Although normal cybernetic technology is based on electronics and mechanics, some campaigns might have developed cybernetic devices based on living organisms genetically designed and grown for an intended purpose. Additionally, advanced civilizations might make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing specific tasks with increased efficiency. Any type of cybernetic technology composed of genetically designed living tissue or a biological–mechanical hybrid material is called wetware.

However, not all wetware is purely biological. Some of it is technological material that meshes with natural biofunctions. One example is a titanium bone replacement, which, when used to patch a fractured bone, over time naturally meshes with new bone growth. Though originally inorganic, wetware of this kind works closely enough with the body’s natural functions to use the same rules as purely organic wetware.

Benefits and Drawbacks

Unlike normal cybernetic devices, wetware devices heal themselves at a rate of 1 hit point per hour when damaged. Cybernetic devices of this kind do not cause the recipient to take additional damage from electricity attacks or cause the target to take any unusual effects after failing a Fortitude save against massive damage. They are, however, susceptible to diseases and poisons specifically designed to target wetware material. Wetware does not have separate hardness and hit points from the recipient. A sunder attempt can still be made by foes. On a successful hit, the recipient takes any damage dealt and must attempt a DC 15 Fortitude save. On a failed save, the cybernetic device is considered broken (though not the limb it which it is implanted). A replacement part cannot be sundered in this way, only augmentations.

The following implants, described either in d20 Future or in Chapter Two of this book, can be bought as wetware: artificial organs (and advanced and upgrade versions),

prosthetic arm (and advanced and upgrade versions), prosthetic leg (and advanced and upgrade versions), cosmetic implants, artificial muscle fiber, artificial twitch fiber, reflex wires, locking joints, spurs, destrier system, prosthetic enhancer, prosthetic booster, viper fangs, chemical air analyzer, light amplification optics, microscopic optics, nasal filters, nightvision optics, skill implant, biofunction regulator, bug eyes, daredevil, feat implant, rage implant, tailgunner, neuron boosters, proverb chip, stabilizer, psi implant, stabilizer, subcutaneous body armor, biosurger, fortified skeleton, initiative implant, organ remapping, redundant organs, robotic arms, and trauma router.

Wetware is 1 PL higher than a cybernetic version of the same device and has a +3000 modifier to its purchase cost. In addition to the implants from Chapter Two, specific wetware cybernetic devices are described below.


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