Critical
One of the joys of roleplaying games is the unpredictability of the dice. Sometimes things go well, sometimes they go terribly, but it helps to weave an interesting story and narrative where luck, as much as skill and planning, determines a character's fate.
Sometimes, though, things go exceptionally.
To represent this, we have a critical system. When a character rolls under 5% it means they have gotten lucky, or their opponent unlucky, enoughto land a potentially decisive blow, get a spell in where it really hurts, or get off an especially cutting remark.
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Combat Critical
Extra Damage - Inflict double the damage the attack would have done.
Negate AP - The target has 1d5 less AP on there next turn. Reduce an Ability - One Ability score of your choice counts as -10% for the next 1d5 rounds. Reduce Movement - The targets movement is halved or costs double the AP. Silence - The Target cannot make any sound for the next turn. Overwhelm - Extend the effect of an Overwhelm talent by 1d5 rounds.
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Social Critical
Additional Success - The interaction counts as one additional success towards the social encounter's resolution.
Fluster - The character can perform one less rebuttal. Impress - Add 1d5 to the character's reputation with the group/adventurer. Mitigate - Add 1 additional round to work towards the adventurer's goal. |