Hey everyone
During character generation how do you purchase traits? I can't find a table or cost table etc for purchasing traits for a new character? This is my first time generating a character in Only War...
Hey everyone
During character generation how do you purchase traits? I can't find a table or cost table etc for purchasing traits for a new character? This is my first time generating a character in Only War...
You mean the things called 'traits' like amphibious? You don't get those. Or did you mean some other thing?
We'll go through a regiment creation here, since I'm feeling bored:
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The 14th Lyone Fusillers "The Cheesemongers"
World type: Penitent (3 points)
Commander: Bilious (2 Points)
Regiment Type: Siege Infantry (2 points)
Training Doctrine: Hardened Fighters (2 points)
Special Equipment Doctrine: Chameleoline (3 points)
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Final Results:
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Stats:
+2 Weapon Skill, -3 Intelligence, +6 toughness, +3 willpower
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Starting Skills:
Common Lore (Ecclesiarchy, Imperial Creed), Intimidate, Linguistics (Low Gothic), Tech Use
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Starting Talents
Nerves of Steel, Paranoia, Unshakable Faith, Street Fighter
Only One Life to Give
Untempered Zeal
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Starting Wounds: Characters from this regiment begin play with +1 starting Wounds.
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Starting Gear:
One M36 lasgun and six charge packs (Main Weapon)
one Best Quality suit of Imperial Guard flak armour
one respirator
one microbead
four empty sandbags and one entrenching tool
two frag grenades
two photon flash grenades
one Chameleoline Cloak
one mono Scourge of the Emperor (Grox Whip)
one chronometer
(other standard stuff)
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Gear allocation points: (30/30 spent)
10 Grox whip
8 microbead
10 best quality
2 chronometer
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You may also want to look at my
Fully Flexible Regiment Creation Rules v2
.
Now, we'll make a character in the Cheesemongers:
Sergeant Malakai
100 point allocation creation:
Statistic Base Final Weapon Skill 22 40 Ballistic Skill 20 30 Strength 20 30 Toughness 26 40 Agility 20 30 Intelligence 17 30 Perception 20 23 Willpower 23 30 Fellowship 25 40
Starting Skills:
Command, Common Lore (Ecclesiarchy, Imperial Creed), Dodge, Intimidate, Linguistics (Low Gothic), Parry, Scholastic Lore (Tactica Imperialis), Tech Use
Starting Talents:
Ambidextrous, Iron Discipline, Nerves of Steel, Paranoia, Unshakable Faith, Street Fighter, Weapon Training (Chain, Las, Low-Tech)
Starting Gear:
One M36 lasgun and six charge packs (Main Weapon)
one las pistol (with unknown amount of charge packs)
one mono Scourge of the Emperor (Grox Whip)
one chainsword
one Best Quality suit of Imperial Guard flak armour
one respirator
one microbead
four empty sandbags and one entrenching tool
two frag grenades
two photon flash grenades
Chameleoline Cloak
one chronometer
(other standard stuff)
Wounds:
12 + 1d5
Fate points:
(Roll on table on page 100)
XP expenditure (600 of 600 points spent)
Parry 100 xp
Dodge 200 xp
Ambidextrous 300 xp
Edited by crusher bobOk - thanks for the effort - I am still dumb about this - I'm talking traits like those on pp154 in particular "flyer" on pp155 - how does a character get that?
Those are mostly for critters / monsters. So they can give the rules for flying (or whatever) in one place, and then put 'flyer' on the writeup.
So, for example, the "Subjugate Cherubim" on pages 352-353 has the flyer trait.
Some traits, like Size, are something everyone has.
Some traits, like Psyker, are given to you by your character template.
Some traits are granted by talents. For example, the 'Unarmed Warrior' talent (p153) gives you the "Natural Weapon" trait.
But there is no systematic way to gain traits. They are mostly just rules descriptions for various things different sorts of critters can do.
Aha! Thank you very much :-)
If you would like, you can put a homeworld caveat into your regiment (likely for an additional regiment point) that applies a trait.
Using the Ogryn World and Ratling World origins as a basis, it would be very easy for example to create a regiment in which everyone was a Psyker. It just would be horribly unfluffy, I would think.