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Cyborg Flaws

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Faulty Perceptive Circuits(-1): Your circuitry has a few sparks leading to your occipital and parietal lobe. -1 to all Percep-related rolls.

Atrophy(-1): Your muscles don't get the workout they should, thanks to the nautre of your particular enhancements, and your muscles are starting to waste away. -1 to all Strength-related rolls.

Slow CPU(-1): Whatever cybernetic enhancements you got didn't do much for your overall intelligence. -1 to all Int and Tech rolls.

Automaton(-1): NPCs have an automatically slight aversion to you, for your physical inhuman appearance and the inhuman appearances in your stance, gait, and speech.

Slow(-1): Your movements are slow and ponderous, thanks to the excess metal in your body. -1 to all agility rolls.

Brittle(-2): Your cyberware has left your immune system reeling, and your body has become slightly emaciated because of it. -5 HP per level.

Deaf and Blind(-2): There are some serious short circuits between your ears and eyes and the appropriate places in your brain, thanks to some rusty and cut wires. -4 to all Percep rolls.

Too Heavy(-2): Your puny muscles simply aren't enough for all the drag on your body. -4 to all Str rolls.

Brain Replacement(-2): They took out portions of your brain to make room for some other "critical" enhancements. Don't worry, it's a good thing... really... they told you so. -3 to all Int and Tech rolls.

Oil Can(-2): Your muscles are unresponsive, your joints stiff and tight. -4 to all agility rolls.

Combat Monster(-3) : Your body's chemistry can't deal with some of the new electrical input and the imbalance in chemicals thanks to your new systems. It sometimes drives your mind wild, and sends you into robotic fits of rage. Basically, you're a combat monster. When given the chance for combat (tense situations, threats), you must make an Int/Level/Luck roll. If you fail, you must immediately attack a hostile, or "hostile", opponent. Additionally, you must make an Int/Level/Luck roll to stop fighting, or else you start attacking "friendlies". You can make another Int/Level/Luck roll every round to try to exit the frenzy.

Passive(-3): Your body chemistry is messed up in a unique way, thanks to the removal of key glands to make room for more circuitry and hardware. Whenever you get the fight-or-flight feeling, whenever you even think about getting into a dangerous, combative situation, your body and mind seize up and keep you from doing so. You need to make an Int/Level/Luck roll to actually start or join combat, and every 2 rounds, you must make another one or else stop fighting. You can retry 2 rounds later if you fail.

Malfunction(-3): You have numerous, systems-wide short circuits in your electronics, more than could be bypassed or replaced without serious damage to yourself (which might be part of the problem). Every twenty minutes or so, there is a 5% chance that your body goes on the fritz, resulting in a number of possible outcomes (based on a d100 roll): 1-35 - total paralysis for 1d10 minutes; 36-80 - partial paralysis (head, legs, arms) for 1d10 minutes; 81-95 - unconsciousness for 1d10 minutes; 96-100 - self-preservation algorithms taking over and assaulting the nearest target (friendly or hostile) for 2 rounds.