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Cannibal Halfling

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About Cannibal Halfling

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  • Birthday 06/05/1988

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    https://cannibalhalflinggaming.com/

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    Boston MA

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  1. Cannibal Halfling

    Meet the Party: Mahō Hunters

    That’s awesome! Hope they serve you well. Glad to hear it! I think a certain amount of planing does have to go in to how multi-clan parties get together and interact, especially if they’re from clans with historical .... conflicts. You can slap the Emerald Magistrate title on everyone and call it a day, which is perfectly fine, but if that’s not what you want to do you need to think about it a bit.
  2. Cannibal Halfling

    Clan Choices at Winter Court 2018

    Well I’M not going to be the one to call him out on it. Not being crushed like a bug is an ideal state imo.
  3. The chance of me not trying my hand at making L5R characters for a Meet the Party was basically zero. For MtP's L5R debut we've got a band of samurai who, one way or another, have come together to hunt Mahō-tsukai, kansen, Shadowlands beasts, and anything else of Jigoku! Kuni Otoya, a Purifier of the Crab Clan hunting Mahō-tsukai and looking to force the other Great Clans to respect the sacrifices made by his. Kaito Jorihime, a Shrine Keeper of the Phoenix Clan protecting her charges and looking to overcome the criticism of her resentful father. Yogo Chen, a Wardmaster of the Scorpion Clan keeping dark artifacts from use and scoffing at the curse of his family. Kitsuki Geriel, an Investigator of the Dragon Clan working to keep the Empire's peace and bring her clan out of isolation. Kasuga Rikyu, a Smuggler of the Tortoise Clan tasked to track dark artifacts on the black market, yearning for the respect of others. Give Meet the Party: L5R: Mahō Hunters a read! Maybe they can find a home at your table, hopefully they at least plant a few useful ideas/morsels of inspiration. Thanks for reading!
  4. The Beta Adventure has the PCs as junior EMs, so that would work out nicely enough as a follow up.
  5. Ran the Beginner Game with seven people and got through with the one set just fine (there was one explosion chain that used all ten dice), so I’d say you could comfortably max out at two sets just to be able to share more easily.
  6. Cannibal Halfling

    You Know You're Playing Age Of Rebellion When...

    . . . when your squad has a bucket list of Imperial rank tabs they're trying to collect via kidnapping/capturing their owners, and everyone is miffed that they've got an Admiral and a Rear Admiral but not a Vice Admiral. Yet. . . . your droid's default solution to literally every problem, encounter, and passing conversation is 'flame projector', and you have to keep ordering him to not burn everyone you run into on stealth/undercover missions. . . . your sharpshooter's relationship with his heavy blaster rifle is more devoted than most marriages, to the point that he gets irritated if you accuse him of cheating on 'Zippy' when he has to use the ship's cannons. . . . your Bothan quartermaster's only skill in social situations involves lying, and instead of checking into hotels he just lands himself in prison on every planet the squad visits. . . . you use your squad's force sensitives as canaries when around force-y nonsense. If they're ever not nervous/terrified of the guy in the dark cloak who's talking about unlimited power, you scream for the non-sensitives to open fire and light the place up like a Nar Shaddaa nightclub. . . . your pilot's callsign is 'Naptime' because he Hotshot'd himself into passing out via Strain mid-flight, forcing you to run through the ship to reach the cockpit to regain control before you all crash and die.
  7. Cannibal Halfling

    Genesys Mecha

    Get the mecha to the catapult system, seal all the bulkheads, and charge up the energy cannons: it's time to launch the Genesys Mecha Support Craft and Ships! We've got flight systems for atmosphere and space, and a patrol craft, cruiser, and assault carrier to fight in your fleets and carry your mecha into battle (or get hunted by your mecha, if on the other side). As part of the package there's a new use for Despair, some new Traits for large ships, and even a new Talent for your ship gunners! In addition, at the end of the article there's a link to something our Patrons got a peek at earlier this week: Anti-Mecha Infantry, Tanks, and Fighter Craft! I tried to balance things so that the ships would be useful, yet still have trouble dealing with a mecha attack run. Let me know what you think, and as always thanks for reading! P.S. @Tesoe I like your funnel/bit ideas! I think I'd use Willpower for the psychic side of things, but that's just my personal preference. I really like them giving a single mecha access to the Barrage actions. @Fumblemunky More really cool weapons and gear. And thanks for your help so far with the Genesys Mecha Armory! Really good work there.
  8. Cannibal Halfling

