No worries, these things happen. I figured something like that was the case, as the conversation was kind of surreal.

Also, Shady: send me a link or catch me on IRC sometime.

So that means when a character has a Luck of 5 she critically succeeds when she rolls a double 5 or higher and critically fails when rolling a double 6 or lower. That doesn't make sense unless it's a mistake and it' supposed to be the other way round. 10-Luck or lower is crit fail, 11-Luck or higher is crit success.When a player rolls a test, check the first two dice if using a dice roller, or pick two differently colored dice if rolling physical dice. If the first two dice are doubles, each with a number equal or less than your character's (11 - luck) score, it is a critical failure. If the first two dice are doubles, each a number equal or greater than your character's (10 - luck) score, it is a critical success.
Margin of Success is the number that you exceed the target number by. So, if you had a target with a Dodge of 10, and you managed to roll a 25, you would have 15 Margin of Success. There are some perks out there that will reduce the amount of Margin of Success needed for certain special attacks, like Called Shot.If an attacker deals a wound with a called shot, the wound is applied to called location, and causes the appropriate penalties. If no special location is called, use the generic wound penalty...
... Characters may choose to attack specific locations on a target by spending margin of success. In general, the smaller the location, the more margin of success is needed.
• 10 = Non-Vitals (Legs, Tail, etc.)
• 15 = Semi-Vitals (Face, Neck, etc.)
• 20 = Vital Spot (Brain, Eye, etc.)
+5 bonus if declared in advance
Bypassing Armor
If a character makes a called shot on a location that isn’t covered by armor, the shot may bypass the opponent’s armor entirely. Each piece of armor has a coverage rating that determines how much margin of success is needed on a called shot to bypass it. (Generally between 10 and 25)