Breakthrough: Roll for the Story, Not Just the Hit
Most rolls answer one question. Did you hit. Did you convince them. Did you make the jump.
Breakthrough asks a different one. Who gets to say what happens next.
Any player can call a Breakthrough. You don't ask the GM. You decide the moment matters. Everyone who wants in spends 1 Resonance Point, the soul-energy you bank by surviving what the world does to you. Out of Resonance? Take a Level of Exhaustion and pay with your body instead. Then the table rolls.
The margin is everything. Clear the GM's number by a little and you share the telling, with a complication riding on it. Clear it by ten and the scene is yours, start to finish, and your enemy wears the wound. Miss it badly and the GM takes the pen. What happens to you stops being your call.
It carries any encounter. A standoff where one wrong word trips a neural interface. A negotiation with a Spell Weaver who is one breath from unraveling the room. A blade against a blade on a rooftop. Combat or social, the rule holds. The higher total holds the story.
Resonance is your Elohim. Your soul, pushed to its limit. Breakthrough is what happens when you push it on purpose. You spend the wound that made you to take the moment that defines you.
Full rules are live. http://einsolsrazor.com/games/einsols-razor/rules/core