Grog Strongjaw, the character played by Travis Willingham on the Critical Role show.
Okay, trying to do a system to system conversion rather than starting from scratch and building to concept in the new system is, once again, insanely time consuming and annoying. I should also note that I have incomplete knowledge of Grog's stats. I only converted two magical items that Grog has, neither of which are weapons. This is due to various reasons, he flits between weapons frequently, so I did none. The Bag of Holding is a headache to stat in Hero System, supposedly there are some suggestions for doing so in a supplement I don't own, but oh well. Other signature items are mostly for flavor and not really something that needs to be statted out.
I may eventually do the rest of the cast, but oh my goodness was this frustrating at points.
Note I homebrewed quite a bit. Tolerance is based on the Resistance
talent which gives a bonus to resist mental powers and interrogation.
Also Hero System
works on a 12-second turn where the person's Speed dictates on which of
the 12 seconds a character could act. Since every creature in D&D
has one action and one bonus action every 6 seconds, this translates to 2 base Speed with a total 4 Speed though 2 of those phases can only be used for "Bonus Actions". Of course, this would be odd, since people would be splitting two rounds of D&D play up into several phases of Champions play, especially when Extra Attack starts getting used. I may end up redoing that as an auto-fire thing, but then you have Grog taking 2-3 attacks within a one second time period.
Things like this are why its best to build from ground up and ignore the original system. In fact, if I were to continue to do the rest of VM, I would instead build from scratch using core concept and ignoring D&D mechanics. That way I can use the most efficient and simple methods to achieve the character.
Grog Strongjaw
18 Str 8
15 Dex 10
18 Con 8
6 Int -4
10 Ego 0
13 Pre 3
15 Dex 10
18 Con 8
6 Int -4
10 Ego 0
13 Pre 3
7 OCV 20
6 DCV 15
3 OMCV
3 DMCV
2 Spd
6 DCV 15
3 OMCV
3 DMCV
2 Spd
10 PD 8
10 ED 8
14 Rec 10
80 End 12
35 Body 25
80 Stun 30
10 ED 8
14 Rec 10
80 End 12
35 Body 25
80 Stun 30
Total 153
15 Bonus
Actions: +2 Spd, Only to use “Bonus Actions” (-1/4)
·
(0) Bonus Action: Use off-hand weapon
·
(5) Bonus Action: Attack after rendering an
enemy dead or unconscious.
·
(5) Bonus Action: Attack while raging
·
(5) Bonus Action: Use Second Wind
25 Reactions:
Trigger for up to 120 active points of powers. Trigger: Various (+1/4), Resets
as
Zero-Phase Action (+1/4). Result: Various
·
(0)Trigger: Enemy tries to move out of Grog’s
reach. Reaction: Melee Attack
·
(10)Trigger: Enemy deals damage to Grog within
his reach. Reaction: Melee Attack
·
(15)Trigger: Enemy deals damage to Grog.
Reaction: Use Stone’s Endurance
Note: The base bit of Reactions and Bonus Actions
cost 0 because every being in the campaign setting has access to the same
capability. I homebrewed the cost of adding more Triggers and Bonus Actions)
3 Mountain
Born – Life Support: Safe Environment: Intense Cold, Safe Environment: High
Altitude
3 Powerful Build – Strength: +5, only for determining carrying capacity (-3/4)
30 Stone’s Endurance – 15 rPD/15 rED/15 Mental Defense/15 Power Defense, Non-Persistent: Instant (-1/2), One Recoverable Charge (-1 ¼), Can only be used as a Reaction (-1/4)
9 Natural
Athlete – Skill Levels: +3 with Climbing, Breakfall, and Strength rolls
3 Natural Athlete – Leaping +6m
0 Native Language: Giant
2 Language: Common, Fluent Conversation
20 Mobile
Fast Movement – Running: +20m
8 Mobile
– Acrobatics 18-, only to ignore difficult terrain during a full move (-1)
15 Mobile
– DCV: +6, Only from opponents that Grog has attacked this Turn (-1/2),
Only while taking a full move (-1/2)
15 Great
Weapon Master Fighting Style – Martial Arts
·
Offensive Strike – OCV -2, DCV +1, +4 Damage
Classes
·
Reckless Attack – OCV +2, DCV -2, +2 Damage
Classes
·
+1 Damage Class
·
Base Weapon Element: Two-Handed Weapons
13 Extra
Attack: +2 Spd, only used to Attack (-1/2)
8 Weapon
Familiarity: Common Melee Weapons, Uncommon Melee Weapons, Common Missile Weapons, Uncommon Missile Weapons
5 Titan
Stone Knuckles: Strength +8, Inobvious Inaccessible Focus (-1/4), Unified Power: Titan Stone Knuckles (-1/2)
11 Titan
Stone Knuckles: Growth, Large, Obvious Inaccessible Focus (-1/2), Gestures
(-1/4), Unified
Power: Titan Stone Knuckles (-1/2)
12 Titan
Stone Knuckles: Damage Reduction 50% Energy Resist, Only Fire, Lightning and
