Villains & Vigilantes to GURPS

Villains & Vigilantes to GURPS Conversion
==Introduction==
V&V Characters are assumed to be I level characters in GURPS Supers terms.
The guidelines try to preserve basic capabilities from V&V while expressing them in GURPS terms.
It is assumed that each V&V power is worth around 100 points in GURPS terms. However, value of some powers can vary considerably.
Characters are assumed to have appropriate combat skills. All characters are likely to have at least one unarmed striking and grappling skill, plus appropriate attack skills for any Innate Attacks, etc. 	
Characters are also assumed to have 25-50 points in appropriate skills and talents for whatever their listed 	background is. In addition, characters may get appropriate everyman heroic skills.
Characters will have 10 points plus 5 points per level for other appropriate heroic Advantages such as Combat Reflexes, Luck, Security Clearance, etc. 	
Default assumption is that characters have the Supersuit Perk where appropriate, as well as the Cloaked, Masked and Nonprotective Clothing where appropriate. 
Can’t Wear Armor can be interpreted in a number of ways. Physique: The character’s body won’t fit conventional armor. Functional: The character’s gadgets interfere with wearing armor (e.g., Powered Armor bought with points.) Genre Pact: The character simply relies on innate armor. 
It’s recommended that the more survivable guns option (half base damage but guns are armor piercing by default) be used. 
I am also using the suggested alternate rule for Afflictions that levels after the first cost only a base 3, not 10 points. 
== Attributes and Characteristics ==
*Strength: Multiple V&V Carrying Capacity by 2/3 and then take the square root.
*Dexterity: If V&V Dexterity is 20 or less, multiply by 2/5 and add 6. If V&V Dexterity is 21 or more divide by 5 and add 10.
*IQ: If V&V Intelligence is 20 or less, multiply by 2/5 and add 6. If V&V Intelligence is 21 or more divide by 5 and add 10.
*Health: If V&V Constitution is 20 or less, multiply by 2/5 and add 6. If V&V Constitution is 21 or more divide by 5 and add 10.
*Will: If V&V Charisma is 20 or less, multiply by 2/5 and add 6. If V&V Charisma is 21 or more divide by 5 and add 10.
*Speed: Based on converted HT and DX rounded down to the nearest whole number. This may be modified based on V&V Powers.
*Fatigue: Equals V&V Power divided by 4, rounded down.
* Move: Equal to V&V Move divided by 6. Note that if V&V Move is boosted by powers it may be necessary to use Advantages such as Enhanced Move.
*Hit Points: This is a little tricky because V&V Hit Points are like old school D&D Hit Points and incorporates ability to avoid attacks through modifiers for Dexterity and Intelligence. This conversion takes base hit points from mass and modifies by V&V Strength and Constitution. V&V Dexterity and Intelligence are incorporated into Defense rolls.
*Base Hit Points: Multiple V&V character weight in pounds by 2/3 and then take the square root. Note that permanently shrunk characters use original weight for this calculation.
Multiply base Hit Points as calculated by (V&V Strength + 5)/15 and (V&V Endurance + 5)/15. For example, a V&V character weighing 125 pounds would have base Hit Points of 9. If the character had V&V Strength 15 and Endurance 25, base Hit Points would be multiplied by 1.33 for Strength and 2 for Endurance, resulting in 24 GURPS Hit Points. For characters with exceptionally high Hit Points for their mass, you may want to use Injury Tolerance (Damage Reduction) instead of Hit Points.
In addition, the GURPS character gets points in influence related Advantages/Disadvantages such as Appearance, Charisma, Smooth Operator, Voice, etc depending on V&V Charisma. If V&V Charisma is 20 or less,multiply V&V Charisma by 2 and subtract 20. That is the total points in influence related Advantages. If the total is negative then that means the character has Disadvantages such as Ugly, Disturbing Voice, etc. If V&V Charisma is above 20, points in GURPS Advantages equals V&V Charisma.
This creates a rough estimate that may need to be tweaked. For example, if combat skills are much higher than converted Dexterity, GURPS Dexterity may need to be increased. Likewise, if combat skills are lower GURPS Dexterity should be reduced while adding advantages such as Perfect Balance.
== Power Conversion ==
In general, I tried to convert powers into 100 point traits. I've also tried to include 50 point options for lower powered characters.
=== Armor ===
*
Alternately add Flexible and raise DR to 24 and add Blunt Claws [3] to reflect tough skin or hide. 
To convert existing V&V characters, GURPS Damage Resistance = V&V ADR/3. Typically this will include the -10% Super limitation as well as the Can’t Wear Armor limitation. Note the increase in weight which will boost the character’s ST when converted from V&V.
===Disintegration Ray===
* 
Non-living objects damaged by the disintegration ray need to make a roll against HT or be destroyed. 
