Editing User:Bill/Malifaux Roleplaying

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 21: Line 21:
 
The game defines characters with seven stats:
 
The game defines characters with seven stats:
  
===Wk/Chg===
+
'''Wk/Chg''' Walk/Charge is a character's movement stat. For normal-sized characters, this defaults to 4/6; measured in inches for the wargame. Each inch works out to approximately three feet and a character may move up to its walk for one action point and charge for two. Charging provides a bonus to damage if the character is able to make a melée attack at the end of its move.
Walk/Charge is a character's movement stat. For normal-sized characters, this defaults to 4/6; measured in inches for the wargame. Each inch works out to approximately three feet and a character may move up to its walk for one action point and charge for two. Charging provides a bonus to damage if the character is able to make a melée attack at the end of its move.
 
  
===Ht===
+
'''Ht''' Height defines a character's size and is mostly important for determining line of sight and cover in the wargame. As this is mostly cosmetic for an RPG it will default to two for adult humans. Player characters may be as small as size one, but seldom larger than two. Characters with a height of three or greater will have an extended melée range and may have enhanced combat abilities.
Height defines a character's size and is mostly important for determining line of sight and cover in the wargame. As this is mostly cosmetic for an RPG it will default to two for adult humans. Player characters may be as small as size one, but seldom larger than two. Characters with a height of three or greater will have an extended melée range and may have enhanced combat abilities.
 
  
===Wp===
+
'''Wp''' Willpower measures a character's ability to resist mental influence and withstand morale checks. For purposes of this RPG it will do about the same thing. There is no default value for this stat, but five is typical.  
Willpower measures a character's ability to resist mental influence and withstand morale checks. For purposes of this RPG it will do about the same thing. There is no default value for this stat, but five is typical.  
 
  
===Ca===
+
'''Ca''' Casting is used in the wargame to cast spells and nothing more. For purposes of this RPG, Casting will represent a character's intellect and be used to resolve both mental tasks and social ones. Noncombative Talents will be used to enhance characters' abilities in any specific area, rather than replacing this stat with extra ones. Most characters have a Ca of 4.
Casting is used in the wargame to cast spells and nothing more. For purposes of this RPG, Casting will represent a character's intellect and be used to resolve both mental tasks and social ones. Noncombative Talents will be used to enhance characters' abilities in any specific area, rather than replacing this stat with extra ones. Most characters have a Ca of 4.
 
  
===Df===
+
'''Df''' Defense is a character's ability to evade melée and ranged attacks. Characters that are better at evading a subclass of attacks represent this through Talents. For purposes of this RPG, Df will represent a character's base agility, which will mostly be used to resolve physical actions. Df is typically 5, but can vary dramatically depending on a character's size and competence.
Defense is a character's ability to evade melée and ranged attacks. Characters that are better at evading a subclass of attacks represent this through Talents. For purposes of this RPG, Df will represent a character's base agility, which will mostly be used to resolve physical actions. Df is typically 5, but can vary dramatically depending on a character's size and competence.
 
  
===Wd===
+
'''Wd''' Wounds measures a character's capacity to absorb damage. The stat needs no modification for use in this RPG. Wd is highly variable. Six or seven is fairly typical for normal sized humans, with as many as twelve for Master grade characters. I am considering Wd to be a composite value derived from a character's physical durability and the mystical forces fortifying its body. This means that despite their physical frailty characters that are more in tune with the magic of Malifaux are more durable. Talents like Hard to Wound, Hard to Kill, and Regeneration can further modify a character's ability to resist damage.
Wounds measures a character's capacity to absorb damage. The stat needs no modification for use in this RPG. Wd is highly variable. Six or seven is fairly typical for normal sized humans, with as many as twelve for Master grade characters. I am considering Wd to be a composite value derived from a character's physical durability and the mystical forces fortifying its body. This means that despite their physical frailty characters that are more in tune with the magic of Malifaux are more durable. Talents like Hard to Wound, Hard to Kill, and Regeneration can further modify a character's ability to resist damage.
 
  
===Cb===
+
'''Cb''' Combat is a highly variable stat in the wargame associated with each melée and ranged attack that a character has at its disposal. This is a little problematic for purposes of an RPG. The only indication of what the base value of a character's Cb stat should be is the default Bash attack that any character may use, Cb3. With few exceptions, all characters in the wargame include some sort of alternate melée attack with a much greater Cb value. To address this, I'll make my first significant deviation from the wargame. Instead of defaulting all characters to Cb3, I will use a character's Df as the base value for its Cb, then modify that value with bonuses and penalties from the weapon and Talents. This necessitates the addition of Talents to the game like (Weapon) Training and Bare Knuckle Brawler; which would be consolidated into an attack profile when using the character in the wargame.
Combat is a highly variable stat in the wargame associated with each melée and ranged attack that a character has at its disposal. This is a little problematic for purposes of an RPG. The only indication of what the base value of a character's Cb stat should be is the default Bash attack that any character may use, Cb3. With few exceptions, all characters in the wargame include some sort of alternate melée attack with a much greater Cb value. To address this, I'll make my first significant deviation from the wargame. Instead of defaulting all characters to Cb3, I will use a character's Df as the base value for its Cb, then modify that value with bonuses and penalties from the weapon and Talents. This necessitates the addition of Talents to the game like (Weapon) Training and Bare Knuckle Brawler; which would be consolidated into an attack profile when using the character in the wargame.
 
