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DerFrownmacher

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  1. Re: Vehicle Character Sheets Unfortunately I don't have Hero Designer, I was just wondering if there were any simple one-off sheets available. Thanks anyways, though.
  2. Hey again, After poring through ten pages of threads I still can't seem to find one, so I figured it was worth asking. Does anyone know of a Vehicle Character Sheet PDF (or other easily-printed form)? I just started a highly vehicle-oriented Sci-Fi game, but am having trouble with organizing all the PC vehicles. The XLS one doesn't work too well on paper, and modifying the normal sheet leaves a lot of wasted space. Sorry if it's a dumb question, and thanks for your help!
  3. Re: Starting points? Remember, as the GM, NPC forces are exactly as capable as you want them to be. If the Marines your PCs actually fight with on a regular basis don't seem to be providing any great aid, you can always have the players hear tales of another marine unit (like theirs) that just pulled off some epic feat of courage, so they fall like a part of something larger. And if you're going for more higher-powered soldiers, I've found a lot can be done with 75 points plus disadvantages. Gives them the edge they need to survive a silly mistake, but not so powerful that they won't fear for their lives in a desperate situation.
  4. Re: Miniature Selection: Mechs and Mecha All good ideas...thanks a lot, guys! I will still be using a few AT-43 minis (with some conversion) for large boss-scale encounters. I've noticed that players REALLY appreciate (and fear) getting to see some new never-before-witnessed model at the culmination of several adventures. The Heavy Gear stuff is good, but a bit on the expensive side. Nevertheless, options don't hurt... My current plan is looking more and more like using singles from the Battletech Collectible Miniatures game (the Clix one). Though they are somewhat low-quality and plastic, they are also dirt cheap and fairly impressive looking (for 1-5 bucks a pop). I'll just mount them back on standard 40k or 40mm bases. The biggest issue is their scale is really odd, not quite epic 1/300 but not nearly 1/72 or 1/35. Gah. It looks like some of the Gundam Spacecraft could also make for EPIC objective/boss/transport units.
  5. Re: Miniature Selection: Mechs and Mecha Thanks for your help-I realized I was going to have to combine miniatures from different companies. The Ground Zero minis should be helpful, but its hard to find pictures of all their models. Any and all other suggestions still appreciated.
  6. Hello again (it's been quite some time since I journeyed on here). I just finished off a Post Apocalyptic campaign (and a Pulp before that) with great success, and am currently writing a mech-heavy science fiction adventure (my earliest games were Sci Fi, but never got to be fully developed). The problem is, both the Pulp and PA campaign played great with 1/72nd scale modern-day war miniatures, which were cheap and incredibly diverse and effective. Unfortunately, this campaign will force me to expand my collection. I am looking for VERY small scale mechs and aircraft (people aren't necessary, I can just use my current inventory). The Battletech line looks good, but even they are a little large (I would like the ability to portray epic conflicts with Battlefleet Gothic ships-or larger). Epic 40k is way too expensive, and scaling up has the same problem. Does anyone know of any SciFi miniature/toy lines that feature tiny mechs and vehicles or something that looks like them? The aesthetic I'm going for is a hybrid between Mechwarrior style ruggedness and Japanese mecha style (minus the exterraneous bits like the head, fingers and swords). But that doesn't much matter if the minis are that small. Vehicles would also be great, but not absolutely vital (I could figure something out). I realize what I'm asking for is very specific and difficult to find, I was just wondering if ya'll had any ideas or experience to lend. I would really prefer not to go back to using counters, since minis make combat a lot smoother and more visually stimulating. Thanks!
  7. Re: Help! Campaign at risk... Gah! Sorry it took me this long to respond, but the problem seems nearly fixed. As for the supernatural elements, as I said, they were rather Lovecraftian. Ancient forces that don't swell entirely in our realm, but can occasionally be forced to enter it. Basically, stuff that sounds really far out (and borderline lame) until it can be properly explained. So I'm just gonna have to wait until the PCs piece it together, then I'm sure they'll be able to look at the weirder bits of the campaign in an entirely different (and hopefully better) light. Sorry if that was almost impossible to understand. Just got out of work...
  8. Re: I have a setting, but not an adventure! Nice thing about psychics is that they can start to figure out conspiracies without a lot of outside help. Plot twists are always good. Maybe the organization whose raised and trained them and now sends them on missions turns out to be insidiously setting itself up for global domination, and a once-enemy resistance now poses the only chance of survival and success for the PCs? Pretty generic example, but you gotta start somewhere...
  9. This is one of my first posts on this board, so hi everyone. I've been running a pulp campaign for quite a few months (slightly alternate 1933), and had spent much of that time designing a Cthulhu-like mythos surrounding the world and its inhabitants. Within the last few months, I've incorporated an adventure or two delving into this supernatural setting (or rather, things from the supernatural setting delving into the PC's universe), and the results have been distressing. Several characters have supernatural knowledge and themes in their backstory, and so it seemed like a good idea to finally play on those elements. However, three or four players really like the 'weird' bits, one doesn't care, but two of the quickest and most active are highly opposed to it. The elements have already appeared, and are of obviously great importance to the plot, so I can't just annihilate them altogether. I'm considering giving the PCs the ability to stop some of the supernatural factors from coming into play again (in game, by destroying those people and artifacts that would release them) but they are still integral to the campaign's finale. With only a wee bit more than a month left in the quest, I want to figure out how to finish the story without my players leaving disgruntled. I guess I'm just asking for ideas-anything that could help me resolve the situation without sacrificing either my plot or the players enjoyment. Also have to decide whether or not to make the final confrontation with the mundane and mortal enemies-or the far greater powers behind them. Excuse the lameness. Thanks!
  10. Re: Where did this come from? Wow...whatever film that's from, I want to see it. The lower CG resolution has me thinking it's a student or amateur CG film, much like the 'Project Guardian' short (awesome trailer and film if you haven't seen it). Anyhow, that's my guess...
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