Dudes, dudes... chill.
There's no way I'm going to have time to read all the rules. Making the character miniature will probably take me like 5 months.
I do appreciate having them, but I'm likely to go into this first game having read hardly any. It's better to approach new systems that way in my experience. Also better for roleplaying!
Hmmmm as Arbitrator I see that there might be a flaw in this plan - oh well I’ll just wing it! Rule of cool etc
Also at this point I’m thinking of just using the NCE rules, points costs, skills etc etc and rolling against initiative or whatever seems sensible at the time. Might need to think about the rules for H2H and out of action just so you stand less chance of dying otherwise with a few unlucky roles it could be a brief RPG!
Encounters with enemies can be mini gang fights etc and you could level up in real time.
Oooo the Troll has written a good few pages of NPC bio’s, back stories, side quests and the main quest already. Fairly easy to do Tbf my “slightly” twisted imagination has already built most of it, so it’s just about writing it down.
I’m going with NCE rules, with the amendments suggested by @Tiny above. Rather than “games” we will have encounters that I’ll let you level up afterwards, buy more gear etc.
I’ll give you some more details on character building soon. I’ll do a pdf / intro document.
Example list of suggestions:
1. Escaped pit slave (could be hostile or friendly, depending on how the party approaches them)
2. Filthy beggar (do the party give them a few creds or boot them aside)
3. D3 bounty hunters target (undisclosed party member). Arbitrator determines BH profile (undisclosed).
4. Wild critters (ripperjacks/ millisaurs/ giant rats)
5. Shaky floor, pass initiative or fall into acidic goo.
6. Enforcer Roadblock/Stop and Search
Garret - Ex Goliath Heavy.
Garret was an infamous Heavy in the Goliath gang known as the Wreckin Krew lead by his even more infamous brother Dante. He gave up the gang fighting scene when he and Dante were ambushed while drunk in a Ratskin casino by a rival Delaque gang. The hit killed his brother, but Garret was enraged that the gang stole his beloved motorcycle Jiulia. Now he stalks the Underhive with his twin barrelled heavy stubber that he fondly refers to as Gertrude, the name of his late wife. “Gertrude has the last say in most arguments.” He often quips with a malevolent grin. Garret hates delaques and detests being told what to do. His marksmanship principles revolve around rate of fire rather than accuracy, in fact most of his kills with Gertrude have come when wielding the huge weapon as a club. Garret is scared of heights, something that he has never gotten over. This fear just makes him angry, his old gang mates knew to stay away from him when he was high up off the ground.
I would suggest making every other XP advance chosen rather than random.
You can add moderations, like:
- No choosing the same stat twice in a row
- The characters actions up to that point have to show training for the chosen advance
- Or maybe every third advance is chosen, depending on how much XP you expect them to get over the game
Basically, in a gang of 10, some will roll well others crap, but overall they should average out. In a party of 4 though, with 1 character per player, it's going to be a bit too swingy.
Some other random encounter suggestions:
- Sudden peasouper. You end up in a completely different location than intended.
- Forgotten booby trap (try to disarm by passing 3 consecutive initiative checks and get some free grenades (DM chosen), or ignore and move on)
- Dirty creds (a stash of 4D6 creds that look like kinda suspect, probably counterfeit, no way to tell until you try and buy something)
- Useful fungi (e.g. spook/stinger mould, dangerous to harvest but valuable in the right hands)
There’s going to be a lot of unknowns @undertaker and XP gain is one of them! Problem is if we let peeps choose you’ll have uber killers.
The best way would probably be for me to grant on the fly advances based on actual events in game and cancel the players next natural/random advance. Also I’m planning on tailoring the number and actions of the attackers based on Character ability. It’ll be a little bit experimental until we know what works.