 
 
===Other Problems===
 
A primary problem with adapting the above directly for use in a role playing game is that the game lacks any indication of a character's strength. For the time being, as with the default Cb rating discussed above, I'll default the physicality of the characters with the Df stat and modify it with non combative Talents.
 
  
 
==Suits==
 
==Suits==
Line 60: Line 50:
 
| Tomes || Clubs || Arcanists || Knowledge, magic, enhancement
 
| Tomes || Clubs || Arcanists || Knowledge, magic, enhancement
 
|}
 
|}
 
==Session Notes==
 
I am not the sort to plan and plan until a project becomes stale. While I have begun cataloging Talents, Spells, and weapons from the wargame and assigning point values to them based on rarity and overall game impact, I have taken advantage of a couple willing guinea pigs to start building some characters.
 
===Tentative Random Character Generation v1===
 
I'm not usually a fan of random character generation, but until I've made some decisions regarding the relative value of stats any arbitrary method of determining them is valid.
 
 
For fun, I dealt each volunteer a hand of six cards then laid out five cards; one for each stat except Wk/Chg and Ht. At the time I was opting to replace Cb with a physical power stat. I used half the face value of the card, rounded up, as the value of the stat in the order that the cards were dealt. The players then replaced low value cards with ones from their hands. This worked out fairly well and gave the characters an average to high spread of abilities.
 
 
The approach is somewhat limited in that the highest value possible is seven, which while fine for other stats is not necessarily enough for Wd, and it doesn't assign any suits. I didn't address the Wd issue, but I had the volunteers choose one suit to assign to one stat and I gave them an additional one for each joker that they were dealt. This potentially gives them up to three suits, though in practice only two of the four characters had two stats with an associated suit and the other two only one. I don't think that's an issue because, in book one, very few characters have more than two stats with a suit associated with them and even some of the masters only have a single stat with a suit; not counting attacks. And I'm not counting attacks because I want to attribute those suit associations with magical weapons or a Talent that would be consolidated into the attack profile in the wargame. For the test characters, we didn't get to that portion.
 
 
I handled Talents and Spells for each character by allowing the players to select from the list of common abilities and triggers, then describe what the character could do. Based on the abilities presented in book one I filled in the blanks as far as number of action points something would cost, what suits would be required to successfully activate a power, and the casting challenge, resist and range for spells.
 
 
The permissive tone of the setting brought out a pretty fair amount of creativity in my players. Volunteer one created two characters. The first was an undead neverborn based on the concept of a fallen angel. This one didn't work too well due to the wound issue. The player relied heavily on a high defense and ended up crushed by an attack from a Flesh Construct. With a better idea of how the mechanics of the game work, he opted to make something new rather than revise his fallen angel. Character two was a stone themed construct specialist, which performed much better. This also brought up the question of how constructs should be handled. In the brief encounter I ran before we had to cut the session short, the character engaged in some social interrogation as well as combat.
 
 
To deal with the construct question, which came up again when discussing character options with another player later, I've ruled that large constructs which cannot be summoned in the game will be handled as Spells with time requirements that are in excess of what is available in the fast-paced environment of the battlefield. In my opinion this takes into account both the printed abilities of Masters in the first book as well as the fluff, which features an ice golem rising from a snowbank at Rasputina's command before a battle with Seamus. These Spells will likely have a significant raw material requirement and possibly a Soulstone requirement as well for the most powerful ones.
 
 
Altogether, I highly enjoy this cooperative freeform style of character generation. It really opens up the creative possibilities of the game, but it has two problems. First, there is not even an attempt at the pretense of balance between characters. While I can try to control the direction that the players develop their characters so that they do not dramatically overshadow the other characters, I won't really be able to tell how good the custom abilities are until they're in use. Second, it absolutely requires a highly experienced referee to pull off and therefor isn't suitable for a final product that can be shared with other folks interested in a Malifaux RPG. I'll continue to develop the random stat system along side the point based system though, it's just fun.
 
 
[[Category:Home Brew]][[Category:Malifaux]]
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)