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grandmastergm

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  1. Like
    grandmastergm got a reaction from Quackhell in The Punishers   
    11 x 17 picture here
     
    This super-team was created by my current Champions tabletop roleplaying group around 2008 or so.  It comprises Kabosh (a male demon who bonded with a good witch), Silverbolt (a speedster), Knightman (a power armored vigilante), Nemesis (a teleporting martial artist), the Black Enchantress (a sorceress), and Magic Marker (an artist who can reshape reality).  Kabosh and the Black Enchantress were originally villains that were turned to the heroic side by the Li family (a family of metahumans that ran an academy for heroes), while Knightman, Nemesis, and Magic Marker were all students at the academy.  Upon graduation, the heroes traveled to New York City and made their home base in Freeport (a fictional district of the city).  The campaign has been running for over a decade, although not consistently.  The heroes formed a super-team called The Punishers, owing to their harsher and more violent response to mystical, alien, mutant, and technological threats than four-color heroes (Knightman very much behaves more like the Punisher and Batman).
     
    Silverbolt joined the team in 2015. She is my character, and was created for another group in 2013 that disbanded a year later.  Still, I had a fondness for that character so I brought her into the Punishers.  She's probably the most well-adjusted, least violent, and nicest member of the team besides Kabosh's host (who is now a federal agent).  Nemesis' player sadly passed away in January 2018, and I commissioned this piece to honor the history of the gaming group and to provide a permanent memory of all the characters.
     
    This team portrait was drawn, colored, and rendered by the multi-talented and amazing John Becaro.  
  2. Like
    grandmastergm got a reaction from Enforcer84 in Origins 2019   
    Bummer.  Yes, there were a few GMs I like to play with (Rich Downey, Paul McNeil, and Shane Harsch) that I wanted to game with, but sadly their games were all sold out.
     
    Keep checking, there are always cancellations-  if you want to play in the Legacies or the Temple of the 3 Valleys games, I could run those for 7 players.  Let me know what I need to do to get you a slot.
  3. Sad
    grandmastergm got a reaction from Brian Stanfield in Origins 2019   
    I have sold out A Life Less Ordinary, Legacies, Temple of the 3 Valleys, and Juke Joint Jezebel.  Revelations 1001 still has 3 tickets left unsold.
     
    Anyone on the forums going to play in my games?  Just curious.
  4. Like
    grandmastergm got a reaction from Khas in Origins 2019   
    Hello,
     
    I managed to get my games scheduled at Origins this year.  I am not a part of a group, but I will be running a few HERO games at Origins this year.   Here is my schedule:
     
    A Life Less Ordinary (HERO System, Anime HERO): Some students in Japan acquire great powers and must stop a force of terrifying and insidious evil from consuming their college campus.  RPG. 4-6 Players.  Wednesday, June 12th from 2 pm - 6 pm.   Revelations 1001 (HERO System, Fantasy HERO):  The End Times of Book of Revelation are literally coming true in 1001 A.D.  Six heroes have been gathered by the forces of light, some of them far more reluctantly than others, to gather sacred artifacts that will help defeat the Anti-Christ and his forces. They must brave terrible monsters and great evil to acquire them, and then shall face the Anti-Christ and his army on the plains of Megiddo. This game is intended to be an entertaining and thought-provoking game, and every effort has been made to treat faith with the utmost respect, and no offense is intended towards anyone's individual beliefs. RPG. 4-6 Players.  Wednesday, June 12th from 7 pm - 11 pm.
     
    Legacies (HERO System, Champions):  You are descended from the superheroes that won World War II. Can you uncover the mystery behind their disappearance?  Could it be the work of their old nemeses? RPG. 4-6 Players.  Thursday, June 13th from 7 pm - 11 pm.
     
    The Temple of the Three Valleys (HERO System, Martial Arts HERO): Set in late-16th century China, a group of heroes from all over the world have come to a village to find a long-lost temple that contains the secrets of martial arts and great riches.  They must also use their martial arts skill and superhuman wu shu abilities to defeat a ferocious tyrant and his minions. RPG. 4-6 Players.  Friday, June 14th from 10 am - 2 pm.
      Kazei 5: Juke Joint Jezebel (HERO System, Kazei 5): Set in the anime cyberpunk world created by Susano/Michael Surbrook, a group of mercenaries find themselves in over their heads when they investigate a break-in at a corporate facility.  RPG. 4-6 Players.  Saturday, June 15th from 10 am - 2 pm.
  5. Like
    grandmastergm got a reaction from Cygnia in Origins 2019   
    Hello,
     
