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
| 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 |
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
| Grade | Chrome Rating | Install DC | Description |
|---|---|---|---|
| Standard Grade (SG) | Rating 1 | DC 10 | Found in stores all over Adamah which can be easily used by just about anyone. |
| High Quality (HQ) | Rating 2 | DC 13 | Generally restricted to Corporations and their agents. |
| Rare (R) | Rating 3 | DC 17 | Very powerful Wetware. Installation requires extensive surgery and often features entire limb replacements. Not easily removed. |
| Exotic (E) | Rating 4 | DC 20 | Often 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.
| d100 | Outcome |
|---|---|
| 1–5 | Your fingers tingle as if asleep. −1 penalty to Thievery Skill Checks. |
| 6–10 | Everything tastes like copper. |
| 11–15 | Your voice unexpectedly auto-tunes mid-sentence. |
| 16–20 | You feel incessant itching around the implant site. −1 to all Critical Thinking and Concentration Skill Checks. |
| 21–25 | Mild vertigo. −2 on Stunts and Parkour Skill Checks. |
| 26–30 | Static Discharge: You occasionally zap yourself on metal objects. |
| 31–35 | Minor delay in motor function. −1 penalty to Momentum Rolls. |
| 36–40 | You forget short-term details (like allies’ names). |
| 41–45 | The body reacts to the implant with slight fever. −1 to Persuasion Skill Checks. |
| 46–50 | Depth Perception Blur. −2 on Defense Rolls. |
| 51–54 | Your implant’s alignment is off. −2 to Ranged Attack Rolls. |
| 55–58 | A high-pitched hum follows you everywhere. You have −2 on Stealth Checks. |
| 59–62 | Your brain intermittently “reboots,” causing 1 Round of inaction at the start of each Encounter. |
| 63–66 | Ghostly aches flare up. −2 penalty to all Strength-based Skill Checks. |
| 67–70 | You hear echoes of your own voice in your head, causing −2 to Concentration Checks and −1 to Momentum Rolls. |
| 71–74 | Bright lights or loud sounds cause discomfort. −2 on Awareness Skill Checks involving sight or hearing. |
| 75–78 | Your new cybernetics occasionally lock. Your Movement Speed is reduced by 2 m. |
| 79–82 | Your nervous system fires randomly, causing violent spasms. You have −2 to all Agility-based Skill Checks. |
| 83–85 | The body violently rejects the hardware. You suffer 1 level of Exhaustion. |
| 86–88 | Your nervous system fires randomly, causing violent spasms. You have −2 to all Agility-based Skill Checks. |
| 89–92 | You take 1d8 Electric Damage whenever you use a cybernetic. |
| 93–96 | You get vivid hallucinations of an alternate reality. You suffer −2 on Will Defense rolls and −2 to all Awareness Skill Checks. |
| 97–99 | The body violently rejects the hardware. You suffer 2 levels of Exhaustion. |
| 100 | You 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
| 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 |
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.
| Tier | Points to Advance | Total Invested | Result |
|---|---|---|---|
| Tier 1 | 0 | 0 | Awarded by the GM. Every piece begins here. |
| Tier 2 | 1 | 1 | Unlocks that Tier’s ability on the piece. |
| Tier 3 | 1 | 2 | Unlocks that Tier’s ability on the piece. |
| Tier 4 | 1 | 3 | Unlocks 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
| 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 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.
| 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.