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Thread: Villains&Vigilantes Conversion list

  1. #1
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    Villains&Vigilantes Conversion list

    I found the Villains And Vigilantes conversion to Champions. Mind you, this is 3rd edition, i.e. Champions III that I'm reprinting here. I've updated certain powers to 5th ed terminology. I've also used current Power terms instead of the old olds when possible (ex. Mental Defense vs Ego Defense)

    STR : Use the Champions Strength Chart to find the Champions STR that represents the V&V Character's carrying capacity. Use the V&V life numbers straight, do not convert from pounds to kilograms.
    DEX : 15+(3x V&V Accuracy)
    CON : 1/3 of V&V Power Score.
    BODY : 6+V&V Basic Hits.
    INT : V&V Intelligence.
    EGO : V&V Charisma.
    COM : Player's choice.
    SPD : (V&V Agility + Intiative Bonus (if any)/10+3.[/b]

    Some powers may affect the Champions Figured Characteristics. Double the Base Figured PD or ED if the character has no powers that help defend from physical or energy attacks.
    Note: I've found even this may not be enough sometimes. Use your judgement.

    The GM may use as many dice of damage for each attack as he feels fits into his/her campaign. To get the number of normal dice of attack, halve the maximum damage of the V&V attack and add the character's Damage Modifier. Divide the result by 3 to get dice of Killing Attack. Multiply the number of dice by 5 to get Active Points in other powers. Whenever the value of a Defense is not specified, the Champions character gets 10 + V&V Chracter Level in points of Defense.

    For Ground/Swimming movement, divide the V&V move in inches by twice the Champions Speed to get movement per phase.
    For Flight, divide the V&V move in inches by 2 and take the square root.
    Note: Good time to use a calculator

    V&V Power...................CHAMPIONS power
    Absorbption.................3d6 Absorbtion and/or Power Transfer
    Adaptation..................Full Life Support, 1/2 Dmg Reduct vs Ranged Energy Attks
    Android Power............+10 CON, 10 pts Mental Def., one other power
    Animal Control...........12d6 Mind Control, specific animals only
    Animal Powers............Whatever is appropriate
    Animated Servant.......create a Robot
    Armor 31-60.................Armor 12 PD, 12 ED, Act 11 or less
    Armor 61-90.................Armor 18 PD, 18 ED, Act 14 or less
    Armor 91+....................Armor 24 PD, 24 ED
    Astral Projection...........Desolid, must leave normal body behind
    Bionics..........................Whatever is appropriate
    Body Powers................Whatever is appropriate
    Chemical Power..........Multiform (why?), 1/2 Dam Reduct vs ranged energy attks
    Cosmic Awareness........Gamemaster discretion
    DarknessControl.............Darkness vs normal vision
    Death Touch..................1d6 Power Destruction vs BODY
    Disintegration Ray.........3d6 Energy RKA
    Devitalization Ray.........10d6 Power Drain at range, vs END
    Dimensional Travel........Extradimensional Teleport
    Emotion Control............12d6 Mind Control, emotions only
    Flame Power 1...............Energy Blast, Fire
    Flame Power 2..............
    • EC-Fire
      *Energy Blast
      *Flight
      *Force Field (10 PD, 15 ED)
    Flight.......................... Flight, see above text
    Force Field 1...............15 PD ForceWall
    Force Field 2.................Telekinisis
    Gravity Control............Telekinsis
    Heightened Attack.....+5 to Active Points in all attacks
    Heightened Defense...+2 levels of DCV
    Heightened Expertise 01-60....+2 OCV with one attack
    Heightened Expertise 61-90....+2 OCV with related attacks
    Heightened Expertise 91-100...+2 OCV with all attacks
    Heightened Senses.....Danger Sense/appropriate Enhanced Sense(s)
    Heightened Speed.....Running (see above test)
    Ice Powers..................
    • EC-Ice
      *Ice Blast (PD or ED)
      *Armor (see V&V Armor Power above)
      *Force Wall 10 PD/ED
    Illusions A........................Images
    Illusions B........................10 PD, 10 ED Forcewall and Animating Telekinisis (on Forcewall)
    Invisibility........................Invisibility (normal only)
    Invulnerability (per pt.)...+1 PD and +1 ED with any appropriate Resist. Def.
    Life Support.....................Life Support, breathing, pressure, etc., usual Iron Man stuff
    Lightning Control............
    • EC-Lightning
      *Lightning Blast
      *20 ED Forcefield
      *Telekinisis Animate (electrical devices only)
    Magical Spells..................appropriate powers
    Magnetic Powers............
    • EC-Magnetic
      *Teleknisis on metal
      *15 PD, 15 ED Forcefield
      *Strength usuable at range only (use TK instead)
    Mind Control......................12d6 Mind Control
    Mutant Power.....................whatever is appropriate
    Natural Weaponry..............1d6 HKA or 1 level with Martial Arts
    Non-corporealness...............Desolid, not through Force Walls
    Paralysis Ray.........................8d6 AVLD (artifical body ED, Mental Def)
    Plant Control.......................Telekinisis (animating plants only)
    Pet........................................Other hero or 'vehicle'
    Poison/Venom.....................RKA or Transformation
    Power Blast...........................Energy Blast and Missile Deflection at Range
    Psionics.................................appropria te Mental Powers
    Regeneration.......................Healing 1 pt per pt of V&V healing rate
    Revivication........................Healing vs dead
    Robotic Body.......................2x Density, 5 pts Mental Def, other power
    Size Change A....................Growth
    Size Change B.....................Shrinking
    Sonic Abilities........................Energy Blast - sonic
    Speed Bonus.........................Extra movement in one movement power
    Special Weapon...................Powers bought through a focus
    Telekinisis................................
    • EC-TK
      *Telekinisis
      *PD Forcefield
      *Energy Blast - PD
    Telepathy..............................
    • EC-Telepathy
      *Telepathy
      *Mind Scan
      *Mental Defense
    Teleportation.......................Teleportation with extra movement
    Transformation A.................Instant Change or Multiform
    Transformation B..................Multiform
    Transformation C.................Shapeshift or Multiform
    Transmutation......................Transformation attk
    Vehicle..................................buy a vehicle
    Vibratory powers.................
    • EC-Vibrations
      *Energy Blast - PD
      *10 PD and 20 ED forcefield
      *Desolidification
    Weakness Detection...............Find Weakness
    Water Breathing A..................Life Support underwater
    Water Breathing B..................
    • *Life Support underwater
      *0 End on all powers in water only
      *20 pt Physical Limitation: Recovery drops to 1 while not in water
    Weather Control.....................
    • EC-Weather Multipower
      *Darkness - clouds
      *Entangle - Rain
      *Energy Blast, variable special effect: Wind, Cold, Ice, Lighting
    Willpower A...........................High INT and EGO
    Willpower B............................Mental Def, Power Def, Danger Sense
    Wings.....................................Flight through wings

    As always, go with the spirit of the character being transferred into the Hero Games format.

  2. #2
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    They missed light powers. I always gave it an EC: EB, FF, and Flash
    "See it's not that the Democrats are playing checkers and the Republicans are playing chess, it's that the Republicans are playing chess and the Democrats are in the nurse's office because once again they glued their balls to their thighs." - Jon Stewart
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