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Different Levels of Charms PDF Print E-mail
Written by Phoenix   

Given that my players are all emperor fearing good citizens of the imperium, they feel that it is their religious duty to carry charms.  Actually, their morals range from "big guns good" to "kill kill kill the heretics" to "xenotech?  gimme gimme gimme!" and they carry charms because they want some kind of protection from the gm.

So sooner or later they'll all have charms.  The Corebook says that if everyone carrys charms, the GM needs to decide which are the most potent.  So here's a system to do that.

When there is an event that occurs to a random player, have all players make a Charm Test (or roll for them if you want it to be secret).  Players roll 1d10 and add a bonus based on the type of charm they carry (if any).  The player who rolls the lowest gets the event.

There are three types of charm:
Minor - these charms, while lucky, have no personal relation to the character.  They are the sort of a thing a PC would carry simply because they are reputed to be lucky.  Examples: corpse hair, skulls, rabbit's feet, etc.  These confer a +1 to a charm test.

Moderate - these charms have some kind of personal relation to the character but are still only moderately powerful.  They will most likely not be considered lucky on their own.  Example: one of my PCs is a member of a hidden scholarly college called the Guild of Knowledge that fights for freedom of information.  He has an illuminated history book that he carrys at all times.  Confers a +2 to a charm test.

Major - these powerful charms have a very personal relation to a character.  They may have been involved in a defining moment in his life or just been part of his crowning moment of awesome.  Example: the bullet casing of the round a PC used to kill a daemon, or the obsidian shards from the altar my PC killed a heretical magus on.  Confers a +4 to a charm test.

I created these rules not just to help differentiate between charms but also to get PCs more involved in the universe.  PCs will be looking for opportunities to do something really awesome in the hopes that a charm will come out of it.

I made these rules up at 10 pm last night on the spur of the moment, so feel free to critique.

Comments
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[S]ir[B]ardiel   | Registered | 2009-07-07 07:57:17
avatar seems good to me!
knuckledragger   | Registered | 2009-07-07 17:46:02
I like it. In one of the Ravenor novels, one of the villians collected items that caused the death of someone, directly or indirectly. If I remember correctly, he believed that they were instilled with power. He cherished the baubles above all other things.
kwdblade   | Registered | 2009-07-11 15:00:14
Those silly buggers... they really think that little piece of scrap around their neck is going to stop the almighty gm? MUHAHAHAHAHAHA! :evil: :evil: :evil:

This helps me out a bit, I have a number of players with charms, and one character has 3! I would say that, based on this system, she has 1 of each level.
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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