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Week 2: 1/9/12 - 1/15/12
Topic Started: Jan 9 2012, 04:58 PM (438 Views)
Argos
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Please use the proper template and post a response to this thread. Make sure to keep your template updated throughout the week and only update your page at the end of the week. Remember: Your updated stats and zenni are only effective for the following week.


PS: Gus can't count. Last week should have been 1/2 - 1/8 (seven days). Everyone go make fun of him.
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Ultra
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Days

[Day 1] Quest (School's Out)
[Day 2] Quest (School's Out)
[Day 3] Quest (Power to the Man!)
[Day 4] Spar
[Day 5] Spar
[Day 6] Spar
[Day 7] Spar

Quest Rewards

Flak Vest, Smoke Grenade, 500 zenni, 300 zenni

Item Transactions

Purchased: -
Sold: Flak Vest, Normal Capsule Corp. Jacket
Transferred: 1,600 zenni, Sturdy Capsule Corp. Jacket, High Quality C.C. Pants

Weekly Gains

Base EXP Gain: 30
Quest/Other EXP Gain: N/A
Total EXP Gain: 210

Base Zenni Gain: 50

Updates

Equipment Changes: Unequipped Normal C.C. Jacket, equipped Sturdy C.C. Jacket / High Quality C.C. Pants

Zenni: 175 + 350 = 525

PL: 310 + 210 = 520
Level: B // C

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP – 450 + 1 = 500 + 5% = 525 + 18% = 620
Power – 160 + 2 = 200 + 5% = 210 + 18% = 248
Dexterity – 40 + 1 = 60 + 5% = 63

d60 High Tension
Edited by Ultra, Jan 13 2012, 09:30 PM.
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Daigotsu
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Shadow Dragon
Days

[Day 1] Dragon Blast
[Day 2] Dragon Blast
[Day 3] Spar with Felix
[Day 4] Strange Mettings(Here)
[Day 5] RP with Momo(Here)
[Day 6] RP with Momo
[Day 7] RP with Momo

Training

Moves Learned:

Dragon Blast [ENERGY, BLAST]
Description: Extending the arms outward, the user's hands are placed side by side with wrists connection. A translucent wave of spiky energy is shot at the opponent.
Effect: Energy attack doing (40% Power) Damage. You may choose to have your next UNRESTRICTED attack unable to be performed again in combat in order for it to cost -3 KI Points. You can only use this effect once per combat. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Moves Learning: (Place here any moves that you started learning this week but will continue into next and how many days off your next week it takes)

Quest Rewards

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 151
Quest/Other EXP Gain: 4
Total EXP Gain: 155

Base Zenni Gain: 256

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: 44 + 156 = 300

PL: 256 + 155= 411

Level: B // C

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 450 + (1 * 50) = 500
Power: 140 + (1 * 20) = 160
Dexterity: 60 + [2 * X 20] = 100
Edited by Daigotsu, Jan 15 2012, 09:19 PM.
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Arcadius
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The Royal Agent Unemployed
Days

[Day 1] Spar vs Saphides
[Day 2] Spar vs Ivan Slag
[Day 3] Spar vs Jack Freeman
[Day 4] Spar vs Malzagog
[Day 5] Werewolves are the new Vampires Anyway
[Day 6] Seeing Green
[Day 7] Seeing Green

Training

Moves Learned:
Moves Learning:

Quest Rewards

Item Transactions

Purchased:
Sold:
Transferred: 700z to Mari, Battle Scouter from Mari

Weekly Gains

Base EXP Gain: 210
Quest/Other EXP Gain:
Total EXP Gain: 210

Base Zenni Gain: 350

Updates

Equipment Changes: Equipped Battle Scouter

Zenni: 4 + 200 = 354

PL: 256 + 210 = 466
Level: B // C

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 400 + (2 * 50) = 500
Power: 160 + (2 * 20) = 200
Dexterity: 60 + [0 *20] = 60

Posted Image

Transformation Dice: 1D55

HP: 625
Power: 270
Dexterity: 48
Edited by Arcadius, Jan 16 2012, 12:29 AM.
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Mari
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The Runaway
Days

[Day 1] Move Learning (Calming Mastery)
[Day 2] Move Learning (Calming Mastery)
[Day 3] Move Learning (Calming Mastery)
[Day 4] Move Learning (Calming Mastery)
[Day 5] Move Learning (Calming Mastery)
[Day 6] Spar (vs. Aisu)
[Day 7] Spar (vs. Alister)

