Criticals And Catastrophes

 

Criticals and catastrophes are extreme outcomes that can alter the course of any encounter. Outlying results are far more likely in conflicts between mismatched opponents, but in the vast majority of cases criticals or catastrophes are of the minor type. Major criticals and catastrophes are very rare, and normally only result from a combination of fluke and a mismatch of skill or capability between opponents.

Crits & Cats in Versus Challenges

When rolling a Versus Challenge, the person who initiates the Challenge is the only one who is susceptible to a critical or a catastrophe. The other participant in the Versus Challenge may roll an exceptionally good or bad result, but the boons or benefits of a critical or catastrophe in a Versus Challenge are bestowed upon the initiator, not on the responder or challenger.

In combat, the initiator is the attacker, but in other contexts the person who is 'initiating' the Challenge may not be clear. For example, in a Versus Challenge of Tailing skills, where one character is attempting to follow another character, the character attempting to do the following might can be considered the initiator - but perhaps if a player is actively attempting to avoid being followed, the Director may want to consider them the initiator. Conversely, in an arm-wrestling contest, where two characters are rolling a Versus Challenge using their Strength, it is not clear who the initiator is. In cases where there is a doubt, the player can be considered the initiator, and if there are two players involved, the initiator can be assigned by the Director or determined randomly.

Crits & Cats in 21 Challenges and Spells

When rolling a 21 Challenge, the only person involved is the person rolling the Challenge, so of course, all criticals or catastrophes bestow their boons or benefits directly on that person.

In the case of casting and resisting spells, however, criticals and catastrophes are more complicated. Consider what happens if a spell caster rolls a natural 20 when casting Fireball; a minor critical should result in half the casting cost and doubling a parameter, such as damage. But what if one of the six people in the radius also rolls a natural 20 when resisting; a minor catastrophe should result in the spell fizzling and the caster being stunned. Clearly, both of these things cannot happen.

Because of these, and other complications, crits and catastrophes caused when casting or resisting spells must be considered independently from one another. The caster of a spell can critically succeed or catastrophically fail regardless of who is resisting, and those who are resisting can critically succeed or catastrophically fail regardless of whatever result the caster acheived. Potentially, a caster can critically succeed in casting and a resister can also critically succeed or catastrophically fail to resist.

Major Critical

A major critical is an overwhealmingly positive outcome. A major crit guarantees great success and grants significant additional bonuses and benefits. These benefits are generally defined below, but can be further modified or defined depending on the context at the discretion of the Director. When rolling a Challenge using a skill that costs a point from a Derivative to use (not including the casting cost of spells), a major critical means you regain a point of the Derivative instead of expending one.

In a 21 Challenge:

Due to the diversity of contexts, the specifics of a major critical when performing a standard 21 Challenge will largely need to be determined by the Director, but in any case, should be extremely positive. While climbing, for example, a major critical might result in the character making a vertical ascent equal to Skill hexes in a single turn. While using the blacksmithing skill it might result in an exquistively crafted sword with additional bonuses to multiple parameters.

In Combat:

Major criticals mean the attack bypasses all of the opponent's Protection and does double the maximum possible damage of the attack. Also, if the weapon has an effect, the effect is automatically applied if the attacker chooses. If the intended attack was an effect attack to begin with, the attacker can also choose to apply damage if they wish, or they can choose to apply half the damage to the target's Stamina, Concentration or Composure if they prefer.

When Casting a Spell:

A major critical means the caster pays no casting cost, and all fixed parameters (range, duration, radius, etc) are doubled. Additionally, for any rolled parameters (healing, damage, etc) the caster doubles the maximum possible result, and if the spell does damage it bypasses all Protection.

When Resisting a Spell:

A major critical when resisting a spell means the resistor suffers no negative effect of any kind, and the resistor gains an amount of Concentration equal to the casting cost of the spell resisted. This can raise their Concentration above their maximum for one turn, after which it will return to to their maximum if not used. Additionally, even if the spell was discreet or cast covertly, the resistor is aware that they have been attacked by a spell, what the spell was, who cast it, and where that individual is located if the caster is within a number of hexes equal to the Resistance roll.

