Random Crits

For each shot you take, the GM will roll a similar die equal to the damage die/dice of your weapon, for each that match yours (i.g: player rolls 13 for damage, and GM rolls a 13 or player rolls a 6 and a 14, and the GM rolls a 6 or a 14), double your damage.

If the shot was a natural crit already, the damage is overall quadrupled ('critting the crit').


Note: This is a passive ability and is constantly active unless you decide to turn it off, in which case it costs nothing to activate it again.

If you are rolling multiple dice for your weapon (not any bonuses like Armour Piercing Rounds) at least ONE roll must match.

Cost: 0 Spell Castings

Speed: None

Damage: Random Critical Hits


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