Technology
Cybernetic augmentation, digital warfare, and the machines that define life on Adamah — from wetware implants to the Omnivex network.
Cybernetics & Wetware
Wetware refers to cybernetic implants that replace biological body parts with mechanical components. Originally pioneered by Xue Industries — one of the “Big 5” from SEDA.
Chrome Rating (CR) & Modifier
Each piece of Wetware has a Defense Roll Modifier (Fortitude, Reflex, or Will) and a Chrome Rating from 1 to 4.
Chrome Capacity
Wetware can be installed up to the character's Defense Roll Modifier without penalties.
Exceeding Chrome Capacity
For each point a character exceeds their Chrome Capacity, they suffer penalties:
Fortitude
−1 to Reflex
Reflex
−1 to Will
Will
−1 to Fortitude
Wetware Compatibility
Multiple implants cannot occupy the same anatomical location unless their functions are distinctly different.
Head
Arms (Hands)
Torso
Legs (Feet)
Passive
Always active. No usage limit.
Charge
Limited uses. Resets on Long Rest.
Overclocking (OC)
Wetware marked with OC can be used beyond its Charge limits. Each additional use inflicts 1 Level of Exhaustion.
Chrome Capacity Table
| Type | Rating | Description |
|---|---|---|
| Standard Grade | 1 | Basic prosthetic limb, simple datajack, internal comms unit |
| High Quality | 2 | Enhanced reflexes, improved optics, reinforced bone structure |
| Rare | 3 | Advanced sensory implants, integrated weapon systems, neural processors |
| Exotic | 4 | Experimental cloaking technology, powerful energy weapons, reality-altering interfaces |
Cybernetic Surgery
Installing or removing Wetware requires surgery.
Surgery Check
d20 + Aptitude Dice + COG Modifier
Must be a Biomancer or have the Med-School Graduate Feat.
Surgery Table
| Grade | Chrome Rating | Install DC | Description |
|---|---|---|---|
| Standard Grade | 1 | DC 10 | Found in stores, easily used by anyone |
| High Quality | 2 | DC 13 | Generally restricted to Corporations |
| Rare | 3 | DC 17 | Extensive surgery, entire limb replacements |
| Exotic | 4 | DC 20 | First editions or specially made for the rich and dangerous |
Removal Penalties: Each piece of Wetware has a removal penalty that lasts until the end of the next Long Rest.
Surgery Complications (d100)
| d100 | Outcome |
|---|---|
| 1–5 | Fingers tingle. −1 to Thievery Skill Checks |
| 6–10 | Everything tastes like copper |
| 11–15 | Voice auto-tunes mid-sentence |
| 16–20 | Itching around implant site. −1 to Critical Thinking and Concentration |
| 21–25 | Mild vertigo. −2 on Stunts and Parkour |
| 26–30 | Static Discharge: occasionally zap on metal objects |
| 31–35 | Minor motor delay. −1 to Initiative |
| 36–40 | Forget short-term details |
| 41–45 | Slight fever. −1 to Persuasion |
| 46–50 | Depth Perception Blur. −2 on Defense Rolls |
| 51–54 | Implant alignment off. −2 to Ranged Attack Rolls |
| 55–58 | High-pitched hum. −2 on Stealth Checks |
| 59–62 | Brain “reboots” — 1 Round inaction at start of each Encounter |
| 63–66 | Ghostly aches. −2 to Strength-based Skill Checks |
| 67–70 | Voice echoes in head. −2 to Concentration, −1 Initiative |
| 71–74 | Light/sound discomfort. −2 Awareness (sight/hearing) |
| 75–78 | Cybernetics occasionally lock. −2m Movement Speed |
| 79–82 | Random spasms. −2 to Agility-based Skill Checks |
| 83–85 | Body violently rejects hardware. 1 level Exhaustion |
| 86–88 | Random spasms. −2 to Agility-based Skill Checks |
| 89–92 | 1d8 Electric Damage when using a cybernetic |
| 93–96 | Vivid hallucinations. −2 Will Defense, −2 Awareness |
| 97–99 | Body violently rejects. 2 levels Exhaustion |
| 100 | Lose half maximum HP |
Tech Synchronization
Aligning your mind and reflexes with a weapon's design to unlock deeper functions and install modular Traits.
Aptitude Requirement: You must have Aptitude in the weapon type to attempt Tech Synchronization.
Learning Gear: Spending a Full Short or Long Rest studying the gear grants +2 to the Sync Roll.
Tech Check
d20 + COG or INT Modifier (whichever is higher) vs Gear Rating DC
On failure, you cannot retry until completing a Long Rest.
