Mishap
Artefacts and creatures become subject to mishap from the acquisition of certain traits (most often skills, techniques or cyberware enhancements). While the traits themselves can be beneficial during normal usage, they can come back to bite you if you critically fail an applicable roll, or your opponent critically succeeds.
When a mishap that you have acquired, applies to you (see headings below), you roll a d12. The mishap occurs when you roll equal to or lower than the mishap level you have acquired, and the consequences pertaining to your mishap category follow.
A mishap is considered a level 1 mishap, if the mishap only occurs when a 1 is rolled on the mishap die. Level 1 mishaps are the most common amongst player characters. However mishaps have 13 levels, represented by the number on the die up to which the mishap occurs. Therefore, on a level 5 mishap, the mishap will occur if you roll any number from 1 to 5 on the mishap die.
It's easy to see that a level 12 mishap requires no die roll, because mishap is a certainty. While the character is unplayable, they are often salvageable, through various ways of reducing or even eliminating the mishap.
If the mishap level ever reaches 13 on any category however, the character is considered so unstable in that mishap category that they are no longer playable.
There are certain effects in the game that force the acquisition of a mishap as part of their effect. If you do not have the mishap category, then you acquire it for the duration of the effect. If you already have the mishap category, then, for the duration of the effect, the mishap levels are added together.
Mortality
The mortality mishap is acquired when you are reduced to zero health points. The initial acquisition is mishap(mortality-1)
The mishap applies automatically, and so each round you must make a d12 mishap roll.
If the mishap occurs you will die instantly, but even if it doesn't, you will acquire the same mishap at the next level.
Exaustion
The exhaustion mishap is acquired when you are reduced to zero energy points. The initial acquisition is mishap(exhaustion-1)
The mishap applies automatically, and so each round you must make a d12 mishap roll.
If the mishap occurs you will lapse into unconsciousness (acquire the unconscious condition), but even if it doesn't, you will acquire the same mishap at the next level.
Poison
The poison mishap is acquired as you acquire the poisoned condition. The level of this condition depends on what gave you the condition.
The mishap applies automatically, and so each day you must make a d12 mishap roll.
If the mishap occurs you will suffer an additional d6 damage of the type that gave you the condition.
Insanity
The insanity mishap is acquired if or when you
- suffer severe mistreatment during your formative years;
- suffer a terrible experience that changes your worldview;
- gain your first rank in a psychic skill or technique; or
- have your focus points are zeroed
- suffer a relevant type attack such as from the conjugate Fear Is The Mind Killer
Having acquired the mishap, the mishap applies when:
- you critically fail a roll with a psychological component (such as on skills like Resolve, Insight, Deceive, Perform, Persuade or any of the PSI skills)
- your focus points are zeroed (applies automatically)
If the mishap occurs you will acquire the confused condition.
The type, severity and duration of the confusion are determined by the level of the mishap(insanity-1), see the confused condition.
Schema
The schema mishap is acquired when you are using or wearing a piece of equipment with either an active or episodic nanobot schema. Having acquired the mishap, it applies when you critically fail a roll relating to its use, or your opponent critically succeeds. A common cause of schema mishap occurs when items of high-tech armour are protecting from damage from a critically successful attack.
Electric
The electric mishap is acquired by any equipment vulnerable electric or magnetic fields or electromagnetic radiation. The mishap is acquired as:
- mishap(elec-1) - when it is an item of equipment with a substantial electrical component, upon which it relies for operation.
- mishap(elec-2) - when it is an item of equipment that has episodic nanobot activity.
- mishap(elec-3) - when it is an item of equipment that has active nanobot activity. Having acquired the mishap, it applies when the item is exposed to electric or radiative damage. If the mishap occurs (a result of 1, 2, or 3 on the d12 mishap die, depending on the level of mishap) the equipment will cease to function. Equipment that is capable of self repair, may begin to operate after some time, depending on their repair rate.
Cyberware
The cyberware mishap is acquired when you have cyberware implanted. Having acquired the mishap, it applies when you critically fail a roll relating to its use, or your opponent critically succeeds, while you are using that cyberwear (which is most of the time in physical contests).
If the mishap occurs the cyberware ceases to function, and you suffer 1d12 internal damage. An engineer with Cybernetics may be able to repair the implant.
Teleporter
The teleporter mishap is acquired when you gain ranks in a qualifying skill or technique. Having acquired the mishap, it applies when you critically fail a roll, or your opponent critically succeeds and you are under a situation that threatens your life or your sanity.
If the mishap occurs you will lose 1d4 ep and accidentally teleport to a more or less random location within 100 metres of your present location, or to your "safe" location. You determine your safe location when you acquire your first ranks in the applicable skill or technique.
The direction you travel is determined on a d12, with each number corresponding to a number on a face clock. The distance can be determined using a d10 with each number a 10-metre increment, or if you want to be really precise, two d10s rolled as a d100. As all teleporting skills and techniques are defensive ones, the new location should favour safety over all other considerations. If there is nowhere within 100 metres that is at least as safe as the home location, then the home location takes precedence.
Lycanthropy
The lycanthropy mishap is usually acquired because you are one of the Xanji sophonts (details on exact transformation effects detailed under that sophont), or otherwise have the lycanthropy trait. Having acquired the mishap, it applies when you critically fail a roll, or your opponent critically succeeds and you are under a situation that threatens your life or your sanity.
If the mishap occurs you immediately acquire the dazed condition, lasting d12 minutes, during which time you are transforming into your new form. After the dazed condition, you are in the transformed state and will remain so for d12 hours.