Skill: Innate Attack (any) (DX/E) [4]. If taken as a device, Beam Weapons is more appropriate.
===Heightened Agility===
*
If taken twice, add an extra level of Enhanced Dodge in lieu of Perfect Balance.
===Heightened Charisma===
*
*
===Heightened Defense===
*
===Heightened Endurance===
*
===Heightened Expertise===
[50-100]
Literally, this would be +4 with the appropriate weapon skill or skills. It’s probably better represented by a skill set. Here are a few examples:
====Archer====
*Archer [50]: Heroic Archer [20], Lightning Release [10],Acute Vision +2 [4], Striking ST +1 (Bows only -60%) [2], Strongbow [1], Weapon Bond (Favorite Bow) [1]. Skills: Bow (DX/A) [8], Fast Draw (Arrow) (DX/E) [4]. 
*Archer [100]: Heroic Archer [20], Weaponmaster (Bow) [20], Acute Vision +4 [8], Lightning Release [6], Night Vision 4 [4], Striking ST +4 (Bows only -60%) [8], Strongbow [1], Weapon Bond (Favorite Bow) [1]. Skills: Bow (DX/A) [28], Fast Draw (Arrow) (DX/E) [4]. 
* Lightning Release [10/6] is a combination of abilities that allows a character to shoot a bow with a RoF of 1. It costs 10 points or 6 points if the character also has Weaponmaster (Bow). Prerequisites are Heroic Archer and Bow and Fast Draw (Arrow) at 16+ It includes the following:
* Technique: +3 to Fast Draw when fast loading [4]
* Technique: +3 to Fast Load [4]. 
* This buys off the penalty for quick firing arrows. If the character also has Weaponmaster (Bow), these techniques are only -1 and each only costs [2]. 
* No Nuisance Roll (Fast Draw) [1], No Nuisance Roll (Fast Load) [1]
===Weapon Advantages===
*Guns [50]: Gunslinger [25], Deadshot 3 [15], Fast Draw (any Gun) (DX/E) [4] or two Fast Draw (any gun) each at (DX/E) [2], Guns (any) (DX/E) [4], two more Guns (any), each (DX/E) [1]
*Deadshot (Talent) [6/level] that covers Beam Weapons, Crossbow, Fast Draw (Guns), Liquid Projector, Gunner and Guns.
*Knife [100]: Blademaster 3 [30], Enhanced Dodge 1 [15], Off Hand Weapon (Knife) [1], Striking ST +4 (Knives only -50%) [10], Weaponmaster (Knives) [20]. Skills: Fast Draw (Knife) (DX/E) [4], Main Gauche (DX/A) [12], and Throwing (Knife) (DX/E) [8].
*Blademaster (Talent) [12/level]:Acrobatics, Broadsword, Fast Draw, Knife, Jumping, Main Gauche, Rapier, Saber, Short Sword, Small sword, Throwing (Knife or Sword) and Two Handed Sword.
* Master of Arms [100]: Master at Arms 3 [30], Weapon Master (All) [45]. Skills: 25 points in at least 4 melee weapon skills. 
This character is an expert at many weapons. Master at Arms is from Delvers to Grow. 
* Shieldmaster [50]: Enhanced Block 1 [5], Enhanced Time Sense (Combat Only -20%, Only for Shield skill -60%) [9], Perk: Use Bullet Parry with Shield [1], Weapon Bond (Shield) [1], Weaponmaster (Shield) [20]. Skills: Shield (DX/E) [4], Throwing (Discus) (DX/E) [4]. Techniques: Bullet Parry at Shield [6] 
This allows the character to use a shield as a weapon with exceptional skill, including as a thrown weapon and even to block bullets.
===Heightened Intelligence===
* 
For a character who is just naturally smart, use: +4 IQ [80], Eidetic Memory [5] and Intuition [15].
===Heightened Strength===
* Heightened Strength [50]
** +5 ST (Super -10%) [45]
** Damage Resistance 2 (-40% Tough Skin, -10% Super) [5]
* Heightened Strength (Striking Focused) [50]
** +2 ST (Super -10%) [18]
** +6 Striking ST (Super -10%) [27]
** Damage Resistance 2 (-40% Tough Skin, -10% Super) [5]
* Heightened Strength (Lifting Focused) [50]
** +2 ST (Super -10%) [18]
** +10 Lifting ST (Super -10%) [27]
** Damage Resistance 2 (-40% Tough Skin, -10% Super) [5]
Alternatively, Heightened ST could follow the same pattern as in V&V. Typically, damage increases by +1 for every doubling of Carrying Capacity. Equivalent to GURPS Damage increasing by +1d for every doubling of BL. Normally +1d unarmed would map to +10 Striking ST, but since it’s easy to get +2 per die for unarmed attacks +7 Striking should do. Calculations assume a base ST of 10. 
