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 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 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 Condition repaired |
| π¬ Science | Extra information from a terminal, free access to a security system, buffed hacked 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 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 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.