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Different Levels of Charms
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.
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.
Those silly buggers... they really think that little piece of scrap around their neck is going to stop the almighty gm? MUHAHAHAHAHAHA!
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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