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==

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)