Criticals

In most Pen and Paper games, rolling a 20 indicates a Critical Success, where things go way better than they should. Conversely, rolling a 1 means things fuck up quite badly.

Mixed Karma takes these concepts sideways by firstly making 1's critical successes and 20's crit failures (as is the nature of its roll system) and secondly.. by exagerating them wayyyyy past reasonable standards.

Critical Successes let the players lift mountains, recreate Picasso's works with fingerpaints, and reap wild success in whatever action they were doing. Critical Failures lead to their spells summoning angry gods by mistake, accidently craft high explosives when they were trying to mix Kool-Aid, and throw the pin instead of the grenade (or possibly all the pins to every grenade they have on them at the time).

Also considering that every single time the dice is rolled, there is a 10% chance one of these outcomes will occur, and you begin to understand why Mixed Karma gets as out of hand as it often does.

Critical Successes


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Critical Failures


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