{"name":"Nano-Repair Protocol Adverse and Strange Effects Table","random_dice_table":"1 | Overclocked Nanobots: The nanobots go into overdrive and the target feels a burning sensation. They take 1d4 fire damage as a result.[br]\r\n2 | Nanobot Confusion: The nanobots start repairing non-essential parts. The target grows a harmless but strange growth like a feathered patch, a scale, or a horn that lasts for 24 hours.[br]\r\n3 | System Interference: The nanobots interfere with the target's neural system. The target becomes stunned for 1 round.[br]\r\n4 | Temporary Circuit Failure: The nanobots cause a small short circuit in any cybernetic implant the target may have, rendering it useless for 1d4 rounds.[br]\r\n5 | Excessive Energy Production: The nanobots produce too much energy. The target becomes hyperactive and must move its maximum movement distance on its next turn.[br]\r\n6 | Nanobot Malaise: The nanobots drain some of the target's energy. The target feels sluggish and has disadvantage on their next attack roll or ability check.[br]\r\n7 | Memory Glitch: The nanobots accidentally interfere with the target's memories. The target forgets the events of the last hour for 24 hours.[br]\r\n8 | Enhanced Reflexes: (Beneficial) The nanobots enhance the target's nervous system. The target gets a +2 bonus to AC until the start of their next turn.[br]\r\n9 | Optimized Performance: (Beneficial) The nanobots optimize the target's bodily functions. The target gains advantage on their next attack roll or ability check.[br]\r\n10 | Ethereal Glow: The nanobots emit a soft glow from within the target's body. The target sheds dim light in a 10-foot radius for 1 hour.","tags":"","templateId":"79","blockId":"1272354","world":"23d370f6-fe0f-4b30-97cc-8dc874206b7a","folder":"","isShared":"on"}