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- Criticals, Personae v4
Criticals, Personae v4
About as happy as I'm going to get with them at this stage I think
Rolling natural or unmodified 10s (“nat-10s”) guarantees success—and opens up the chance to bank criticals!
Challenge (issue a challenge):
When you roll a nat-10 and your total result exceeds your opponent’s, your action succeeds superbly: you bank at least one(1) critical
If your total result ties your opponent’s and you break the tie in your favor, you succeed the challenge but do not bank a critical
For every nat-10 rolled beyond the first, you bank one(1) additional critical, to a maximum amount equal to your Potential Threshold
If your total result ties your opponent’s but you don’t break the tie in your favor, you achieve a partial success
Respond (answer a challenge):
If you roll a nat-10, your opponent fails even if your total result ties your opponent
If your total result exceeds your opponent’s, your opponent fails as with the core mechanic
If your total result ties your opponent’s, you resolve the same way you would with the core mechanic
You don’t bank criticals when you respond
You can spend criticals to do something awesome!
Steer towards success (default): spend a critical to
Before knowing the result: your action succeeds
After knowing the result, after breaking ties: you can turn failure into a partial success
Activate trait features: where a trait says “you may spend a critical to”
Provide a benefit agreed upon by the group
Criticals can be given to other PCs or player-controlled identities) or chorus-controlled identities as it makes sense within the fiction, and the group agrees
