CRITS and CRITFAILS occur when the player rolls the highest number (20) or the lowest number (1) on a test roll, respectively. A CRIT is a guaranteed success, usually with additional beneficial effects, whereas a CRITFAIL is a guaranteed failure, usually with additional detrimental effects.
π― CRIT Range and β CRITFAIL Range
π― CRIT Range and β CRITFAIL Range determine how likely it is for a roll on a d20 to become a CRIT or a CRITFAIL. By default, both values are 1.
- π― CRIT Range starts at the top of the die (20) and expands downward.
- π― CRIT Range 1 β only a natural 20 is a CRIT.
- π― CRIT Range 2 β 19β20 are CRITs.
- π― CRIT Range 3 β 18β20 are CRITs, and so on.
- β CRITFAIL Range starts at the bottom of the die (1) and expands upward.
- β CRITFAIL Range 1 β only a natural 1 is a CRITFAIL.
- β CRITFAIL Range 2 β 1β2 are CRITFAILs.
- β CRITFAIL Range 3 β 1β3 are CRITFAILs, and so on.
CRITs in Combat
When you CRIT on an attack roll, the attack is a guaranteed hit (regardless of the targetβs Evasion) and you deal bonus damage through CRIT Dice.
CRIT Dice
CRIT Dice are extra dice rolled for damage when an attack scores a CRIT. The size and number of CRIT Dice depend on the weapon being used.
Exploding Dice
CRIT Dice have a special property: they explode.
- If you roll the highest number on a CRIT die (e.g., a 6 on a d6), roll that die again and add the result.
- If the new roll is also the maximum, roll again and keep adding.
- This chain can continue indefinitely.
This means CRITs can sometimes deal massive extra damageβor only a little, depending on the rolls.
Improving CRIT Dice
The behavior and effectiveness of CRIT Dice can be enhanced through:
- Weapon choice
- Mods
- Perks
Example:
A weapon grants 1d6 CRIT Die. You roll a 6, so you roll again and get a 4. Your total CRIT bonus damage is 10 (6 + 4).
CRIT Damage and Limb Targeting
CRIT Dice damage is applied to the same limb targeted by the original attack.
CRIT Dice damage is added to the attackβs damage roll β to the first shot of a Burst Fire attack β and goes through cover, DT and DR with the rest of that hit.
CRITs on Skill Tests
When you CRIT on a non-combat skill Test, the Test is an automatic success and the GM determines an additional beneficial effect appropriate to the context.
CRIT effects on β Skill Tests are situational and GM-adjudicated. The GM should choose the most appropriate, cinematic, and satisfying outcome. Negotiation with the player is encouraged.
Examples of Skill Test CRITs
| Skill | Possible CRIT Effect |
|---|---|
| π§ Repair | Reduced Scrap cost, increased HP restored, bonus π§ Condition repaired |
| π¬ Science | Extra information from a terminal, free access to a security system, buffed hacked robot, a networked π» Hack Glitches a second robot |
| π Lockpick | Faster opening, fewer bobby pins consumed, reduced AP cost in combat |
| β Medicine | Additional HP healed, secondary injury also treated, consumable not expended |
| π° Barter | Better price tier than expected, bonus item included, merchant reveals rare stock |
| π¬ Speech | Target becomes more cooperative than expected, reveals extra information, relationship improved |
| π Survival | Higher quality camp, extra food found, better route discovered |
These are examples, not exhaustive lists. The GM should tailor CRIT effects to the specific situation.
CRITFAILs in Combat
When you CRITFAIL on an β Attack Test, the attack automatically misses (regardless of your bonuses) and the weapon used loses 1 π§ Condition.
The GM may also determine additional negative effects based on the circumstances. These effects should be more severe than a normal miss and create dramatic consequences. Examples include:
- The weapon jams or malfunctions (requiring AP to fix)
- The attack hits an ally in the line of fire
- The weapon is dropped
- The character loses their footing or balance
- An explosive detonates prematurely or off-target
The specific CRITFAIL effect is at the GMβs discretion and should fit the narrative context. Not every CRITFAIL needs a dramatic extra consequence β the π§ Condition loss is the guaranteed baseline penalty.
CRITFAILs on Skill Tests
When you CRITFAIL on a non-combat skill Test, the Test automatically fails and the GM determines an additional negative consequence appropriate to the context.
CRITFAIL effects on skill Tests are situational and GM-adjudicated. The consequence should be more severe than a normal failure; something goes meaningfully wrong beyond simply not succeeding.
Examples of Skill Test CRITFAILs
| Skill | Possible CRITFAIL Effect |
|---|---|
| π Lockpick | Bobby pins broken, lock jammed (increased Difficulty on retry), alarm triggered |
| π¬ Science | Locked out of terminal, security alert activated, hacked robot turns hostile |
| β Medicine | Patientβs condition worsens, healing item wasted, injury aggravated |
| π§ Repair | Item further damaged, Scrap wasted, malfunction introduced |
| π€ Sneak | Position fully revealed, enemies gain Advantage on first attack against you |
| π¬ Speech | NPC becomes hostile, relationship damaged, false information given |
| π Survival | Spoiled food causes sickness, camp attracts enemies, party gets lost |
These are examples, not exhaustive lists. The GM should tailor CRITFAIL effects to the specific situation.