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Well this has certainly got my attention, and I quite liked Technology Expanded the companion book, anyone up to sharing a little review of the material in here?
Author here. A basic rundown is as follows
-Psibertech: a new system which lets characters trade feats, talents, or powers for cybernetic implants. Many are tied to psionics in some way, such as a skeletal augment that boosts the effects of psychometabolism powers or a robot arm that merges with your mind blade.-New Archetypes for the Aegis, Druid, and Daevic, all of which use either the new templates or the new variant rules from this book
-Some new technological weapons, most notably the Rocket Glove, Monofilant Stiletto, Micromissile Array, and String Launcher (my personal favorite)
-Armor Penetration, an alternative ruleset for firearms and advanced weapons as a replacement for them just hitting touch AC.
-New armor and weapon enhancements, many of which are geared towards high-tech settings and characters
-A bunch of templates, 8 in total, which are designed for high-tech monsters. Robot animals, fleshy mecha, undead AI, and radioactive dragons are among them
-Modular Robot variant rules, which offer allows players and GMs to custom-build robotic constructs for a wide variety of purposes. 19 sample robots are provided.

StSword |
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I especially liked nano-metabolic interface and Resonant Musculature of the Goddess
I do wish Necrotic Scourge Augmentation had been written with the intent to include an option for those playing an undead character (thanks to third party material). But oh well.
Kudos for the aegis inspired power armor rules.
Only wish the rules had been in one book, because Arcforge really made me want an akashic iron man type archetype for the Helmsman.

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I especially liked nano-metabolic interface and Resonant Musculature of the Goddess
I do wish Necrotic Scourge Augmentation had been written with the intent to include an option for those playing an undead character (thanks to third party material). But oh well.
Kudos for the aegis inspired power armor rules.
Only wish the rules had been in one book, because Arcforge really made me want an akashic iron man type archetype for the Helmsman.
Psibertech and Technology Expanded were originally a single book, but we split it into two volumes. If you want to make an Akashic Iron Man, there are ways to do it with content in either book.
Not familiar with any playable third-party undead races. Which books are those from?

StSword |

Well the In the Company of...series has both a Wight and a Vampire book (so as a playable race with a monster class), and Necromancers of the Northwest have a playable vampires (revenants) in their Liber Vampyr series, available as a template and as a class feature since the vampire classes gain the revenant template as a first level bonus.
I'm sure there are others, but that's what I can recall offhand.
And yes, nothing stops a Helmsman (or any other class) from buying power armor but the class features would still be about controlling and enhancing mecha instead of enhancement of worn power armor.
Perhaps something something like that will make the cut if you decide to make this a trilogy.
Arcforge Magitech perhaps?

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Psibertech is already here, and now Arcforge: Star*Path is coming up next on Friday!
Except on it's already here at the Legendary Games webstore!

