It was hard not to make the standard "Electric Bugaloo" joke in the title. :D

Anyway, here's the first post of the Delta's second iteration. I'm not going to be adding much in the way or lore, but I do hope to make a more playable and fun version of the mechanics as well as opening up options for the GM and the players. That said, let's get cracking.

The scope of this iteration is strictly improving the character options, working on electromagnetic guns (namely bringing them up to snuff), and looking at rules from Action and Social Engineering to potentially introduce. My goals are to have a set of weapons for characters to choose from, a set of of packages for players to pick from while building their characters, and a set of options for both cybernetically and biologically enhancing characters. I also want there to be a set of easy to understand rules covering both action scenes and the more roleplay heavy social scenes.

While it may seem like a lot, I think that using Action 2 and Action 4 will cut down on a lot of the work. Social Engineering is new territory, so that will likely be more of an exploration to see what could work and what won't. I'll be limiting the options from Bio-Tech and Ultra-Tech for now to keep things from getting too crazy. I'll also be looking at the core activities I listed in the Building a Framework post to see if there's any changes I'd like to make there.

One of the things I am definitely going to be reworking is the point totals for characters. Currently, the plan is to run this through two sub iterations with the first one being standard Action with 250/-50 characters and the second being 250/-75 characters to see how things work out. This is subject to change once I've started working on adding cybernetics and biological modifications in earnest in the next iteration, which will probably be more tech focused.

Taken all together, this is what the plan for this iteration is looking like:

  • Evaluate and choose rules to add from Action 2
  • Evaluate and choose rules to add from Social Engineering
  • Evaluate and modify skill packages from Action 4
  • Character rebuilds and testing
    • Using 250/-50 points
      • Rebuild Hal Horace
      • Rebuild Isa Lao
      • Rebuild Jose Ramirez III
      • Playtest
        • Action Scenes
        • Social Scenes
        • Sample Session?
    • Using 250/-75 points
      • Rebuild Hal Horace
      • Rebuild Isa Lao
      • Rebuild Jose Ramirez III
      • Playtest
        • Action Scenes
        • Social Scenes
        • Sample Session?
  • Evaluate and test cybernetic and biological modifications
    • Pick low cost options from both books
    • Build sample characters
      • Build bio modded character
      • Build cyber modded character
      • Playtest
        • Action Scenes
        • Social Scenes
        • Sample Session?
  • Redo Gauss and Rail weapons.
    • Test updated weapons in previous action scenes.

I saved the weapons modifications for last since we'll have more examples to look at for comparison and to see how the weapons would have affected the outcome. Most of the rest could be in any order, but I tried to apply some logic to this, so we'll see how this works out. I look forward to seeing how this works out and what all of y'all think. Until then,

Later Space Cowboy!