    Genesys Mecha

    @satkaz @Tesoe I've been mulling over how to handle Newtype Shenanigans and their generic brand psychic nonsense equivalents, and I haven't decided on anything solid. But for Funnels, maybe their use is maneuver? Representing how quickly they move and fire? This may very well end up costing the pilot Strain, but since they're psychic in the first place they'd better have a good Strain Threshold. . . . . perhaps the attack rolls would use Discipline? @Fumblemunky I am digging this stuff. The first ruling I like straight out of the gate, no questions asked. I think I was mentally house-ruling things the same way without realizing it. The hex stuff is nice and crunchy, and while you're right that the level of detail won't work for everyone, it all looks very serviceable. I think people looking for a less abstract, more tactical style would find it very useful. I also really like the Sidearm quality. While I like what I did with the Ogo's Load-Outs, the cases where their weapon gets destroyed have been bugging me lately, and this provides an alternative. Plus, more 1 HP weapons are very good. On passing glance the weapons themselves look good. I'll need to throw them up next to the existing weapons to see how everything compares to see if the math works, but nothing jumps out as problematic. One thought: the Ogo Cannon. With the Ogo Bazooka already in the mix, do you think the Cannon might be better as a shoulder-mounted, Built-In weapon? A weaker version of the CHM-03 Peren's big gun, maybe?
  9. Cannibal Halfling

    Genesys Mecha

    First, thanks for your kind words! Really glad you've enjoyed the System Hack so far. Now on to the questions! 1) Oooo, this is a really good question, and well-timed because I've actually been mulling over movement myself for a little while now. First, you can definitely treat the mecha like a person and have movement be abstract, there's nothing wrong with that. But if you've got the continuous movement in play, I think the most important thing is the change they made to the Accelerate/Decelerate Maneuvers: you can adjust your Speed as much as you want, you just take System Strain equal to the change minus 1. This is why the CHX-05 Ardent got the Scramjet Boosters that lets it Accelerate/Decelerate without taking S.Strain, meaning it can go from Speed 0 to Speed 6 without cost. Picture, if you will, a Bombardier Ogo racing through a city at Speed 3. About to reach a T-intersection, the mecha skids to a stop, chunks of the street being torn up and sent flying into the building the Ogo would have slammed into if it hadn't stopped, its legs groaning from the abuse (the pilot used the Decelerate maneuver, dropping Speed to 0 to bring his machine to a halt in the intersection, and the Ogo suffers 2 System Strain). Target sighted down one branch of the intersection, the pilot aims and fires their Ogo Bazooka! Since Accelerate and Decelerate are capable of much greater adjustments, I think keeping the vehicle movement rules as written could be useful to create some really dynamic action. 2) We're making a general push to put out more stuff for CHG's Patreon in general, so you're in luck: aside from the CHM-01A Aqua Ogo, which is now available for all to see, we just posted a Nemesis-grade Adversary and their custom machine: the ace known as Sablestar, and the CHM-02C Custom Dacar! Genesys Mecha patron bonuses will either be like the Aqua Ogo, where the patrons get to see them at least a week before everyone else, or permanently exclusive like Sablestar. I really want to do more of them, too, both to thank everyone who has been generous enough to support us and bring more people into the fold. Plus they're fun. 3) This is why, for most things, I'm creating hard point costs for every item created as they go into the Genesys Mecha Armory. My basic metric is that one-handed weapons usually cost a single hard point, two handed ones cost two, and most weapons and gear with the Built-In trait (which can't be dropped and don't require a free hand(s) to use) cost two hard points as well. One point of potential tweaking is how many hard points a mecha actually has. Most Genesys Mecha machines have 5 at the moment, but that may be low. There's also the idea, raised earlier in this thread, of using a variation on the encumbrance rules instead of hard points for things like handheld weaponry. After the Support Craft and Ships article in August, September is probably going to focus on Alternate Rules, and something to that tune may show up then. Other things to tweak via gear: I don't have prices, nor rarities, and at some point I'd like to add that in. Weapons and gear also don't have hard points of their own, and honestly that at least will probably remain the case.
  10. Cannibal Halfling

