth/Hiding or Prowling
The exceptions are:
Aerial Combat: This is the Power Martial Arts Mastery (Defensive Style) (Only while Flying or Gliding)
Leadership: This is the Leadership Advantage.
Martial Arts: This is the Weapon Technique Power (Unarmed) at level 1, with the Variable enhancement.
Mental Resistance: This the Power Boost (Mind, level 1-3, Only when Mental Powers are used against you.)
Underwater Combat: This is the Martial Arts Mastery Power (Defensive Style) (Limitation: Only while Swimming) plus 1 level of the Super Swimming Power.
Weapons: This is the appropriate Weapons Technique Power with the bonus going to attacking, not damage.
Wrestling: This is the Martial Arts Mastery Power (Grappling Style.)
Equipment: This is normal equipment. Just give the character the equivalent BASH weapon, armor, vehicle or utility item. Note: in the case of Restricted equipment, give the character an appropriate Advantage that would allow him to possess it.
Hero Points/Setbacks: Calculate the character’s point value in BASH, then compare it to the Campaign Level. If it is lower, the difference becomes Hero Points. If it is higher, the difference becomes Setbacks.
Mental Malfunction: If you want, give the character one based on its Origin.