    I managed to get my games scheduled at Origins this year.  I am not a part of a group, but I will be running a few HERO games at Origins this year.   Here is my schedule:
     
    A Life Less Ordinary (HERO System, Anime HERO): Some students in Japan acquire great powers and must stop a force of terrifying and insidious evil from consuming their college campus.  RPG. 4-6 Players.  Wednesday, June 12th from 2 pm - 6 pm.   Revelations 1001 (HERO System, Fantasy HERO):  The End Times of Book of Revelation are literally coming true in 1001 A.D.  Six heroes have been gathered by the forces of light, some of them far more reluctantly than others, to gather sacred artifacts that will help defeat the Anti-Christ and his forces. They must brave terrible monsters and great evil to acquire them, and then shall face the Anti-Christ and his army on the plains of Megiddo. This game is intended to be an entertaining and thought-provoking game, and every effort has been made to treat faith with the utmost respect, and no offense is intended towards anyone's individual beliefs. RPG. 4-6 Players.  Wednesday, June 12th from 7 pm - 11 pm.
     
    Legacies (HERO System, Champions):  You are descended from the superheroes that won World War II. Can you uncover the mystery behind their disappearance?  Could it be the work of their old nemeses? RPG. 4-6 Players.  Thursday, June 13th from 7 pm - 11 pm.
     
    The Temple of the Three Valleys (HERO System, Martial Arts HERO): Set in late-16th century China, a group of heroes from all over the world have come to a village to find a long-lost temple that contains the secrets of martial arts and great riches.  They must also use their martial arts skill and superhuman wu shu abilities to defeat a ferocious tyrant and his minions. RPG. 4-6 Players.  Friday, June 14th from 10 am - 2 pm.
      Kazei 5: Juke Joint Jezebel (HERO System, Kazei 5): Set in the anime cyberpunk world created by Susano/Michael Surbrook, a group of mercenaries find themselves in over their heads when they investigate a break-in at a corporate facility.  RPG. 4-6 Players.  Saturday, June 15th from 10 am - 2 pm.
  6. Like
    grandmastergm got a reaction from RDU Neil in Origins 2019   
    Hello,
     
    I managed to get my games scheduled at Origins this year.  I am not a part of a group, but I will be running a few HERO games at Origins this year.   Here is my schedule:
     
    A Life Less Ordinary (HERO System, Anime HERO): Some students in Japan acquire great powers and must stop a force of terrifying and insidious evil from consuming their college campus.  RPG. 4-6 Players.  Wednesday, June 12th from 2 pm - 6 pm.   Revelations 1001 (HERO System, Fantasy HERO):  The End Times of Book of Revelation are literally coming true in 1001 A.D.  Six heroes have been gathered by the forces of light, some of them far more reluctantly than others, to gather sacred artifacts that will help defeat the Anti-Christ and his forces. They must brave terrible monsters and great evil to acquire them, and then shall face the Anti-Christ and his army on the plains of Megiddo. This game is intended to be an entertaining and thought-provoking game, and every effort has been made to treat faith with the utmost respect, and no offense is intended towards anyone's individual beliefs. RPG. 4-6 Players.  Wednesday, June 12th from 7 pm - 11 pm.
     
    Legacies (HERO System, Champions):  You are descended from the superheroes that won World War II. Can you uncover the mystery behind their disappearance?  Could it be the work of their old nemeses? RPG. 4-6 Players.  Thursday, June 13th from 7 pm - 11 pm.
     
    The Temple of the Three Valleys (HERO System, Martial Arts HERO): Set in late-16th century China, a group of heroes from all over the world have come to a village to find a long-lost temple that contains the secrets of martial arts and great riches.  They must also use their martial arts skill and superhuman wu shu abilities to defeat a ferocious tyrant and his minions. RPG. 4-6 Players.  Friday, June 14th from 10 am - 2 pm.
      Kazei 5: Juke Joint Jezebel (HERO System, Kazei 5): Set in the anime cyberpunk world created by Susano/Michael Surbrook, a group of mercenaries find themselves in over their heads when they investigate a break-in at a corporate facility.  RPG. 4-6 Players.  Saturday, June 15th from 10 am - 2 pm.
  7. Like
    grandmastergm reacted to massey in Before we get started, does anyone want to get out? Combat Scene Analysis -- Winter Soldier   
    Post-12:  Everybody gets recoveries.
     
