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Dovakiin in Champions


Christopher R Taylor

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I stayed up way too late working on this last night.  I was playing some Skyrim and thought "what would he look like in Hero?" Then started wondering about him being transplanted into a Champions game.

 

So here he is, the Dovahkiin, a big tough warrior version.  To make him particularly powerful, I took a high level version of the hero, around level 50 or so.  He doesn't have all his abilities, of course, such as some of the lesser-used shouts.  But most of them are here.  He has very high swimming because you haul in the water in Skyrim.  He's wearing and using dragonbone/scale weapons and armor that are heavily enchanted, has some useful potions, and of course his shouts. I gave him Well Off because by the time you hit level 50 you are building statues out of spare gold.

 

Dovahkiin
 
Val Char Cost
 18  STR 8
 14  DEX 8
 18  CON 8
 12  BOD 2
 10  INT 0
 14  EGO 4
 18  PRE 8
  8   PD 6
  8   ED 6
  4   SPD 20
  8   REC 4
 35  END 3
 36  STN 8
 
OCV:    6
DCV:    5
OMCV: 3
DMCV: 4
 
12m RUN   0
  8m SWIM 2
  4m LEAP 0
Characteristics Cost: 115
 
Cost Power
 30    Enchanted Dragonbone Axe: Multipower, 30-point reserve
 1f     1)  Enchanted Dragonbone Axe blade: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); OAF (-1), Real Weapon (13 STR Minimum) (-1/4)
 1f     2)  Enchanted Dragonbone Great Axe flat: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4), Real Weapon (13 STR Minimum) (-1/4)
  9     Enchantment: Absorb Stamina and Health: Drain END and Body 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1), Expanded Effect (Body, Endurance, and Stun simultaneously) (+1) (30 Active Points); OAF (-1), Linked (Enchanted Dragonbone Axe blade; -1/2), No Range (-1/2), Real Weapon (13 STR Minimum) (-1/4)
  5     Enchantment: Absorb Health: Healing BODY 1d6, Self Only (+0), Expanded Effect (Stun and Body simultaneously) (+1/2) (15 Active Points); OAF (-1), Linked (Enchanted Dragonbone Axe blade; -1/2), Real Weapon (13 STR Minimum) (-1/4)
 
 21    Enchanted Dragonbone Bow: Killing Attack - Ranged 2d6+1, Armor Piercing (+1/4) (52 Active Points); OAF (-1), Real Weapon (18 STR Minimum) (-1/2), 30 Charges (+1/4)
 22    Enchantment: Lightning Damage: Blast 4d6, Attack Versus Alternate Defense (Magical Energy Defenses; +1/2), Does BODY (+1) (60 Active Points); OAF (-1), Real Weapon (18 STR Minimum) (-1/2), Linked (Enchanted Dragonbone Bow; -1/4), 64 Charges (+1/2)
  8     Enchantment: Lightning Damage: Drain END 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1) (25 Active Points); OAF (-1), Linked (Enchanted Dragonbone Bow; -1/2), Real Weapon (18 STR Minimum) (-1/2), 64 Charges (+1/2)
 
 18    Enchanted Dragonbone Armor: Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-1/2), Real Armor, has weight (-1/2)
  3     Enchantment: Fortify Carry Weight: +10 STR (10 Active Points); Only for carrying things (-1), OIF (-1/2), Real Armor, has weight (-1/2)
  3     Enchantment: Fortify Lockpicking: +3 with lockpicking (6 Active Points); OIF (-1/2), Real Armor, has weight (-1/2)
  4     Enchantment: Fortify Archery: +3 OCV with bows (9 Active Points); OIF (-1/2), Only for carrying things (-1/2), Real Armor, has weight (-1/2)
  4     Enchantment: Fortify Two Handed: +2 OCV with two handed weapons (10 Active Points); OIF (-1/2), Only for carrying things (-1/2), Real Armor, has weight (-1/2)
 
Potions
  6    1)  Restore Health Potion: Healing BODY 1 1/2d6, Expanded Effect (Body and Stun simultaneously) (+1/2) (22 Active Points); OAF Fragile (-1 1/4), 6 Charges (-3/4), Extra Time (Delayed Phase, -1/4), Gestures (-1/4)
  3    2)  Restore Stamina Potion: Healing Endurance 1d6 (10 Active Points); OAF Fragile (-1 1/4), 6 Charges (-3/4), Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
  5    3)  Resist Fire: Damage Negation (-3 DCs Energy) (15 Active Points); OAF Fragile (-1 1/4), Only vs heat and fire (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4), 6 Continuing Charges lasting 1 Minute each (-0)
  5    4)  Resist Frost: Damage Negation (-3 DCs Energy) (15 Active Points); OAF Fragile (-1 1/4), Only vs cold and ice (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4), 6 Continuing Charges lasting 1 Minute each (-0)
  5    5)  Resist Shock: Damage Negation (-3 DCs Energy) (15 Active Points); OAF Fragile (-1 1/4), Only vs electricity (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4), 6 Continuing Charges lasting 1 Minute each (-0)
 
