Paul Jaquay's article "Swords, Sorcery and Superheroes" offered guidelines for converting D&D characters and monsters (1st-2nd ed.) into the original edition of V&V. Here are the suggestions from that article that could work with the 1982 rules as well.
Hit Dice and Hit Points: The article suggested rolling 1d6 per hit die (instead of 1d8), as that more closely matched the original V&V rules. This hit point system for inhuman monsters isn't bad; it prevents the GM from having to calculate the weight and exact stats of a shrieker or black pudding.
Power Potential: For humanoid monsters, roll 3d6 per stat and calculate Power Points as usual. (The article says that wisdom does not translate into V&V.)
Otherwise...Take the number of d6's equal to the hit dice of the monster and roll them, totaling the score. This is the Power Potential of the monster. Some non-living monsters, such as skeletons or zombies may not have Power Potential at all.
Movement: Take the movement rate in inches as indicated by the D&D rules and multiply it by 2. This will give the V&V movement rate.
Armor: All creatures (and humans) with a non-dexterity augmented Armor Class of 4 or higher (1st-2nd ed. D&D) are considered to be armored for V&V defensive purposes. The original V&V rules does not list an ADR, but some guidance is available in this thread:
http://www.villainsandvigilantesforum.com/cgi-bin/yabb2/YaBB.pl?num=1254600135All creatures with a non-dexterity augmented Armor Class of -1 or higher are considered to have
heightened defense. (This uses 1st-2nd ed. armor class.)
Powerfully psionically endowed creatures (and humans) are considered to have "control self" for defensive purposes in V&V. (This translates to the
willpower defense in the 1982 rules.)
Certain D&D creatures have an innate ability to be immune to attacks by non-magical weapons. Such creatures are assumed to have the V&V power
invulnerability.
Weapon Damage: For all medieval weapons, uses the damage done as stated in the D&D rules. The V&V tables seem to indicate better made weaponry.
Breath Weapon: Treat as V&V "power weapon," adding 1 point of damage per hit dice possessed. (In the 1982 rules, this amounts to
Power Blast with Heightened Attack.)
There are
no saving throws since they are built into the combat table structure.
The original edition listed
Magical Spell as a combat type, with a
19 base chance to hit. Magical items also use this attack type. Here are how the defense types that converted into the 1982 rules defended against magic.
Adaption: 14
Astral Projection: 17
Bionics: 16
Chemical Powers: 17
Disintegration Ray: 18
Flame Power 17
Force Field: 15
Gravity Control: 18
Ice Powers: 18
Light Control: 17
Lightning Control: 17
Magnetic Powers: 16
Non-Corporealness: 17
Power Blast: 18
Sonic Abilities: 18
Stretching Powers: 17
Telekinesis: 16
Vibratory Powers: 18
Willpower: 18
The PR cost for magic is 2 per level of the spell. A first-level spell costs 2 power points; a second-level spell costs 4 power points; a third-level spell costs 6 power points, etc.
This next item from that article ups the ante for overexerting oneself while fatigued. It might make a good house rule for any character who uses their powers while fatigued. Power Use: A being may not cast any more spells than he has the power potential to do so. Exception: a character or creature may use his or her (or its) hit points to power a spell. Hit points will be used up at a rate equal to twice the power requirement for the spell being thrown. There is a 25% chance that this hit point loss will be permanent (not healable).