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. Another Eberron game

    Are you looking for ideas for a campaign, or things on the mechanical side? If you're looking for ideas I'd suggest getting yourself a copy of Seekers of the Ashen Crown from 4e, really fun adventure that should be easy to adapt. If you grab it do yourself a favor and find Backdrop: Greywall from Dragon #368. Rewrite the McGuffin-finding artifact so it takes a few days, ditch the random encounter dragon fight, and use the Backdrop to treat your players to some time in the city of 'monsters'.
  2. Genesys Mecha

    Yeah, definitely something along those lines. I can say that the Willpower one will probably include something bonus for Scathing Tirade because, let's be honest, anime mecha pilots are always yelling at one another.
  3. Genesys Mecha

    Yeah, with mecha combat at the forefront of whatever campaign these things would be used in, they're going to need to be able to take more than a pair of hits before going down. I'm thinking to include the AD-1S's rules for switching out load-outs just for mid-battle changes; this ties into weapons/gear being lost/damaged getting added in to either the Critical Hit tables, narrative result uses, or both. Showboat immediately comes to mind, but that might be residual trauma from what our pilot put us through in that last Age game. But yes! Past Archetypes and Careers, pilots are going to need Talents to stick out from the crowd.
  4. Genesys Mecha

    A lot of the hard points are going to be in the extremities, yeah! I'm not thinking a hard and fast rule for it at the moment, but as I'm tinkering on the modular mecha I'd like to lead off with, the load-outs are being designed with the arms, the head, the back, etc, being considered. A couple points might be kept for 'internal' modifications like better sensors, better computers, that sort of thing. When I get around to creating machines that are more unique, that's where some special qualities and such will be inherent in the machine, as opposed to gear, but even they will have some room for customization. Probably.
  5. Genesys Mecha

    Little light bulb went off in my head when you mentioned Unwieldy. That . . . that definitely conveys the difficulty of using the machines, and it takes advantage of an existing rule. I didn't have Cunning on the mind, but that could be worth a look too. Or maybe port in some of the change-Lightsaber's-characteristic Talents . . . Anyway, food for thought. Thanks!
  6. Genesys Mecha

    One of the first ideas I had for making a Genesys game of my own was a mecha game - an old Gundam PbP I was a part of had even fiddled around with the idea of using the dice back when Edge was the only thing out - and I'm finally getting started on it and writing about it over at the site. I could probably club the whole thing together inside of a few weeks but, well, we've had an addition to the family, so free time is limited. This first post is the outline of what I think needs to be done - alter the vehicle rules, new critical hit table, Advantage/Threat/Triumph/Despair usage, create gear and the mecha that will use them - and some of how I'm going to go about it. The rest of it will be a slow burn project, which I'm really looking forward to. So, what do you think of the Genesys Mecha Design Goals? And hey, while I'm here, anyone else trying to get giant robots into Genesys? What're you doing to make the system fit the genre?
  7. How many classes don't you use?

    I've run two full Edge games, an Age game, played in a full Age and F&D game each, and have seen every career . . . aside from the poor Explorer. It just never quite grabbed any of my players, but I've got the idea for an Explorer/Colonist game taking place in Wild Space/Unknown Regions in the back pocket. Maybe I'll get the chance to use it one day.
  8. Adventure Log: Living on Borrowed Time

    Thank you very much! As for the future of the Adventure Log, for myself I'll be engaging in some High Impact Heroics, a log of a Masks: A New Generation campaign with a different group, the Prologue for which can be found here. I've got a few sessions stocked up already, I just need to start turning them into articles. Aaron is also going to be starting a new campaign for the log as well, however, a 5th Edition D&D after-the-end-ish hex crawl that he just started. First of that should go live in a week or two. Same group as HIH, so that could have some interesting playstyle comparisons. As for Star Wars, well, the story of the Borrowed Time crew has come to an end, so we're not likely to see them again . . . but maybe some day there'll be a Force and Destiny game with new characters exploring the changes the Borrowed Time made to the galaxy . . .
  9. Adventure Log: Living on Borrowed Time