Endzeitgeist |

Part II of my review:
The pdf also provides the psiborg racial variant for the noral race: +2 Constitution and Intelligence, -2 Wisdom, starts with a psibertech piece’s basic augmentation and treats their level as +1 for its purposes, and an increased implantation value of +1/2 character level (min 1) as well as a decrease of the Heal check to install cybertech by 10; the variant loses symbiotic resistance and surge for these. Androids can choose three new alternate racial traits for a similar start play with a basic augmentation, Small androids, and a bonus feat in place of nanite surge. Forgeborn can replace fearless with a piece of psibertech and its basic augmentation. There is more interacting with the eponymous psibertech: The Crystal Psiborg feat transforms a psicrystal into a piece of psibertech, granting you its base augmentation, but eliminates its autonomous ability to move; I don’t think doubling the personality based benefits in this context was the best call, though. Feat-wise, an Android or construct can choose the True Machine feat, which nets you full construct apotheosis, the robot subtype and 1 UP, or the clockwork subtype sans winding requirement. This feat may be taken at 1st level. Seriously, this feat is not a good idea – I’d rather recommend basing the like on a player race properly designed to account of the copious immunities of constructs. It’s not like we don’t have enough of those. Alternatively, if you wish to salvage the feat, I’d strongly recommend implementing a scaling mechanism that lets the player choose new immunities from the construct’s lists as the levels progress. Otherwise: Kill this with fire. It should also be noted that soulknives and zealots can use blade skills/convictions to tap into the psibertech engine so prominently featured above.
Which is also what we should talk about next, for 15.5 pages are devoted to psibertech. Cybertech is interesting, in that it blurs the line between item and class feature: A psibertech implant may be chosen in lieu of a power known, feat or selectable bonus feat; if the character does not have a manifester level, they use class levels in a class granting Wild Talent to determine manifester level-based benefits. A character must first choose the respective basic augmentation before choosing an advanced augmentation; if the character has 3 advanced augmentations, they get the ultimate augmentation at 20th level. HOWEVER, psibertech does occupy a slot and has an implantation value, and they have a weight. Unlike regular cybertech implants, these psibertech pieces can, as you can glean, not simply be bought…or can they? After all the information on individual psibertech benefits, there is a note that provides global pricing for psibertech crafting: 5K for the basic augmentation, +20K per advanced augmentation, and +50K for the ultimate augmentation; twice that price for being bought and installed. This latter section is one I’d be careful with, but do appreciate as a whole: Adding these costs to the class feature angle might be a way to keep the psibertech power in check for less high-powered campaigns. It should be noted, though, that in comparison to regular cybertech, psibertech is VERY low-priced. 1/day full-round action to replenish all power points is certainly worth more than 100K gold.
There is one aspect about psibertech that I consider extremely problematic and broken, regardless of campaign power level. You guessed it. Mechs can get psibertech if they have the proper body parts. Thing is, the pdf doesn’t really explain whether the pilot has to pay for in class features, whether the crafting is the only thing, or any limits – is psibertech a mech enhancement? Not that it’d matter. Psibertech as a sub-system has no semblance of power-parity with regular mech enhancements, and it’s very much obvious that this section was pretty much a very ill-conceived afterthought, as psibertech’s rules language never intersects properly with that of mechs, making cross-interaction very wonky at best. You guessed it: Kill it with fire. Scratch that, make it “Kill it with untyped damage.”
To give you an idea of what to expect: At the same implantation value of comparable cybertech, the arm of the augmented blade acts as a mind blade or call weaponry, which replaces your hand as though affected by graft weapon. Rules syntax isn’t 100% clear here in whether this means that only that hand is lost while the weapon is drawn, or whether the benefits of graft weapon also are assumed to apply. It could be read either way. The advanced Augmentations (header not properly bolded) include threat range increases of +1 (which do stack with keen, but NOT with static threat range increases, retain usefulness in areas where psionics don’t work, a critical multiplier increase of up to x6, or making it count as a DR-bypassing material chosen from adamantine, cold iron or silver. I think adamantine should have a minimum level here. The capstone ability nets auto-confirmations of critical threats. (Yes, there’s a lot of missing formatting here, unfortunately.)
