Cybernetic Drawbacks

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**Cybernetic Drawbacks**

Another option to reduce the cost of cybernetics is to buy equipment that is cheap, shoddy, or obsolete. This is where cybernetic drawbacks come into play. Cybernetic drawbacks reflect technical flaws in your cybernetic gear, ranging from increased vulnerability to electric shock, to the results of a partially successful installation.

Each cybernetic drawback that you take only applies to one cybernetic replacement or enhancement. You may apply multiple drawbacks to the same replacement or enhancement, but under no circumstances can you reduce the purchase DC of the enhancement by more than 10 points or to a value less than 5. Some cybernetic drawbacks stack if they are applied to the same cybernetic system more than once, and this will be noted in the drawback’s description.

In no case can a cybernetic drawback be remedied by any normal means. The only solution is complete replacement of the faulty replacement or enhancement.

**Flimsy Design**

One of your cybernetic replacements or enhancements is poorly-designed.

**Purchase TN**: The purchase DC of a Flimsy cybernetic replacement or enhancement is reduced by –2.

**Drawback**: When you are the subject of massive damage effects, you add +10 to any rolls you make on Table 11–2: Massive Damage Effects, in d20 Future.

**Special**: A character can apply this drawback to the same cybernetic replacement or enhancement multiple times. Its effects stack.

**Increased Electricity Vulnerability**

One of your cybernetic replacements or enhancements lacks even the rudimentary shielding that most others of its type employ.

**Purchase TN**: The purchase DC of a cybernetic replacement or enhancement with the increased electricity vulnerability flaw is reduced by –4.

**Drawback**: When taking damage from an attack that deals electricity damage, you suffer double damage. If you have an anti-shock implant installed, this extra damage is not negated by it.

**Improper Installation**

One of your cybernetic replacements or enhancements was installed in an incorrect manner.

**Purchase TN**: The purchase DC of a cybernetic replacement or enhancement with the improper installation flaw is reduced by –3.

**Drawback**: Surgical removal of the affected implant will cause permanent damage to you. If a Treat Injury check made to remove the cybernetics is successful, you will suffer a loss of 1 point of permanent Constitution drain. If the Treat Injury check is unsuccessful, the recipient permanently loses 2 points of Constitution.

**Inferior Construction**

One of your cybernetic replacements or enhancements is cheaply made and less durable as a result.

**Purchase TN**: The purchase DC of a cybernetic replacement or enhancement with the inferior construction flaw is reduced by –4.

**Drawback**: The hit points of the selected cybernetic replacement or enhancement are halved.

**Intermittent Functionality**

One of your cybernetic enhancements does not function reliably.

**Purchase TN**: The purchase DC of a cybernetic replacement or enhancement with the intermittent functionality flaw is reduced by –2.

**Drawback**: When your cybernetic enhancement is used, it fails to work 5% of the time. This failure lasts until such time as a Repair skill check (DC 20) is successfully made to correct the problem.

**Special**: A character can apply this drawback to the same cybernetic replacement or enhancement multiple times. Its effects stack.

**Partial Rejection**

Your body has never fully accepted the installation of one of your cybernetic replacements or enhancements.

**Purchase TN**: The purchase DC of a cybernetic replacement or enhancement with the partial rejection flaw is reduced by –5.

**Drawback**: Your cybernetic replacement or enhancement counts as one extra cybernetic attachment when computing how many attachments your character may have.