    Turn #2
     
    Phase 2 (2:25 to 2:26)
    Now there's a little half-swing that one of the Hydra guys does and Cap does something with his arm.  It's hard to tell from the camera angle but it looks like they're kinda hand fighting with each other.  I'm going to consider that incidental contact that doesn't really need an OCV roll.  I'm not considering those to be actual "attacks".
    Dex 26 - Cap sweeps with a jump-kick and hits the guy who just got the shock baton and Rumlow (who is just standing back up).  Apparently Cap did more than Stun him last time, I think Rumlow had dropped to 0 Stun and had to use his 12 Recovering.  But that means he had 2 Recoveries in a row so now he's feeling pretty good (actually now he's feeling less good because he just got kicked in the face again and appears to be Stunned again).
     
    Phase 3 (2:27 to 2:28)
    One of the agents attacks, Cap does a block/counterstrike and knocks him into the wall.
     
    Phase 5 (2:30 to 2:33)
    Cap finally breaks free of the Entangle.  Presumably he's been slowly putting a Body or two on it every time he's tried to break out.  Now he finally manages to destroy it (freeing his arm from the wall) and does an acrobatics check to land with a backflip.  Rumlow is presumably taking another recovery now.
     
    Phase 6 (2:34 to 2:37)
    Cap sweeps again, hitting the two agents standing near him.  Visually he hits each one multiple times, but game mechanics wise it's just an Offensive Strike.  Cap is now focusing on damage because he doesn't need to worry about so many attackers at once.
     
    Phase 8 (2:37 to 2:44)
    Rumlow makes a soliloquy, taking no time.  Cap is holding action.  Rumlow attacks and rolls really well.  Cap uses his held action to block, but he blows the roll.  Visually, Rumlow throws a combo of blows and the last one hits, a shock baton to the gut.  Game stat wise, Rumlow hits and Cap fails his block.  After so many good rolls in a row, Cap gets a coupe of bad ones.
     
    Phase 9 (2:46)
    Cap swings and it's a miss.  Rolls like a 17 or something.
     
    Phase 10 (2-47 to 2:48)
    Rumlow goes.  He rolls well again and hits Cap with the shock baton.  He's starting to think he might pull this off.
     
    Phase 11 (2:49)
    Cap hits Rumlow with a Fast Strike.
     
    Phase 12 (2:50 to 2:51)
    Cap grabs Rumlow and performs a stylized Crush maneuver, hurling him into the ceiling and taking him completely out of the fight.  Rumlow is very negative Stun.
     
    Post-12  (2:52 to 2:58)
    Cap gets his free Recovery and takes the opportunity to make a soliloquy of his own.  He then retrieves his shield and smashes off the (now basically broken, but not yet visually broken) Entangle from his wrist.
     
     
     
    ----
     
    Anyway, this was pretty fun, though it was time consuming.  Comments, thoughts, disagreements?  Anything I got really wrong?  I'm sure there will be people worried about giving Cap an 8 Speed, but that seemed to fit the flow of his actions verses those of the other guys the best.  I'm sure if other people had a 3 or something that Cap could operate with something lower, but I based the agents on the Viper HTH specialists.  I suppose if Rumlow was the only HTH specialist and everyone else was a regular agent that might work, but I dunno.  I kinda like it this way.
  8. Like
    grandmastergm reacted to massey in Before we get started, does anyone want to get out? Combat Scene Analysis -- Winter Soldier   
    Okay, so picking up where I left off.  Let's say the base Hydra agents are Dex 18, Spd 4 and 2 HTH levels.  I'm gonna assume Rumlow has an extra combat level and a 5 Spd.  Cap has a 26 Dex, 6 Spd and 4 HTH levels.  I'll be trying to match it to Hero as I type, so I'll be as surprised as you to see how things fit in.  I may adjust stats halfway through the analysis if something doesn't feel like it's playing right.
     
    pre-combat:
    Cap makes a perception check to notice the odd behavior of the people around him.  One of the guys who gets on with Rumlow has his hand resting on a weapon. Other odd behavior, and the continued arrival of other clear combat-focused SHIELD employees puts him on his guard.  A few more perception checks basically confirm what he fears -- they intend to attack him.
     
    pre-phase 12:
    Cap tells the GM he is holding his action until someone attacks him.  He attempts a Persuasion check to convince these men not to attack, but the GM has decided that no matter the result, they can't be swayed from this course of action.  They are pretty confident that they can take down Captain America, and their psych lims go strongly against the idea of backing down.  Cap gives his short statement, letting everyone know that he's on to them.
     
