Most crazy character you have made

By Malkavianmadman, in Rogue Trader

Ok so today i was building a character, basically as a flavor character for an NPC rogue trader vessel. And this guy is NUTS!

so I wanted to know what characters people have made up that just seem insane at level 1. Here is mine in summary.

Wolfe the mutant deathworld arch militant.

With wolfe i managed to get 60 Strength off the bat due to his hulking mutation (Spent the xp to get my choice of mutation), being born on a deathworld and basic strength training. Also wolfe gained one weapon training feat so i decided being a bearly deathworlder that he would have the Heavy weapon training (Bolt) talent. to top it all off wolfe counts as agility 5 for movement and has 22 wounds...

So lets see your nutso characters.

If you want to do crazy stuff with mutations. Try using the 200 xp to choose which mutation you get. Then pick "Ravaged Body" and hope you roll a 5 on the d5... I did that once, and the results were crazy. But still quite cool. gran_risa.gif

I created a Forge World Seneschal, the son of an Imperial Envoy to that Forge World which has an Intelligence bonus of 10 (12 with another 250xp)

How did you get Unnatural Attribute to start out with?

Without being a Mutant, I mean.

Dabat said:

How did you get Unnatural Attribute to start out with?

Without being a Mutant, I mean.

Good-quality Cortex Implants. Either as your initial acquisition, or by being an Explorator (you get two bionics free at character creation, at common craftsmanship, and can upgrade them to good craftsmanship for 200xp each).

Oh yeah. I totally forgot about those.

**EDIT**

Well i supose i should tell about mine.

My group and i roll by the book, we try to shy away from min-maxing and let the dice fall where they may on mutations. The Senechal of the party decided to roll up a mutant. He had been pretty average up until this point, with some good stats, namely Fellowship and Toughness, but nothing stellar. He then rolled Ravaged Body and rolled a 7, giving him four mutations. His rolls were, in order 75, 100, 46 and 72. Giving him Necrophage, Deamonic, Hulking and Clawed/Fanged, which translates out to +10 Toughness, doubled TB against most damage, Fear 2, immunity to fear and mind altering effects, +10 Strength, +5 Wounds and a natural weapon. He, having not used his stat re-roll, asked to trade it for getting his size back down to normal from hulking, which was granted.

Oddly enough, he isn't a combat character. He doesn't carry anything larger then a compact laspistol, and rarely wears his armor. He doesn't like to fight, he is just real **** dangerous when he does.

So, i decided to make another mutant character using the suggested 200xp to gain ravaged body. I gained 4 mutations for the character (a female Explorator). they were Brute, Feel no pain, Wyrdling and Necrophage. which (combined with a roll of 20 for one stat) gives her 70 Toughness (she also trained in toughness. Her psychic powers are force crush and force shield, i decided they could be easily mistaken for Adeptus Mechanicus tech.

Just one quick question though, does the training count for extra starting wounds since its a part of character creation?

Have a friend that said go nuts with character creation to build up a nasty Antagonist crew for his game. Told me the variation to character creation he was doing was one free row choice on the origins.

Kirroa Nostromo was the most far gone of the crew with: VoidBorn->Scavenger->Tainted->free hop to DarkVoyage->Pride->Navigator

Much like Varnias said the result was Ravaged Body and then rolled the following five mutations:

Degenerate Mind->From Beyond, Hideous Strength->Unnatural Strength x2, Feels No Pain->Iron Jaw and +5 Wounds, Hulking->Hulking Trait +10S and +5 Wounds, and Wyrdling->Psy2 and two powers

He was from a Renegade House (Cause you know with that many mutations going in he kinda was fated for it...and as a matter of fact I decided he didn't exactly like the Warp) and chose as his two Navigator Powers as Held in My Gaze.

Rolled his two Navigator mutations: Disturbing Grace->Unnatural Agility x2, and Strange Vitality->Regeneration

Chose as his Acquisition: Good Quality Cortex Impant->Unnatural Intelligence x2

Needless to say while my friend was quite happy, I doubt the players in the game will much like having to deal with that.

Malkavianmadman said:

Wolfe the mutant deathworld arch militant.

With wolfe i managed to get 60 Strength off the bat due to his hulking mutation (Spent the xp to get my choice of mutation), being born on a deathworld and basic strength training. Also wolfe gained one weapon training feat so i decided being a bearly deathworlder that he would have the Heavy weapon training (Bolt) talent. to top it all off wolfe counts as agility 5 for movement and has 22 wounds...

So lets see your nutso characters.

That sounds suspiciously like you have made the rookie error of using a fully modified toughness and doubling that for wounds, rather than the double toughness IMMEDIATELY AFTER picking a home world that is RAW.

Don't think so...

Other wise they would have said...1d5+4 or 5 or 6 wounds

No you double toughness bonus after the 500xp are spent...

i agree with santiago, since its written on page 30 that the 500xp are not acctually spent, they represent the chars pre existing characteristics.

alexkilcoyne said:

That sounds suspiciously like you have made the rookie error of using a fully modified toughness and doubling that for wounds, rather than the double toughness IMMEDIATELY AFTER picking a home world that is RAW.

That part of the RAW doesn't really make sense. Mainly because you can do the origin path from top to bottom OR bottom to top. If you do it bottom to top, then Home World stuff will be the last to be applied rather than the first, and if you do that, the the mutations have already taken effect and would "legally" grant you that hefty number of wounds.

That's why we're pretty liberal about the RAW concerning the Origin Path in my group, because it contains so many inconsistencies and flaws...