    Genesys Mecha

    Energy weapons, Breach-proof armor, and experimental tech: the Super Prototypes have arrived! I’ve felt pretty sure about the CHM Models, but the CHX-01 Paladin, CHX-02 Warlord, CHX-03 Avenger, CHX-04 Ardent, CHX-05 Warden, and CHX-06 Seeker all push things a bit, so i’m eager to hear what people think. Too much? Not enough? Areas to improve? At the bottom of the article you can find a link to the CHM-01A Aqua Ogo, originally given an early release for our Patrons. Thanks for reading!
  11. Cannibal Halfling

    Less iconic Imperial starfighters

    There's the A-7 Hunter Interceptor, which you can find stats for in Dangerous Covenants. It was expressly beaten out by the TIEs, but remained in use with fringe and local units. If you want a picture they're visually probably a lot like the A-9 Vigilance Interceptor.
  12. Meet the Party takes a walk on the Dark Side! When I was reviewing and making characters with Dawn of Rebellion I noticed that a lot of the flavor text that you might find in a theoretical 'Imperial Sourcebook' could be found in DoR. Then Aki went and created Vena's Imperial Garrison. That sent me right back to the drawing board to create a team of the Inquisitorius, the Imperial Security Bureau, and the special agents they've recruited (willingly or otherwise) using the Dawn of Rebellion Universal Specializations. They are: Second Brother, Anx Seeker Executioner/Padawan Survivor, a broken man who finds solace in breaking others Agent Mya Fallwen, ISB-658, Human Spy Slicer/Imperial Academy Cadet, a true believer in the order and peace the Empire brings to the galaxy. Ommal Maru, Clawdite Bounter Hunter Operator/Pirate, a scoundrel with a blaster to the back of his head, looking for a way out. Snare, Mando Soldier Trailblazer/Retired Clone Trooper, an old soldier who has returned to the battlefield for a sense of belonging. So check out Meet the Party: Dawn of Empire to see what our Imperial agents can do, how well (or not) they get along, and whether or not they'll succeed for their Emperor. As always, thanks for reading!
  13. Cannibal Halfling