Training

Moves Learned: Calming Mastery
Description: Haste will not win battles. Brutality will not bring victory. It is only through calm and focus that you can be sure to achieve a positive outcome in combat. Your calm presence will be a frightful vision to foes, while simultaneously providing you with the rationale to think your moves through, while they force theirs.
Effect: At the start of combat, choose up to two opponents. Those opponents must pay +1 KI Point to perform an Advanced Attack with a base cost of 3 or more. Your opponent cannot use multi-dice attacks against you. When you Power Up, your next defensive roll gains +4 to the result. This effect does not stack with itself.
Requirements: Must know at least three (3) Aoyusumu attacks and/or skills.
Training Days: 5
Moves Learning: (Place here any moves that you started learning this week but will continue into next and how many days off your next week it takes)

Quest Rewards

N/A

Item Transactions

Purchased: Evil Sturdy Uniform, Demon Realm Cape, Battle Scouter, Battle Scouter, Battle Scouter, Battle Scouter, Improved Nanomachines, Sturdy CC Fighting Jacket, High Quality CC Pants
Sold: N/A
Transferred: Evil Sturdy Uniform, Demon Realm Cape, Battle Scouter, Battle Scouter, Battle Scouter, Battle Scouter, Improved Nanomachines, Sturdy CC Fighting Jacket, High Quality CC Pants

Weekly Gains

Base EXP Gain: 30 + 30 + 15 = 75
Quest/Other EXP Gain:
Total EXP Gain: 75

Base Zenni Gain: 50 + 50 + 10 = 110z

Updates

Equipment Changes: N/A

Zenni: 490 + 110 = 600

PL: 175 + 75 = 250
Level: 175- A // 250- B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 350 + (0* 50) = 350
Power: 120 + (1 * 20) = 140
Dexterity: 40 + [3* 20] = 100

Posted Image

Appearance: Due to the variation of Bio-Androids, the physical appearance of an Imperfect Form greatly varies. The few constants include: bug or reptillian-like features becoming pronounced (which can include the sprouting of wings, discoloration of the skin, or a scaly appearance) and an increase in muscle mass. Typically, height is usually slightly marked up. This form is achieved after the absorption of a single Android.
Stats: +20% Power. +15% HP. +15% Dexterity.
Special Trait(s):
[NOVICE] The Anti-Machinist - Your Freestyle attacks count as Martial Arts Styled attacks, matching your declared Style.

Transformation Dice: 1d35
Edited by Mari, Jan 15 2012, 03:15 PM.
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Grim
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Days


[Day 1] Omega Beam [ENERGY, BEAM]
[Day 2]-----------------------------
[Day 3]-----------------------------
[Day 4] Transformation RP
[Day 5] Werewolves are the new Vampires,anyway
[Day 6] Grim vs Saphides
[Day 7] Power to the Man!

Training


Moves Learned: Omega Beam [ENERGY, BEAM]
Description: Adopting a rooted stance, both of the user's arms glow as they are charged with energy. Moving up the attacker's arms until either glow meets in the center of their chest, a powerful beam is fired from the center of the sternum.
Energy attack doing (40% Power) Damage. SUCCESSFUL - Deactivate a CONSTANT skill. Your opponent may negate this effect. If they do their next Advanced Attack loses all effects other than damage. Costs 2 Ki Points.
Requirements: N/A
Training Days: 3
Moves Learning: (Place here any moves that you started learning this week but will continue into next and how many days off your next week it takes)

Quest Rewards

Nomine Healing Herb [000z]
Inventory Slots: 1
Description: A small five-leafed flower with a pale blue tint that appears to glow in the dark under the full moon. An old wives' tale claims it to be the only cure of lycanthropy, but you're more likely to see 'shroomers eating it and gazing at their hand for a few hours. Even though it may cause sterility, it beats a monthly flea bath.
Effect: USEx1. Gain (30% Total HP) HP.

300 zenni
(List all Quest rewards)

Item Transactions


Purchased:
Sold: Changeling Space Ship, Scouter
Transferred: Battle Scouter to me.

