Mishap
Artefacts and creatures become subject to mishap from the aquisition of certain traits (most often skills, techniques or cyberware enbhancements). While these traits are 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 1, and the consequences pertaining to your mishap category follow. Some mishap categories may have lesser consequences if you roll a 2 or 3 on the d12 mishap die.
Schema
The schema mishap is acquired when you are using or wearing a piece of equipment with either an active or episodic nanobot schema. The mishap 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.
Cyberware
The cyberware mishap is acquired when you have cyberware implanted. The mishap 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 constests).
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.
Psychic
The psychic mishap is acquired when you gain ranks in any psychic skill or technique. The mishap applies when you critically fail a roll, or your opponent critically succeeds and you are under a stressful situation. A stressful situtation will include any time you are in some sort of contest.
Teleporter
The teleporter mishap is acquired when you gain ranks in a qualifying skill or technique. The mishap 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.