I have a player who wanted to be almost fully cybernetic at the start of the game (arms, legs, armored torso, eyes). I took into account that the combined total for these upgrades would be around 55000 credits, a pretty hefty sum for a new character and was going to completely disallow it during character creation except for the fact that the parts were going to be degenerative. The character's backstory is that he has amnesia as to how or why he has cybernetic parts but he understands that they are breaking down on him. I thought this was too interesting of an idea to pass up, so I started to work with the rules to balance the benefits that they would provide early on and see if I could create rules to acknowledge the degenerative characteristics of his cybernetic enhancements.
To handle the character's amnesia, I just added a perpetual setback to all Knowledge checks for the character and felt that sufficient, but looking at the cybernetics and the benefits that they would bestow seemed to require a more creative solution.
First, the cybernetics and their benefits that he is beginning the game with include:
BIOTECH INDUSTRIES CYBERARMS MOD V (+1 BRAWN)
BIOTECH INDUSTRIES CYBERLEGS MOD III (+1 AGILITY)
ATHAKAM MEDTECH CYBERNETIC EYES MOD III (+1 VIGILANCE/PERCEPTION)
IMPLANT ARMOR (+1 SOAK)
My solution was that at the start of each session he would roll 1d4 to reduce an attribute by 1, using the following table:
1 - Reduce Brawn, Agility, and Willpower by 1
2 - Reduce Brawn by 1
3 - Reduce Agility by 1
4 - Reduce Willpower by 1
I considered replacing the crit-fail with a crit-success and have no effect occur for the session, but think that he's pretty well buffed to be able to handle the chance of his degenerative parts all working against him.
What do you think of my solution?