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.

GradeChrome RatingTypical PriceDescription
Standard Grade (SG)CR 1~100–1,000Basic prosthetics, simple implants
High Quality (HQ)CR 2~500–5,000Enhanced optics, reinforced bone structure
Rare (R)CR 3~2,000–15,000Advanced sensory implants, weapon systems
Exotic (E)CR 4~6,000–50,000Experimental 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.

SG = DC 10HQ = DC 13R = DC 17E = DC 20

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
HandsCR 1
Passive
  • Your Physical Strikes now deal 2d4 Bludgeoning Damage.

Anaerobic Booster

600 credits
TorsoCR 1
Passive
  • Use the Grapple or Brace Action as a Quick Action.

Apex Optics

800 credits
SkullCR 1
Passive
  • 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
TorsoCR 1
Passive
  • +1 Fortitude Defense Rolls, +5 Max HP, Resistance to Piercing Damage, Vulnerable to Electric Damage

Follicle Manipulator

500 credits
SkullCR 1

3 Charges

Activation
  • QA/R | 3 Charges: Instantly alter the length, volume, style, and color of your hair.

Impact Absorbers

700 credits
LegsCR 1
Passive
  • 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
Chosen limbCR 1
Passive
  • Immune to Injuries involving Breaks or Fractures in these Regions

Light Proxi-shield

1,200 credits
Central Nervous SystemCR 1

1 Charges

Activation
  • 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 credits
Central Nervous SystemCR 1

1 Charges

Activation
  • 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 credits
SkullCR 1

1 Charges

Activation
  • R | 1 Charge: Instantly removes the Stunned Condition.

Thermoregulator

1,000 credits
TorsoCR 1
Passive
  • Resistance to Thermal and Cryo Damage. Can slow vitals to appear Dead. Vulnerability to Electric Damage

Titan Personal Shield

1,300 credits
ArmsCR 1

1 Charges

Activation
  • 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 credits
Central Nervous SystemCR 1

1 Charges

Activation
  • FA | 1 Charge | 2 Rounds: Gain +1 AP per Round for the Duration.

Aerobic Booster

600 credits
LegsCR 1
Passive
  • +3 Speed

Cognitive Booster

950 credits
BrainCR 1
Passive
  • +2 to all Cognition based Skill Checks

Concealed Carry Insert

700 credits
ArmsCR 1
Passive
  • 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
HandsCR 1
Passive
  • 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
LegsCR 1
Passive
  • Grants +1 m of Movement on a successful Reflex Defense Roll.
  • Vertical and Horizontal jump Distance increases by +2 m.

Neoprene Soles

800 credits
FeetCR 1

2 Charges

Activation
  • QA/R | 2 Charges | 1 Minute: While Hidden, gain Edge on Stealth Skill Checks.

Novasight Optics Crow's Eye

1,000 credits
SkullCR 1
Passive
  • 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
SkullCR 1
Passive
  • +2 to detect Hidden creatures within 10 m

Targeting Virtual Assistant

1,200 credits
BrainCR 1

1 Charges

Activation
  • 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 credits
HandsCR 1

3 Charges

Activation
  • 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 credits
Central Nervous SystemCR 1

2 Charges

Activation
  • R | 2 Charges: Allows the Weaving of any Memorized Innate or Novitiate Spell as a Reaction.

Arcane Reserves

1,000 credits
Central Nervous SystemCR 1

1 Charges

Activation
  • QA/R | 1 Charge: Immediately regain 1d6 ARC.

Chromatic Implants

720 credits
TorsoCR 1
Passive
  • +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
BrainCR 1
Passive
  • +2 to all Concentration Checks

Neural Pathway Optimizer

1,350 credits
BrainCR 1
Passive
  • Gain +2 MEM Slots

Qiao-Sight

1,000 credits
Central Nervous SystemCR 1
Passive
  • You can see through holographic illusions and detect creatures under Invisibility Magic within 10 m.

Single Shot Injector

500 credits
LegsCR 1
Passive
  • You must equip the Single Shot Injector with one Nanite or Magic Potion
Activation
  • R: Instantly use the equipped potion.

Upgraded Neural Link

500 credits
BrainCR 1

Vocal Resonator

800 credits
Central Nervous SystemCR 1

1 Charges

Activation
  • 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 credits
Central Nervous SystemCR 1

1 Charges

Activation
  • FA | 1 Charge: Weave one Non-memorized Spell from your Spell Codex at half the AP cost.

