The Eye of the Emperor is upon you, you have just critically succeeded/fumbled!

By whisperer in the vault, in Dark Heresy House Rules

Righteous Fury is a curious game mechanic, allowing for what amounts to a critical hit regardless to how successful your roll to hit is (it can occur whether you have a large DoS or if you succeed by a few pips on the die). While I acknowledge that by virture of accumulationg DoS, a critical hit system is somewhat enacted (i.e. extra hits with Scatter or autofire). To appease my current batch of players, here is a game mechanic that we are currently playtesting:

The Eye of the Emperor

The Eye of the Emperor watches over all of his Children, whether they are in the midst of battle or engagining in the mundane tasks that ensure the Imperium's future.

When rolling a skill test, roll an addition d10 (here by deemed the Eye of the Emperor). If the test is successful and the Emperor's Eye is open (you rolled a 10), your test is a critical success! Should misfortune occur and you fail your test with the Emperor's Eye shut in shame (you rolled a 1), your test is deemed a fumble!

The actual applications of a critical/fumble requires a bit of GM judication, the intent is for flavor here, not actual game shattering mechanics. A small advantage or disadvantage warranted by the situation to spice the game up a bit. I concede this rule is superfluous and pointless, but it does seem to add some excitement to the game table. I allow the players to choose if they will roll the Emperor's Eye (its not everyone's cup of tea) and if needed, burn a fate point to avoid a fumble. I am aware that there is a DoF, but rarely is its use invoked (at the moment, I can't recall a single precedent of its use from the rule book). Should it please you, try this rule and enjoy!

You might want to add a second skill roll to confirm/avoid the "Eye of the Emperor" roll to bring it more into line with Righteous Fury.

-K

kjakan said:

You might want to add a second skill roll to confirm/avoid the "Eye of the Emperor" roll to bring it more into line with Righteous Fury.

-K

I had implimented that after a few trials of playtesting, the rule itself is more for fluff and fun than any real in-game mechanical advantage though. My group just wanted to add a layer of unpredictability to noncombat situations to simulate social gaffs, strokes of luck and so forth.

We use the old Triple Six rule. By we, I mean "ME". It began back in college playing RuneQuest. Every time a 66 was rolled the GM made us roll another D10 and if a third 6 (the Tripple Six) came up then the 666 gained the attention of something truly evil.

Puppies became demons, demons became two demons, traps became sentient, all sorts of wacky and chaotic and evil machinations happened.

I still use it now, but I slightly alter the effect to a more of a "ive got a bad feeling about this" or giving the big bad guy some sort of bonus (like +10 on the next roll or whatever).

In the old days it came up alot, but for some reason, since leaving college, it hasnt occured as often.