Critical Success and Failure

If all of the dice rolled come up 6’s, that is critical success and the player can describe the result in glowing, hyperbolic terms if so desired. If the Difference is critical, the player can roll again and add that roll to their original total.

If all of the dice in a roll come up 1’s, that is critical failure. The task has failed dramatically. If the Difference is critical, roll again and subtract that roll to the original total.

Even if a successive roll did not raise the total beyond the difficulty, any critical success is automatic if minimal success in any task that is not a direct attack. Direct attacks must always beat the target’s defense.

This also applies to Difficulty Dice and dice rolled to determine damage.

It is worth noting that the more dice rolled – the less likely critical success or failure becomes.

If a character rolls critical success or failure on a task roll, they can add +1 to the specific skill involved in that task as if it were improved by Plot Points. If they did not have that specific skill – they do now, at +1.

Critical Success or Failure only applies to rolls made in active play. It does not apply to character development, or any other roll made between episodes.