Shardware

Microchips inserted directly into an Upgraded Neural Link, which holds up to two of them. No separate port is required. Shardware occupies no Region and costs no Chrome Capacity — the limit is the Link’s two slots.

ShardwareCost (credits)Effect
Adrenaline Amplifier1,000
R | 1 Charge | 3 Rounds: Gain +1 AP.
Arcane Recovery1,200
CA | 3 Charges: Gain +1 ARC.
Backdoor Alarm1,000
+2 Hacking Skill Checks towards Purging
Bio-Sig Monitor100
Alerts you when someone is attempting to sample your Bio-Signature and force a contested Hacking Skill Check.
Success: Your Neural Link will give them a false Bio-Sig without their knowledge.
Failure: They take your unaltered Bio-Sig with your knowledge.
Bio-Sig Shard50
Any Weapon or Smartphone/Tablet/Neuropad you have is now keyed to your Bio-Sig. While the Bio-Sig Shard is in your Neural Link, no one else can use or hack these devices.
Charge Sync2,200
QA/R | 2 Charges: Grants an additional Charge to a chosen Cybernetic.
Death Save5,000
1 Charge: Activates automatically to grant 1 success on a Death Check.
Eli-Lite250
FA | 2 Charges: Gain +1 to Attack Rolls with Ranged Weapons.
Hormone Imbalancer800
QA/R | 1 Charge: When you fail a Persuasion Skill Check against any creature, you can re-roll.
IFF500
Range: 25 m, Line-of-Sight
For up to 10 Bio-Sigs you possess, you can visually and digitally recognize them, even through disguises, magical or otherwise, within Range.
Mystagogue Spellodex5,000
Mass produced by the Renjo Company. Digitally translates and stores a Spell. Store any two Mystagogue Spells, whether you know them or not. Weaving one still costs ARC.
Neural Dilation Lens500
+1 to Awareness, Critical Thinking, and Rationalism Skill Checks
Neural Fortifier250
Purge — R | 5 Charges: Remove one Condition or Effect.
Harden — R | 5 Charges: Automatically succeed on a contested Hacking Skill Check.
Novitiate Spellodex2,000
Mass produced by the Renjo Company. Digitally translates and stores a Spell. Store any two Novitiate Spells, whether you know them or not. Weaving one still costs ARC.
Optical Enhancer500
Grants Superior Darkvision
Painductor500
R | 5 Charges: On a failed Fortitude Defense Roll, activate to negate half the damage suffered.
Portable Hotspot100
Range: Self | Radius: 20 m
Your Neural Link serves as a mobile Network, allowing anyone with access to make calls, send texts, or transfer data to a connected Smartphone, Neuropad, or other connected computer tech within the Radius.
Works anywhere on Adamah, and does not rely on Wireless Internet or cell towers to function.
Supports up to 10 connected users/devices on your Network. You can add or remove at will.
Remote Fire300
Allows the use of the Attack Action with a Weapon you have Tech-synchronized with remotely within a 10 m Range.
Satellite Internet400
Connects your Neural Link to a Satellite Internet Service, granting Wireless Internet anywhere above ground on Adamah.
Smooth Operator1,000
Gain Aptitude in the Hacking Skill and Toolkit
Social Interpretor500
+1 to all Charm Skill Checks
Translator Matrix500
Stores one Language of your choice, allowing you to translate both written and spoken word and communicate by speech or text in the language.
Use Case3,500
Grants +2 to a chosen Chrome Capacity (Fortitude, Reflex, Will).
Virtual Interface300
Allows for hands-free operation of devices (i.e. Computer, Smartphone), showing its interface within the field of vision, as though projected onto a screen.
Full Hands-Free Access: Send texts, browse the Internet, or interact with software via mental commands.
Integrated Audio: Hear sound directly through the Virtual Interface.
Vocal Harmonizer300
QA/R | 5 Charges | 1 Minute | 5 m: Records a creature speaking that is within Range. You can sample their voice per Charge. Change your voice to match a held sample. Your voice will sound exactly as the sample for the Duration.
Wayfarer350
QA/R | 3 Charges | 1 Round | 20 m: A map of the topography and location of any other moving creatures or objects within Range will be projected your visual center.