Marvel Super Heroes to Champions Conversions

Powers

Champions power points from Marvel power descriptions

Marvel rank 

Shift 0  Feeble    Poor  Typical  Good  Excellent
Remarkable Incredible  Amazing  Monstrous  Unearthly  Shift X  Class 1000

Points in major powers

0
1-4
5-9
10-14
15-24
25-34
35-44
45-59
60-74
75-89
90-109
110-129
130+

Points in minor powers

0-4
5-9
10-14
15-19
20-24
25-29
30-34
35-39
40-44
45-49
50-54
55-59
60+

Inches of Movement

0-1
2-3

4-5
6-9
10-13
14-17
18-21
22-25
26-29
30-33
34-37
38-41
42+

Notes on major, minor and movement powers
Major powers are the basic attacks:  Energy Blast, HKA, etc.  Minor powers are those which can affect combat, but in lesser ways, such as Stretching or Invisibility.  Movement powers include Flight, Swimming, Running, Teleportation etc.
Some powers, such as Senses and Extra Limbs have fixed costs in Champions, and for these, no conversion costs have been given.  The character either has them or doesn't.

Extra Defenses
1]
If the character has no extra defense in Marvel, double the calculated PD & ED. 
2]  If the character has Martial Arts in Marvel, add +5 PD & +5 ED.
3]  "Body Armor" is bought as Armor.
4] 
"Dense Flesh" and other non-special-effect-related defenses are bought as extra PD & ED.
5]  Characters who qualify for 4] above at "Excellent" or less get Damage Resistance on half of their PD & ED.
6]  Characters who qualify for 4] above at "Remarkable" or higher get Damage Resistance on all of their PD & ED.
7]  If only one "Defensive Ranking" is listed, reduce ED by two "Defensive Rankings."  Do not do this for Force Field.
8]  If "Psyche" is "Excellent" or higher, characters get Ego Defense, +5 per ranking above "Excellent."  An "Amazing Psyche" rates Ego Defense +15.

Extra Levels
1] 
Add two (2) 5-point Skill Levels with the main attack for every Rank that "Fighting"  exceeds "Agility."
2]  For every Rank Shift a character has with an attack, add one 3-point Skill Level with that attack.
3]  Add +1 Perception for every Rank "Intuition" exceeds "Reason."

Extra Skills
1] 
If "Agility" is "Remarkable" or higher, add Acrobatics & Breakfall.
2]  If "Agility" is "Amazing" or higher, add Missile Deflection or equivalent points in Dodge.
3]  If "Reason" is "Excellent or higher, add Computer Programming.
4]  If "Intuition" is "Amazing" or higher, add 10-point Danger Sense.
5]  Characters with "Martial Arts" get some form of Martial Arts.

Extra Powers
1] 
With "Endurance" of "Excellent" or better, any power costing 5 END or more gets 1 level of Reduced Endurance Advantage.
2]  With "Endurance" of "Remarkable" or higher, any power normally costing 5 END or more gets the 0 END Advantage.
3]  With "Endurance" of "Monstrous" or better, the character gets the following  Life SupportSelf-contained Breathing, Immune to gas absorption through skin, Can survive in space or under high pressure.
4]  With "Endurance" of "Unearthly" or higher, the character has full, 30-point Life Support.

Bardolf's notes
This set of numbers crunched well for second or third edition Champions, and works fairly well in 4th Edition.  However, with the vast increase in the number of available skills in the BBB, I would suggest adding several points worth of other non-combat skills, perks and talents, such as Inventor for Tony Stark and Scientist for Reed Richards and Hank Pym, plus related Sciences, Professional Skills, Area Knowledges, etc.  Otherwise, the conversions come out being rather bland and flat.

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