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#1 | |
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Join Date: Dec 2012
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#3 |
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Join Date: Jun 2005
Location: Lawrence, KS
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I've looked at your post, and I have one comment on it: I've lately played with V&V character creation, and in the course of doing so, I worked out that taking Heightened Strength B gets you to D-scale, taking it three times gets you to C-scale, and taking it seven times gets you to M-scale.
For example, Heightened Strength B adds 3d10 to your S, which is an average of 16.5, raising S from 10 to 26.5. Using the equation for lift, [(26.5/10)^3 + (10/10)]/2 = 19.61/2 = 9.8 times your body weight, contrasted to 1 times your body weight for an average unpowered human. The original Superman of 1938 just about fits as a C-scale character, which could happen with just the right rolls on the character creation tables. I don't think either the Superman of 1960 or the post-Byrne Superman of today could be duplicated in V&V, either in terms of raw power or in terms of diversity of powers. To get 10x Basic Lift in GURPS takes ST 32; to get 100x takes ST 100. The latter is manageable for 900 character points. Of course you'll also need a few other abilities.
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Bill Stoddard I don't think we're in Oz any more. |
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#4 | ||
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Join Date: Dec 2004
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Even someone with 7 levels of Heightened Strength B would have a Strength on average (assuming a base of 10) of about 126. With Endurance 10 and a weight of 150, that would be a carrying capacity of roughly 150,000 lbs or a GURPS ST equivalent of 316 - in the D range but well short of C or M. To closely match the Heightened Strength B you'd need about 200 points in ST. I chose to limit to a 100 point trait partly because I wanted the powers to cost 100 each and partly because that's about enough to bring a normal person up to Captain America/peak human levels. I included the lowest level of practical Super Effort ST for 400 points. Quote:
V&V is a little weird but the ceiling is usually fairly low by Super standards. That seems a good fit for GURPS Supers. |
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#5 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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*Lifting ST: (+3 per +1 ST) *Striking ST: (+5 per +1 ST) *Hit Points [HP]: (±2 points per ±1 HP); I actually wrote him up under Classic rules and AIR that is about right.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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#6 |
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Join Date: Jun 2005
Location: Lawrence, KS
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If an average Kryptonian, on Earth, has Heightened Strength B x3, that's +9d10 to S, which averages +49.5. Rounding that up to +50 gives total S 60. Their lifting ability then is 6^3+1 x (weight/2). An average human's lifting ability is 2 x (weight/2), so they're 108.5 times as strong as a human, in terms of lifting abiiity. That's equivalent to GURPS ST 104, or Lifting ST +94.
In V&V, damage inflicted scales approximately as the logarithm of carrying capacity. Assuming a male Kryptonian with body weight 175 pounds (I don't recall the original Kal-L having a "denser molecular structure"), I get 18,987.5 pounds, which gives 3d10 damage, or 6.6x a normal human's ability to injure with a blow; taking ST 10 as giving thrust damage of 1d-2, I get 6.6d - 13.2 = 23.1-13.2 = 9.9, which is roughly 3d, or Striking ST +20. However, in GURPS, damage inflicted scales approximately as the square root of carrying capacity. The square root of 108.5 is about 10.4. Taking 10.4d - 20.8 gives 36.4 - 20.8 = 15.8, which is roughly 4d+1, which equates to Striking ST +30. Or we could just equate it to ST+90, for Basic Life 2000 lbs. and thrust damage 11d. I kind of think that the second of those options is probably best. Basic Lift 2170 lbs. will let Superman pick up a fairly heavy truck two-handed; damage 15.8 will require an average human to roll to stay conscious, but isn't likely to kill them.
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Bill Stoddard I don't think we're in Oz any more. |
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#7 | |
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Join Date: Dec 2004
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That said, there's some oddities - HtH damage for a normal human is about 1d4. Which is about 2.5 points in V&V which would convert to 2d+2 or so in GURPS, far higher than the 1d-2 base. Now if a character is planning to do a lot of punching they're likely to drop 8+ points in Boxing or Karate. That still doesn't bring in anywhere near 2d+2. That in turn causes inconsistencies with our Kryptonian. In V&V he's doing 3d10, a little more than 50% than a d20 power blast. In GURPS he drops to a base of 4d+1. Even assuming the character has Boxing or Karate, that's only good for a +8 bonus. Including the -1 for punching damage, that's 4d+8 or the equivalent of 6d+1. That's well under my suggested 11d for Power Blast. On the other hand, I was already thinking of using survivable guns and halving gun damage. That would drop the rifle from 5d+2 to 2d+3 or so and the pistol would drop to 1d+2. If we apply that halving to all V&V abilities, that would get base HtH for a normal around 1d+1 - not too far off GURPS. Our Kryptonian's 3d10 would be 8d+1 which is over the 6d+1 for GURPS. But the Power Blast would convert to 5d+2 so the Kryptonian could outpunch a blaster. So perhaps the following genre rules for a V&V conversion: 1. As in Pulver's "Survivable Guns" in Pyramid 3/44, rifle damage is halved and guns are armor piercing by default. Unlike Pulver, I would apply that to all guns, including pistols. Body armor specifically made for guns has DR halved but is considered hardened by default. So still as effective against guns but less so against powers. 2. Damage from V&V converts at a rate of 1d of GURPS damage for every 2 points average damage from V&V. This makes power damage modest but still more potent than guns. 3. Damage Resistance from V&V powers will typically have the Hardened enhancement, making modest amounts of DR effective at stopping most guns. Getting back to the Kryptonian, here's a suggested alternate Heightened Strength: + 6 ST (Super -10%) [54], Lifting ST 12 (Super -10%) [33], HP +4 (Super -10%) [8] and Damage Resistance 2 (Super -10%, Tough Skin -40%) [5]. Total cost is 100 points. 5 levels (rather than three) would get you to +30 Striking ST, +90 Lifting ST and +50 HP. With Boxing or Karate, you'd have a robust punch by the standard of V&V conversions. Alternate version, that will stay at 100 points a level (the above has some rounding): + 5 ST (Super -10%) [45], Lifting ST 10 (Super -10%) [27], HP +10 (Super -10%) [18] and Damage Resistance 4 (Super -10%, Tough Skin -40%) [10]. Total cost is 100 points. Not sure I want to make this radical a change but it might fit the genre better. |
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#8 |
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Join Date: Dec 2004
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The 9.8 here mostly focuses on how much you can lift. That said, the Strength stat in V&V affects HtH damage and damage capacity as well as lift. So it's simplest to treat it as a boost to ST. In fairness, V&V Strength isn't the main base for Hit Points so you could make a case for less of a boost to HP.
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#9 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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HP +34 is roughly comparable to Striking ST +30. You might approximate this as ST +30 for 300 points, and Lifting ST +65 for another 195 points.
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Bill Stoddard I don't think we're in Oz any more. |
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#10 |
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Join Date: Dec 2004
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I also added to the start of this thread a link to the wiki and a list of the powers at least partly converted.
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| Tags |
| supers, v&v |
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