Nervous Spasms

This mutation causes the character’s neural system to become scrambled, as the biochemical electricity of the brain misfires on a regular basis. This results in constant muscle tics and jerking movements in the character’s limbs, but it also mean the occasionally strange feedback loops form and disable the character entirely for short periods of time if he encounters loud noises or bight lights. Obviously, this makes combat a notably risky proposition for the character.   Type: Major negative.   Effect: The character receives a -4 penalty on all actions that require steady hands and physical concentration, including using all ranged weapons. If he encounters particularly loud noises or bright, flashing lights, he must make a Will save against DC 15 or go into a seizure or become paralysed (determine effect randomly). If the character is tired or stressed at the time, increase the DC by +5. If he is surprised by the stimuli, further increase the DC by +5.   A seizure does no actual damage, but it last for 1d6+1 rounds, during which the character goes unconscious while his entire body jerks uncontrollably. He is rendered stunned for 1d4 rounds afterwards. If the character becomes paralysed, the condition lasts for 1d8+1 rounds. During this time, the character remains aware of his surroundings, but cannot more or communicate—he becomes entirely limp and slumps to the ground.   Biotech: Implant, Graft.


Cover image: Trash Planet by nkabuto