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.

🎯 CRIT Range and β­• CRITFAIL Range

🎯 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.

CRITs in Combat

When you CRIT on an attack roll, the attack is a guaranteed hit (regardless of the target’s 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 damageβ€”or 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 total damage dealt by the attack after DT is applied, and it is not reduced by DT. It is reduced by DR, however.

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 ⭐ 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

SkillPossible CRIT Effect
πŸ”§ RepairReduced Scrap cost, increased HP restored, bonus Condition repaired
πŸ”¬ ScienceExtra information from a terminal, free access to a security system, buffed hacked robot
πŸ” LockpickFaster opening, fewer bobby pins consumed, reduced AP cost in combat
βš• MedicineAdditional HP healed, secondary injury also treated, consumable not expended
πŸ’° BarterBetter price tier than expected, bonus item included, merchant reveals rare stock
πŸ’¬ SpeechTarget becomes more cooperative than expected, reveals extra information, relationship improved
πŸ• SurvivalHigher 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 βš” Attack Test, the attack automatically misses (regardless of your bonuses) and the weapon used loses 1 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 GM’s discretion and should fit the narrative context. Not every CRITFAIL needs a dramatic extra consequence β€” the 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

SkillPossible CRITFAIL Effect
πŸ” LockpickBobby pins broken, lock jammed (increased Difficulty on retry), alarm triggered
πŸ”¬ ScienceLocked out of terminal, security alert activated, hacked robot turns hostile
βš• MedicinePatient’s condition worsens, healing item wasted, injury aggravated
πŸ”§ RepairItem further damaged, Scrap wasted, malfunction introduced
πŸ‘€ SneakPosition fully revealed, enemies gain Advantage on first attack against you
πŸ’¬ SpeechNPC becomes hostile, relationship damaged, false information given
πŸ• SurvivalSpoiled 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.