D'jump is a diagetic and mechanical term. It refers to the act of using refined [Nyarlethocite], known as [Th001], to magically tear through reality and traverse great distances.
Mechanically, D'jumping is done by using the Ability of an Installed [Djump Drive], most often a Ritual to calculate coordinates for a safe D'jump, once activated, the [Djump Drive] warps reality, causing the Vehicle and its occupants to disappear and reappaer at the set coordinates.
When D'jumping without the proper coordinates or calculations, such as an emergency D'jump or doing so with faulty components, the Entity performing the D'jump will perform a D'jump Mishap Test as detailed below.
A D'jump Mishap is a Mechanic and diagetic term. D'jump Mishaps are the result of a rapid, uncharted or unplanned D'jump. These reality warping consequences can range from a simple shunt off course to far stranger repercussions such as gaining the ire or boon of mysterious spirits or even traveling through time.
When prompted to generate a D'jump Mishap roll a D100. The Result is your Total. Compare your Total to the D'Jump Mishap Table below. Once the D'jump Mishap you would receive is known, apply any Upgrades or Downgrades, as Appropriate. You now may either accept the D'jump Mishap and its effects or you may use Abilities, such as "Not Today!", to alter the outcome.
When generating a D'jump Mishap If the outcome received would have an effect that would be deemed not Appropriate, Upgrade it.
| Total | Mishap Name | Mishap Effect |
|---|---|---|
| 00 | Alternate Lifetime | The Entity suffering this Mishap and all [Crew], as Appropriate, live an entire alternate life. They are born, live and die. It has great trails but great joys, it is a full life, well lived. When they die, they arrive, unharmed, at their destination, safe but forever changed. Gain a free Rank in a new Mastery. |
| 01-05 | A Gift | The Spirits noticed you and have granted a gift. The Entity suffering this Mishap and all [Crew], as Appropriate, may gain their choice of 1 Grit Point or 1 Wyrd Point |
| 06-10 | Temporal Desync | The Entity suffering this Mishap has all of their clocks and time processors desynced. Until the end of the Scene, suffer the effects of the Fickle Property in any Situation where Time is a factor. |
| 11-15 | Spacial Drift | The Entity suffering this Mishap reappears off course. It will take 1 D'jumps or one Period of sublight travel to return to the intended D'jump coordinates. |
| 16-20 | Spacial Echoes | Ghost vehicles appear on your sensors. This Entity suffers the effects of the Disadvantage Property on all Weapon Attacks. However Enemy Weapon Attacks against this Entity also suffer Disadvantage. |
| 21-25 | Ectoplasm | The Entity suffering this Mishap and all [Crew], as Appropriate, gain D6 Sticky Banes at the start of each Encounter until the end of the next Scene. |
| 26-30 | Gravity Flux | The Entity suffering this Mishap and all [Crew], as Appropriate, suffer the effects of the Disadvantage Property when performing the Traverse Ability until the end of the next Scene. |
| 31-35 | Disrupted Causality | The Entity suffering this Mishap and all [Crew], as Appropriate, randomly determine what Skills they will use when performing [Checks] or Attack until the end of the next Scene. Roll a D10 to determine which Skill is being used alphabetically, with 1 being Athletics and 9 being Tech. If a Result of 10 is rolled, use the intended Skill instead. |
| 36-40 | Temporal Lag | The Entity suffering this Mishap and all [Crew], as Appropriate, generate 1 less Action Point and Quick Action Point until the end of the next Scene. |
| 41-45 | Drive damage | Malfunction; 80/Periodic. All [D'jump Drive] [Components] of this Entity are rendered non-functional. |
| 46-50 | Temporal Displacement | Roll a D12. If the Result is odd, you arrive that many Minutes, Periods or Marks before you left. If the Result is even, you arrive that many Minutes, Periods or Marks after you left instead. Discuss which measure of time is the most Appropriate. |
| 51-55 | Spacial Displacement | The Entity suffering this Mishap reappears far off course. It will take D6 D'jumps or one Cycle of sublight travel to return to the intended D'jump coordinates. |
| 56-60 | Spirits! | Spirits have been brought with you. They may be friendly or hostile. |
| 61-65 | Spacial Desync | A part of the Entity suffering this Mishap leads to the [Astral Space]. This connection will remain indefinitely unless it is investigated and severed. |
| 66-70 | Alternate Reality | One detail about reality has changed, external to the Cast and their Characters. Examples include: An NCC ceasing to exist or gaining existence. A particular event occuring or having never occured. A word is now slightly different or missing entirely. |
| 71-75 | D'jump Scarring | The Entity suffering this Mishap and all [Crew], as Appropriate, gain a Scar. |
| 76-80 | Possession | The Entity suffering this Mishap, or a random [Crew Member], as Appropriate, become possessed by a Spirit. The GM will choose an Appropriate concept that will control that Entity or [Crew Members] Actions, growing in itensity to fulfill it's purpose or desires. To Perceive this possession requires Flawless Astral Perception. |
| 81-85 | Anti-You | You emerge from the D'jump at your target destination safely, but so does another Entity and [Crew], as Appropriate. This Entity and [Crew] are exactly the same as you except complete opposites in temperament |
| 86-90 | Noticed by the Unblinking | An unblinking ancient spirit has noticed you. Who knows what this will mean, but it can't be good… Or is it? |
| 91-95 | Phase Collision | The Entity suffering this Mishap collides with itself. The Entity suffers the Chunklettes Injury or the [Vapourized] Malfunction, as Appropriate. |
| 96-99 | Reality Breach | The D'jump tears a hole in reality at the destination. Reality will begin to sink into the Astral Space, at a slowly increasing pace until reality is destroyed or the breach is sealed. |
Version 0.5c - Oct 2026
Version 0.5c - Oct 2026