
The majority of biomods don't have any drawbacks attached to them and some are clearly more useful for "adventurers" than others and (depending on power level) the game just says pick 3. There are no game mechanical penalties for being an Alpha, you're just better. That's particularly prevalent at character creation - there is no balance. One theme I think is missing is " Life isn't fair, neither is Blue Planet." You may be persuading me on the viability of this! Removing the stress track! How simple, how obvious. A number of them are outlined in the Fate System Toolkit. Plus, there are plenty of ways of making Fate grittier. It might not be your cup of tea, but it would work just fine regardless - and this is coming from someone who knows both Synergy and Fate. Would it have a different feel than the purely mechanical method that Synergy uses to accomplish the same? Sure. It's just not the system, or the setting, that is doing it - it's their own foibles. They need to be willing to accept compels instead of the default player instinct of stacking up the bonuses to make failure impossible. They aren't one and the same, and the very nature of Fate Core is that the players need to get used to the idea that their characters will fail.

The key here is to not confuse the characters being proficient with an inability for them to get themselves into bad situations. She has skills that can be used to attack the characters, her own aspects, and any hook she can get into the players via their aspects should be exploited to its fullest via compels. Poseidon is, far more than most settings, ripe for the Fate fractal. It is probably just a limit of my lack of familiarity with Fate but I just don't see a way to make Fate Core as, for wont of a better word, brutal as Synergy can be without it no longer being Fate. Note, I'm not just talking about combat, I'm talking about the day-to-day life on Poseidon, hacking through the jungle, negotiating with natives, sailing a boat through a storm, making contacts with the Gorchovs. The characters were in over their heads and the players knew exactly how precarious every decision was. The greatest campaign I have ever run was a Blue Planet game where the players were Everyday characters and part of that excellence came from the knife edge being plainly visible.

There is a frisson of tension at the general deadliness of Blue Planet - every moment matters.

Poseidon is a harsh mistress, the bimodal nature of characters being extremely competent at their areas of expertise and dangerously poor outside their specialisms is a feature of the system for me.
