Deral do you use a similar thing for criticals ?
I use a modified version of the critical hit tables that have been put up on this forum in the past- hell if I can find them right this second- but players (or at least my players) rarely opt to do something other than the standard critical effect. I leave the table available to my players because it gets used when they want to do something other than kill their opponents, when certain moves specifically fit a particular character concept, or there is a crit-focused character.
The table is unfortunately quite a bit longer because it's more specific and broken down to give weapons with a lower base threat range a greater variety of options, it looks like this though I take absolutely no credit for the tables themselves- I have no idea whose original concept they were based upon, and whose work has gone into modifying them, I know at least some of the tinkering was mine, but since I can't find the original, I have no idea how much. Still, I'll go ahead and put it up here, even though it isn't especially similar (being far more specific)- but someone might be interested regardless:
Any Base Threat Range Weapon:1 Die - Inflict Damage Straight to Wounds, ignoring DR but not Resistances
1 Die - Immediately gain 3 Reputation
1 Die - Inflict the
Bleeding condition or increase the die size of a
bleeding condition by 1 step
1 Die - Inflict 1 grade of
fatigued or
shaken1 Die - Roll and Inflict a Critical Injury as normal, but without a save
1 Die - Ignore Damage Resistance, Defiance, and similar qualities
Base Threat Range of 19-20, 20, or --1 Die - Drop 1 of the target's skill bonuses to 0 (Spellcasting costs 2 dice)
1 Die - Automatically trigger 1 action keyed to an upgrade or quality the attack has (trip, hook, spike, etc)
1 Die - Target automatically fails a save prompted by the attack (poison, bleed, massive, etc)
2 Die - Inflict 1 Critical Injury of your choice (roll only to determine specifics of the chosen injury)
2 Die - Drop Target's Vitality to 0
2 Die - Any two 1-die effects
Base Threat Range of 20 or --1 Die - Recover 4 x Career Level Vitality
1 Die - 1 Piece of worn or carried gear fails 1 damage save
2 Die - Target becomes
Flanked or
Flat-footed until the end of combat
3 Die - Roll and Inflict a Mortal Wound (Critical Injury-like variant on Massive Damage)
3 Die - One 2-Die and One 1-Die effect
So yeah- far less neat and concise.
The thing I like most about having a table this specific for Critical Hits is that it gives me, as the GM, more flexibility on what I can have a critical do to a player without causing any upset (and without simply more "you take wound damage), as all these same options are available to the players.