(Tracker) A Little Iron Waltz

(Tracker) A Little Iron Waltz
Discussion in 'Status' started by Skyswimsky, May 1, 2018.
  1. Skyswimsky

    Skyswimsky

    Staff Member Game Master
    About

    This is the tracker for A Little Iron Waltz. Trackers allow DM's to keep track of everyone's build and ensure that your character is not leveling up in the middle of the event.

    Please follow the instruction below to make a status tracker for this event before you enter. If you are confused about certain things or have a question, please ask in the Discord #support channel!

    Your tracker post CANNOT have an edit mark on it, so please get it right the first time. If you made a mistake, delete your post and make a new one.


    Header

    To figure out how much health (HP) and energy (EN) your character has, go to the Sheet link below, make a copy and fill it out with your character's data.


    Once you are done, copy and paste the template below into the posting area. Note that you must fill out your armor mastery before the correct HP and EN show up.

    Code:
    [bg] [health]000[/health] [energy]000[/energy] [/bg]
    

    Middle

    Follow this guide: Listing Mastery and Items, to build the middle part of your tracker post. If you don't have any item, that's great, leave them blank.

    For more established members: Keep in mind that there is a limitation of how many items you can bring into the event. If your inventory have more than the maximum amount, delete them as you edit.

    Weapon: maximum 2 weapons you can switch between them
    Armor: maximum 5 pieces head, chest, legs, hands, legs
    Accessory: maximum 1 accessory bracelet, amulet, cloak, etc
    Outfit: maximum 1 outfit use the one you like
    Enchantment: maximum 1 enchantment if you have a 2/3 or 3/3
    Mount: maximum 1 mount horses, camels, etc

    Footer

    Lastly, you will have to pick your Customs and Passives. You can name your Custom however you like.
    Code:
    [box=Customs]
    Custom A(Augment A, Augment B,...)
    Custom B(Augment A, Augment B,...)
    ...
    [/box]
    [box=Passives]
    Passive A
    Passive B
    ...
    [/box]
    


    Navigation
    IC | Tracker | Dice
     
    Last edited: May 6, 2018
  2. Skyswimsky

    Skyswimsky

    Staff Member Game Master
    Battle System

    Introduction

    Guten Tag and Welcome to the introduction of this particular iteration of the Battlesystem that DM Skyswimsky may utilize. Some aspects may be familiar, others not so much, either way at the end of this everything should hopefully be cleared up! If not, always keep in mind, asking doesn't hurt.

    The basics come down to this: You have masteries and MP spent. The higher the tier of your mastery, the stronger certain abilities. Every mastery unlocks a different set of so-called Augments, Skills, and Passives. They make the core of this system.

    What are those weird terms? We're just about to find out!

    Augments

    Augments allow you to augment so-called Customs and make them fit your needs. By default, an empty Custom does nothing. You can use, for example, the Standard Augment to have your standard attack action(d100+highest mastery mod+weapon mod).

    Now, if you also put in a Reckless Augment your Custom, with the standard Augment, will instead use double the amount of die(2d100) in exchange for taking double damage. Sounds familiar? It is indeed. Customs are essentially the various actions you may already be used to, but also much more - hence the different name.

    Basics

    • Player Characters have a limited amount of Customs available.
    • Each Custom can only have a limited number of Augments.
    • A single Augment can be put into multiple Customs but not more than once in a single Custom.
    • Player Characters decide on their Customs when posting up their tracker for the DM Challenge.
    Let's look at an actual Augment itself. Jim has Slash proficient. This gives Jim the Slash+ Augment.


    Definitions

    Augment:
    • First, we have the name of the Augment. Something to note here is the color and the underline. Some Augments only work with each other if they have matching colors.

    • Red for Offense. Green for Defense. Blue for Support. White works with everything. And some are bi-colored. The underline means it is a 'Main Augment'. A Custom can only have a single Main Augment.
    EN Cost:
    • The amount of EN it will cost to use this Augment. Usually, the EN cost of every Augment is simply added to each other.
    Range:
    • The range of the Augment to hit others. Important: If different Augments applied to the same Custom have different ranges, the lowest range takes priority.
    Effect:
    • Technical description of what the Augment does. In this case, your attacks use 5d20.
    Restrictions:
    • Essentially a written out form of the color-coded Augment name. Slash+ can only be used with other Offense Augments and is a Main Augment.

    Pretty simple, right? Now, before we continue on check the three other Augments below.
     
  3. Skyswimsky

    Skyswimsky

    Staff Member Game Master
    Example


    Reckless and Standard are Augments available to everybody while Drain is unlocked through the Black Magic tree. With three Augments available to us right now, let's get back to Customs.

    In order to get the Drain Augment and Slash+ Augment, Jim needs to have Slash proficient and Black Magic proficient. This equals 400 MP spend. With 400 spend MP Jim has access to 4 Customs that can have 2 Augments each.
    • Jim can have one Custom augmented with Slash+ Augment and Drain Augment. Note how the range for this Augment will be 1 despite Drain's 8.

    • Jim can have another Custom augmented with Standard Augment and Drain Augment. In this case, the Custom has a Range of 8 as the Standard Augment has a special ruling about Range.

