| 1 | Overcharge: You take 2d6 lightning damage as your cybernetics spark and overload. |
| 2 | Power Surge: For the next minute, you emit a bright light in a 30-foot radius. |
| 3 | System Failure: Your speed is halved for the next minute as your leg servos struggle. |
| 4 | Adrenaline Spike: You cannot sleep or benefit from a short rest for the next 4 hours due to an unexpected adrenaline surge. |
| 5 | Error 404: You speak in binary for the next hour. |
| 6 | Feedback Loop: You take a -2 penalty to all saving throws for the next minute. |
| 7 | Scrambled Compass: You can't discern North from South or East from West for the next hour. |
| 8 | Uncontrolled Strength: Your unarmed strikes deal an additional 1d4 damage for the next minute. |
| 9 | Radar Echo: You can't be surprised for the next hour as your radar pings continuously. |
| 10 | Static Shock: Each creature within 10 feet of you takes 1d6 lightning damage as you release a wave of electric energy. |
| 11 | Visual Glitch: You suffer from disadvantage on Perception checks for the next minute due to visual display issues. |
| 12 | Unexpected Reboot: You become paralyzed for 1 round as your systems initiate a sudden reboot. |
| 13 | EM Field: For the next minute, any electronic device within 10 feet of you malfunctions. |
| 14 | Sonic Boom: You release a thunderous boom audible up to 300 feet away. |
| 15 | Nanite Repair: You regain hit points equal to half your maximum hit points. |
| 16 | Polarity Flip: For the next minute, any metal object within 10 feet of you is either attracted to you or repelled away. |
| 17 | Target Lock: For the next minute, your attacks against one creature of your choice have advantage. |
| 18 | Jury-Rig: You instantly repair a broken object in your hands. |
| 19 | Cyberpathy: You gain the ability to communicate telepathically with machines for the next hour. |
| 20 | Ghost in the Machine: You become ethereal for 1 minute as your implants blur the lines between the digital and the physical. |
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