Cybernetics
Wetware implants fuse biological tissue with cutting-edge nanotechnology, while Shardware chips slot directly into your Upgraded Neural Link. Together they define the bleeding edge of personal augmentation.
Note: All Wetware is categorized by Defense type (Fortitude, Reflex, Will) and Chrome Rating (1–4). See the Technology rules for installation, surgery, and Chrome Capacity mechanics.
Wetware Grades & Pricing
Every piece of Wetware is assigned a Grade that reflects its complexity, rarity, and Chrome Rating. Higher grades demand more skilled surgeons and deeper pockets.
| Grade | Chrome Rating | Typical Price | Description |
|---|---|---|---|
| Standard Grade (SG) | CR 1 | ~100–1,000 | Basic prosthetics, simple implants |
| High Quality (HQ) | CR 2 | ~500–5,000 | Enhanced optics, reinforced bone structure |
| Rare (R) | CR 3 | ~2,000–15,000 | Advanced sensory implants, weapon systems |
| Exotic (E) | CR 4 | ~6,000–50,000 | Experimental tech, reality-altering interfaces |
Chrome Capacity
You can install Wetware up to your Defense Roll Modifier without penalties. Exceeding capacity incurs cross-defense penalties:
- •Fortitude overflow = −1 Reflex
- •Reflex overflow = −1 Will
- •Will overflow = −1 Fortitude
Surgery DCs
Installing or removing Wetware requires surgery by a qualified SEDA technician, a Biomancer, or someone with the Med-School Graduate Feat. Surgery Check: d20 + Aptitude Dice + COG Core Stat. On failure, roll on the Surgery Complications Table; the Effects last until the character's next Long Rest.
Overclocking
Wetware marked with charges can be used beyond its Charge Limits. Each time Overclocked is used, the character suffers 1 Level of Exhaustion.
This applies to every piece of Wetware below that lists Charges. Exhaustion is cumulative and is only cleared by a Long Rest, or where a spell or ability says otherwise.
Fortitude Wetware
Standard Grade
Implants that reinforce the body’s physical resilience; toughening skin, absorbing impacts, and shielding vital organs.
Aluminum Knuckles
700 credits- •Your Physical Strikes now deal 2d4 Bludgeoning Damage.
Anaerobic Booster
600 credits- •Use the Grapple or Brace Action as a Quick Action.
Apex Optics
800 credits- •Thermal Vision up to 10 m: registers distinctive heat signatures through solid objects and pitch blackness, and differentiates creatures from technology. Cannot detect Hidden or Invisible creatures.
- •+1 Awareness Skill Checks
Dermal Reinforcement
1,000 credits- •+1 Fortitude Defense Rolls, +5 Max HP, Resistance to Piercing Damage, Vulnerable to Electric Damage
Follicle Manipulator
500 credits3 Charges
- •QA/R | 3 Charges: Instantly alter the length, volume, style, and color of your hair.
Impact Absorbers
700 credits- •Negates Fall Damage from 15 m or less.
- •Anytime you are knocked back by a failed Defense Roll against a Feat, the distance is halved to a minimum of 1 m.
L.I.M.B. Replacement
1,000 credits- •Immune to Injuries involving Breaks or Fractures in these Regions
Light Proxi-shield
1,200 credits1 Charges
- •R | 1 Charge: When using Fortitude Defense, activate Proximity Shield before knowing your Defense Roll result. If you fail your Fortitude Defense Roll you can treat it as a success. If you succeed your Fortitude Defense Roll, you take no damage.
Nanopool
1,100 credits1 Charges
- •Heal Minor Injury — R | 1 Charge: Heal one Minor Injury.
- •Regain HP — R | 1 Charge: Regain 15 HP.
- •Remove Condition — R | 1 Charge: Remove one Condition or Effect.
Skullcap
850 credits1 Charges
- •R | 1 Charge: Instantly removes the Stunned Condition.
Thermoregulator
1,000 credits- •Resistance to Thermal and Cryo Damage. Can slow vitals to appear Dead. Vulnerability to Electric Damage
Titan Personal Shield
1,300 credits1 Charges
- •R | 1 Charge: When making a Fortitude Defense Roll negate up to 10 points of Non-Magical Physical Damage from the Attack.
Reflex Wetware
Standard Grade
Enhancements that sharpen reaction time, boost agility, and augment sensory processing for faster combat response.