* Heightened Strength 1 [72]
** +10 Striking ST (Super -10%) [45]
** +10 Lifting ST (Super -10%) [27]
** V&V Carrying Capacity equivalent to 640 lbs
* Heightened Strength 2 [126]
** +17 Striking ST (Super -10%) [77]
** +18 Lifting ST (Super -10%) [49]
** V&V Carrying Capacity equivalent to 1,254 lbs
* Heightened Strength 3 [188]
** +24 Striking ST (Super -10%) [108]
** +18 Lifting ST (Super -10%) [49]
** +12 Lifting ST (Super -10%, Costs 1 Fatigue -5%) [31]
** V&V Carrying Capacity equivalent to 2,560 lbs
* Heightened Strength 4 [261]
** +31 Striking ST (Super -10%) [140]
** +18 Lifting ST (Super -10%) [49]
** +28 Lifting ST (Super -10%, Costs 1 Fatigue -5%) [72]
** V&V Carrying Capacity equivalent to 5,017 lbs
* Heightened Strength 5 [316]
** +38 Striking ST (Super -10%) [171]
** +10 Lifting ST (Super -10%) [27]
** +8/50 Lifting ST (Super Effort +400%, Super -10%) [118]
** V&V Carrying Capacity equivalent to 7,840 lbs
* Further levels of Heightened Strength [46.5]
** Add +7 Striking ST (Super -10%) [31.5]
** Add +1 Lifting ST (Super Effort +400%, Super -10%) [15]
** Carrying Capacity/BL is roughly doubled
===Invisibility===
* 
*
=== Lightning Control [150 Points] ===
* Electric Shield: Damage Resistance 14 (-25%; Force Field +20%, Costs 1 Fatigue -5%, Half Power vs non-electrical -20%, Elemental -10%, Super -10%) [53]
* Generator [1]
* Lightning Bolt: Burning Attack 9d (+80%; Accurate +2 +10%, Increased Range 1/2D 100, Max 200 +20%, Side Effect, Stunning +50%, Surge +20%, Variable +5%, Costs 1 Fatigue -5%, Elemental -10%, Super -10%) [81]
* Taser Bolt (alternative attack for Lightning Bolt): Affliction 4 (+105%; Accurate +2 +10%, Armor Divisor (2) +50%, Increased Range 1/2D 100, Max 200 +20%, Secondary: Causes Unconsciousness +40%, Costs 1 Fatigue -5%, Elemental -10%, Super -10%) [9] (base cost is 43)
* Electrical Device Control (alternative attack for Lightning Bolt): Mind Control (-65%; Extended Duration *3 +20%, Costs 1 Fatigue -5%, Only on Electrical -20%, Elemental -10%, Puppet -40%, Super -10%) [4] (base cost is 18)
* Innate Attack (Beam, Breath or Gaze) DX/E [2]
===Magical Spells===
* Magical Spells: Sorcerous Empowerment 5 [60], Compartmentalized Mind (Only to switch the active sorcerous spell, -60%, No Mental Separation, -20%) [10] plus 30 points in spells [100]
Choose spells as Alternative abilities based on other powers. Suggested limitations include Magic (-10%), Gesture (-5%), Incantation (-5%) and Costs Fatigue 1 (-5%.) Remember they should be weaker than standard powers and cannot cost more than 60 points. Enduring Advantages should be bought as Affliction (Advantage) possibly with a self only limitation.
This is based on GURPS Thaumatology: Sorcery.
=== Mind Control [100 points] ===
* Mind Control (+70%; Extended Duration *30 +60%, Independent +70%, Costs 2 Fatigue -10%, Puppet -40%, Super -10%) [85]
* Power Talent (Mind Control) 3 [15]
===Natural Weaponry===
[100 points]
This is broadly defined. I've including a few suggested versions, relying sometimes on "Natural Weapons" in Pyramid 3/65:
* Martial Artist [100]: Extra Attack [25]; Striker * 4 (Limb (arms & legs) -20%) [16]; Striking ST 1 [5]; Trained by a Master [30]; Skills: One of Boxing (DX/A) [12]; Brawling (DX/E) [12] or Karate (DX/H) [12]; One of Judo (DX/H) [12]; Sumo Wrestling (DX/A) [12] or Wrestling (DX/A) [12].
The character is intensely trained in unarmed combat. Treat arms & legs as Strikers.
===Regeneration===
* 
Note: Radiation healing is a 40% Enhancement so to function at the level of Regeneration (Regular) the cost works out to 10.