    Genesys Mecha

    1) Whoo, Zoids! 2) Very, VERY interesting to see Genesys and X-Wing/Armada mechanics getting blended together. Only thing I need like a mecha RPG is a proper mecha minis game. Keep at it, and keep us updated, yeah? I agree with Tesoe, it's definitely doable. You just have to really lean on the fact that Genesys is a narrative system. Honestly, I'm reminded of something Brendan Conway said when we talked about Masks. To paraphrase, as with real robots vs. super robots, with superheroes you've got wildly different power levels - Hawkeye vs. The Hulk - where if getting hit just involved taking damage then poor Hawkeye would be a smear. But he noticed what really happens in those types of fights, most of the time, is that the 'hits' traded have an emotional impact. There's a near-miss and Hawkeye becomes Afraid, Hulk gets hit between the eyes with an exploding arrow and becomes Angry(er). Hence Masks' Conditions. Now, off the top of my head I'm not sure how I'd do something similar with Genesys (maybe the pilot's Strain Threshold becomes super important/the main target), or even if doing anything mechanical along those lines would be worthwhile in the first place. But I believe it's a thought worth keeping in mind, if only to keep your eye towards the narrative instead of worrying about a Zaku getting pancaked on the TTGL's kneecap. Of course this could also depend on who the players are; you only need to think about it if they're piloting different mecha types. But if they're only piloting real robots and the bad guys have the supers, see Aldnoah Zero. If they're only piloting the supers and the bad guys (mostly) only have real, see TTGL or maybe even just Gundam Wing/00 season 1.
  14. A good while back I was fortunate enough to be a part of the Dice for Brains Season 4 pregame. GM Ross likes to run these things before every season of the podcast to randomize the setting a bit, create a few memorable NPCs to either work in the background or interact with the main PCs, and to build a few story hooks. Season 4 was a particularly heady time; the Kido Rebellion Trilogy had just ended, and nobody knew what the eventually-dubbed Worlds and Orders Trilogy would look like, aside from being more Force and Destiny. Flash forward a bit, and I started to write a bit of fiction about the crew of the Lost and Found, the band of data pirates we created during the pregame that ended up much friendlier than we expected. Just like the crew surprised all of us (and the main characters of Season 4), the story got away from me a bit. Originally it was going to be a gift that Dice for Brains could put on their Patreon. Instead it ended up as a five-part Table Fiction for Cannibal Halfling Gaming. Of course I wouldn't post about it here if it was just the story. Each Table Fiction entry comes with a bit of mechanical material inspired by the narrative contents, so for Lost and Found I created sheets for each member of the pregame and another one for the ship itself. For those who've dropped by CHG before, think of it as an extended Meet the Party. The story parts and their accompanying material are as follows: Part One: A former Alliance privateer down on his luck gets a job offer from a data pirate with an . . . eclectic crew. - Character Sheet: Carga Endel, Klatooinian Smuggler/Thief Part Two: Ugnaught mechanics make for curmudgeonly welcoming parties, and a thief cleans up nicely. - Character Sheet: Thraga, Ugnaught Technician/Modder Part Three: Former Rebels and Former Imperials don't always get along, but when they do they make one heck of a team. - Character Sheet: Elessa Thannick, Human Commander/Instructor Part Four: A new crewmember comes aboard via the airlock, and then jumps out the same way for a job. Space suit not required. - Character Sheet: Sil'vana "Sil" Derlek, Givin Explorer/Archaeologist Part Five: The crew notice something's up with Captain Zaja, head for Centares, and add some very special members. DfB Season 4 Spoilers within! - Vehicle Sheet: The Lost and Found, Modified Loronar E-9 Explorer First, I hope you enjoy the story! Second, I hope the characters are interesting! But most importantly, I hope you go and give Dice for Brains a listen. Not every 'cast or GM can make someone want to write a story about them, but Ross and the crew certainly managed. Thanks for reading!
  15. Cannibal Halfling

    Who exemplifies a 6 in each characteristic?

    Funny that you use Chadra Fan as an example. Few years ago, on this forum actually iirc, there was a thread on that exact topic, re: how do we explain a character whose species starts at Brawn 1 but manages to get it to 6 when you've got wookiees running around. Someone commented to the effect that, the Brawn 6 Chadra Fan? That's not simply a Chadra Fan. That's Tiki the Headripper, notorious all around the Outer Rim for, well, popping off heads like bottle caps, and even your average Wookiee has a good long think before taking on the little monster. Maybe Tiki's really buff. Maybe Tiki is just really good at applying force to the necks of sentient beings at exactly the right angle to enable headripping. Point is that the character went down a very specific path, and that probably gets noticed (and notorious). I mentioned Tiki the Headripper during Age character creation once, as an example to encourage a player who was feeling pigeonholed by starting characteristics. That's how I ended up having to build threats that could actually cause harm to and survive more than two seconds against the vibroaxe of the Chadra Fan Commando known only as The Wookiee. ANYWAYS, as a GM I've run into a handful of Characteristic 6 folk. With the exception of one Slicer and The Wookiee, the other 3-4 were all Agility addicts (some piloting in there, but mostly for the shooting). Success isn't guaranteed, but it's pretty close. Player satisfaction was . . . okay, to be honest. People tended to start to diversify after too long because being too good at their one thing started to be boring for them, changed up gear in an attempt to spice things up a bit, or shuffled the character off this mortal coil.
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