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V&V to Champions conversions


Mr. R

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Inspired by a thread on V&V I rolled up a few NPC's using the rules given, level, skills and advances.  Then I went into HD and converted them to Hero 5th.  Some ground rules are that I kept the stats as close as possible (Agil 15 becomes Dex 15), so some of the stats will be low,  But it made for some interesting builds!

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So first up. 

Level 1

 

S 11

E 30 

A 17

I 9

C 15

 

Powers table

Sonic Powers

Lightning Powers

Willpower A

End B (+18)

 

Skills Legal and Communications

 

Donnerstrum

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

  17      DEX       21      12-    OCV:  6/DCV:  6

  30      CON      40      15-

  13      BODY     6       12-

  10      INT         0       11-    PER Roll 11-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  16      COM       3       12-

 

8+15   PD           6                Total:  8/23 PD (8/23 rPD)

8+15   ED           2                Total:  8/23 ED (8/23 rED)

    3       SPD         3                Phases:  4, 8, 12

    8       REC        0

  60      END        0

  33      STUN      0       Total Characteristic Cost:  96

 

Movement:                   Running:               6"/12"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

8          Damage Resistance (8 PD/8 ED)

10       Mental Defense (13 points total)

5          Power Defense (5 points)

5          Hearing Group Flash Defense (5 points)

15       Lightning and Thunder:  Elemental Control, 30-point powers

47       1)  Lightning or Thunder:  Energy Blast 10d6, Variable Special Effects (Limited Group of SFX; +¼) (62 Active Points)    6

22       2)  Force Field (15 PD/15 ED), Reduced Endurance (½ END; +¼) (37 Active Points)               1

15       3)  Mind Control 10d6 (50 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs machines; -½), Limited Power Power loses about a fourth of its effectiveness (Based on OCV/DCV; -¼), Normal Range (-¼), Does Not Provide Mental Awareness (-¼)                                                           5

14       4)  Hearing Group Flash 6d6, Area Of Effect (5" Cone; +1) (36 Active Points); No Range (-½)             4

 

       Perks

5          Various law clients:  Favor

5          Money:  Well Off

 

       Skills

2          KS: Law 11-

2          KS: Legal proceedure 11-

2          KS: Buisness law 11-

3          Bureaucratics 12-

3          Criminology 11-

3          Deduction 11-

3          High Society 12-

3          Persuasion 12-

8          +1 with All Combat

 

Total Powers & Skill Cost:  180

Total Cost:  276

 

200+  Disadvantages

10       Hunted:  Enemies of Dad 8- (As Pow; Harshly Punish)

10       Psychological Limitation:  Fear of water (Common; Moderate)

10       Vulnerability:  2 x STUN Water (Uncommon)

46       Experience Points

 

Total Disadvantage Points:  276

Earned Experience:  0

Spent Experience:  46

Unspent Experience:  0

 

Background/History:  A decendant of one Thunder-god or other, she inherited her powers when she got caught in a bad storm that awakened her powers.  Since then she has decided to use her powers to fight those that may prey on the innocent.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:  Get into a nice position, get her sheild going and hit them with either the lightning or thunder as the situation dictates.

 

Campaign Use:

 

Appearance:

 

 

 

 

So a decent build lacking only some movement!  I added some Disads based on my simple backstory. 

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Next up

 

Level 6

 

S 9

E 12

A 12

I 21

C 14

 

Magic/Psionics

Telekinetics

Spells (4)

Weakness Detect

 

Magic/Psionic Items

Force Field

Light Powers

 

Skills Agriculture and Manufacture

 

Finster

 

Val    Char   Cost   Roll Notes

  10      STR         0       11-    Lift 100.0kg; 2d6

  14      DEX       12      12-    OCV:  5/DCV:  5

  13      CON        6       12-

  10      BODY     0       11-

  23      INT        13      14-    PER Roll 14-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  18      COM       4       13-

 

5+20   PD           3                Total:  5/25 PD (0/20 rPD)

5+20   ED           2                Total:  5/25 ED (0/20 rED)

    3       SPD         6                Phases:  4, 8, 12

    5       REC        0

  26      END        0

  22      STUN      0       Total Characteristic Cost:  61

 

Movement:                   Running:               6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                2"/4"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