    Phase 12 (1:49 in the video to about 1:58)
    Dex 18 - One of the agents attacks Cap with a shock baton.  OCV is 8.  Cap uses his held action to do a combined Martial Block + Martial Throw.  Total bonus is +0 OCV, +1 DCV.  Cap blocks and throws successfully, sending the first agent sprawling into Rumlow and two others.
    Agent Big Guy (+5 Str and has Martial Grab and Chokehold maneuvers) moves behind Cap and attacks him at 1/2 DCV.  We'll assume Cap has his levels evenly divided (2 in OCV, 2 in DCV) at this point.  While Cap has Defense Maneuver 2, he hasn't used it because he was holding action.  Agent Big Guy goes all OCV (base 6 + 2 levels - 1 grab) and hits Cap's DCV of 7 (base 9, halved to 5, +1 Martial Throw, +2 combat levels) with an 11 or less.  Cap gets half his Str to resist (not sure how much that is, but Agent Big Guy is trying to hold him with a Str 35 (20 for combat agent, +5 cuz he's really big, +10 for martial grab).  Cap is grabbed.
     
    (Note:  Phase 12 appears to be pretty long here.  We can cram everybody into this phase, or say that certain people are surprised, or say that they're holding action to act in later segments, but I think this is a situation in which the camera just needs to show each person doing something.  For game purposes, this is pretty much all taking place in Phase 12, even though it takes about 10 seconds on camera)
     
    One guy can't reach Cap and so hits the emergency stop button on the elevator, presumably to keep Cap from "escaping".  Ha.
    Another guy also grabs Cap's arm (1/2 DCV) and tries to help hold him.
    One agent hits Cap with a shock baton, doing some Stun damage but not dazing Cap.
    Last two agents pull out the mag clamps (1/2 phase action) and attempt to trap Cap's arms.  One misses (can't seem to get it on him before camera switches away) and the other connects.  The mag clamp appears to be a moderate Entangle, "one limb only, requires metal surface to connect".  Let's call it 6D6 for now.  He hits Cap with it, and attempts a Str contest to force Cap's arm into the wall.  Or at least, he and the other guy holding Cap's arm will do that, once they have an available phase.
     
    Phase 2 (1:59 to about 2:06)
    Cap goes.  First, he breaks free of the existing arm grab.  Two agents (both Str 20) were holding his right arm and were exerting their strength on their last phase.  The GM rules that two Str 20 guys will effectively be Str 25 (theoretically double the lifting ability of Str 20).  They have martial grab as well, so they're holding him with an effective 35 Str.  Cap pushes his Str by 10 points, and focuses on just freeing his one arm (optional +5 Str to the roll, 5th ed pg 423), and uses Martial Escape (+15 Str, although visually it looks like he does it with sheer muscle power).  So Cap has +30 Str to break free, which is good because unless he doubles their Body on his escape roll, it burns his entire phase.  Let's say he has 2 martial arts DCs as well, giving him another +10 Str.  If Cap has a 30 Str, that would give him 14D6 to escape.  Cap rolls average and breaks free from their arm grab, leaving him a full phase still to act on segment 2.
    Cap now has a full phase action and performs a sweep maneuver, targeting 3 opponents -- the two who grabbed his arm and the other guy with the mag clamp.  Cap takes a -4 OCV from targeting them, meaning he's going to go with something like a Fast Strike that gives him an OCV bonus.  He leaves his combat levels split, so Cap attacks them at OCV 9, doing 30 Str + 2D6 + 2 DCs = 10D6.  All 3 targets are Stunned, but none unconscious.  The guy with the mag clamp drops it and it secures itself to the wall (GM ruling based on special effect).
     
