I am thinking about in-acting a house rule called a "Critical Hit". Basically if a player rolls a natural 12 on the dice, they get something on top of the 10+ result on the chart. Here is a breakdown of critical hit bonuses. Note this only applies if you roll a 12, not if you get 12+ from skill bonuses.
Act Under Pressure: You confidently and courageously accomplish what you set out to do. You get a +1 forward on your next roll.
Help Someone Out: You work in sync with those you are helping. You give them a +2 bonus to their roll.
Investigate a Mystery: You gain an additional hold from the list (Hold 3)
Kick Some Ass: You can either chose 2 extra effects from the 10+ chart or pick from the list below. These are a follows:
1. Suffer no harm (Completely avoid a counter-attack)
2. Shut down a monster move or attack ability. You must describe how you are doing this. (Such as cutting off a claw, breaking the monster's teeth, or disorienting the monster by a blow to the head). The keeper should refrain from allowing the monster to use that ability unless they take a turn to recover.
3. Strike a crippling blow. You inflict a condition on the monster relevant to the form of the attack.
Manipulate Someone: You utterly convince the person to do what you want. They will do it for you, no strings attached. For hunters, they get a +2 forward to do what you ask.
Protect Someone: Chose 2 extras from the 10+ chart.
Read a bad situation: You can either hold 4 from the list or get a +2 forward on the first attempt to act on this information (+1 for further attempts).
Use Magic: You channel a massive amount of magical power. You can either take a +1 forward on your next Use Magic roll or use this option. Chose 2 magical effects from the Use Magic list. However if you do so, you get a glitch as though you rolled a 7-9 due to some form of magical overload.