 30  Shouts: Multipower, 52-point reserve,  (52 Active Points); all slots Usable once per turn (-1/2), Incantations (-1/4)
 1f   1)  Fus: Blast 2d6, Area Of Effect (16m Cone; +1/2), Double Knockback (+1/2) (20 Active Points); No Range (-1/2), Usable once per turn (-1/2), Incantations (-1/4)
 1f   2)  Ro: Blast 1 1/2d6, Area Of Effect (16m Cone; +1/2), Double Knockback (+1/2) (16 Active Points); Only for knockback (-1 1/2), No Range (-1/2), Usable once per turn (-1/2), Only with Fus (-1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4)
 1f   3)  Da: Blast 1 1/2d6, Area Of Effect (16m Cone; +1/2), Double Knockback (+1/2) (16 Active Points); Only for knockback (-1 1/2), No Range (-1/2), Usable once per turn (-1/2), Only with Fus (-1/4), Extra Time (Delayed Phase, -1/4), Incantations (-1/4)
 1f   4)  Wuld: Teleportation 15m (15 Active Points); Only in a straight forward line (-1/2), Usable once per turn (-1/2), Must Pass Through Intervening Space (-1/4), Incantations (-1/4)
 1f   5)  Na: Teleportation 7m, Only with Wuld (+0) (7 Active Points); Only in a straight forward line (-1/2), Usable once per turn (-1/2), Must Pass Through Intervening Space (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)
 1f   6)  Kest: Teleportation 8m, Only with Nah (+0) (8 Active Points); Only in a straight forward line (-1/2), Usable once per turn (-1/2), Must Pass Through Intervening Space (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4)
 1f   7)  Yol: Blast 3 1/2d6, Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (22 Active Points); No Range (-1/2), Usable once per turn (-1/2), Incantations (-1/4)
 1f   8)  Toor: Blast 2d6, Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (12 Active Points); No Range (-1/2), Usable once per turn (-1/2), Usable once per turn (-1/2), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Only with Yol (-1/4)
 1f   9)  Shul: Blast 2 1/2d6, Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (16 Active Points); No Range (-1/2), Usable once per turn (-1/2), Usable once per turn (-1/2), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Only with Toor (-1/4)
 1f   10) Dragonrend: Dispel Flight 11 1/2d6, Area Of Effect (16m Cone; +1/2) (52 Active Points); Only vs Dragons (-1 1/2), Fades entirely at end of turn (-1/2), No Range (-1/2), Usable once per turn (-1/2), Incantations (-1/4)
 
 25   Deep Wounds: Blast 1 1/2d6, Linked to Axe attack (+0), Does BODY (+1), Attack Versus Alternate Defense (Does not bleed; +1 1/2), Damage Over Time, Target's defenses only apply once (4 damage increments, damage occurs every three Segments, +3 1/2) (56 Active Points); OIF (Any axe; -1/2), No Range (-1/2), Axe must do body damage (-1/4)
  7   Great Critical Charge: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OIF (any axe; -1/2), Linked to axe attack (-1/4), Must make half move (-1/4)
Powers Cost: 225
 
Cost Skill
  3     Breakfall 12-
  3     Climbing 12-
  6     +2 with axes
  3     Concealment 11-
  2     KS: Dragons 11-
  1     Language:  Dovah (basic conversation)
  3     Lockpicking 12-
  3     Paramedics 11-
  2     PS: Mercenary 11-
  3     PS: Blacksmith 13-
  3     Riding 12-
  3     Stealth 12-
  2     Survival (Arctic/Subarctic) 11-
  3     Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 11-
Skills Cost: 40
 
Cost Perk
  5     Money:  Well Off
Perks Cost: 5
 
Cost Talent
  3     Ambidexterity (no Off Hand penalty)
  3     Environmental Movement (no penalties on Ice and Snow)
  6     +2/+2d6 Striking Appearance (vs. all characters)
  3     Bump Of Direction
Talents Cost: 15
 
