Your Supertech powers behave strangely when you take damage. At least half of your CPs invested in powers must be supertech in Origin. This includes Gadgets and Power Armour. Whenever you take a critical hit or more than ten points of electrical damage from a single attack, there is a 25% chance (non-cumulative) that a system dysfunction will render you a bit spastic, inflicting a -2 penalty to all rolls related to your Supertech powers or parts for 1d10 rounds. These effects do not stack if you are similarly damaged again before the first effects have faded, but because the durations happen simultaneously, you can extend your Quirky time.