17       ring of Protection:  Elemental Control, 50-point powers,  (25 Active Points); all slots OIF (-½)

17       1)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)             2

17       2)  Force Wall (8 PD/8 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½)  2

22       3)  Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points); No Range (-½), OIF (-½)          7

             

33       Ring of Light:  Multipower, 50-point reserve,  (50 Active Points); all slots OIF (-½)

3u       1)  Energy Blast 10d6 (50 Active Points); OIF (-½)           5

3u       2)  Sight Group Flash 10d6 (50 Active Points); OIF (-½)  5

3u       3)  Sight Group Flash 5 ½d6, Area Of Effect Nonselective (3" Radius; +¾) (49 Active Points); OIF (-½)             5

             

20       Spells:  Elemental Control, 40-point powers

20       1)  Mind movement:  Telekinesis (20 STR), Fine Manipulation (40 Active Points)     4

20       2)  Astral Wings:  Flight 20" (40 Active Points)                  4

30       3)  Binding of Belgardo:  Entangle 4d6, 6 DEF (50 Active Points)               5

20       4)  Punch of distance:  Energy Blast 4d6, Does x1 ½ Knockback (+½), Area Of Effect (25" Cone; +1 ½) (60 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (No damage only KB!; -½)  6

20       5)  Locating:  Mind Scan 8d6 (40 Active Points)               4

35       Find Weakness 12- with All Attacks

 

       Perks

5          Money:  Well Off

 

       Talents

5          Magesight

 

       Skills

3          Analyze:  Agility Skills 14-

2          KS 11-

2          KS 11-

3          Bureaucratics 12-

3          Electronics 14-

2          PS: Appraise 11-

3          Riding 12-

16       +2 with All Combat

 

Total Powers & Skill Cost:  324

Total Cost:  385

 

200+  Disadvantages

15       Hunted:  8- (As Pow; NCI; Harshly Punish)

10       Psychological Limitation:  Arrogant (Common; Moderate)

160     Experience Points

 

Total Disadvantage Points:  385

Earned Experience:  0

Spent Experience:  160

Unspent Experience:  0

 

Background/History:  A collector of interesting items who found a few that bonded to him as a Chosen One.  One was a book that taught him some spells, which he contines to peruse to gain more knowledge.  But he has also been hunted by these enemies of the Chosen One.

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

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Level 3

 

S 12

E 30

A 14

I 16

C 12

 

Powers

Android Body  

       +19 End

       Body Power Heightened senses

       80% Human Appearance   82%  Self Repair

Teleport

Flame powers B

Heightened Expert

 

Special Requirement See text

 

Skills  Communications, Transportation and Scholar

 

 

Flame Lord

 

Val    Char   Cost   Roll Notes

   13      STR         3       12-    Lift 151.6kg; 2 ½d6 [1]

   15      DEX       15      12-    OCV:  5/DCV:  5

   30      CON       40      15-

   13      BODY     6       12-

   15      INT          5       12-    PER Roll 12-

   12      EGO         4       11-    ECV:  4

   13      PRE         3       12-    PRE Attack:  2 ½d6

   10      COM       0       11-

 

8+20    PD           5                 Total:  8/28 PD (8/28 rPD)

8+20    ED           2                 Total:  8/28 ED (8/28 rED)

    3       SPD         5                 Phases:  4, 8, 12

    9       REC         0

   60      END        0

   35      STUN      0       Total Characteristic Cost:  88

 

Movement:                    Running:                6"/12"

                                        Flight:                     20"/40"

                                        Leaping:                 2"/4"

                                        Swimming:             2"/4"

                                        Teleportation:       10"/1280"

 

Cost  Powers                                                              END

25        Flame Powers:  Elemental Control, 50-point powers

25        1)  Energy Blast 10d6 (50 Active Points)                               5

25        2)  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points)  2

25        3)  Flight 20", Reduced Endurance (½ END; +¼) (50 Active Points)              2

10        Nightvision, Discriminatory

10        Infrared Perception (Sight Group), Discriminatory

10        Radio Perception/Transmission (Radio Group)

12        High Range Radio Perception (Radio Group)

20        Teleportation 10", x128 Noncombat (50 Active Points); Increased Endurance Cost (x4 END; -1 ½)         20

8          Damage Resistance (8 PD/8 ED)

15        All perception:  +3 with a group of similar Skills

 

