Once a character’s attributes are decided, calculating their target scores is simply the act of adding together the Key Attributes of any given application, along with any relevant modifiers.
Or, to put it as a formula;
Target Scores = sum of Key Attributes + any relevant modifiers
Common relevant modifiers most often include Training (such as for Skills or Weapons), but can also include bonuses from Talents, magical items or other such effects.
A Character’s Critical Score for any check is based on the check’s Target Score. It can also include a Critical Bonus if a character has high Luck.
Determining Critical Scores
If a Check’s Target Score is 1, its Critical Score is 0 (i.e. a critical is not possible). In all other cases, a check’s Critical Score is equal to the following:
Critical Score = Target Score ÷ 4 (rounded down) + Critical Bonus
Alternatively, players can consult the following table.
Table - Determining Critical Scores
| Target Score | Critical Score |
|---|---|
| 1 | 0 |
| 2 - 3 | 0 + Critical Bonus |
| 4 - 7 | 1 + Critical Bonus |
| 8 - 11 | 2 + Critical Bonus |
| 12 - 15 | 3 + Critical Bonus |
| 16 - 19 | 4 + Critical Bonus (etc) |
Note: A check’s Critical Score can never exceed its Target Score.
Target and Critical Score Limits
After determining both your Target and Critical Scores, impose the following limits:
Target Scores cannot exceed 19 and cannot be lower than 1.
A critical score cannot exceed the target score of the same check and cannot be lower than 0.
Note: because the above limits are only applied after calculating critical scores, this means that critical scores are based on the pre-limit target score value.
e.g. if a target score, after accounting for all relevant bonuses, could reach a total of 24, the critical score is set to 6 before the target score is limited to 19. This is one of the benefits of reaching exceedingly high target scores.
Assurance