Adrenaline Synthesizer
1,000 credits1 Charges
- •FA | 1 Charge | 2 Rounds: Gain +1 AP per Round for the Duration.
Aerobic Booster
600 credits- •+3 Speed
Cognitive Booster
950 credits- •+2 to all Cognition based Skill Checks
Concealed Carry Insert
700 credits- •You can choose one Simple Melee Weapon to use with the Wetware: It can be drawn and stowed as a Free Action. You can switch out the weapon on a Long Rest
Hackerjacker
350 credits- •Range: Touch (must be physically connected). Use the Hackerjacker to Interface with a compatible System. Make your Basic Hacking Checks with Edge.
Hops
750 credits- •Grants +1 m of Movement on a successful Reflex Defense Roll.
- •Vertical and Horizontal jump Distance increases by +2 m.
Neoprene Soles
800 credits2 Charges
- •QA/R | 2 Charges | 1 Minute: While Hidden, gain Edge on Stealth Skill Checks.
Novasight Optics Crow's Eye
1,000 credits- •Highlights the location of any mundane pieces of technology, items, basic weapons, armor, and Salvageable Material within 10 m.
Novasight Optics Curtain Call
1,200 credits- •+2 to detect Hidden creatures within 10 m
Targeting Virtual Assistant
1,200 credits1 Charges
- •QA/R | 1 Charge: Grants +1 to the next Attack Roll with a Ranged Weapon, bypassing Partial Cover. On Hit, add 1d6 additional Weapon Damage.
The Mimic-Killjoy
600 credits3 Charges
- •QA/R | 3 Charges | 10 Minutes | Touch: Sample a creature's Bio-Sig and store it in the Wetware's cache. For the Duration, you are able to use the Bio-Sig to gain access to any technology with the target's unique Bio-Sig.
Will Wetware
Standard Grade
Implants that enhance arcane aptitude, social influence, and mental fortitude; the domain of spellcasters, diplomats, and infiltrators.
Arcane Instinct
900 credits2 Charges
- •R | 2 Charges: Allows the Weaving of any Memorized Innate or Novitiate Spell as a Reaction.
Arcane Reserves
1,000 credits1 Charges
- •QA/R | 1 Charge: Immediately regain 1d6 ARC.
Chromatic Implants
720 credits- •+1 Charm Skill Checks, -2 Stealth Skill Checks. Your skin and clothing glow vibrantly at high contrast as you take on a Faybrin's Geno-Chromatic Aura at all times. Everything within 2 m, whether a creature, construct, or object, is encapsulated in the aura
Mental Fortifier
825 credits- •+2 to all Concentration Checks
Neural Pathway Optimizer
1,350 credits- •Gain +2 MEM Slots
Qiao-Sight
1,000 credits- •You can see through holographic illusions and detect creatures under Invisibility Magic within 10 m.
Single Shot Injector
500 credits- •You must equip the Single Shot Injector with one Nanite or Magic Potion
- •R: Instantly use the equipped potion.
Upgraded Neural Link
500 creditsVocal Resonator
800 credits1 Charges
- •QA/R | 1 Charge | 2 Rounds: For the Duration, gain +1 to Spell Attack Rolls or Spell Weaving Checks for Vocal based Spells.
Weave Optimizer
1,000 credits1 Charges
- •FA | 1 Charge: Weave one Non-memorized Spell from your Spell Codex at half the AP cost.
Neural Link
The most ubiquitous cybernetic enhancement, in two grades. The Basic is a dermal implant almost everyone in Adamah carries. The Upgraded is seated in the brain and is the only one that carries Shardware.
Basic Neural Link
100 creditsA small, subcutaneous implant essential for most everyday life. The most widely installed wetware across Adamah, with the least invasive of procedures. If Wireless Internet is available it can link to technology, virtual and augmented reality, Wireless Networks, vehicles, weapons and more. It can be hacked. The Basic Neural Link gives no tangible benefits and carries no Shardware. Free to take at character creation.
Upgraded Neural Link
500 creditsA surgical implant seated directly in the brain rather than laid under the skin. Where a Basic Neural Link only carries a signal, the Upgraded Neural Link carries the ports: it holds up to two pieces of Shardware itself, with no separate port needed. It grants full access to technology, virtual and augmented reality, Wireless Networks, vehicles and weapons. Installation is invasive brain surgery, and it is a real implant in its own right — it occupies your Brain Region and costs 1 Will Chrome Capacity. Like any Link, it can be hacked.