===Size Change (Larger)===
*
*
===Size Change (Smaller)===
* 
* 
===Sonic Abilities===
** Sonic Attack [100]
*** Sonic Scream: 7d Burning Attack (Accuracy +3 +15%, Increased Range 1/2 D 100 Max 200 +20%, Variable +5%, Works Underwater +10%; Elemental -10%, No Incendiary  Effect -10%, Super -10%) [42]
**** Shatter: Affliction - Destroys target (Follow up +20%, Destroys objects +300%; Elemental -10%, Super -10%; Only objects that can be shattered -50%.) [35]
**** If an object takes damage from the sonic scream and can be shattered (e.g., complex machinery, crystalline structures), it must make a HT roll or be destroyed. This does not affect living objects.
*** Sonic Stun: 7d Burning Attack (Accuracy +3 +15%, Increased Range 1/2 D 100 Max 200 +20%, Side Effect: Stun +50%; Side Effect (Secondary) Unconsciousness) +40%; Variable +5%, Works Underwater +10%; Elemental -10%; Super -10%) [60 or 12 as an Alternative Attack]
**** Damage is only for penetration purposes. Victims must roll vs HT at -1 per 2 points of damage taken to avoid Stun. If the HT roll is failed by more than 5, Unconsciousness results. 
**** The Burning Attack and Affliction are treated as a single Sonic Scream. 
*** Protected Sense (Hearing) (Super -10%) [5]
*** Perk: Penetrating Voice *2 [2] Has double the effect of Penetrating Voice 
*** Skill: Innate Attack (Breath) (DX/E) [4]
===Special Weapon===
[100 points]
This could be any number of weapons. Here's a few examples:
*Trick Arrow (-20%): Requires a bow (-10%), Accurate 1 (+5%), Can be blocked (-5%), Gadget (Quiver of Arrows, Breakable (DR 25, HP 15, SM -4) (-20%), Can be Stolen (Forcibly Removed) (-10%), Range is based on bow used to shoot arrow (+30%), Limited Uses (10 per day) (-10%), Uses bow skill (+0%)
This gives the archer 10 trick arrows in his quiver.
* Lightning Gun [50]: Burning Attack 6d (+40%); Increased Range *50 +50%; Jet +0%; Side Effect, Stunning +50%; Surge +20%; Breakable, DR 5, SM -4, -35%; Can Be Stolen, Quick Contest of ST, -30%; Elemental -10%; Limited Use, 10/day, quick reload -5% [42] & Alternative Ability: Affliction 6 (+60%); Armor Divisor 2 +50%; Increased Range *50 +50%; Jet +0%; Secondary Effect: Unconsciousness +40%; Breakable, DR 5, SM -4, -35%; Can Be Stolen, Quick Contest of ST, -30%; Elemental -10%; Limited Use, 10/day, quick reload -5% [8]
* Sleep Gas Gun [50]: Affliction 5 (+125); Accuracy +2, +10%; Respiratory Agent, +50%; Sleep, +150%; Breakable, DR 5, SM -4, -35%; Can Be Stolen, Quick Contest of ST, -30%; Limited Use, 10/day, -10%; Reduced Range, 1/2 D 10, Max 20, -10%
===Speed Bonus===
[100]
*Enhanced Move (Ground) 1.5 (Instant Accel/Deccel +50%, Natural Maneuverability +50%, Super, -10%) [57], Extra Attack (Super, -10%) [23], Move (Ground) +4 (Super, -10%) [18], Perk*2 (+2.0 to Speed only for Initiative) (Super -10%) [2]
50 point version: Extra Attack (Super, -10%) [23], Move (Ground) +6 (Super, -10%) [27]
===Wings===
*Large Wings [100]: DX +1 (Super, -10%) [18], Move (Air) +5 (Super -10%) [9], Enhanced Move (Air) 2 (Super -10%) [36], Flight (Large Wings -25%, Super -10%) [26], Striker (Crushing) x2 (Long +100%, Cannot Parry -40%, Weak -50%, Limb -20%, Damaged on Parry by Weapon -30%) [6], Acrobatics (Aerial) (DX/H) [1], Flight (HT/A) [4]
*Large Wings [50]: Move (Air) +5 (Super -10%) [9], Enhanced Move (Air) 0.5 (Super -10%) [9], Flight (Cannot Hover -15%, Large Wings -25%, Super -10%) [20], Striker (Crushing) x2 (Long +100%, Cannot Parry -40%, Weak -50%, Limb -20%, Damaged on Parry by Weapon -30%) [6], Acrobatics (Aerial) (DX/H) [2], Flight (HT/A) [4]
*Small Wings [100]: DX +1 (Super, -10%) [18], Move (Air) +5 (Super -10%) [9], Enhanced Move (Air) 2 (Super -10%) [36], Flight (Small Wings -10%, Super -10%) [32], Acrobatics (Aerial) (DX/H) [1], Flight (HT/A) [4]
*Small Wings [50]: Move (Air) +7 (Super -10%) [13], Flight (Small Wings -10%, Super -10%) [32], Acrobatics (Aerial) (DX/H) [1], Flight (HT/A) [4]
Category:Supers