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

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

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

GradeChrome RatingInstall DCDescription
Standard Grade1DC 10Found in stores, easily used by anyone
High Quality2DC 13Generally restricted to Corporations
Rare3DC 17Extensive surgery, entire limb replacements
Exotic4DC 20First 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)

d100Outcome
1–5Fingers tingle. −1 to Thievery Skill Checks
6–10Everything tastes like copper
11–15Voice auto-tunes mid-sentence
16–20Itching around implant site. −1 to Critical Thinking and Concentration
21–25Mild vertigo. −2 on Stunts and Parkour
26–30Static Discharge: occasionally zap on metal objects
31–35Minor motor delay. −1 to Initiative
36–40Forget short-term details
41–45Slight fever. −1 to Persuasion
46–50Depth Perception Blur. −2 on Defense Rolls
51–54Implant alignment off. −2 to Ranged Attack Rolls
55–58High-pitched hum. −2 on Stealth Checks
59–62Brain “reboots” — 1 Round inaction at start of each Encounter
63–66Ghostly aches. −2 to Strength-based Skill Checks
67–70Voice echoes in head. −2 to Concentration, −1 Initiative
71–74Light/sound discomfort. −2 Awareness (sight/hearing)
75–78Cybernetics occasionally lock. −2m Movement Speed
79–82Random spasms. −2 to Agility-based Skill Checks
83–85Body violently rejects hardware. 1 level Exhaustion
86–88Random spasms. −2 to Agility-based Skill Checks
89–921d8 Electric Damage when using a cybernetic
93–96Vivid hallucinations. −2 Will Defense, −2 Awareness
97–99Body violently rejects. 2 levels Exhaustion
100Lose 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

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

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 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.

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.