Translate some BASH terms into Pathfinder:
* Issue = Module
* Scene = Encounter
* Page = Turn
* Panel = Round
* Priority = Initiative
Rolling dice: You always roll 2d6 and multiply your levels. For example, a x2 Ride check would be (2d6) x2.
If you have a dice bonus or penalty, e.g. Paired Weapons lets you have two attacks each with a -1 Dice penalty, the roll to Hit is (2d6-1) x3, if the attacks are x3 to Hit.
Doubles If you ever roll doubles on your 2d6, you get to add another 1d6. If that 1d6 matches, you continue adding 1d6, until you roll a different number. This is called exploding dice. The probability expectation of exploding dice is 7.7, instead of 7.0 from just rolling two dice.
Combat: Attacker rolls to hit and damage. The defender rolls defense and soak. If the attack is higher than defense, you hit. If the damage is higher than soak, you do the difference in damage. There's other stuff but that is the basics.
Knockback Whether any damage is done or not makes no difference. Every point of damage rolled on an attack knocks the opponent back 1 foot- reduced by their Brawn x10. If this reduces the number of feet to zero or less the character is not knocked back at all.
Being knocked back does no additional damage- unless you are knocked into something solid. In that case, treat it as falling damage (1DM for every 10 feet). A character who is knocked back is also knocked down. Getting up uses half your movement squares (round down).
Skills: Stealth/Hiding. Stealth is the skill, and Hiding is the specialty. Each skill has many specialties. With Stealth on your character sheet means the hero is trained and usually rolls their Agility as the multiplier vs. difficulty levels. If you roll a specialty like Hiding, you actually roll twice and take the better roll.
Skills are either Agility or Mind related. There are no Brawn skills. If you are untrained in a skill, you roll is your Stat-1 multiplier. For example, with Agility 3 and you want to ride a horse without training, you would roll x2. This is called skill defaulting. There are advantages and disadvantages that change this like Jack of all Trades and Outsider.
Skill difficulties:
10 = Typical for a professional
20 = Challenging for a professional
30 = Typical for superhero
40 = Challenging for a superhero
50 = Nigh-impossible
Called Shots:
In many cases, this will be an attempt to hit an enemy’s gadget to destroy it or disarm him. However, there may be times when you want to specifically aim for an enemy’s head, trip them, need to shoot around cover, etc. Before rolling an attack, declare your called shot. To succeed, you need to hit by 10 or more. If there is no other effect (like disarming, breaking a gadget, tripping, avoiding cover, etc) a called shot does +10 Result Bonus to the damage. The called shot mechanic is rather versatile and can be used to pull off any number of “tricks” during combat. For instance, you could use it to knock a pile of crates down on top of an enemy, throw a tarp over his face so he can’t see, pull a rug from under a bunch of minions, etc.
Wrestling:
Characters may hold, slam, and squeeze in addition to punching and blasting their enemies. This style of fighting is especially good for characters who are stronger than they are agile. There are a variety of maneuvers that a character can attempt to use on an opponent when wrestling:
Grab:
You grab your enemy and hold them fast. Roll Brawn or Agility against the opponent’s Brawn or Agility (each person picks) to initiate the grab. If you succeed, you have the opponent in your iron grip. If you succeed by 10, you can immediately use a wrestling maneuver. From this point forward, it is Brawn against Brawn only. Each page, on his panel, your victim can try to break free. If they succeed by 10, they can take the rest of their actions for the panel (normally trying to break free takes their whole panel). If they succeed by 20, they can reverse the hold, so that now you are in their grip. The victim can choose to take an action other than breaking free but it must be something they can do with limited motion (push a button on their belt, make an unarmed attack against you, etc.). Each page, on your panel you may do one of the following moves to a grabbed opponent:
Carry:
Make a Brawn Contest and you can carry them kicking and screaming wherever you move. Fail by 10 or less and you move at half normal speed. Fail by more than 10 and you have to drop the person to move.
Throw Them:
Roll Brawn with a +2 Multiplier Bonus. Your held target takes the result, reduced by 10x their Brawn, as knock-back and is released from your grasp. “Note: If you are ten stories high with you throw your target then they’ll take much more damage than if you were standing on the ground! This could also be the case if you throw them at someone else. (See Wield Them below. If the attack misses, the “weapon” still takes the knock-back but the target is unaffected.)
Crush Them/Joint Lock:
Make a Brawn Contest. Your target takes the difference as damage, ignoring Soak bonuses from Armor.
Hit Them:
You get a +2 Dice bonus to a hand-to-hand attack against someone you’ve grabbed. The bonus applies to damage as well.
Wield Them:
Like they were a weapon! Roll a regular attack against a target. If it hits, roll Brawn+1 as damage multiplier against the target. The “weapon” takes the same damage. Both soak normally.
Disarm Them:
If the foe has an easily taken gadget or weapon, make a Brawn Contest to take it from them. If it is a breakable gadget, you may roll Brawn as damage against it.
Restrain Them:
Make a Brawn contest with the foe. If you win you can prohibit them from taking a certain action on their panel other than trying to break free, or something that cannot be restrained physically, such as using Ghost Form or Telekinesis, etc. You may choose to even prevent them from speaking.
Block with Them:
You can use your victim as a human shield (a favorite tactic of Villains) for the page by winning a Brawn contest against the struggling victim. This gives you cover. If you successfully defend and roll doubles, the “shield” was hit by the attack! The opponent has to hit by 10 to hit you and not your cover.
Body Slam:
With a running, jumping, or even flying start, you use your entire body as a weapon. It isn’t as precise as a punch, but it’s a lot harder to dodge! When you make a Body Slam attack against an opponent, then will decide to either hold their ground or to dodge.
If they hold their ground, you automatically hit and roll Brawn (plus Momentum, if applicable) for damage. They can roll their Soak as normal. A character who holds their ground can choose to use Deflect as if it were Armor for this purpose (this is instead of using Armor). If you lose, you take the difference in damage (or your roll, whichever is less), excluding your momentum bonus (it hurts more when you run into a brick wall than when you walk into one). The damage is not soaked.
If they try to get out of the way, they roll their Agility-based defense (excluding Deflect) or Athletics/Acrobatics vs. your Brawn (+Momentum if any). If they win, they move out of the way and take no damage. You keep moving in a straight line for a distance equal to what you moved to get to them, or until you run into something else (possibly another target). If they lose, they take the difference in damage, which bypasses their normal soak.