Consequences

Some tests carry a Consequence for failure or botching the test. These are automatically applied when the test is failed and the results for a Botch are normally much worse than the consequence for failure.

Injury A character is Injured and will recieve 20 less Action Points at the end of this session.
Severe Injury A more severe injury results in a loss of 40 AP
Obsession You have become cought up in the idea of completing some goal that would normally be out of character for you. You recieve a Temporary Goal from the GM that replaces any current Temporary Goal. You recieve Confidence as normal for completing your Temporary Goal.
Extreme Obsession A more extreme form of obsession that offers double the normal amount of Confidence for completing the goal.
Misguided You have picked up a strange Temporary Belief during the course of this test. It will normally be a slightly twisted version of one of your existing beliefs and is chosen by a GM. It acts like any other Belief for rewarding Karma or Confidence
Astray You have fastened onto a truly out of character Temporary Belief. It may not be linked in any way to your existing beliefs, but my not directly contradict an existing one.
Missing, Presumed Dead This Consequence only takes effect if a Character has already recieved another consequence this Phase. If not, it has no effect but still counts as a consequence for any other Missing, Presumed Dead consequences that you may recieve this Phase. It’s all gone horribly, horribly wrong! Your character didn’t make it back from whatever they attempted and cannot be played during the next Phase.

Consequences

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