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 Tessho 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 Install Regions and Slots

Wetware is installed in specific anatomical Regions in a character's body or frame (EniMac). Each Region has a maximum of 2 Wetware slots. Some Wetware will take up multiple slots or Regions. You cannot exceed this in any way.

Brain

2 slots

Skull

2 slots

Central Nervous System

2 slots

Arms

2 slots

Hands

2 slots

Torso

2 slots

Legs

2 slots

Feet

2 slots

Eight Regions at 2 slots each: 16 slots in total. This limit is separate from Chrome Capacity below. Exceeding Chrome Capacity is allowed and carries a Defense penalty; Region slots are physical space, so an implant either fits or it cannot be installed.

Passive

Always active. No usage limit.

Charge

Limited uses. Resets on 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.

Chrome Capacity Table

TypeRatingDescription
Standard Grade1Basic prosthetic limb, simple datajack, internal comms unit
High Quality2Enhanced reflexes, improved optics, reinforced bone structure
Rare3Advanced sensory implants, integrated weapon systems, neural processors
Exotic4Experimental cloaking technology, powerful energy weapons, reality-altering interfaces

Installing and Removing Wetware

Installing or removing Wetware from a character requires surgery done by a qualified SEDA technician, a Biomancer, or someone with the Med-School Graduate Feat to make this check. When getting the surgery, the PC or NPC doing the surgery will roll a Surgery Check against the Surgery DC, see the Surgery Table.

On failure, Roll on the Surgery Complications Table to determine the consequence. The Effects last until the character's next Long Rest.

Surgery Check

d20 + Aptitude Dice + COG Core Stat

On success, the cybernetic is installed. On failure, Roll on the Surgery Complications Table to determine the consequence.

Surgery Table

GradeChrome RatingInstall DCDescription
Standard Grade (SG)Rating 1DC 10Found in stores all over Adamah which can be easily used by just about anyone.
High Quality (HQ)Rating 2DC 13Generally restricted to Corporations and their agents.
Rare (R)Rating 3DC 17Very powerful Wetware. Installation requires extensive surgery and often features entire limb replacements. Not easily removed.
Exotic (E)Rating 4DC 20Often first editions or specially made gear for the rich and dangerous.

Surgery Complications Table (d100)

Rolled on a failed Surgery Check, for an installation or a removal alike. The Effects last until the character's next Long Rest.

d100Outcome
1–5Your fingers tingle as if asleep. −1 penalty to Thievery Skill Checks.
6–10Everything tastes like copper.
11–15Your voice unexpectedly auto-tunes mid-sentence.
16–20You feel incessant itching around the implant site. −1 to all Critical Thinking and Concentration Skill Checks.
21–25Mild vertigo. −2 on Stunts and Parkour Skill Checks.
26–30Static Discharge: You occasionally zap yourself on metal objects.
31–35Minor delay in motor function. −1 penalty to Momentum Rolls.
36–40You forget short-term details (like allies’ names).
41–45The body reacts to the implant with slight fever. −1 to Persuasion Skill Checks.
46–50Depth Perception Blur. −2 on Defense Rolls.
51–54Your implant’s alignment is off. −2 to Ranged Attack Rolls.
55–58A high-pitched hum follows you everywhere. You have −2 on Stealth Checks.
59–62Your brain intermittently “reboots,” causing 1 Round of inaction at the start of each Encounter.
63–66Ghostly aches flare up. −2 penalty to all Strength-based Skill Checks.
67–70You hear echoes of your own voice in your head, causing −2 to Concentration Checks and −1 to Momentum Rolls.
71–74Bright lights or loud sounds cause discomfort. −2 on Awareness Skill Checks involving sight or hearing.
75–78Your new cybernetics occasionally lock. Your Movement Speed is reduced by 2 m.
79–82Your nervous system fires randomly, causing violent spasms. You have −2 to all Agility-based Skill Checks.
83–85The body violently rejects the hardware. You suffer 1 level of Exhaustion.
86–88Your nervous system fires randomly, causing violent spasms. You have −2 to all Agility-based Skill Checks.
89–92You take 1d8 Electric Damage whenever you use a cybernetic.
93–96You get vivid hallucinations of an alternate reality. You suffer −2 on Will Defense rolls and −2 to all Awareness Skill Checks.
97–99The body violently rejects the hardware. You suffer 2 levels of Exhaustion.
100You lose half your 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 Stat (whichever is higher) vs Gear Rating DC

On failure, you cannot retry until completing a Long Rest.

