Thank you so much! It worked!
I did some more troubleshooting and I'm at another impasse. I'll be tinkering at it for a minute but it's a simpler issue involving instantiation and defining variables: ReferenceError: characterEffects is not defined
var criticalEffects = [
//make an array of functions so a roller can index easily !!!remember to include output/feedback as this in an unexpected additional effect
//switch/case???
//does the target creature have arms and armor?
characterEffects = [
function brawling(){ //tar is the individual target token !!!(synxtax)!!!
var brawlingDamage = randomInteger(4),
brawlingIsLethal = {type: 'boolean'};
//you trying to kill - or nah?
if(combatRoll.isLethal){ // ask; this dmg can be nonlethal at no attack penalty to attack throw
sendChat('CombatRoll', '/w "'+combatRoll.characterToken.controlledby.displayname+'"'+
' (?{Is Brawling Damage Lethal?|'+ //the text of the query followed by button options
'[yes](!cr --combatupdate brawlingIsLethal|true)'+ //yes, add to lethal
'[no](!cr --combatupdate brawlingIsLethal|false)'+ //no, add to nonlethal
'})' //end query
); //end sendChat command
} else {
brawlingIsLethal = false;
};
//add to appropriate damage tracker depending on lethality
if(brawlingisLethal){
lethalDamage = lethalDamage + brawlingDamage;
} else {
nonlethalDamage = nonlethalDamage + brawlingDamage;
};
//feedback for the additional dmg
if(getAttrByName(tar.id, is_monster)){
sendChat('CombatRoll', '/em "'+characterToken.name+'" and a "'+tar.name+'" started brawling!'+
' "'+tar.name+'" suffered an additional '+brawlingDamage+' points of damage.');
} else {
sendChat('CombatRoll', '/em "'+characterToken.name+'" and "'+tar.name+'" started brawling!'+
' "'+tar.name+'" suffered an additional "'+brawlingDamage+'" points of damage.');
};
},
function damageShield(){},
function damageArmor (){},
function disarm(){},
function forceBack(){},
function knockdown(){},
function sunderWeapon(){},
function stun(){},
function wrestleORclamor(){},
function attkrChoice(){} //query to choose
]
],

With all the preceding code:
var CombatRoll = CombatRoll || (function() {
'use strict';
var version = '0.0.1',
lastUpdate = 1583470878000,
combatRoll = {
//who's in the kitchen
characterToken: {type: 'graphic', subtype: 'token'}, //reference; should be obtained by figuring out who launched the macro
/*ARRAY*/ targetToken: [{type: 'graphic', subtype: 'token'}], //reference; will launch a query to acertain target(s)
//what we cooking with?
weaponName: {type: 'text'}, //reference; might have use for it - might not. Knowledge it power, though
/*REQUIRED*/isLethal: {type: 'boolean'}, //reference; if non-lethal HP will stop at 1 and the opponent is incapacitated; default is true
//let's a goooooooo rolling
attackRoll: {type: 'number'}, //calculate (send roll request from API); let's roll 1d20
attackBonus: {type: 'number'}, //reference; should already be a value tracked and stored in a character sheet
attackResult: {type: 'number'}, //calculate; only added to track values from more than one attack roll (exploding 20s)
exploding20: {type: 'boolean'}, //logic for calculation; if attackRoll == 20, roll the mofo again and add the value to attack result
//ok...wtf happened
attackThrow: {type: 'number'}, //reference; strored in character sheet; attackResult must be greater than or equal to hit
ACHit: {type: 'number'}, //calculate; if we hit, the AC we can hurt with our attack; attackResult - attackThrow || 0 if it's negative
isHit: {type: 'boolean'}, //determine; is the attackResult >= attackThrow
isFumble: {type: 'boolean'}, //determine; is the attackRoll == 1
/*ARRAY*/ targetAC: [{type: 'number'}], //reference; should already be a value tracked and stored in a character sheet
goodHit: {type: 'boolean'}, //determine; if ACHit >= targetAC, we can deal damage; else we missed or hit with no damage (weak as fuuuuuuuck!!!)
isCritical: {type: 'boolean'}, //determine; if ACHit >= [targetAC + 10];
//if goodHit, let's do the deed - don't get ahead of yourself trying to do this step earlier
damageRoll: {type: 'number'}, //calculate (from referenced weapon damage SRD formula); double the number of die if isCritical
damageBonus: {type: 'number'}, //reference; should already be a value tracked and stored in a character sheet
damageResult: {type: 'number'}, // [damageRoll + damageBonus]
lethalDamage: {type: 'number'},
nonlethalDamage: {type: 'number'}
},
creatureSize = [
],
//from the Barbarian Conquerors of Kanahu - page 14 (also covers Exploding 20s)
criticalEffects = [
//make an array of functions so a roller can index easily !!!remember to include output/feedback as this in an unexpected additional effect
//switch/case???
//does the target creature have arms and armor?
characterEffects = [
function brawling(){ //tar is the individual target token !!!(synxtax)!!!
var brawlingDamage = randomInteger(4),
brawlingIsLethal = {type: 'boolean'};
//you trying to kill - or nah?
if(combatRoll.isLethal){ // ask; this dmg can be nonlethal at no attack penalty to attack throw
sendChat('CombatRoll', '/w "'+combatRoll.characterToken.controlledby.displayname+'"'+
' (?{Is Brawling Damage Lethal?|'+ //the text of the query followed by button options
'[yes](!cr --combatupdate brawlingIsLethal|true)'+ //yes, add to lethal
'[no](!cr --combatupdate brawlingIsLethal|false)'+ //no, add to nonlethal
'})' //end query
); //end sendChat command
} else {
brawlingIsLethal = false;
};
//add to appropriate damage tracker depending on lethality
if(brawlingisLethal){
lethalDamage = lethalDamage + brawlingDamage;
} else {
nonlethalDamage = nonlethalDamage + brawlingDamage;
};
//feedback for the additional dmg
if(getAttrByName(tar.id, is_monster)){
sendChat('CombatRoll', '/em "'+characterToken.name+'" and a "'+tar.name+'" started brawling!'+
' "'+tar.name+'" suffered an additional '+brawlingDamage+' points of damage.');
} else {
sendChat('CombatRoll', '/em "'+characterToken.name+'" and "'+tar.name+'" started brawling!'+
' "'+tar.name+'" suffered an additional "'+brawlingDamage+'" points of damage.');
};
},
function damageShield(){},
function damageArmor (){},
function disarm(){},
function forceBack(){},
function knockdown(){},
function sunderWeapon(){},
function stun(){},
function wrestleORclamor(){},
function attkrChoice(){} //query to choose
]
],