Cold (-1/2), Only
for 10 minutes after triggering growth (-1/4), Inobvious Inaccessible Focus
(-1/4), Unified Power: Titan Stone Knuckles (-1/2)
2 Belt
of Dwarvenkind: Language: Dwarvish, Idiomatic Fluency 4, Inobvious Inaccessible Focus (-1/4), Unified Power: Belt of Dwarvenkind (-1/2)
1 Belt
of Dwarvenkind: Constitution +2, Inobvious Inaccessible Focus (-1/4), Unified
Power: Belt of Dwarvenkind (-1/2)
12 Belt
of Dwarvenkind: Damage Reduction 50% Physical Resistant, Only vs Poisons and Venoms (-3/4), Inobvious Inaccessible Focus (-1/4), Unified
Power: Belt of Dwarvenkind (-1/2)
3 Belt
of Dwarvenkind: Tolerance: +3 to Con and Ego rolls to resist poison effects,
Inobvious Inaccessible
Focus (-1/4), Unified Power (-1/2)
3 Belt
of Dwarvenkind: Nightvision, Inobvious Inaccessible Focus (-1/4), Unified Power
(-1/2)
54 Barbarian
Rage
·
(7) Strength: +10, Non-Persistent (-1/4), 5 Continuing
Charges: 1 minute (+1/4), Jointly Linked to Damage Reduction (-1/2)
·
(12) Damage Reduction: 50% Physical, Resistant,
Non-Persistent (-1/4), 5 Continuing
Charges: 1 minute (-3/4), Jointly Linked
to Mental Defense (-1/2)
·
(17) Mindless Rage: Mental Defense: 50, Only to
Resist Mind-Control (-1/2), Non-Persistent (-1/4), 5 Continuing Charges: 1
minute (-3/4), Jointly Linked to Presence (-1/2)
·
(18) Mindless Rage: Presence: 50 only to Resist
Fear (-1/2), Non-Persistent (-1/4), 5 Continuing Charges: 1 minute (-3/4),
Jointly Linked to Mental Defense (-1/4)
·
Note: Normally, Charges becomes an Advantage
after a certain number of times. This is because powers created via Charges
cost no Endurance to use and eventually the Limitation of a small number of
uses per day is matched by advantage of costing no endurance. However, Mental
Defense, Damage Reduction and Presence cost no Endurance to use by default so
this makes the standard explanation for Charges eventually increasing the cost
of a power make no sense. So I made the decision to go with the standard
limitation of 5 charges rather than the limitation of 5 continuing charges.
20 Relentless
Rage I: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action
Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime
Mindless Rage in
effect (-1/4), 4 Recoverable Charges (-1/2)
14 Relentless
Rage II: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action
Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime
Mindless Rage in effect (-1/4), 3 Recoverable Charges (-3/4), Linked to
Relentless Rage I (-1/2)
13 Relentless
Rage III: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action
Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime
Mindless Rage in
effect (-1/4), 2 Recoverable Charges (-1), Linked to Relentless Rage
II (-1/2)
12 Relentless
Rage IV: Simplified Healing: 2d6, Trigger: Reduced to 0 Body or 0 Stun, Action
Takes no Time (+3/4), Linked to Mindless Rage, can be used anytime
Mindless Rage in effect (-1/4), 1 Recoverable Charge (-1 ¼), Linked to
Relentless Rage III (-1/2)
13 Second
Wind: 3d6 Simplified Healing, 1 Recoverable Charge (-1 ¼)
18 Danger
Sense: Acts as a Sense (2), +5 to Per Roll, Only dangers to self, Outside of
Combat (5), Only Dangers that can be physically sensed (-1/2)
15 Alert
Warrior: Enhanced Perception, +3 to all Perception rolls (compensating for the
fact that Perception
in Hero System is based on Intelligence)
20 Intimidating
Presence: +30 Presence, only to cause fear (-1/4), a target that resists cannot
be intimidated with Presence again for 24 hours (-1/4)
3 Climbing:
12- (Plus 3 Skill levels)
3 Breakfall:
12- (Plus 3 Skill levels)
5 Survival:
11-
3 Interrogation:
12-
3 Stealth:
12-
427 Total
580 Grand
Total
Complications (Amounts in parentheses represent
true value of the complications the values were reduced because they went over
the limits for a Standard Heroic power level game)
15 Psychological Limitation: Believes he’s highly intelligent, Very Common, Moderate
10(15) Psychological Limitation: Hoarder, Common, Strong
10 Distinctive Feature: Goliath, Always Noticed: Major Reaction, Concealable with Major Effort (Illusion or shapeshifting), Not Distinctive in all cultures
15(25) Enraged: Humiliation, Common, Chance to be enraged 14-, Chance to recover from rage -11
0(15) Physical Limitation: Can’t Read, Frequently Occurs, Slightly Inhibits
0(15) Physical Limitation: Very Large, Frequently Occurs, Slightly Inhibits
355 Experience Points Spent
405 Complications
and Experience Total
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