    The crew of the Borrowed Time and the Galactic Empire's Inquisitorius face off in one final confrontation on the surface of the fiery planet Mustafar! Bodies break and weapons shatter as our heroes and their foes fight to determine the fate of Force users in the galaxy, and possibly the fate of the Rebellion as well! It's going to take more than one Signature Ability to get through this one. Adventure Log: Living on Borrowed Time Part 22 brings the campaign to a close as the party brings the fight right to the home of their worst enemies. As we bid our friends farewell after this final adventure, I look back on the roads not traveled and wrap things up once the curtain has fallen. Thank you for reading, and may the Force be with you!
  10. Adventure Log: Living on Borrowed Time

    The crew of the Borrowed Time and the Galactic Empire's Inquisitorius face off in one final confrontation on the surface of the fiery planet Mustafar! Bodies break and weapons shatter as our heroes and their foes fight to determine the fate of Force users in the galaxy, and possibly the fate of the Rebellion as well! It's going to take more than one Signature Ability to get through this one. Adventure Log: Living on Borrowed Time Part 22 brings the campaign to a close as the party brings the fight right to the home of their worst enemies. As we bid our friends farewell after this final adventure, I look back on the roads not traveled and wrap things up once the curtain has fallen. Thank you for reading, and may the Force be with you!
  11. Adventure Log: Living on Borrowed Time

    Bee'f faces down the dark side on his own, while the rest of the (former?) crew of the Borrowed Time try and plan for an assault that will rescue their comrade and wipe out the Inquisitors once and for all in one fell swoop. Old allies are brought back into the fold, missing links are found, and the heroes stack the deck as much in their favor as they can. We'll just have to hope it's enough. Adventure Log: Living on Borrowed Time Part 21 sees a Bothan going through the worst kind of rehab, some old (and some famous) faces return for a final confrontation, and our heroes grasping at every possible advantage they can get. Once all the pieces are in place, I talk about how to manage a single PC who has been cut off from the others and captured, and how to handle allies of the party who outrank them, in the second-to-last Adventure Log of Living on Borrowed Time!
  12. Adventure Log: Living on Borrowed Time

    Bee'f faces down the dark side on his own, while the rest of the (former?) crew of the Borrowed Time try and plan for an assault that will rescue their comrade and wipe out the Inquisitors once and for all in one fell swoop. Old allies are brought back into the fold, missing links are found, and the heroes stack the deck as much in their favor as they can. We'll just have to hope it's enough. Adventure Log: Living on Borrowed Time Part 21 sees a Bothan going through the worst kind of rehab, some old (and some famous) faces return for a final confrontation, and our heroes grasping at every possible advantage they can get. Once all the pieces are in place, I talk about how to manage a single PC who has been cut off from the others and captured, and how to handle allies of the party who outrank them, in the second-to-last Adventure Log of Living on Borrowed Time!
  13. First impressions

    And Aaron has completed Part Two of our review two days early! It covers Part III of the book, which is all the GM's Toolkit stuff.
  14. Adventure Log: Living on Borrowed Time

    Alas, I'm afraid not! Edge-era Borrowed Time happened long before the idea for the Adventure Log became a thing back during the Mad Adventurers Society days. Rise of the Black Rose does have a few records in the form of that group's quote log, but whoo boy does that lack context . . . and I think one of the players went and made a TV Tropes page somewhere.
  15. First impressions

    We've got the first part of our review here, covering Parts I and II. Aaron will be covering Part III on Wednesday. Short version: the changes they've made to the basic core mechanics of the system are generally pretty good, particularly the Talent Pyramid and the lower characteristic cap, and while Aaron will be the one doing the deep dive on the toolkit portion so far it looks like it's fitting decently well into that middle ground of universal games between, say, Fate and GURPS. Part II: Settings is by far the weakest section, in that they're more jumping-off points for making your own setting than something that can function on their own. They're useful jumping-off points, but the name of the Part is a little misleading, and maybe it would've been better to have fewer examples that had more depth.