The collectivist’s mental uplink requires a collective to do anything (and should probably specify this as a prerequisite), and allows you to add willing creatures as a move action, and expend psionic focus to add a willing creature as a free action. This is potentially very strong, but the “willing” caveat does prevent abuse via Unwilling participant etc. and a breaking of the offensive capabilities of the collective engine. The advanced augmentations here include making all collective members count as having your teamwork feats for the purpose of the psibertech augmented creature gaining their benefits, a shared awareness of creatures regarding concealment, and a very powerful one: manifesting powers through collective members – but that last one is actually properly kept behind 15th level and another augmentation as a prerequisite. Remote viewing through members is included, and the capstone doubles collective members.
A psionic tattoo-based one can be found, and there’s one that provides the ability to morph and infiltrate, including options to fortify their mind, deliver false readings, etc. There also is an athanatism-themed enhancement that could be thought of as somewhat themed in line with Death Stranding (which I btw. grew to absolutely love after hating it for the first 10 hours…) There also would be one that allows for psychometabolism powers to double duration (doesn’t stack with Extend Power); nomads gain mobility-enhancers (which include altering teleportation destination by up to half base speed – very cool!) – and yep, the nomad still has to have “line of site[sic!]” to the destination, but that’s at least just a typo. With mech pilot’s bond, you can teleport your bonded mech to you (again, this should have a prerequisite that, you know, it requires an actual bonded mech to do anything…), and a vocal enhancer can improve the mind-affecting abilities of the target. Interesting, btw.: There is a piece of psibertech that has construct-apotheosis as an advanced augmentation – only here, it’s locked behind a proper minimum-level-requirement. On a minor meta-level complaint, some bonuses here probably should be circumstance bonuses, as that’s usually the bonus type associated with regular cybertech. Some of these augmentations, just by the way, are pretty much game-changers. If you have plating of the psion-killer, you get the ability to choose an advanced augmentation to fire off a 30-ft. radius dispel psionics with ML equal class level (should be character level), usable every 5 rounds. This is very potent, but also pretty darn cool, and at 16 lbs. weight and implantation 3, it does have a cost. Flat-out power immunity for any power to which PR applies is locked behind 12th level, as another example for the augmentations provided here. I am not a fan of the one that nets you slowly replenishing technological charges and charges of psionic items, and replenishing the entire power point pool in 2 hours? Ouch.
An incorporeal phantom lite also ranks among the more potent pieces here. Fans of Path of War also can psibertech that interacts with Path of War Expanded’s sleeping goddess, which does, among other things, allow for the substitution of expending 2 readied maneuvers instead of psionic focus. This one is very powerful, but that’s what fans of Path of War know and expect. There also is an interesting piece of psibertech that eliminates the limitations of cybertech – only up to implantation value works at once, the rest becoming latent, and with an advanced augmentation, they can have two pieces of cybertech that take up the same slot, active at the same time. MOST of these are pretty well-balanced. Most. Not all. Temporal schemer’s interface, for example, has a cool base power – automatically notice delayed powers or those set up triggered. Cool! An advanced augmentation nets you, however, the option to make a move action to get as second swift action. That can be EXTREMELY powerful. Don’t do it. Seriously. Swift actions are extremely valuable. This should have, at LEAST, a 15th level minimum prerequisite. Readying a full round worth of actions is also insanely strong, and it introduces a whole can of worms. As a whole, I love a lot of the psibertech ideas – pretty much all of them. But their internal balancing, even without the subsystem-spanning issues, imho would have warranted further finetuning to ensure that the material is on a singular level.
The magic/tech item section includes a means to fire ranged touch, rays, cones and lines through weapons to add their enhancement bonus to the attack roll or save DC, doubled charges and ammo capacity for just the equivalent of +1 (x5 for +3 in the greater version), injecting weaponry, etc. – the armor penetration rules also are featured here, with AP-ignoring armor, laser-weapons increasing AP, etc. – some interesting ones here. Combined weaponry is interesting (but should specify that components lose e.g. finesse if not both of them have that property…); an modification that decreases charge uses, means to withstand psionics/tech-negating fields and 3 regular cybertech types are also included: One is essentially a template-based slavecollar, one decreases psychic enervation chance (with a limit). Realignment chips are interesting, if very low-priced– at 36,400 GP, they allow for the swift action regaining of psionic focus, though each subsequent use renders you first fatigued, then exhausted – and this DOES have a caveat that prevents abuse, bypassing immunity. Kudos for that! It’s in instances like this that the series shows how good it can be. A couple of neat items (balanced against the Armor Penetration-rules) are provided alongside two new artifacts, including the mighty mech/robot-crafting Arcforge.
