System
The idea behind imploding/exploding 1s and 6s is that they can account of the occasional bout of good or bad luck without over-dominating as criticals can in other systems, like Cyberpunk 2020. A professional, competent character can expect to succeed even if they roll a one, at least at a usual task, it’ll take a string of bad luck to make them screw up and 6s allow anyone to – occasionally – have that string of heroic luck that makes all the difference. How this might work in practice could be:
Example One:
Sutter the Crouch Ender is trying to scramble away from one of The Shepherds who is pursuing him after a failed raid on the Shepherds to free one of the groups friends. Sutter tries to escape by wriggling through a sewer grate that he knows is too small for the Shepherd to follow. Normally the Games Master would let this just go ahead, but since he’s being pursued and is under duress the GM demands a roll. Sutter is ‘Small’ and ‘Wriggly’ and is a ‘Professional Tunnel Rat’. This gives him a bidding total of 5. The grate is ‘Small’ and ”Rusty’ and ‘Stinks’, giving it a bidding total of 3. Sutter rolls a 6, another 6 (explodes) and a three. This gives him a roll total of 7 (6, +1 for the extra six, nothing for the three). The grate rolls 5. Sutter’s total is 12, the grate’s total is 8. Sutter’s through the grate and away by a considerable margin.
Example Two:
Bork is a Bravo, he finds himself facing down a guard from Earl’s Court. Bork is a ‘Professional Bravo’ and is ‘Wiry’, ”Lithe’ and ‘Deadly’. That gives him a bidding total of six. The Earl’s Court Guard is a ‘Professional Man at Arms’ and it ‘Tough as old boots’ and ‘Experienced’. He’s also ‘Old’ which Bork bids against him. The Guard has a bidding total of 4. Bork rolls 1, 1 again and then six. This gives him a roll+bid total of 6, He scores one for his initial roll, takes away the 1 from the second and discards the six. The Earl’s Court Guard rolls 4, getting a total of 8. Enough to beat Bork who’s had a hard time of it in this fight so far.