Minor Critical

A minor critical guarantees success and grants additional bonuses or benefits. These benefits are generally defined below, but can be further modified or defined depending on the context at the discretion of the Director. When rolling a Challenge using a skill that costs a point from a Derivative to use (not including the casting cost of spells), a minor critical means the use of the skill costs nothing.

In a 21 Challenge:

As with major criticals, to the diversity of contexts in which a normal 21 Challenge might result in a critical leaves the specifics of the outcome largely at the discretion of the Director. A minor critical while rolling a 21 Challenge using Strength to lift rubble off of a pinned ally might not cost an action, leaving you free to perform other actions in the same turn. While making observations using the astrology skill, a minor critical might result in the observation or discovery of a rare object or convergence.

In Combat:

Minor criticals mean the attack bypasses all of the opponent's Protection and does the maximum possible damage of the attack. Also if the weapon has an effect, the effect is automatically applied if the attacker chooses. If the intended attack was an effect attack to begin with, the attacker can also choose to apply damage if they wish.

When Casting a Spell:

A minor critical halves the casting cost and doubles a single fixed parameter (range, duration, radius, etc) or results in the maximum possible result for a rolled parameter (healing, damage, etc), as chosen by the caster. If the spell does damage it bypasses all Protection.

When Resisting a Spell:

A minor critical when resisting a spell means the resistor suffers half of the effect they would have suffered if they simply resisted (such as 1/4 damage from a damaging destruction spell, for example). The resistor also gains an amount of Concentration equal to the casting cost of the spell resisted provided this does not raise their Concentration over maximum. Additionally, even if the spell was discreet or cast covertly, the resistor is aware that they have been attacked by a spell, and what the spell was, but not necessarily who cast it or where they are.

Minor Catastrophe

A minor catastrophe is a failure significant enough that it incurs additional consequences. These consequences are generally defined below, but can be further modified or defined depending on the context at the discretion of the Director. Regardless of any other consequences, a minor catastrophe always ends your turn.

In a 21 Challenge:

Given the many possible contexts in which a normal 21 Challenge might result in a catastrophe the specifics of such as result are left to the discretion of the Director. A minor catastrophe while baking a cake might result in a small kitchen fire that must be dealt with, for example. A minor catastophe while boating might result in you capsizing your vessel.

In Combat:

Minor catastrophes in combat put the attacker in the down state, or another state if it makes more sense. If no state makes sense, the defender applies damage to the attacker from an automatic hit.

When Casting a Spell:

A minor catastrophe when casting a spell means the casting cost is 50% higher (concentration goes negative if Caster does not have enough), the spell fizzles in a loud, obvious and visible way, and the caster is put in the stunned state for two turns.

When Resisting a Spell:

A minor catastrophe when resisting a spell means that the resistor suffers Concentration damage equal to the casting cost of the spell and is put into the stunned state for two turns in addition to any damage or effects caused by the spell itself.

Major Catastrophe

A major catastrophe is a serious, dangerous failure that has immediate and often life-threatening consequences. These consequences are generally defined below, but can be further modified or defined depending on the context at the discretion of the Director. Regardless of any other consequences, a major catastrophe always ends your turn.

In a 21 Challenge:

The results of a major catastrophe in a 21 Challenge are largely left to the Director to determine, but should typically involve significant damage or an immediate serious threat to the safety of the person who rolled the result. A major catastrophe while foraging might result in ingesting berries that are highly toxic, for example. A major catastrophe while designing or overseeing a structure using the engineering skill would result in a structural failure and possibly some deaths or at least many serious injuries.

In Combat:

Major catastrophes in combat mean the attacker is put in two disadvantageous states - normally down and disarmed, but other states such as stunned, entangled or confused can be applied instead at the discretion of the Director, depending on the context. Additionally, the defender applies an automatic hit that bypasses all Protection.

When Casting a Spell:

A major catastrophe means the casting cost is 2x higher (Concentration goes negative if Caster does not have enough) and the caster is put in the stunned state for two turns. Additionally, if the spell was an offensive spell, then the caster themself becomes the target of their own spell and does not get to resist, otherwise the spell has some opposite of the intended effect - for example if the caster was casting Heroism, the spell might benefit enemies instead of allies.

When Resisting a Spell:

A major catastrophe when resisting a spell means that the resistor suffers Concentration damage equal to twice the casting cost of the spell and is put into the confused state for six turns in addition to any damage or effects caused by the spell itself.