Combat
Critical Criticals:
In The Unlit World, it's possible to truly score a critical. A critical critical, to put it that way.
If one rolls within the weapon's threat range, and does so again on the check to resolve the threat for a critical, you
have a threat for a critical critical. On any secondary checks, only that weapon's 'natural' threat range plus any modifications
for Feats are counted - the keen quality or the vorpal quality doesn't count. Succeeding at a critical critical, increases the critical multiplier by one.
There is no upper limit on a critical critical - technically, one might score arbitrarily high, provided you just keep rolling high enough. So far, in our campaign, I believe the highest
multiplier scored was x7, something which did an incredible amount of damage.
Fumbling Fumbles:
Correspondingly, as it is possible to score critical criticals, one might also mess up to an extreme amount. To use the
parlance from criticals, if one rolls a natural '1', one 'threats' on a critical fumble. Rolling a '1' again, means it will be a fairly annoying fumble. You are
also then threatening on an even more extreme fumble. Rolling a '1' multiple times in a row, ensures that the DM will pause for a moment, chuckle evilly, and then adjucate a
horrible result for the incredibly bad die roll.
Possible results, from the less severe to the more severe, might be that one accidentally drops the weapon your shield, that you drop your weapon and fall prone, that not only
did you drop your weapon and fall prone, you also dropped your weapon in such a fashion that it skitters away a few feet, and, obviously, for an incredibly bad roll, an outcome might be
that you slip and fall prone, unwillingly throwing your weapon in the direction of one of your comrades as well as breaking a few breakables in your pack that is suddenly squished under
your weight when you fall on your back.