Over the top stats.

By Catachan, in Dark Heresy

I'm wondering how many characters out there end up with extreme stats. For instance, my guardsman got hit with the brute mutation and ended up with 60 Str and 61 T, and an extremely low agility of 23.

What other unboosted stats have people managed to push beyond a sane level, and how was it accomplished? Remember any stat at 51+ is considered Daemon level (Heroic), but that is too easy to do, I want to hear about stats with 60+. I think pushing a stat to a bonus of 6+ takes some insane commitment or a freak accident.

There might be some characters out there running around with a 71 fellowship or 62 Intelligence...

My psyker is sitting at 63 willpower from:

- +20 from the attribute boosts.

- +3 from the sanctioning side effect

- +25 from being void born.

- +15 from the dice roll for the characteristic at creation.

The scum in my group rolled maximum for his BS. Given that he was a Metallican Gunslinger (he came up with the gunslinger concept before The Inquisitor's Handbook came out, so it seemed appropriate to rebuild the character using the stuff in there before the campaign started), and he spent 100 of his starting 400xp on a BS advance, he started the game with a BS of 50.

The only other character to reach such extremes was one guy, who managed SB and TB 10 each. But that was because he was an Ogryn rather than because of lucky rolls. He once managed to end a barfight with a single headbutt (unarmed damage for SB10 is 1d5+7 I, Primitive) and the intimidate test that accompanied it.

A techpriest with a few implants (Machinator Array and a Helot Augmetic) could easily reach ridiculous toughness.

And a blank could manage a 0 fellowship bonus: Mindcleansed for 15, die roll for 2-4, halved for blank. We don't want to talk about what happens when he meets a psyker...

Cifer said:

A techpriest with a few implants (Machinator Array and a Helot Augmetic) could easily reach ridiculous toughness.

And a blank could manage a 0 fellowship bonus: Mindcleansed for 15, die roll for 2-4, halved for blank. We don't want to talk about what happens when he meets a psyker...

Yea, that's pretty extreme, but people don't realy play characters like that. I want to know about characters that are realy being used in games. We could dream up some freaks, but no one will have the guts to use them in a real game. Like the Blank needs a die roll of 2-4 and stuff like that... if any one really pulled that off and is using it it would be epic.

My Untouchable has a fellowship of ten - which I guess isn't quite as low as zero, but mechanics wise it is pretty close. Chances of passing a fellowship roll are low indeed.

Reminds me of this one time I played secutor. The Guardsman asked to make a new character.

My scum character, besides rolling 16 for Ballistic Skill, Agility and Fellowship, is a noble thus starting with Fellowship 41. Of course she will soon have gained all Fel advances ending up with Fel 61. Her career path offers many Fellowship skills up to +20 and a wide choice of Peers. I'm especially interested in the Charm skill and the First Impressions rule from the IH (+10 on subsequent Interaction Skill Tests). Maybe even our group's cleric would believe her that "the Chaos Gods actually are not that evil" angel.gif

Possibilities in Combat (with appropriate talents): Full Move Action 15m + 2 Full Auto Pistol Attacks as Free Action without penalties, Dodge 20+ Ag 56 = 76% (twice per round) demonio.gif

You think that's enough?

Tech-Priest.

Go through a Cybernetic Ressurrection, that gives you a base Toughness and Strength of 30+2d10

Then go all-out Secutor, for an extra 10 to both stats.

40+2d10, with a potential of getting a 60 and then four advances nets you a total potential of 80 in those stats, which is quite nice.

But hey, we're not going to stop here, right? It's just starting to get fun!

Get good quality implants for another +10 to your Strength, wear a neat power armour for another +20.

Netting you a Strength of about... Let's see.. Nothing more than a hundred-and-ten , disappointing.

Of course, if you are a Rogue Trader PC (with a base stat of 25) and are willing to deal with mutations and daemonic pacts... You may yet eclipse this.

My Guardsman is at BS 62 (Starting 39, +3 (divination), +20 stat increase).

As an aside out groups techpriest has gone through all the upgrades as discussed (other than the cybernetic ressurection) and her effective strength is something like 77... pity her WS is only 32 so she cant hit anything in H/H.

S.K.

Of course, if you are a Rogue Trader PC (with a base stat of 25) and are willing to deal with mutations and daemonic pacts... You may yet eclipse this.

And now we know where Brass Behemoths really come from. However, Rogue Trader PC wouldn't help you as you override your starting Toughness and Strength with the Ressurection values anyway.

Yea, that's pretty extreme, but people don't realy play characters like that. I want to know about characters that are realy being used in games. We could dream up some freaks, but no one will have the guts to use them in a real game. Like the Blank needs a die roll of 2-4 and stuff like that... if any one really pulled that off and is using it it would be epic.

Er... the blank was a character I prepared for a round, together with a Moritat and Gunslinger assassin, to give the GM something to choose from. He said he'd best like the gunslinger, so I played that one, but I would have been fine with the blank too.

As for the Techpriest, I guess that's how pretty much every combat techpriest evolves sooner or later.

The Adept in my group has a trule insane Medicae score:

Int: 60:
Medicae +10
Master Surgeon +10
Talented Medicae +10
Med Kit +30

So disregarding penalties: 120%

Just wait until he goes and gets Unnatural Intelligence...

Just point out that good-quality implants give a +10 bonus to Strength tests, not +10 to the stat itself.

OMG Yes,

Well that is still some xp away...

Though my pc's seem to be unable to become lightly injured...most of the time when they get into combat its 8+ wounds...so healing works, just not that well..

The Psyker in the group I'm in has a WP of 70, exactly.

Voidborn and max roll for a starting score of 45 + 5 Living Nightmare background package + 20 from all advances.

He still manages to screw up all his Telepathy opposed rolls, though...

level 2 Psyker, 60 WP with only 10 purchased. Rest is something like 20+19+3+3+5 for starting value, a trait from homeworld, sanctioning side effect, and one of the oigins from IH