Gear Rating Table

TypeDCDescription
Standard Grade10Common weaponry and equipment
High Quality13Refined, professional-grade gear
Rare16Complex or prototype designs
Exotic20Unique 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.

TypeTrait Slots
Standard Grade1
High Quality2
Rare3
Exotic4

Iconic Gear

Iconic Gear is unique equipment, awarded by the GM rather than bought or crafted. A single piece gains more abilities as its wielder trains with it.

Tech Synchronization Required: A piece is always awarded at Tier 1. After Tech Synchronization, its wielder raises it to Tier 2, 3, and 4 through Aptitude Points.

Tiers

Every piece of Iconic Gear has four Tiers: 1, 2, 3, and 4. Each Tier unlocks a new ability on that specific piece.

TierPoints to AdvanceTotal InvestedResult
Tier 100Awarded by the GM. Every piece begins here.
Tier 211Unlocks that Tier’s ability on the piece.
Tier 312Unlocks that Tier’s ability on the piece.
Tier 413Unlocks the final ability. The piece is capped.

Training with Iconic Gear

Each Level, a character gains one Aptitude Point. That Point can be invested in a Skill, spent to unlock the use of one specific piece of gear, or invested in a single piece of Iconic Gear the character carries. One Aptitude Point invested in a piece raises it one Tier and unlocks that Tier's ability.

A character invests one Point per Level, so training an Iconic competes with every other use of that Point.

Investing an Aptitude Point

1 Aptitude Point = 1 Tier

An Aptitude Point invested in Iconic Gear unlocks the next Tier ability on that piece. Raising a piece to Tier 4 takes three Aptitude Points.

Cap

A piece of Iconic Gear caps at Tier 4. Points cannot be invested in a piece already at Tier 4. Iconic Tiers are tracked per piece.

Bound Points

Aptitude Points invested in a piece of Iconic Gear are bound to the character who invested them, not to the piece.

Non-Refundable

Points cannot be refunded, moved to a Skill or another piece, or traded.

Changing Hands

A piece’s Tiers reflect its wielder’s training with it, so they do not transfer. When a piece changes hands, it is Tier 1 for the new wielder until they train it themselves.

Losing a Piece

If the character who trained a piece loses it, the Points spent on it are lost.

Omnivex; The Internet of Adamah

Omnivex™ is the planetary digital network owned by Vanguard Ascension Holding.

Connection Types

TypeDescription
SatellitePlanet-wide wireless (specialized gear required)
WiredDirect physical cable connection
WiFiStandard wireless in City-States and towns
WavelengthShort-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

TierAccess Level
BronzeLimited surface-level data
SilverFull public-facing archives
Gold15% deeper visibility into classified truths
BlackInvitation-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.

1

Identify

The system must have software and an interface. Common hackable targets: Servers, AI cores, PCs, sentient robots, smartphones, Neural Links, networks.

2

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.

3

Basic Hacking Check

AP: 1 | QA

Contested Hacking Skill Check vs the System. Success = access granted. Failure = detected.

4

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 Stat

Vehicle Damage Roll

(END Stat × 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 Stat. Affects all creatures within 10m.

SizeDamage
Small3d6 Thermal + 2d4 Force
Medium3d8 Thermal + 2d6 Force
Large4d8 Thermal + 3d6 Force
Huge4d10 Thermal + 3d8 Force
Massive5d12 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.