Really cool! It’s clear you have a great vision and it comes out in the doc!
My feedback:
<<100% based only on my own SUBJECTIVE taste: You’re world book - your rules!>>
Additional Rules Nice, they look fun!
Active Defense: Cool! I like! What is Energy? How does it work? This should be explained in Additional rules section.
Armour Points: Just call it “Armour”. B+S uses “Armour Points” and it means something else, so that is confusing. Also I think “Damage Reduction” is clearer than “Damage Absorption”.
Chaos Mode: Love this I’d consider just EASY instead of DOUBLE EASY (really you have to test to know for sure). Change “6 rounds/1 minute” to 1 encounter. Like @Ezzerharden said, not super clear who this is for.
Character Creation
Overall, I like this all a lot! You certainly took my version of character creation and made it totally your own! nice! However I did find a few things a bit confusing for 2 main reasons: Classes and Background layout/categories.
Classes?
So there are no classes, or occupations are classes? Or are occupations more like backgrounds? Are all characters Archons? Is progression based on milestone rewards? Do players design their own “class” with the gm in the form of milestone rewards?
Layout
“Background” section is little confusing. It has Personality tags, items, weapons and occupation (=class??) all together - which for a lot of RPG players is not what they understand as “background”. I think you need to fix the layout a bit. For example, maybe there should be 2 sections: BACKGROUND/TAGS and ITEMS?
Figure/Stature
Personally, instead of figure/stature table, I would just say “give 2 TAGS to describe your appearance” and then give some examples (One-eyed, bulky). This way the player is only writing tags that really trigger their image of their character. (Tables at the end of the book is always nice though ;))
Age + Complications
The age/stats/complications thing is awesome - I will steal this!
+2 or +4 stats is really strong and story complications are fun, (and affect the whole party anyway). So I see little incentive to ever play a young character. Instead of complication, I’d make it a character FLAW (eg. Bad leg, “Don’t call me chicken”, alcoholic, bad memory, colour blind, adrenaline junkie, etc), remember the GM can make ANY TAG a story complication anyway (“those guys who gave you that bad leg have come back”). I’d still have complications, but as an extra thing any character can have.
Descriptor
It’s not clear why “descriptor” is an Item and not a tag, is also seems to overlap with Personal Oddity. I would just call it PERSONALITY or TRAIT “1 or 2 TAGS to describe your personality or quirk that identifies you”
Love, Hate, Fear
Hehe, this is fun. But I would caution you of having too many personality TAGS. As a player I’ve found it can be overwhelming to have too many cues in the beginning. Maybe suggest that the player can use just ONE of these? Or even better, players can find out what these are through playing and add them later!
Items/Weapons
Cool! I like the list, it gives a feeling of the world. I want even MORE!
Maybe suggest players can make up an occupation and choose 2 appropriate items as well
Connections
Both Bonds and Complications are really nice.
I would make complications something any character can have (not just oldies). Maybe through playing adventures in the world, players will get new complications! Maybe they can choose to start with a special/nice Item, but it comes with a complication?
You could also add “contact” if you want, 1 or 2 people they know in the world.
<<I’m not 100% clear what you mean by “complication”, maybe I’m misinterpreting you. Give an example? Examples makes things real clear I really like examples in RPG books!>>
World Primer
My overall suggestions is LESS = MORE. You have SO MUCH good material here that it’s a bit TOO MUCH. I really liked that you start by saying the Origin is unknown. As a player and GM my imagination is ignited and I’m thinking “ooh this is mysterious”! But then it goes into a lot of detail and history, which is hard to follow and makes the world less clear in my mind. Remember, a World primer’s goal (in my opinion) is to communicate the FEEL of the world. Too much detailed history/background dilutes this.
Ask yourself: what is the MOST important info to communicate? What communicates the idea to the reader in the shortest/clearest way? This will transmit the idea in your head to me most effectively. Too much text dilutes the feel of your world (this is a really hard skill I struggle with as well, but I think it is why ICRPG is so great for example).
The Nexus section is rather confusing. It is straight after the “history” section, and then continues the history. I’m not really clear of what the Nexus is.
Make subheadings that are easily understood. I don’t know what “Primarita” or “Zai’Nihitas” means when I first read this book. When I read a subheading, I should immediately have an idea of what this is about. Eg. “Primarita, a new energy source!” or “Zai’Nihitas: Psyionic Creatures”
I think your location descriptions are GREAT! Really cool! Love these a lot. My only suggestion is to make an extra section called “Places of Interest”, because there are too many points under “lay of land”.
Just to be clear: I really like critical feedback, so that is what I usually give. But this is just my own subjective opinion (ie. it means nothing). You should do what feels true to your idea! Overall this is an original and interesting campaign setting I’d be excited to play in. Great job!!