I like some of the things they've done with augmentation but IMO there's also some significant questions & concerns. I will list them here.
(Preface with: some weeks back I started a thread regarding what augmentations a starting PC would start with. I don't find the rules as clear on this subject as MaliciousOnion I believe does, but he gave a very reasonable answer. That thread is here:
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Page 162: A metal arm or leg having a high Toughness Bonus is a big bonus, makes perfect sense & is awesome. But having your nose replaced gives the entire head a Toughness Bonus of 6? That’s a big effect that
doesn't
seem to make sense. Replaced lungs, heart or kidney that gives the entire
torso
a higher bonus make even less sense.
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Page 162:
“Bionic Leg”: In general,
I like the bionic limbs having Overcharge. However, I would suggest the
Agility
Overcharge of legs is problematic on multiple levels.
First, the lore has overwhelmingly been the exact opposite - with unusual noted exceptions, the Mechanicus have been sturdy, tough - and lumbering . For example, on page 87 of Inquisitor’s Handbook, Agility was sharply reduced for those receiving ‘Full Resurrection’ cybernetics. When my players were all together reworking their characters to DH2 and found out that Mechanicus started with Athletics Skill, they all said, “Whaaaaaaaaaaat???” (I explained to them it was Acrobatics Skill that would really be the violation - but the point is how deep the Mechanicus lore is.) I like the Overcharge concept and I realize that making it increase Agility for locomotion bionics is really tempting...but it’s not worth reversing Mechanicus lore since its inception - and for no apparent reason besides what seems to be convenience of mechanics. What about bionic legs increases the carrying capacity of a PC? For campaigns that really use PC capacity restrictions, that’s huge.
The second problem is with mechanics - so you get +20 Agility bonus for having one bionic leg? Would seem highly destabilizing, rather than faster, for one bionic leg to be running 25mph and one natural leg to be running 15mph. So +40 for two bionic legs? That can’t be right...? I would suggest that the +20 Overcharge Agility is only available if both legs are bionic. Or, if you prefer for pure mechanics, +10 Ag bonus for one leg and +20 for two legs.
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Page 164: RAW states, "
The number of mechadendrites coiled or folded around a Tech-Priest’s crimson-robed figure is often an
excellent indicator of his rank within the Priesthood of Mars
." Yet the system then lets PCs, including starting Rank 1 PCs, roll for additional mechadendrites without reference to their current rank. Much preferred when the system matches the fluff - how about a restriction based on rank, or alternatively, a modifier based on rank - when it comes to additional mechadendrites beyond the one they receive to start with.
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Cyberbernetics is now are all positive & essentially "free". IMO, FFG had some decent stuff for cybernetics in the Inquisitor’s Handbook pg 87. How about some significant Insanity Points for having big chunks of your flesh replaced? Loss of Fellowship for having creepy buzzing lenses instead of eyes? No more swimming with that tough (TB Bonus) heavy-duty metal? There was even a Fate Point cost for the Full Resurrection.
I find all of that making perfect sense in narrative & perfectly appropriate for a PC that just got wrecked, had to spend a Fate Point & is now being rebuilt...or is voluntarily getting stuff lopped off so they can reap crunch benefits of augmentation. Obviously, GMs can freelance what they want, but it'd be nice if the system laid some stuff like this out, like they did for Full Resurrection in IQ pg 87.
[Edit: The black type color wasn't my doing - don't ask me.]