Weekly Gains


Base EXP Gain:129
Quest/Other EXP Gain:
Total EXP Gain:129

Base Zenni Gain: 206

Updates


Equipment Changes:

Zenni: (1160) + (206) = (1366)

PL: (121) + (129) = (250)
Level: (A) // (B)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (300) + (1 * 50) = (350)
Power: (120) + (2 * 20) = (160)
Dexterity: (60) + [1 * X (20)] = (80)

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain)

Posted Image

1d25

Appearance: Changelings are born with a Power Level so high that they are initially unable to control it, and therefore they create forms to actually maintain that power -- though there is a high infant mortality rate because of this very reason. Therefore, their first form is actually them hiding a power they are unable to control and Form 2 is the first step to achieving their ultimate power. In Form 2, the Changeling grows taller in size and their muscle mass increases 3-4x their normal size. Horns also protrude from their skull and their body shapeshifts to take on a more armored appearance, specifically around the chest.
Stats: +30% Power. +20% HP. +0% Dexterity.
Special Trait(s):
[NOVICE] The Element of Fear - When your attack roll is +20 or more your opponent's defensive roll, choose one of their Advanced Attacks. That attack costs +1 KI Point the next time they use it. The same attack cannot be targeted by this effect until that attack is used.

Hp:350 +20%= 420
Power: 160 + 30%= 208
Dex: 80
Edited by Grim, Jan 13 2012, 10:36 PM.
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Argos
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Days

[Day 1] Spar
[Day 2] Spar
[Day 3] Spar
[Day 4] Spar
[Day 5] Quest: The Flying Braggart
[Day 6] Quest: The Flying Braggart
[Day 7] Quest: Seeing Green

Training

N/A

Quest Rewards

Herculian Jetpack, Saibaseed

Item Transactions

Purchased:
Sold: Normal Tribe Uniform (1000/250)
Transferred: 1400z (to Mari), Evil Sturdy Uniform (from Mari)

Weekly Gains

Base EXP Gain: 30 + 30 + 30 + 30 + 30 + 30 + 30
Quest/Other EXP Gain:
Total EXP Gain: 210

Base Zenni Gain: 50 + 50 + 50 + 50 + 50 + 50 + 50 = 350

Updates

Zenni: 0 + 350 = 350

PL: 310 + 210 = 520
Level: B // C

HP: 350 + 100 (2) = 450
Power: 200 + 20 (1) = 220
Dexterity: 40 + 20 (1) = 60


Giant Form: 1d60
Edited by Argos, Jan 10 2012, 05:46 PM.
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Tamara
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Days

[Day 1] Move Training [Calming Mastery]
[Day 2] Move Training [Calming Mastery]
[Day 3] Move Training [Calming Mastery]
[Day 4] Move Training [Calming Mastery]
[Day 5] Move Training [Calming Mastery]
[Day 6] Spar vs Ivan Slag
[Day 7] RP Post [Evil Unleashed]

Training

Moves Learned: Calming Mastery
Moves Learning: (Place here any moves that you started learning this week but will continue into next and how many days off your next week it takes)

Quest Rewards

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 75
Quest/Other EXP Gain:
Total EXP Gain: 75

Base Zenni Gain: 110

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: 754 + 110 = 864

PL: 256 + 45 = 331
Level: B // B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (Old Stat) + (Stat Points Portion * 50) = (New Stat)
Power: (Old Stat) + (Stat Points Portion * 20) = (New Stat)
Dexterity: (Old Stat) + [Stat Points Portion * X (Refer to Dexterity Chart)] = (New Stat)

Disciple of Light: +5 transformation dice sides.
Edited by Tamara, Jan 15 2012, 04:11 AM.
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Draven
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Days

[Day 1] Learn Protective Aura
[Day 2] Spar vs Felix
[Day 3] Spar vs Felix
[Day 4] DB Search (The Mission)
[Day 5] DB Search (The Mission)
[Day 6] Battle Vs Strange (Worst Experience of My Life)
[Day 7] Spar Vs Nitrous

Training

Moves Learned: Protective Aura
Moves Learning:

Quest Rewards

7-Star Earth DragonBall

Item Transactions

Purchased: Training Vest
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 183
Quest/Other EXP Gain:
Total EXP Gain: 183

Base Zenni Gain: 303

Updates

Equipment Changes: Equipped Training Vest

Zenni: 154 + 303 = 457

PL: 256 + 183 = 439
Level: B // C
(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 350 + (1 * 50) = 400
Power: 180 + (2 * 20) = 220
Dexterity: 60 + [1 * 20] = 80

TF Roll: +20
Edited by Draven, Jan 14 2012, 11:56 PM.
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Saphides
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Days

[Day 1] Martial Arts Training (Concussive Shot)
[Day 2] Martial Arts Training (Concussive Shot)
[Day 3] Spar vs Arcadius
[Day 4] Transformation RP
[Day 5] Quest: Bio-Man, Bio-Man, Does Whatever A Goku-Man Can
[Day 6] Quest: Bio-Man, Bio-Man, Does Whatever A Goku-Man Can
[Day 7] Martial Arts Training (S.S. Deadly Bomb)



Training

Moves Learned: Concussive Shot
Moves Learning: S.S. Deadly Bomb
Quest Rewards

(List all Quest rewards)
Kamehameha

Equipment Change: Kamikaze Cell Jr.
Inventory Slots: 1
Description: This tiny blue and black spotted version of Cell is defective -- possibly insane, definitely rabid. Cell has no more use for it so he has bestowed it to you. Be careful around this one. He looks like he might blow at any minute.
Effect: USEx1. STUN. This does not take up your turn.