       Talents

3          Absolute Time Sense

3          Bump Of Direction

 

       Skills

16        +2 with All Combat

6          Flame blast:  +3 with any single attack

3          KS: history  12-

3          KS: World politics 12-

3          Bureaucratics 12-

3          Combat Driving 12-

3          Combat Piloting 12-

11        TF:  Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Helicopters, Large Motorized Boats, Large Planes, Small Military Ships, Small Motorized Boats, Small Planes, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles

 

Total Powers & Skill Cost:  239

Total Cost:  327

 

200+  Disadvantages

10        Dependence:  -30 Active Points from Affected Power (Common; 1 Day)

10        Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

107      Experience Points

 

Total Disadvantage Points:  327

Earned Experience:  0

Spent Experience:  107

Unspent Experience:  0

 

Background/History:  Android built with experimental dermal overlay.  It was found that a certain type of lubricent, rubbed over the skin gave him flame and teleport powers.  Programmed to serve, he does so as Flame Lord

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:  Get up high and blast.  In a pinch, he will use t-port to get a position advantage, or as an escape route for his team-mates!

 

Campaign Use:

 

Appearance:  Mostly human, with a faint otherness (80% beleivable)

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Next up:

 

Level 17

 

S 14

E 14

A 16

I 26

C 14

 

Powers

Size Change  Growth, level 3

Body Power  Life support+ regen+ Longevity

Ice Powers

 

 

Skills 

Commercial Art

Scholar

Inheritance

 

 

Glacia

 

Val     Char  Cost   Roll       Notes

15+30   STR       5       12- / 18-  Lift 200.0kg/12.8tons; 3d6/9d6 [¼]

  16       DEX     18      12-            OCV:  5/DCV:  5

  15       CON     10      12-

15+6     BODY  10      12- / 13-

  20       INT      10      13-            PER Roll 13-

  15       EGO     10      12-            ECV:  5

  15       PRE       5       12-            PRE Attack:  3d6

  16       COM     3       12-

 

5+17     PD          2                        Total:  17/34 PD (12/29 rPD)

5+17     ED         2                        Total:  17/34 ED (12/29 rED)

    3        SPD       4                        Phases:  4, 8, 12

    6        REC      0

  30       END      0

31+6     STUN    0       Total Characteristic Cost:  79

 

Movement:                   Running:               18"/36"

                                        Leaping:                3"/6"

                                        Swimming:            8"/16"

 

Cost  Powers                                                              END

37       Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,904 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide), Costs END Only To Activate (+¼) (37 Active Points)       3

8          +12 PD (12 Active Points); Linked (Growth; -½)

8          +12 ED (12 Active Points); Linked (Growth; -½)

16       Running +12" (18" total) (24 Active Points); Linked (Growth; -½)                2

4          Swimming +6" (8" total) (6 Active Points); Linked (Growth; -½)   1

8          Damage Resistance (12 PD/12 ED) (12 Active Points); Linked (Growth; -½)

24       Healing BODY 2 ½d6, Can Heal Limbs, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only when below 0 body; -1 ½)

18       Life Support  (Eating: Character only has to eat once per week; Immunity: Common Cold/Flu; Longevity: 400 Years; Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing)

25       Ice powers:  Elemental Control, 50-point powers

26       1)  Force Field (17 PD/17 ED), Reduced Endurance (0 END; +½) (51 Active Points)

25       2)  Entangle 5d6, 5 DEF (50 Active Points)                         5

25       3)  Energy Blast 10d6 (50 Active Points)                             5

17       4)  Entangle 2 ½d6, 3 DEF, Area Of Effect (12" Line; +1) (60 Active Points); Only To Form Barriers (-1)           6

 

       Perks

10       Money:  Wealthy

 

       Skills

6          Photography:  KS 16-

6          Photography:  PS: Appraise 16-

3          art:  KS 13-

3          Acting 12-

3          Deduction 13-

3          KS: Photograghy business 13-

4          French:  Language (completely fluent; literate)

3          Streetwise 12-

3          Tactics 13-

3          Teamwork 12-

40       +5 with All Combat

10       +1 Overall

 

Total Powers & Skill Cost:  338

Total Cost:  417

 

200+  Disadvantages

10       Psychological Limitation:  (Common; Moderate)

15       Hunted:  8- (Mo Pow; Capture)

5          Vulnerability:  1 ½ x STUN fire (Uncommon)

187     Experience Points

 

Total Disadvantage Points:  417

Earned Experience:  0

Spent Experience:  187

Unspent Experience:  0

 

Background/History:  Woman from WW2 who gained powers from a washed up sailor she tried to rescue.  Since then she has been active to semi active in the hero community, while working as a high priced photogragher.