    Phase 3 (2:06 to 2:10)
    Well... it looks like my estimate for Cap's Speed was too low.  Cap goes again before any of the other agents.  Does Cap have an 8 Speed?  Damn that's fast.
    Cap performs another sweep and a multiple martial arts maneuver.  He Fast Strikes four people (Stunning all of them by the looks of it) and then performs a martial throw on Agent Big Guy.  Kick, open hand strike to the chest, punch to the face, reverse headbutt, followed by a throw.  The GM starts applying penalties and decides that's -8 to Cap's OCV.  Cap has a base 9, so he switches all his levels into OCV, and goes with a Fast Strike.  That's 9+4+2 for OCV 15, - 8 for a total of 7.  The agents have all their levels in OCV because Cap is hard to hit, so he's trying to hit 6 DCVs.  Cap needs three rolls of 12- in a row (Agent Big Guy is at 1/2 DCV since he's holding Cap), followed by 2 rolls against the big guy.  He's only got a 40% chance of hitting 3 times in a row on that.  So... it looks like Cap needs another combat skill level.  5 combat levels mean that Cap is hitting on 13s, and he's got a 58% chance of hitting the first 3 guys (I won't figure the odds against the big guy, because his DCV is only 3 and so Cap should hit pretty easy).
    Cap stuns all 4 people he hit, including Agent Big Guy.  He then uses his Martial Throw to toss Big Guy onto the ground.
     
    ...Crap...  Multiple martial arts attacks use the lowest bonuses of all the manuevers.  Cap isn't getting his Fast Strike +2 OCV bonus against those guys.  I may have to raise his Dex and/or OCV levels.  Or maybe the two guys who were grabbing him are at reduced DCV, since they were grabbing.  So if they're only DCV 3 (half because they were performing a grab), then Cap only needs to hit one guy who was at full DCV.  His odds improve considerably now.  So let's say 9 OCV base + 4 levels, - 8 for a total of OCV 7.  Attacking two agents at DCV 3 (15-), one at DCV 6 (12-), and then the last one twice at DCV 3 (15-).  A 3D6 probability chart I found says that's (.95 x .95 x .74 x .95 x .95) a 60% chance of hitting.  So he's okay with his existing 9 OCV and 4 levels.  Good.
     
    He's now Stunned 7 dudes who will miss their phase 3.  But not everybody is Stunned.
     
    Dex 18
    Rumlow attacks Cap's hand, aiming to knock his wrist into the wall and activate the Entangle mag clamp.  The GM rules that he doesn't really have to do knockback since he's just trying to move Cap's arm.  Rumlow goes full OCV (=3 levels) and does a martial strike.  OCV 9 vs Cap's halved DCV of 5.  Rumlow hits and overcomes Cap's casual strength in this "not really a normal combat manuever" technique.  Cap doesn't take damage, but his right arm flies backwards and locks onto the steel elevator wall.
     
    Phase 5 (2:12 to 2:14)
    Now it's just Cap and Rumlow for a few segments and things start moving pretty quickly.
    Dex 26 - Cap has just had his arm Entangled, trapping him at effectively 0 DCV.  This sucks, so Cap spends his 5 (with his new 8 Spd, he goes on 2,3,5,6,8,9,11,12) to try and break free.  He rolls poorly and does nothing to the Entangle.
    Dex 18 - Rumlow sees how tough Cap is, and how he's shrugged off the earlier shock batons.  He hesitates for a moment...
     
    (Okay, now we've got a slight problem.  Rumlow swings at Cap with the baton (who blocks), then punches wildly at Cap and misses, then follows up with a lengthy shock baton blow to Cap's back.  This all happens in the span of about one second.  So what happened here?  It doesn't seem to match up with the Speed chart at all.  So we're going to work around a bit to make it fit right.  I've had to retype this section because my initial idea, that Rumlow haymakered so it landed on 6, didn't work out at all.)
     
    Rumlow hesitates for a moment and decides to hold his phase.  He wants to get a Speed advantage on Cap if possible and wants back to back phases to attack.  Cap isn't going anywhere, so Rumlow holds until segment 7.
     
    Phase 6 (still 2:14 to 2:15)
    Cap is still trying to get his arm free.  He spends his 6 yanking at the Entangle, then looks worriedly at Rumlow.
     
    Phase 7 (2:15)
    Rumlow attacks Cap with a multiple martial art maneuver, a swing with the shock baton and then a swift punch.  Cap aborts his segment 8 to block.  He successfully blocks the shock baton, and the GM rules that the punch is therefore blocked as well.  Special effect is a swing and a wild miss.
     
    Phase 8 (2:16 to 2:18)
    Cap aborted his 8, so Rumlow goes again.  Rumlow swings his shock baton at Cap and connects.  He rolls good on the damage, doing a lot of Stun but not enough to make Cap loose his action.
     