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 129
Quest/Other EXP Gain:
Total EXP Gain: 129

Base Zenni Gain: 206

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: (214) + (206) = (420)

PL: (121) + (129) = (250)
Level: (A) // (B)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (300) + (0sp) = (300)
Power: (160) + (1sp)(1* 20) = (180)
Dexterity: (20) + (3sp)(3* 20) = (80)

Posted Image
Appearance: The Android's circuitry goes haywire, causing sparks to fly and sometimes knee-jerk responses and unnecessary twitches. While it can be dangerous if prolonged, the malfunction can be kept in check by a resourceful AI. The Android is capable of rerouting and hacking deep into their own power supply as well as nearby power sources to fuel them, temporarily overloading them.
Stats: +25% Power. +0% HP. +25% Dexterity.
Special Trait(s):
[NOVICE] Short Circuit - You may pay 2 KI Points to have any of your attack or defensive rolls gain +2 to the result. You may use this effect after all rolls have been made for that turn. You cannot CRITICAL, COUNTER or SEVER with that roll. You can only use this effect once per turn.
[INTERMEDIATE] Blown Circuit - You may pay 2 KI Points to have any of your attack or defensive rolls gain +3 to the result. You may use this effect after all rolls have been made for that turn. You cannot CRITICAL, COUNTER or SEVER with that roll. You can only use this effect once per turn.
[MASTERED] Overdrive - You may pay 2 KI Points to have any of your attack or defensive rolls gain +3 to the result. You may use this effect after all rolls have been made for that turn. You cannot CRITICAL or SEVER with that roll. You can only use this effect once per turn.

HP - 300 +20%(60) = 360
Power - 180 + 25%(45) + 20%(45) = 270
Dexterity - 80 +25%(20)= 100
Edited by Saphides, Jan 15 2012, 08:51 PM.
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Sid Cameron
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& Blazing Dragon
Days

[Day 1] Domination Mastery
[Day 2] "
[Day 3] "
[Day 4] "
[Day 5] "
[Day 6] Leg Vice
[Day 7] "

Training

Moves Learned: Domination Mastery, Leg Vice
Moves Learning: -

Quest Rewards

-

Item Transactions

Purchased:-
Sold:-
Transferred:-

Weekly Gains

Base EXP Gain: 21
Quest/Other EXP Gain:
Total EXP Gain:

Base Zenni Gain: 14

Updates

Equipment Changes:

Zenni: 560 + 14 = 574

PL: 175 + 21 = 196
Level: A // A

TF Dice : 20
Edited by Sid Cameron, Jan 12 2012, 09:40 AM.
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Aisu
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Days

[Day 1] Martial Arts Training (Shadow Stalker)
[Day 2] Martial Arts Training (Shadow Stalker)
[Day 3] Martial Arts Training (Shadow Stalker)
[Day 4]
[Day 5]
[Day 6]
[Day 7]

Training

Moves Learned: Shadow Stalker
Moves Learning: (Place here any moves that you started learning this week but will continue into next and how many days off your next week it takes)

Quest Rewards

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 9
Quest/Other EXP Gain:
Total EXP Gain: 6

Base Zenni Gain: (Note: Quest/Other Zenni Gain isn't added here since you gain those immediately instead of at the end of the week!)

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: 310 + 6 = 316

PL: 175 + 9 = 184
Level: A // A

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (Old Stat) + (Stat Points Portion * 50) = (New Stat)
Power: (Old Stat) + (Stat Points Portion * 20) = (New Stat)
Dexterity: (Old Stat) + [Stat Points Portion * X (Refer to Dexterity Chart)] = (New Stat)

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain)
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Jack Freeman
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Ladies Man
Days

[Day 1] My Commitment
[Day 2] Spar Vs Daeus
[Day 3] Spar VS Arcadius
[Day 4] Spar VS Loke
[Day 5] Spar VS Loke
[Day 6] Learning Leverage Mastery
[Day 7] Learning Leverage Mastery

Training

Moves Learned: N/A
Moves Learning:

