Charms
Given the fragility of charms, GMs might rule that they are subject to possibly being destroyed inadvertently by large-area attacks, explosions, or falls.
DF2 gives a roughly 2/3rd chance (rolls of 1-4 on 1d) of potions and grenades being destroyed when the containers they are within are bashed. I find that percentage (~15%) to be a smidge high for Charms on a person's body. The description of a quick-release backpack in DF1 suggests that breakables break on a roll of 1 on 1d6 which seems more reasonable overall.
Breakage of Charms:
Falls must be large enough to actually deal damage- catfall, acrobatics, feather fall and other mitigations protect normally, but Damage Resistance does not.
Roll 3d6 for each charm individually, on a 6 or less the charm is broken and activates, immediately applying its relevant effects as if cast.
Specialized protective containers with the cushioned modifier are designed to minimize breakage and reduce the chance of breakage to a roll of 3 on 3d6.
Rugged Charms
Rugged Charm Drawbacks:
- Longer Preparation time- a full hour instead of half an hour, as more resilient materials take longer to impregnate with magic
- Rugged charms cost 1 FP to activate, representing charms set off by a trickle of specific magical energy
- Rugged Charms take 2 (or more) Ready Actions to Activate, representing fail safes and other measures meant to prevent the accidental activation of especially dangerous spells
Attacking Charms Directly
Whoever is holding a charm that comes under attack may defend normally, but may not parry with the hand holding the charm.
Large-Area attacks such as cones, explosions, and such do not suffer the to-hit penalty from size modifier.
Stealing Charms
Alternatively, one may attempt a theft after successfully grappling the limb holding the charm, and then winning a Regular Contest of ST or DX or Sleight of hand vs. the Target's DX, ST, or Sleight of Hand.
At the GM's discretion a caster might be able to activate a charm after being grappled before the grappler can attempt a theft.
Fast-Drawing Charms
Charms in pockets give a -1 to fast draw, but the charms benefit from the DR of the garment they are stored in.
Charms stored in internal jacket pockets give a -2 to fast draw, but the charms benefit from garment DR and give a +2 bonus to Holdout to prevent the charms being discovered during a frisk.
Charms stored under armor give a -4 penalty to fast-draw, but benefit from all DR and have a +4 bonus to Holdout to avoid being discovered during a frisk.
Charm Gear:
Rugged:
Cushioned:
Reduces the chance of accidental breakage. Charms break on a roll of 3 on 3d6 instead of a 6 or lower on 3d6.
Quick-Access:
Gives +1 to fast-draw when applied to particular garment or container. May only be applied once to a particular piece of gear, but bonuses from multiple articles with the modifier can stack to offset penalties, with a maximum bonus of +1 after negating penalties.
Cost Modifier is +2.
All three modifiers are compatible with one another.