    Phase 9 (2:19-2:20)
    Cap sweeps again, hitting Rumlow and then the first of the other agents who has recovered from being Stunned and moved toward him.  Effectively Cap sees the guy beginning to stand up (they're basically all in the same hex) and holds his action until the guy is within arm's reach.  Cap uses a creative special effect Offensive Strike to Stun Rumlow (losing his 10) and hurl the other guy into the security camera (putting him down for the count).
     
    Phase 11 (2:21 to 2:22)
    Now we cut to people watching on the security camera.  Cap is back to yanking at the Entangle.  Other people are staggering around, trying to get to their feet.
     
    Phase 12 (2:23 to 2:24)
    Cap sees two guys coming towards him and asks the GM if he can use a modified martial block to redirect the shock baton into the other guy.  The GM likes this idea and says okay.  Cap holds until one makes his move, then the GM has him roll OCV vs OCV to block, and then OCV vs DCV to hit the other guy.  Cap succeeds both times.
     
     
    Next up... Turn #2
     
     
  9. Thanks
    grandmastergm got a reaction from Amorkca in Pamela's 6E Build Thread - Redux   
    Thank you.  There are some interesting ones from Dark Champions the Animated Series, so I'll post them here once I pass this exam this weekend.
  10. Like
    grandmastergm got a reaction from drunkonduty in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    1) I liked the chess title, even though I'm nowhere near that level but I think I'm that level in terms of GMing (maybe).
     
    2) Dungeons and Dragons 2nd edition (I played it as a youngster, about 12 years old or so)
     
    3) Also D&D 2nd edition, although I had help from my friends.  We re-enacted the Battle for Helm's Deep 2-4 years before Peter Jackson did it on the big screen.
     
    4) I'm currently GMing some games with a couple users on the forum and playing in games that they're running.  We're doing HERO System 6th edition.  I also GM a monthly Savage Worlds game (underrated system, but it's far more rules-light than HERO) and GM a monthly HERO game online for the Kerberos Club.
  11. Like
    grandmastergm reacted to goldrushg in San Angelo: City of Heroes, 20 years later   
    There are many ways to incorporate radio stations into your superhero game. Characters can receive foreshadowing or news reports after the fact, they can be questioned by reporters after an incident, or interviewed in-studio. Now, for the first time, we share the unique logos for the radio stations in San Angelo: City of Heroes!
    Enjoy!


  12. Like
    grandmastergm reacted to goldrushg in San Angelo: City of Heroes, 20 years later   
    One of the things we're going to be doing is creating a lot more eye candy to help create an immersive experience, as well as to create a sort of guide for artists. Here's one example: the branding for the various television stations in the Golden City. Please share your feedback below.

  13. Like
    grandmastergm got a reaction from Pariah in What Have You Watched Recently?   
    That was an underrated movie.  It's a shame that it flopped and took a promising animation studio down with it.
  14. Like
    grandmastergm reacted to Pariah in What Have You Watched Recently?   
    Rise of the Guardians. Or, as I've also heard it called, "The League of Extraordinary Fairy Tales".
  15. Like
    grandmastergm reacted to bblackmoor in Grimknight (original 5E character)   
    As part of a game that a friend is going to start, using Champions, I re-created an ancient character of mine, Grimknight. He was originally a Champions character, then a Mutants & Masterminds character, and is currently a Bulletproof Blues character. I could not find his old Champions character sheet, so I re-created him using points approved by the GM of the game that will be starting. Maybe you'll find it interesting.
     

    https://www.blackgate.net/gaming/Grimknight_(bblackmoor).pdf
     
    Diggs Tyler is a handsome, bald, black man in his early thirties. He typically dresses in tailored suits or expensive casual wear in the latest style. When he adopts the persona of Grimknight, he wears a non-reflective black body suit, black full head mask, and sturdy black boots and gloves. Over this attire he wears a hooded cloak, the Mantle Of Arawn. In daylight the cloak appears to be pale grey, while at night the cloak is an opalescent white.
     
    Diggs Tyler was a private investigator for several years while he worked his way through law school. (Most private investigators work either for insurance companies or lawyers, so this was a natural match.) After graduation, he became a prosecutor in the New York County District Attorney's Office, where he has served the borough of Manhattan with distinction.
     