Leverage Mastery
Description: By gaining the defensive leverage, you are capable of putting yourself in a more favorable position when it comes time to go on the offensive. In combat, it is important to remember -- if you can attack without being attacked, you will gain the upperhand.
Effect: The result of your defensive rolls gain +1 for every attack you've STOPPED prior to that roll. This effect resets when one of your opponent's attacks are SUCCESSFUL against you. Activate after STOPPING an attack. The result of your next attack roll is +3. This effect does not stack with itself.
Requirements: Must know at least three (3) Aoyusumu attacks and/or skills.
Training Days: 5 [ 3 days into next week]

Quest Rewards

300 Zenni

Item Transactions

Purchased: N/A
Sold: N/A
Transferred: Battle Scouter from Mari

Weekly Gains

Base EXP Gain: 30 x 5 + 3 x 2 = 156
Quest/Other EXP Gain: N/A
Total EXP Gain: 156

Base Zenni Gain: 50 x 5 + 2 x 2 = 254

Updates

Equipment Changes: N/A

Zenni: 50 + 254 = 304

PL: 310 + 156 = 466
Level: B /-->/ C!

HP: 350 + (2 * 50) = 450
Power: 180 + (2 * 20) = 220
Dexterity: 60 + [0 * 20] = 60

High Tension:
+20 sides --> 1d60

HP: 450 + 17% = 527
Power: 220 + 17% = 257
Dexterity: 60 + 16% = 70
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Ivan Slag
Member Avatar

Days

[Day 1] Korin's Tower
[Day 2] Rock Out
[Day 3] Schools Out
[Day 4] Schools Out
[Day 5] Spar vs Arcadius
[Day 6] Spar vs Malzagog
[Day 7] Spar vs Tamara

Training
N/A
Quest Rewards
250 zenni from Korin's Tower
250 zenni from Rock Out
500 zenni from School's Our

Smoke Grenade [200z]
Inventory Slots: 1
Description: A canister-type grenade filled with white phosphorous that when exploded will create a bright flash and a smokescreen. Makes for a clean getaway.
Effect: USEx1. Use when your HP reaches 0 during a Quest Battle. You escape from Battle.

Flak Jacket [1,000z]
Inventory Slots: 1
Description: A form of protected clothing that is designed to protect from shrapnel and low velocity projectives. Typically olive or camouflaged, the Flak Jacket is a typical form of light armor worn by soldiers. [UPPER BODY]
Effect: +10% HP. If worn by a Human, when taking damage from a SUCCESSFUL energy attack, your opponent loses (5% Attack's Damage) HP.

(List all Quest rewards)

Item Transactions

Purchased:
Sold: Flak Jacket [250z]
Transferred:
1800z to Mari
From Mari:
Battle Scouter [1,000z] [Equipped]
Improved Nanomachine [1,200z] [Equipped]



Weekly Gains

Base EXP Gain: 210
Quest/Other EXP Gain:0
Total EXP Gain: 210

Base Zenni Gain: 350

Updates

Equipment Changes:

Battle Scouter [1,000z] [Equipped]
Improved Nanomachine [1,200z] [Equipped]

Zenni: 0 + 350 = 350

PL: (310) + (210) = (520)
Level: (B) // (C)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (500) + (2 * 50) = 600
Power: (140) + (1 * 20) = 160
Dexterity: (40) + [1* X (20)] = 60


Maintained Malfunction: 1D45 Transformation Die
Edited by Ivan Slag, Jan 15 2012, 05:56 PM.
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Alister Brand
Member Avatar

Days

[Day 1] We Interrupt This Broadcast [Power to the Man]
[Day 2] Spar with Mari [+5 Sides to High Tension]
[Day 3] Learning Chained Strikes
[Day 4] Learning Chained Strikes
[Day 5] Learning Chained Strikes
[Day 6] Learning Sniping Shot
[Day 7] Learning Sniping Shot

Training

Moves Learned: Chained Strikes, Sniping Shot

Quest Rewards

250 Zenni

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 75 EXP
Quest/Other EXP Gain: N/A
Total EXP Gain: 75 Exp

Base Zenni Gain: 110 + 250 from Quest= 360 Zenni

Updates

Equipment Changes: N/A

Zenni: 310 + 360 = 670 Zenni

PL: 175 + 75 = 250
Level: A // B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 300 + 2SP = 400 HP + 5% + 5% = 441
Power: 140 + 2SP = 180 + 5% + 5% = 199
Dexterity: No Change

1D15+5= 1D20

HP- 468 + 5% + 5% = 516 - 441 = +75 HP
Power- 211 + 5% + 5% = 227
Dexterity- 46 + 5% = 49
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Nitrous
Member Avatar
Requiem of Knight
Days