Apart from the 4.5 pages of aforementioned robot customization engine, the last 30 pages of this module deal with creatures – first, with a whole array of new templates. These include sample statblocks, and feature the biomech template, data phantoms, a variant mindborn template, a template for modular constructs, one for the aforementioned slave-angle (shell), synthetic creatures, the anti-magic spellspurned and one for radioactive creatures. I did not reverse-engineer all of the sample creatures, but at a glance, the builds and templates generally are neat and interesting. The robot section ranges in CRs from 2 to 16 and includes terraformer bots (looking like birds with drill-beaks), and seriously ends the boot on a useful and versatile note.
Conclusion:
Editing and formatting are, like in the core book, very much uneven – psibertech sometimes gets high-complexity stuff right, only to botch in the easy parts. Formatting is often very inconsistent, but less so than in the first book. This pertains to rules-language as well, which oscillates between “I’d allow that in a heartbeat” and “what were they thinking” – the latter applying primarily to anything regarding attempts to crossover between subsystems. The pdf sports a nice array of old and new full-color artwork. Bookmarks are annoying – the first part of the pdf is bookmarked with a few lines, but after the daevics, the entire template and robot and item section has no bookmarks, making navigation of these parts a pain.
Matt Daley & Michael Sayre’s Arcforge: Psibertech shows many of the same issue of the core book, but also does many things better: Within the individual frames of reference of the individual subsystems, the content tends to be cleaner than in Arcforge: Technology Expanded. While internal balancing isn’t often as tight as it should be, if you do exert some caution, you can get some seriously neat mileage out of this book. There’s this part of me that loves this book.
And then there is the part of me that is infuriated by the plethora of formal glitches and uneven balancing, and more so, by the absolutely broken links between subsystems.
These aggravating afterthought-like crossovers that compromise the systems they intersect with; both psibertech and the robot upgrade system have no business intersecting with the regular cybertech (pricing all off in comparison) or mech engines (balancing of UPs vs. mech enhancements all off); considering that the core book already had its issues in the core engines and how the engines of classes and sub-systems interacted with the mech-engine, adding these on top is asking for a colossal cluster-f*** - and not in the fun way, but in the “how the f*** does this line up” kind of way.
In short, when seen from solely a design/balance perspective, this is broken as all hell.
Dear lord, this is a rough beast of a book, and one that clearly shows that it desperately needed some serious playtesting, development, etc. – this, like its first book, could have been a milestone. It oozes cool ideas. But, and there’s not questioning that, it does fall short of its lofty ambitions.
And yet, while I consider this book DEEPLY flawed, I also can see it having its appeal: If you take care, eliminate the broken bits, and want to flex your design muscles a bit, it’s actually a book that’s surprisingly easy to redeem (provided you can handle the complexity of the subsystems): Rebalance a few components, limit psibertech and nerf a few parts, kill off the system-crossovers, and there you go – psibertech is a book you’ll get a TON of mileage out of. For me, as a private person, I can get a ton of fun out of this!
As a reviewer, however, I can only rate what’s here, not what I wish this was, or what *I* can make the book into for my table. I have to rate this book for what it is.
And it *is* a flawed book that shows glimpses of true greatness time and again, but still falters. Worse for the system-inherent context, this book compromises the mech-engine, which already was struggling under the none-too-great class option components in the first book, even further, at least if you are not careful and realize how broken those system-crossovers actually are. Considering that aspect, I should rate this lower than the first book; probably around the 2-star vicinity.
However, idea-wise, and within the systems presented, the book also does a lot right. Moreover, the extensive bestiary section is super useful for the GM, and, it covers almost half of the book, it needs to be weighed accordingly.
As such, I actually do consider this book slightly better than the first one, but it’s still an incredibly uneven book, one that makes the first Arcforge book more uneven as well; hence, my verdict will be 3 stars. If you are a very crunch-savvy GM (or simply not concerned about balance) then consider this to be a full-blown recommendation; if balance matters to you, do yourself a favor and bear my warnings in mind. I thought long and hard, and while I really wanted to rate this higher, round up, etc., but I just can’t justify doing so. The book has too many serious and pronounced issues to warrant doing so.
For me, as a person, it’s a good book that inspired me to flex my design muscles, but as a reviewer? As a reviewer, I can only recommend this with reservations and very pronounced caveats.
As an aside: One of the authors has expressed a desire to revisit this series at one point. I’d LOVE to see that.
Arcforge is one of those frustratingly-rough books that really shows potential, and this holds true for this second part here as well. Now, the first book and this one were probably part of an original document, split in production; the following installments were not, so I’m looking forward to seeing how/if they improved upon the lessons learned here and engines crafted.
Endzeitgeist out.