Critical Successes and Fumbles
Sometimes things don't go as planned...
This section describes what happens to a character when the player makes either the best roll possible or the worst. The best success is called a "critical" success, while the most horrendous failure is called a "critical" failure. Either way, these two scenarios can make for darkly humorous or downright grim consequences.
There are two dice that can be considered for critical successes or failures: The twenty sided die, and the percentiles. Both these dice are used extensively in physical combat, spirit combat, saving throws, ability checks, thieving checks, and divine intervention. The scenarios below displays the qualifications for a critical success. The scores listed are unmodified die rolls. In other words, a roll of 1d20=17 that has a +3 modifier does not count as a critical success. Likewise, neither does rolling a 2 on a 1d20 using a damaged sword (-1 penalty) constitute a critical fumble. Likewise, when percentiles are used, 01-05 and 96-00 are considered "critical" scores (these are raw scores without modifiers.) Critical successes earn one wish piece for the Player.
When determining the result of the critical success or failure, the Player (or alternatively the GM) rolls a d20 for the outcome. The GM can also improvise a suitable result if the rolled result doesn't make any sense for the given situation. The improvised result should be of a similar level of sanction/reward as the rolled result.