Unnatural Characteristics

By lordc447, in Dark Heresy Rules Questions

Allrighty, I think this is the last question I'll (hopefully) have to plague the forums with for a good little while :)

I know that having Unnatural Willpower greatly enhances a psykers abilities. I'm also aware that Unnatural Strength and Toughness have a pretty simple (yet profound) effect on gameplay (Damage increase and reduction). However, I seem to be struggling to understand the capacity of having other Unnatural stats. What do the others do? Primarily, what does Unnatural Intellegence do? Does having Unnatural Agility do anything useful other than increasing the size of AOE that you can dodge?

I got the impression that Unnatural Characteristics were only used in Opposed Tests, in which they added degrees of success. While that is absolutely wonderful, it has limited usefulness (in my opinion) for stats like Agility, Perception, and Intelligence.

Would anyone care to enlighten me one more time? XD

Unnatural Agility affects your Initiative, distance you can fall, etc. With Acrobatics, you replace Strength with Agility for Jumping and Leaping purposes, so this will let you jump further.

Unnatural Intelligence affects the Medica skill (you heal as many wounds as your Int. Bonus).

Felowship Bonus determines how many people you can charm or command.

I'm sure there are more examples :)

Cool, I suppose...That just doesnt seem particularly intense, know what I mean? XD

If I remember well, the Ascended Assassin gets as many Dodges as his ability bonus.

Luckily for him/her, he/she gets x3 (or x4? don't remember now) on the advance tables...

Plus Unnatural are also a bonus to all tests involving the characteristic, AFAIK...

What do you mean by a bonus? XD

@lordc447: I think what Stormast means is that depending on what the multiplier for the unnatural characteristic is you add the number of the multiplier to the DoS for a characteristic test or a opposing characteristic test. This is all explain on page 332-333 in the DH core rule book.

Yeah, I gotcha. But unless I officially cannot read anymore, it only specifies the bonus DoS for opposed tests. I suppose what I'm saying is that I wish it applied to all tests XD

Don't Unnatural Characteristics also reduce the difficulty of any test by one step? Meaning, give a +10 bonus to any test?

@lordc447: Well your just not looking in the right book is all. Go to the DW core rule book on page 136 and your unnatural characteristics stage down the difficulty of a skill test, so a unnatural characteristic of (x2) would scale a difficult test (-10%) to an ordinary test (+0%).

Well, baller. Thank you very much! :D Looks like I will indeed be looking to get some sweet Cortex implants after all... :D

Yeah, having gotten Unnatural Int from a BQ Cortex implant, I can attest to the usefullness of Unnatural Characteristics. The big ones you see a dramatic effect in are Str, T, WP for psyers, and Agi....but the others much less so. Unnatural Int is nice for the +10 to skill tests, and Medicae, but doesn't have nearly as dramatic gamechanging effect. There are very few Opposed Int Tests, and Int bonus only applies to a hand full of things. One of the safer Characteristics to gain Unnatural in without breaking things.

Unnatural physical characteristics are, by their nature, going to be more "flashy" and obvious when it comes to their effects, especially in combat situations.

Unnatural mental characteristics are tougher, as those characteristics tend to have filters through which they are observed, and many are quite subtle - Unnatural Willpower, unless shown through Psyker warp manipulation (where it will likely be just as flashy as Unnatural Strength for a melee fighter) will only be truly obvious over the course of multiple adventures, as the guy seems to pull courage out of his ass while still being subject to occasional fear. Unnatural Intelligence isn't going to be noticed until the enemy steps into a complicated trap that seems to guess his every move before he makes it. Unnatural Perception isn't going to be noticed until that creature notices something simply beyond the capabilities of mere human (or equivalent) perception.

Fellowship, though... If a GM isn't presenting the guy with Unnatural Fellowship as being surrounded by a cult-esque following of sycophants and Ladies of the Night, the GM is doing something wrong. gui%C3%B1o.gif

Unnatural int still breaks first aid pretty quick, especially if the patient has hardy. (High level magos with his like, x2 or x3 unnatural int, + BQ cortex implant, 60 base int = IB of like, 24). That on top of hardy means first aid heals 24 wounds (plus whatever from master chirugen). Unnatural int gets really awesome for a party.

Of course, this can save a game on the brink.

Otherwise, it does look like the rest of this is pretty properly covered. Still, unnatural speed is the fun one.

Unnatural Intellegence doubles your Int bonus for skills such as medicae and combat formation, gives you a +10 on Intellegence tests with an extra degree of success to said rolls.

Shibby1431 said:

Unnatural Intellegence doubles your Int bonus for skills such as medicae and combat formation, gives you a +10 on Intellegence tests with an extra degree of success to said rolls.

Sort of, but your wording is odd enough I feel it important to clarify. No offense.

It multiplies your Intelligence Characteristic Bonus by the Unnatural Characteristic multiplier (The x2 in the Unnatural Characteristic (x2)), which does affect skills like Medicae and combat formation. Although it functions similarly, it actually reduces the difficulty of that characteristic's SKILLS (not all Intelligence tests) by 1 step for each multiplier over x1 (1 step for x2, 2 steps for x3, 3 steps for x4, etc.). It also effects all opposed characteristic tests, by providing the Unnatural Characteristic multiplier as a bonus to Degrees of Success.