During character generation how do you purchase traits?

By bobgreyvenstein, in Only War Rules Questions

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 .

Edited by crusher bob

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 bob

Ok - 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.