 

Personality/Motivation:  Duty to her country and people.

 

Quote:

 

Powers/Tactics:  Grow big, get iced up and either hit it or blast it.  She prefers the second as she has more options from her ice powers. 

 

Campaign Use:

 

Appearance:

 

 

 

This build is a powerhouse.  Decent attacks, great defences and movement.  

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Another build

 

Level 3

 

S 27

E 12

A 13

I 9

C 14

 

Devices

 

Invisibility

Stretching

Str B +15

Devitilization Ray

Poison

 

Vulnerability

 

Skills

Government

Communications

 

 

Longitude

 

Val    Char   Cost   Roll Notes

  30      STR       20      15-    Lift 1600.0kg; 6d6 [3]

  13      DEX        9       12-    OCV:  4/DCV:  4

  13      CON        6       12-

  10      BODY     0       11-

  10      INT         0       11-    PER Roll 11-

  15      EGO       10      12-    ECV:  5

  15      PRE         5       12-    PRE Attack:  3d6

  15      COM       3       12-

 

7+7    PD           1                Total:  7/14 PD (0/7 rPD)

7+7    ED           4                Total:  7/14 ED (0/7 rED)

    3       SPD         7                Phases:  4, 8, 12

    9       REC        0

  26      END        0

  32      STUN      0       Total Characteristic Cost:  65

 

Movement:                   Running:               16"/32"

                                        Leaping:                6"/12"

                                        Swimming:            2"/4"

 

Cost  Powers                                                              END

30       Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); OIF (-½)

30       Energy Blast 6d6, No Normal Defense (LS toxins, Android, Robot; +1) (60 Active Points); No Range (-½), OIF (-½)       6

41       Drain END 2 ½d6, Ranged (+½), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (62 Active Points); OIF (-½)    6

10       Elemental Control, 30-point powers,  (15 Active Points); all slots OIF (-½)

40       1)  Stretching 10", Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)

10       2)  Running +10" (16" total), Reduced Endurance (0 END; +½) (30 Active Points); OIF (-½)

10       3)  Armor (7 PD/7 ED) (21 Active Points); OIF (-½)

8          4)  Hand-To-Hand Attack +5d6, Reduced Endurance (½ END; +¼) (31 Active Points); Hand-To-Hand Attack (-½), OIF (-½)    1

 

       Talents

12       Combat Luck (6 PD/6 ED)

 

       Skills

3          Bureaucratics 12-

3          High Society 12-

3          Oratory 12-

13       Climbing 17-

3          Language:  French (fluent conversation; literate)

3          Tactics 11-

8          +1 with All Combat

 

Total Powers & Skill Cost:  228

Total Cost:  292

 

200+  Disadvantages

10       Psychological Limitation:  Fear of Cold (Common; Moderate)

10       Vulnerability:  1 ½ x STUN cold (Common)

10       Vulnerability:  1 ½ x BODY cold (Common)

10       Vulnerability:  1 ½ x Effect cold (Common)

52       Experience Points

 

Total Disadvantage Points:  292

Earned Experience:  0

Spent Experience:  52

Unspent Experience:  0

 

Background/History:  Developed a exosuit that allowed him to stretch, to which he added various weapons and devices!

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:  use stretching to reach out and hit them with his poison attack.  If the situation calls for it he will exhaust them.  Also will use his chameleon abilities to sneak around and hit the back lines!

 

Campaign Use:

 

Appearance:

 

 

A fairly versatile if unconventional build.  Played right, he can hit and run and keep opposition guessing where the next attack comes from.