Gear Rating Table
| Type | DC | Description |
|---|---|---|
| Standard Grade | 10 | Common weaponry and equipment |
| High Quality | 13 | Refined, professional-grade gear |
| Rare | 16 | Complex or prototype designs |
| Exotic | 20 | Unique relics or living weapons |
Weapon Trait Slots
After synchronizing with a weapon, it gains modular Trait slots. Installing or swapping Traits requires a Full Short Rest, a Toolkit, and Aptitude in the weapon type.
| Type | Trait Slots |
|---|---|
| Standard Grade | 1 |
| High Quality | 2 |
| Rare | 3 |
| Exotic | 4 |
Omnivex — The Internet of Adamah
Omnivex™ is the planetary digital network owned by Vanguard Ascension Holding.
Connection Types
| Type | Description |
|---|---|
| Satellite | Planet-wide wireless (specialized gear required) |
| Wired | Direct physical cable connection |
| WiFi | Standard wireless in City-States and towns |
| Wavelength | Short-range device-to-device |
Network Types
Closed
Restricted access. Must hack to enter.
Open
Public access. Available to anyone.
Hidden
Requires a specific IP address or invitation.
Extended Reality (XR)
Virtual Reality (VR)
- Enter the Digital Realm
- +1 to Hacking
- Body is Incapacitated while connected
- Abrupt disconnect = 2d8 Psychic Damage
Augmented Reality (AR)
- HUD overlay on the real world
- +1 to Hacking
- −1 to Awareness
Searching Omnivex: Critical Thinking or Technology Skill Check. DC is set by the GM. Requires an access device and internet connection.
Omnivex Loyalty Tiers
| Tier | Access Level |
|---|---|
| Bronze | Limited surface-level data |
| Silver | Full public-facing archives |
| Gold | 15% deeper visibility into classified truths |
| Black | Invitation-only. Know things you shouldn’t |
V-Cores
Every user has a Personalized V-Core — a digital identity that tracks thought patterns, browsing behavior, and magical signatures.
Hacking
Hacking is the act of exploiting vulnerabilities in systems.
Identify
The system must have software and an interface. Common hackable targets: Servers, AI cores, PCs, sentient robots, smartphones, Neural Links, networks.
Interface
Choose your connection method:
Direct Interface
AP: 2 | CA
Physical connection via Universal Cable (1m range).
Wireless Interface
AP: 2 | CA
Range: 10m via WiFi, Wavelength, or Neural Link.
Basic Hacking Check
AP: 1 | QA
Contested Hacking Skill Check vs the System. Success = access granted. Failure = detected.
Deploy Program
Each Program requires a new Basic Hacking Check (1 AP). Maximum active programs = Hacking Skill Modifier. Without Aptitude, programs are one-time use only.
Detection
Other Hackers or AI can make a Contested Hacking Check. If they succeed, the intruder loses access.
Program Mechanics
Programs are stored on tech devices (no storage limit). The system can attempt a Program Purge on its Turn.
Crafting Programs
Requires a Hacking Toolkit and Hacking Aptitude.
Vehicles & Driving
Aptitude Required: Without Aptitude, all vehicle rolls suffer −8. The Driver uses Vehicle Actions or their own Actions, not both.
Enter / Exit
AP: 1 | QA or Reaction
Seat Belts
AP: 1 | QA. Crash resistance, immunity to push/pull.
Cover
Partial inside the vehicle. Significant if hidden behind it.
Vehicle Actions
Attack
Withdrawal
Run
Dodge
Only Reflex Defense Rolls apply while in a vehicle. A successful vehicle Attack throws the target 5m and renders them Prone.
Vehicle Attack / Defense Roll
d20 + Driver's Reflex Modifier + Vehicle's AGI Modifier
Vehicle Damage Roll
(END Modifier × REF Modifier) d12
Crashing
Reflex Defense Roll vs GM-set DC. Success = half damage.
Vehicle
Takes full crash damage.
Occupants
Full damage (half if defense passed, none if belted).
Objects
Damage varies by size.
Overturned: All occupants gain the Prone and Grappled conditions.
Vehicle Explosion (0 HP)
DC = 10 + vehicle's END Modifier. Affects all creatures within 10m.
| Size | Damage |
|---|---|
| Small | 3d6 Thermal + 2d4 Force |
| Medium | 3d8 Thermal + 2d6 Force |
| Large | 4d8 Thermal + 3d6 Force |
| Huge | 4d10 Thermal + 3d8 Force |
| Massive | 5d12 Thermal + 3d10 Force |
Repairing Vehicles
Requires Smithing or Armorer Aptitude and a Toolkit. Repairs 2d8 + MAB per Short Rest. Full HP is restored on a Long Rest.