TorgHacker wrote:So here's what the Cyberware and Occultech Perks _actually_ end up doing. They allow you to purchase 'clean' cyberware. In the Cyberpapacy, cyberware is readily available...but it's permanently connected to the GodNet. You can be tracked, or worse. The cyberware you're spending a Perk on is almost completely devoid of those drawbacks, and works nearly perfectly. In Tharkold, occultech originally comes from technodemons. It's tainted with a hint of magic. Technodemons can smell it, and track you down. Easily. Cybertech origianlly made for demons but used by humans is going to have problems...but the Perk you spend represents the occultech you track down that _isn't_ flawed. It's been completely cleaned of magic. It works nearly perfectly.
I definitely agree that perks solves a *lot* of problems with character creation and advancement in the old rules, especially from a game balance perspective. And though I personally loved the beauty of OTorg's magic system, it was brutal to all but the most experienced gamers. I am also keen to see a game where players actually spend possibilities on something other than soaking damage, negating villain's possibilities or a shot at glory.
But looking specifically at occultech, it appears to be as good as Cyberpapal cyberware despite the different Tech axiom. Granted that the perk has a strength pre-requisite, but the implants have neither a magic axiom or a star indicating that they are supported by the Tharkold world laws. This seems a little strange from both a rules and setting perspective. It means occultech functions fine in the Cyberpapacy, but cyberware is a contradiction in Tharkold. Occultech is described (p 95) as a blend of magic and tech. Even if the demonic influence is exorcised for occultech obtained through the Perk, does that mean that the implants become pure tech? If so, should not some cyberware also have a tech axiom of 25, if it is functionally substantially equivalent to an occultech implant?