Magnetic Disturbance
Geomagnetic and stellar disturbance disrupts any system that depends on a stable field: navigation, transmission, powered gear and, on worlds with a strong Rift tether, channeling. Navigation and comms fail beyond Long range, powered gear stutters, and long conductors take on induced current.
In play
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Instruments
Navigation and comms fail beyond Long range. Any check made with electronic assistance has disadvantage.
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Powered gear
Powered weapons and cybernetics stutter: a natural 1 on an attack or a check using them means the item is unusable until the end of the next turn.
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Induced current
Long conductors take on induced current. Unshielded power and data runs fail, and a creature in contact with one takes 2d6 lightning damage.
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Channeling
On a world with an active Rift tether, a natural 1 on a spell attack roll, or a target's natural 20 on a saving throw against a spell, rolls on the Surge Table.