[Day 1] Learned 'Sand in the Eyes'
[Day 2] Learned 'Sand in the Eyes'
[Day 3] Quest 'Warlord'
[Day 4] Spar
[Day 5] Spar
[Day 6] Spar
[Day 7] Spar

Training

Moves Learned: Sand in the Eyes
Moves Learning:

Quest Rewards

+10 Transformation Sides

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 156
Quest/Other EXP Gain:
Total EXP Gain: 156

Base Zenni Gain: 254

Updates

Equipment Changes:

Zenni: 800 + 254 = 1054

PL: 175 + 156 = 331
Level: A // B !Level Up!

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 250 + (1 SP * 50) = 300
Power: 100 + (2 SP * 20) = 140
Dexterity: 100 + (1 SP * 25) = 125

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain)

Posted Image
Appearance: The intricate ancient song of the race plays in the minds of all that surrounds the Konat as a shimmering blue aura surrounds them. The mystical blue energy solidifies into a semi-transparent blue orb that surrounds the fighter. A vibrant green energy radiates in outline form around them as well, and the look in their eyes intensifies, ready for battle.
Stats: +15% Power. +15% HP. +20% Dexterity.
Special Trait(s):
[INTERMEDIATE] Melody of The Fierce - After you STOP an attack with a defensive roll of 22 or higher, your opponent's next attack roll must be 9 or higher to gain any SUCCESSFUL effects attached to it.
Transformation Dice: 1D50

HP: 300 + 15% = 345
Power: 140 + 15% = 161
Dexterity: 125 + 20% = 150
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Bubble
Member Avatar

Days

[Day 1] Learned Volcanic Smash
[Day 2] Learned Volcanic Smash
[Day 3] Spar
[Day 4] Spar
[Day 5] Spar
[Day 6] Spar
[Day 7] RP

Training

Moves Learned: Volcanic Smash
Moves Learning: N/A

Quest Rewards
N/A

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 6 + 120 + 30
Quest/Other EXP Gain:
Total EXP Gain: 156

Base Zenni Gain: 4 + 200 + 50

Updates

Equipment Changes:

Zenni: 500 + 254 = 954

PL: 310 + 156 = 466
Level: B // C

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 450 + 100 = 550 + 12% = 616
Power: 140 + 20 = 160 + 12% = 179
Dexterity: 60 + 20 = 80


Posted Image

d60

HP: 550 + 25% = 688 + 12% = 771
Power: 160 + 15% = 184 + 12% = 206
Dexterity: 80 + 10% = 88
Edited by Bubble, Jan 16 2012, 11:34 PM.
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Kaijinbo
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The one who is many
Days

[Day 1] Spar vs Nitrous
[Day 2] ^
[Day 3] ^
[Day 4] ^
[Day 5] Learned Fall 7 times, Get Up 8
[Day 6] ^
[Day 7] Korin's Tower Quest

Training

Moves Learned: Fall 7 Times, Get Up 8
Description: Failure is not an option for a follower of Midorikatai. After failing to land your attacks, let the anger overcome you and channel it into becoming an unstoppable force.
Effect: If your last two attacks were STOPPED and if your Power is 1.25x or more your opponent's Power, you may perform an attack with a base cost of 2 or less on this turn. The attack cannot be Blocked. Your opponent's defensive roll has to be double or more your attack roll to STOP it. Costs 1 Ki Point.
Requirements: N/A
Training Days: 2
Moves Learning:

Quest Rewards

250z

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 156
Quest/Other EXP Gain:
Total EXP Gain: 156

Base Zenni Gain: 254
Updates

Equipment Changes:

Zenni: 460 + 254 = 714

PL: 175 + 156 = 331
Level: A // B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 300 + 0 = 300
Power: 140 + 60 = 200
Dexterity: 40 + 20 = 60

Giant Form +20 sides, Now Intermediate
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Carl Ragestien

Days

[Day 1] Leverage Mastery
[Day 2] Leverage Mastery
[Day 3] Leverage Mastery
[Day 4] Leverage Mastery
[Day 5] Leverage Mastery
[Day 6] Heart Punch
[Day 7] Heart Punch

Training

Moves Learned: Leverage Mastery, Heart Punch
Moves Learning:

Quest Rewards

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 21
Quest/Other EXP Gain:
Total EXP Gain: 21

Base Zenni Gain: 14

Updates

Equipment Changes:

Zenni: 214 + 14 = 228

PL: 121 + 21 = 142
Level: A // A
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Mr. Strange

