My session may or may not happen tonight, depending on if people can make it. Why would the experience need to be so high? Part of the fun is watching your character get better over time, after all.
I have noticed that the quirks system could be easily abused, but it should be fine. The group's powergamer is in Japan so I'm not worried.
What needs to be added?
EDIT: So the session had only two guys show up, but I adjusted accordingly and we went for it anyway. They got through everything just fine, the longest part of character creation was deciding on Quirks and then buying equipment.
I houseruled a couple things:
1. Characteristics were rolled as 3d5 + 20. This gave them pretty average starting stats, but with the quirks and aptitude bonus they were in the high 30's for some choice characteristics.
2. Cybernetics from the Bionic Enhancement advantage were only the Scarce ones in OW; this was to prevent a character from randomly having a baleful eye or something like that. My player went with a bionic arm, since it was a mostly flavor advantage rather than an actual advantage.
3. Trusty Sidearm required the gun to be bought, in addition to being Average or better. Didn't have him roll for availability, though.
4. Cursed Sidearm didn't give bonuses. I didn't think it was much of a disadvantage if you could still do 1d10 more damage or hit them in an already injured spot.
5. Starting gear had to be bought, of course, but with a merchant rating of 0.
6. Wounds were generated as 1d10 + 5.
The players completed their first session, albeit both were quite critically damaged. They liked being able to build their characters however they wanted to, and it was interesting to see the concepts they came up with. Neither one abused the character creation system, but down the line I can see my other players definitely doing that.
Edited by cpteveros, 30 June 2014 - 11:26 PM.