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