    Diggs Tyler is friendly, engaging, and fun-loving. While he may come across as a bit of a Casanova when dealing with the opposite sex, he is never overbearing or disrespectful. He is the flame, not the moth. His years of working as a private investigator have made him skilled at forming a bond with people he's just met and getting them to open up to him. This has served him well in the District Attorney's Office. As Grimknight, Diggs is far less friendly, using his powerful presence and his skill at reading people to intimidate and interrogate suspected wrongdoers.

    Tyler is a descendant of Gwynn Ap Nudd, King of the Faeries and the Otherworld (also called Annwn). He was not aware of his heritage until he was selected to be the next Knight of the Summerland due to the mysterious death of the previous Knight of the Summerland. However faint the blood connection may be, Tyler is a faerie by birthright, which permits him to wear and use the Mantle of Arawn, a powerful faerie artifact.
     
    Grimknight also carries a number of useful but ordinary pieces of equipment, such as an IR camera, first aid kit, and a radio.
     
  16. Haha
    grandmastergm reacted to archer in The Grinch Who Stole Christmas   
    Ever wonder what happened to him?

    He tried to steal Hannakah and Kwanza also and is now serving a life sentence in Stronghold courtesy of California’s three strikes law.

    Justice is served.
  17. Like
    grandmastergm reacted to bblackmoor in Shocker (original 5E character)   
    It's been a long, long time since I have played Champions, but a friend wanted to start a game, and I figured I'd make up a new character. So here she is: Shocker. I had fun writing her up; maybe you'll find her interesting.
     

     
    Character sheet: https://www.blackgate.net/gaming/Shocker_(bblackmoor).pdf
     
    She's a DJ/Electronica composer/performer who got electrical powers after an accident on stage at an illegal rave (as a result of some sketchy yet life-saving experimental treatments she got as a kid -- treatments her twin sister did not survive).
     
    For the outfit, I was aiming for Daft Punk meets Tron meets Sith lord.
     
    Shocker has used the name "Shocker" since she was 18 and performed with "Future Shock" when she was living in Reykjavik (she's from Grand Rapids, Michigan, originally). Before that, she generally went by her initials, "CT". She hates her given name, Candi, and hasn't used it since she left home at 16, "Because my parents are trailer park pieces of shit who gave me and my sister stripper names."
  18. Like
    grandmastergm got a reaction from Chris Goodwin in Barrier Peaks type scenarios?   
    There is an adventure in the Fantasy HERO Battlegrounds book that features similar elements and storyline.
  19. Like
    grandmastergm reacted to mattingly in MHI Campaign   
    I've been playing in a Monster Hunter game for a few months now.
     
    After each game, I mock up a book cover to commemorate each of our adventures.
     

     


     
     

     
     

     
     

     
     

     
     
     

     
     
    And, for the holidays, I figured we'd send Christmas cards to our clients.
     

     
     
     
     
  20. Thanks
    grandmastergm got a reaction from Cygnia in Origins Event Submission help   
    Hello fellow HERO gamers,
     
    I'm planning on running some events at Origins in 2019. They will be Champions or HERO games given my disappointment at the lack of those games at the 2018 convention.  Have you ever submitted events to Origins before?
     
    Just curious as I've never done event submissions and could use some help.
  21. Like
    grandmastergm reacted to Old Man in John Wick / Keanu Reeves for 6e   
  22. Thanks
    grandmastergm got a reaction from Duke Bushido in Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)   
    1) I liked the chess title, even though I'm nowhere near that level but I think I'm that level in terms of GMing (maybe).
     
    2) Dungeons and Dragons 2nd edition (I played it as a youngster, about 12 years old or so)
     
    3) Also D&D 2nd edition, although I had help from my friends.  We re-enacted the Battle for Helm's Deep 2-4 years before Peter Jackson did it on the big screen.
     
    4) I'm currently GMing some games with a couple users on the forum and playing in games that they're running.  We're doing HERO System 6th edition.  I also GM a monthly Savage Worlds game (underrated system, but it's far more rules-light than HERO) and GM a monthly HERO game online for the Kerberos Club.
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    grandmastergm got a reaction from GM_Champion in Durham, NC vicinity   
    Actually, let's not say may- I will, when the time and budget are right.
  24. Like
    grandmastergm reacted to mattingly in Toxic Avenger Stats   
    Toxie wanted a pic with (mini-)me at Supercon last weekend.
     

  25. Like
    grandmastergm reacted to Ninja-Bear in Gen Con 2018   
    My bucket list is to make one sometime.
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