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Final build

 

Level 5

 

S 24

E 15

A 12

I 12

C 25

 

Powers

Regeneration

Heightened Senses

 

Skills

CHar A +7

Heightened Attack

Heightened Defence

Str A +8

Willpower A

 

 

Skills

Religion

 

Zhao

 

Val    Char   Cost   Roll Notes

   23      STR        13      14-    Lift 606.3kg; 4 ½d6 [2]

   12      DEX        6       11-    OCV:  4/DCV:  4

   15      CON       10      12-

   10      BODY     0       11-

   13      INT          3       12-    PER Roll 17-

   25      EGO        30      14-    ECV:  8

   25      PRE        15      14-    PRE Attack:  5d6

   12      COM       1       11-

 

    8       PD           3                 Total:  8 PD (8 rPD)

    8       ED           5                 Total:  8 ED (8 rED)

    3       SPD         8                 Phases:  4, 8, 12

    8       REC         0

   30      END        0

   30      STUN      0       Total Characteristic Cost:  94

 

Movement:                    Running:                6"/12"

                                        Leaping:                 4"/8"

                                        Swimming:             2"/4"

 

Cost  Powers                                                              END

5          Hearing Group Flash Defense (5 points)

10        Mental Defense (15 points total)

5          Power Defense (5 points)

15        +5 PER with all Sense Groups

32        Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees)

10        Damage Resistance (8 PD/8 ED), Hardened (+¼) (10 Active Points)

20        Aid  Body 2d6 (standard effect: 6 points)

4          Martial Block                                                                            +2            +2            Block, Abort

4          Martial Dodge                                                                           --             +5            Dodge, Affects All Attacks, Abort

4          Martial Strike                                                                            +0            +2            9 ½d6 Strike

5          Offensive Strike                                                                        -2            +1            11 ½d6 Strike

3          Martial Throw                                                                           +0            +1            7 ½d6 +v/5, Target Falls

12        +3 HTH Damage Class(es)

 

       Perks

4          Fringe Benefit:  Black Belt, Buddhist Monk, License to practice a profession, Right to Marry:  Can perform the marriage ceremony

 

       Talents

22        Danger Sense (self only, in combat, Discriminatory, Function as a Sense) 17-/12-

 

       Skills

3          Breakfall 11-

3          Stealth 11-

3          KS: Buddism 12-

3          KS: Hinduism 12-

3          PS: Appraise 12-

12        +4 with Martial Maneuvers

16        +2 with All Combat

 

Total Powers & Skill Cost:  198

Total Cost:  292

 

200+  Disadvantages

5          Money:  Poor

5          Reputation:  Man out of time, 8-

10        Vulnerability:  1 ½ x STUN Darkness (Common)

10        Vulnerability:  2 x Effect Darkness (Uncommon)

62        Experience Points

 

Total Disadvantage Points:  292

Earned Experience:  0

Spent Experience:  62

Unspent Experience:  0

 

Background/History: Religious monk come to the outside world and becomes involved in weird happenings

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics: Get close hit hard

 

Campaign Use:

 

Appearance:

 

He's Wolverine with a better attitude.  Hard to hurt, hard to keep down.  

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So I ran the builds through the Combat Comparison tool (Thanks Lord Liaden) and got some interesting results

 

Donnerstrum

Offensive 26

Defensive 35.6

Move 13

 

Total 74.6

 

Not a surprise as I said this build lacked movement, but I am surprised at the defense.

 

Finster

                        

Offensive 35

Defensive 27

Move 21

 

Total 83

 

Again no surprise.  The Find Weakness and Spell ability make this an offense powerhouse.  But very well balanced on the whole.

 

Flame Lord

Offensive 26

Defensive 36

Move 21

 

Total 83

 

Another balanced build, but the offense could be greater.  This is due to V&V not having a lot of alternative attacks.

 

Glacia

Offensive 26

Defensive 48

Move 29

 

Total 103

 

I fully expected this one to be defense powerhouse with the growth and ice shield.  Again V&V lacking in alternative attacks (AEs, Explosions, Cones etc).

 

Longitude

Offensive 23

Defensive 36

Move 19

 

Total 78

 

Though an unusual build, he looks fairly survivable.  Lacks some offense, but as a support/infiltrator he can shine.

 

Zhao

Offensive 29

Defensive 33.4

Move 13

 

Total 75.4

 

Like most HTH types, his move is limited, but offense and defense came pretty close.

 

Next, what I would do to make them Champions ready!

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