Total Character Cost: 400
 
Pts. Complications
  5    Distinctive Features:  Gigantic Viking (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
 10   Hunted:  Dragons Infrequently (As Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
 25   Hunted:  Magical villains to study  Frequently (Mo Pow; NCI; Harshly Punish)
 15   Psychological Complication:  Dragon hunter and killer (Common; Strong)
 15   Psychological Complication:  Rough, barbaric (Common; Strong)
 15   Psychological Complication:  Difficulty resisting requests for help (Common; Strong)
 15   Social Complication:  Rough and uncouth, not from around here Frequently, Major
Complication Points: 100
 
Background: Jens Huskarl had finished all the quests in Skyrim and while the thought of retirement had its charms, settling down to farm with Lydia who he'd married in a drunken weekend didn't seem very appealing.  So he sought more adventure, and deep in the Dwarven ruin of Unpronouncable, he stumbled upon a magical portal.  The portal had settings and could be changed to different spots, but none of the symbols made any sense, so the Dovakiin spun a few knobs, pulled the lever, and walked through, confident he could get back if things went wrong.
 
He was mistaken.  Trapped in a strange modern world with rules that continually annoy him and even stranger clothing, he has fallen in with a band of adventurers in odd outfits that do quests for strangely little reward.  The Dovakiin would really like to go back, but for now he's having fun, and the dizzying variety of alcohol to try out has not let him down so far.
 
Personality: A barbarian, Jens does not fit in well with modern civilization.  He says and does what he feels and wants, and has little tolerance for fools or people that annoy him.  And a lot of people annoy him.  He's slowly begun to realize he can't just axe or shout someone down for being a jerk, and is beginning to modify his behavior slightly, reluctantly.  Still, the Dovakiin has a nature that likes to help people, and he's compassionate, particularly to children and will never turn down a request for help. Akatosh be with anyone who abuses this nature, however.  The Dovakiin has no mercy for the corrupt or the deceitful.
 
Quote: Fus RO DAH!
 
Powers and Abilities:The Dovahkiin has a variety of shouts which grow in power with each additional word.  They can blast targets flying, roar with flame, send him rushing forward, and even knock dragons out of the sky.  Not that he's seen many dragons.  Jens brought his dragonscale and dragonbone gear with him, as well as a huge supply of herbs to build potions with.  He only makes a few at a time, after the others in the group mocked him sounding like a reindeer when he walked, whatever those are.
 
The Dragonbone axe and bow are both very powerful and are enchanted powerfully.  His axe drains energy and life out of targets, giving it to him, and his bow does extra lightning damage with each hit.  His training with the axe also allows The Dovahkiin to slash foes in such a way that they bleed for a short time, and charge in to attack for extra damage.  His armor is also powerfully enchanted for various beneficial effects, such as greater accuracy and carrying weight.  If he could find an enchanting table, The Dovahkiin is considering changing the carry weight enchantment, since he rarely is loaded down with loot in this new world.
 
Campaign Use: Dovahkiin is a possible ally against dragons, given his great experience and power against them.  He is also greatly desired by magical villains, since he's literally from another, enchanted world which they would love to access and learn more about, let alone get their hands on his treasure.  And of course The Dovahkiin is a fish out of water that could easily get himself into trouble.
 
Description: The Dovahkiin is seven feet tall of massive muscles and broad build.  He almost always is wearing his armor which looks like it was patched together out of bones and scales.  He wields a gigantic axe that looks to be made out of bones as well.  He seems almost villainous in appearance, and even out of his armor he's an enormous viking with lurid face paint tattooed into his skin.
 
photo.jpg

Dovahkiin.hdc

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Very nice. Somewhat limited selection of shouts, but it covers the basics pretty well. I almost wonder if it would be worth it to design a Dragon Soul/Perk system. 

 

I would build my own, but since I have roughly two dozen Skyrim characters, it would be very difficult to choose which one I wanted to build in Hero. Building them all would get prohibitively time consuming after the first couple. Might be good practice though. Maybe I can build all my Mass Effect, Dragon Age and Skyrim characters......nah!

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... You could.

 

On a cursory read-through, there's some wonkiness in the build -- the Two-Handed and Bow Enchantments have a Limitation of Only To Carry Stuff. Otherwise, not how I'd do it, but good!

 

Hero Designer build I'm betting. Probably copy and pasted the entry for Fortify Carry Weight and forgot to take off the Carry Stuff limitation. I've done things like that more times than I'd like to admit. :)

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