Rather than have a series of specific question or opinion threads, I'd like to start a general one designed for DMs (GM/Marshal/Storyteller/etc...) to pool ideas and experiences.
My own campaign is about to launch, and while I've a great amount of experience behind the screen across other systems, IKRPG will be my first run. I'd like to get feedback before I implement, and other DMs might want the same in the future.
-For now, what amount of starting gold/resources would you recommend for a party beginning at 50xp Veteran? I'm allowing the 'jack marshal to have a heavy warjack(Mariner), but want to get an idea of total value appropriate for each character before we begin.
I have an Alleigant Order of the Fist character in my party. KNG makes distinctions between punches and kick attacks. IKU however does not specify different types of unarmed combat attacks, beyond them having .5" range and the grappling rules. The rule of one attack per activation stands.
-How are punches and kicks distinguished? Where are rules elaborating them located, or is it always house rules? If a character has Two-Weapon Fighting, can they make a second unarmed attack, and can it be mixed with the prior type of unarmed attack?
It's not relevant to the rules if you are kicking or punching except that you can use unarmed attacks with reach if you kick (Serpent Strike) and can make an additional punch attack (Flying fists) that is described as a punch so no Serpent Strike on it. All unarmed attacks are affecterd by Fist of God that only cares about unarmed attacks.
Though the rules for the two weapon fighting ability don't specify unarmed attacks (just hand weapons and pistols) you might allow a second attack with an unarmed attack (with the -2 for the second attack as listed, unless the character has the ambidextrous talent from the Skilled archetypes or spends a feat point to use two-fister).
They could also use the Head-butt ability in place of one unarmed attack, or use Flying Fists ability to make an additional unarmed attack over those gained from the use of the two-weapon ability (if allowed by the GM to count the unarmed strike as a hand weapon. Plus the character may have other abilities that could be used in place of or in addition to the 1 unarmed strike a non-skilled character would have access to. As a GM keep an eye on what could present too many ability and talent interactions that provide the character an overwhelming advantage. But, at the same time what a player can do also a GM could do too.