I may have done that accidental thing with Servalan. Given her pschyic surgery or telepathy.
Botch list via Eric...
1. Mind is permanently stuck open so he hears all surface thoughts of everyone, even dogs, for the next 4+d10 hours, within three miles.
2. Delusions that you can hear the rocks talking to you. Or auditory hallucinations.
3. Paranoiad auditory hallucinations. You hear nearby people whispering their plans to murder you.
4. You create a copy of your mind in the target's mind.
5. Your telepathic talent is set on disco strobe. Sometimes it works very well for ten seconds, and then just when it gets interesting it shuts down for an hour. This condition lasts for d10 days.
6. You're generating a berserker inducing field. Anyone within twenty feet of you has to roll a Simple willpower roll to control the compulsion to attack you. Anyone within five feet must make a Difficult roll. This condition lasts for twenty plus 1d10 X10 minutes.
7. A short circuit in your brain structure. You can still use your telepathy, but each time you do, it requires a simple stamina check to avoid damage to your brain. This condition lasts for one week plus 1d10 weeks. Each failure on stamina adds one week of healing time. Second failure in a week has double the effects. The typical sign of a failure is bleeding at the nose (aka Firestarter Effect).
8. Crosswired psi skills. Try to use your telepathy, and you get uncontrolled, or partially so, TK. Try to use TK, and you might get telepathy, but at a more difficult level (-10 Sit mod to effect.) Condition lasts one day plus 1d10 days.
9. Pschyic Flare: You've generated a large signal in the psi realm. Someone or something is likely to notice. It might be aliens from a passing starship, or a mind-eating beast from the Void, or a brilliant pschyic detective on annother continent. But someone or something or perhaps multiple somethings are now Interested.
10. Something you saw in the target's brain triggered a flashback memory in your own brain. You now have to deal with the memory in some way, or it will keep repeating until you pass out from exhaustion. You're locked in your own memory.
Please roll number ten again. If you roll ten again, follow the next rule. If not, ignore.
Happy days. You're not locked in your own memory. Instead, something good happens to you. You pluck a piece of info deep from within the enemies brain that explains much, or you develop a new psi power at 1@3 level. Referee's choice, and choice as to which power.
7.
6.