Days

[Day 1] Freeze!
[Day 2] Freeze!
[Day 3] Guldo Special
[Day 4] Guldo Special
[Day 5] Guldo Special
[Day 6] Bio-Man, Bio-Man, Does Whatever A Goku-Man Can
[Day 7] Bio-Man, Bio-Man, Does Whatever A Goku-Man Can

Training

Guldo Special [ENERGY, MANIPULATED KI]
Description: Dark green energy crackles around the user as they stand with a wide gait, arms held forward in front of them. A ray of green circles is shot outwards at the opponent, ensnaring them. They find themselves unable to move, struggling against the crackling of ki that surrounds them. Lifting their hand up in the air, the attacker summons forth telekinetic energy to lift a large object, usually a tree, trimming and shaving it with their mind until it's at a sharp point. At intense speeds the weapon is launched, piercing the opponent.
Effect: RESTRICTED x1. Energy attack doing (110% Power) Damage. If your opponent was prevented from using an attack on their last turn, prevented from Powering Up on their last turn, or if their turn was skipped, this attack gains "SUCCESSFUL - If your attack roll is 20 or higher, BREAK. If your attack roll is 28 or higher, SEVER". Costs 7 KI Points.
Requirements: N/A
Training Days: 4

Quest Rewards

Guldo's Battle Pausing
Description: The Time Freeze ability created by Guldo has one major drawback -- newcomers to the technique must hold their breath and therefore limits their ability to attack. The battle pausing technique is essentially the same concept, requiring far less concentration though the time is also limited. Battle Pausing uses the mind to freeze to create a psychic field that holds the opponent in place.
Effect: RESTRICTEDx1. Block. Stop any type of attack. If your Power Level is lower than your opponent's Power Level, STUN. Costs X+1 KI Points.
Training Days: 2

Kamehameha [ENERGY, BEAM]
Description: Cupping their hands atop one another, the user brings both hands back as they charge the attack. Upon completion, the arms are thrown forward, bringing with them a massive energy beam.
Effect: Energy attack doing (45% Power) Damage. Twice per combat, you may perform this attack when your opponent performs a Beam-type energy attack that is not a Signature Technique instead of rolling a defensive roll (your defensive roll counts as 0 for all effects and purposes). If you do, that attack does -(45% Power) Damage. If you would take no damage from that attack, your opponent loses (30% Power) HP. SUCCESSFUL - If you roll a 27 or higher with this attack, this attack does +(15% Power) Damage. Costs 2 KI Points.
Requirements: N/A

Kamikaze Cell Jr.
Inventory Slots: 1
Description: This tiny blue and black spotted version of Cell is defective -- possibly insane, definitely rabid. Cell has no more use for it so he has bestowed it to you. Be careful around this one. He looks like he might blow at any minute.
Effect: USEx1. STUN. This does not take up your turn.

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain:129
Quest/Other EXP Gain:
Total EXP Gain:129

Base Zenni Gain: (Note: Quest/Other Zenni Gain isn't added here since you gain those immediately instead of at the end of the week!)

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: (Current Zenni) + (Total Zenni Gain) = (New Zenni)

PL: (Current Power Level) + (Total EXP Gain) = (New Power Level)
Level: (Current Level) // (New Level)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (250) + (0) = (100)
Power: (100) + (0) = (100)
Dexterity: (100) + [100] = (200)

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain)

Swapped empty beam with Kamehameha
Edited by Mr. Strange, Jan 15 2012, 09:49 PM.
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Gum
Member Avatar

Days

[Day 1] Learned Dragon Swipes
[Day 2] Learned Dragon Swipes
[Day 3] Learned Dragon Swipes
[Day 4] Spar
[Day 5] Spar
[Day 6] Spar
[Day 7] Spar

Training

Moves Learned: Dragon Swipes
Moves Learning: (Place here any moves that you started learning this week but will continue into next and how many days off your next week it takes)

Quest Rewards

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 30 x 4 + 3 x 3 = 129
Quest/Other EXP Gain:
Total EXP Gain: 129

Base Zenni Gain: 50 x 4 + 2 x 3 = 206

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: (550) + (206) = (756)

PL: (310) + (129) = (439)
Level: (B) // (C)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (500) + (3 * 50) = (650)
Power: (140) + (1 * 20) = (160)
Dexterity: = (40)

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain)


Evil Form
1d40 + 20 = 1d60




HP: 780
Power: 192
Dexterity: 44
Edited by Gum, Jan 16 2012, 03:39 AM.
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Daeus
Member Avatar
The Unseen Evil
Days