    • Furthermore, Jim wants his third Custom to be Augmented with Slash+ Augment and Reckless Augment. This gives him 10d20 on the attack roll, that's a lot of die!

    • And lastly, to conserve potential EN, Jim decides to have his last Custom only with the Slash+ Augment. He isn't forced to fill the other Augment slot at all.

    • Also, Jim would love to combine Slash+, Reckless and Drain into one! But that are too many Augments for a single Custom currently. Maybe if he gets stronger....

    If you got that far, we're nearly done with Customs! Let's just quickly talk about mastery and weapon modifiers as well as Critical Range!


    Modifiers

    Customs are modified by weapon- and mastery-modifiers if noted.

    For weapons modifier, it's really just about magic weapon vs physical weapon. If the Custom has a Physical Augment like Slash+ it will use a physical weapon even if it has a magical augment like Drain, too. This gets further narrowed down by having the right type of weapon. Check the Wiki for that.

    For mastery modifier, simply take the highest available out of all Augments in the Custom.

    There are standard numbers for those modifiers unless otherwise noted. They are as follow:
    • Offense
      • Weapon: + 5 per Weapon tier.
      • Mastery: +5 per Mastery tier excluding Beginner. +10 for Mastered.
    • Healing:
      • Weapon: +3 per Weapon tier.
      • Mastery: +4 per Mastery tier excluding Beginner. +8 for Mastered.
    • Buffing:
      • Weapon: +2 per Weapon Tier.
      • Mastery: +3 per Mastery tier excluding Beginner. +6 for Mastered.

    Critical Range

    Attacks are capable of critical hits. A critical hit multiplies the final damage by the crit modifier which is usually x2. The Critical Range is the damage range at which a critical attack can happen. By default, the range is 0 and thus a critical attack only happens when die involved in the main-damage calculation land on the highest possible outcome. A 100 for a 1d100, 120 for 6d20, 80 for 2d40 and so on.
    • And that about sums it up for Augments!
    • There are many different Augments available! Some more complex than others!
    • Try to catch them all?
     
  4. Skyswimsky

    Skyswimsky

    Staff Member Game Master
    Skills

    Skills are, simply put, very specific actions that follow a certain rule-set. Some masteries have more Skills than others. Once the required mastery tier is reached, a Skill can be used without any restrictions. Often times Augments synergize with Skills in their mastery tree.

    Here is an example of the Mobility Skill that is unlocked through Aeromancy trained!



    Pretty simple, eh? Alright let's break it down:
    • Skill: Name of the skill. In this case, simply called Mobility as the fluff is left at the user's discretion.

    • EN Cost: The cost of EN to use this skill.

    • Effect: Effect of the Skill. Note how it allows us to move only 2 additional tiles? Pretty lame, huh? That is because a lot of Skills (and Augments) scale with mastery tier. You'll usually only see the final number but just this once I tell you the scaling for the Mobility Skill: +1 per mastery tier excluding beginner, +2 for mastered. So at mastered it allows us to move 7 extra tiles, wow!
    And that's pretty much it! Skills serve very specific purposes and range from support, defense, and utility to offense. There a bunch of them out here.


    Passives

    Passives are, as the name suggests, passives that can alter how your character plays from a mechanical standpoint. Passives can range from a simple damage increase to things that synergize with Augments or Skills.

    Important: There is a limit on how many Passives you can have active and they have to be set in the Tracker for the DM Challenge.

    Here are some examples:
     
    • 122 HP
    • 140 EN

    Status

    Claustrophobia Even mere thoughts of being in narrowed spaces will push your body into uncontrollable fear.

    Authoritative Schemers You become extremely stressed when you are around people with high authority such as commanders, law enforcement, royals. You cannot help but feel that they are scheming your downfall when you are not in their presence. Best avoid them.

    Deaths: 3


    Vocations

    Politic, Negotiation, Leadership, Linguistics


    Mastery


    Armor: 100 trained
    Health: 500 adept
    Energy: ---
    Riding: ---

    Pierce: 1500 mastered
    Astral Magic: 1500 mastered
    Acrobat: 100 trained
    Hunting: 100 trained
    Parry: ---

    Cosmic Retribution: 1500 mastered


    Arms

    Champion's Bloodspear (2H Pierce/Cleave/Bludgeon/Slash)
    Coated in crystal spines and hardened in blue flame, this crudely made weapon still holds a fragment of the otherworldly might. The weapons of man pale in comparison to the pragmatic savagery promised within the barbed blade. By gathering 3 <<Divine Essences>>, this weapon can be upgraded to Ascended tier.

    Corrupted Grimoire (1H Magical Tool)


    Armor

    Cowl (Light Head)
    Gloves (Light Hands)
    Sandals (Light Feet)
    Shirt (Light Chest)
    Pants (Light Legs)


    Accessory





    Special





    Mounts





    Customs

    Champion's special(Standard, Reckless, Critical)
    Soul seeker(Pierce, Sure hit, Hunting)
    Cosmic defiler(Pierce, Cosmic retribution, reckless)
    Back hand(Standard,Disrupt)
    Double poke(Standard,Reckless)
    Poke(Standard)

    Passives

    Vigor
    Certain future
    Fortitude