[Day 1] Move Learning (Control Mastery)
[Day 2] Move Learning (Control Mastery)
[Day 3] Move Learning (Setting Up the Punchline)
[Day 4] Move Learning (Setting Up the Punchline)
[Day 5] Battle (w/ Loke) [ VICTORIOUS ]
[Day 6] Spar (w/ Jack Freeman)
[Day 7] Spar (w/ Loke)

Training

Moves Learned:

Control Mastery
Description: In the end, Kurokonwaku practitioners can take pride in knowing their style is the most unpredictable and 'creative' style when it comes to the manipulation of energy. This can go as far as controlling the strain an opponent's moves have on them, a theory applied to many moves in the Kurokonwaku arsenal, but when mastered has some truly crippling effects.
Effect: At the start of combat, select one opponent. You may choose one of their moves. For the remainder of combat, that move costs +2 KI Points for them to perform. Your opponents cannot perform the same attack twice in consecutive turns against you.
Requirements: You must know at least three (3) Kurokonwaku attacks and/or skills.
Training Days: 5

Setting Up The Punchline [PHYSICAL, PUNCH]
Description: After confusing the opponent with an array of dirty tricks, the user dashes forward and delivers an unexpected straight punch to the enemy's stomach causing them to double-over and expose their head.
Effect: While this attack is in your moveset, Concussion Shot and Neuron Disruptor gain +5 to their results. Physical attack doing (40% Power) Damage. SUCCESSFUL - If you perform Concussion Shot or Neuron Disruptor on your next turn, it gains +5 to the result. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Moves Learning: (None)

Quest Rewards

(None)

Item Transactions

Purchased: (None)
Sold: (None)
Transferred: (None)

Weekly Gains

Base EXP Gain: 42 EXP
Quest/Other EXP Gain: 0 EXP
Total EXP Gain: 42 EXP

Base Zenni Gain: 158z

Updates

Equipment Changes: (None)

Zenni: 358 + 158 = 516z

PL: 202 + 102 = 304
Level: A // B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 300 + 2SP = 400
Power: 140 + 1SP = 160
Dexterity: 40 + 1SP = 60

Disciple of Dark: 1d50
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Loke
Member Avatar

Days

[Day 1] Battle
[Day 2] Spar
[Day 3] Spar
[Day 4] Spar
[Day 5] learning mastery
[Day 6] learning mastery
[Day 7] learning mastery

Training

Moves Learned: (Place here any moves that you finished learning this week)
Moves Learning: (
Destruction Mastery
Description: A master of Kiihakai will not stop once they are on the warpath. The essence of the style itself is to be destructive, pure and simple. A good practitioner will
Effect: You cannot lose Ki Points as a result of your opponent's effects. At the start of combat, select one of your Kiihakai Advanced Attacks and one of your Kiihakai Signature Techniques. Those attacks cannot be STOPPED by defensive rolls of 10 or less.
Requirements: Must know at least three (3) Kiihakai attacks and/or skills.
Training Days left: 2

Quest Rewards

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 4x30 = 120 + 3x3 = 9 129
Quest/Other EXP Gain:
Total EXP Gain: 129

Base Zenni Gain: 4x50 + 4x5 = 220

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: (1108) + (220) = (1328)

PL: (256l) + (129) = (385)
Level: B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (Old Stat) + (Stat Points Portion * 50) = (New Stat)
Power: (Old Stat) + (Stat Points Portion * 20) = (New Stat)
Dexterity: (Old Stat) + [Stat Points Portion * X (Refer to Dexterity Chart)] = (New Stat)

(1D60)

[moveset changes]

Adding

Dismissive Kick [PHYSICAL, KICK] (A present from Daeus)
Description: Arms folded across chest, the user swings their leg around, kicking the opponent as their body rotates.
Effect: Physical attack doing (35% Power) Damage. If your opponent's last attack was STOPPED by you, this attacks costs -2 KI Points. SUCCESSFUL - Choose one of your opponent's Advanced Attacks. That attack loses all 'SUCCESSFUL' effects for the next 3 turns. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Back Brain Kick [PHYSICAL, KICK] ( With the kind regards of Raskull )
Description: Jumping and pivoting their body, the user brings their foot around to connect with the back of the opponent's head.
Effect: Physical attack doing (40% Power) Damage. SUCCESSFUL - Choose a Skill with a 'CONSTANT' effect. The skill is now deactivated. Your opponent may lose 2 KI Points to cancel this effect. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Setting Up The Punchline [PHYSICAL, PUNCH] (Gifted by Daeus)
Description: After confusing the opponent with an array of dirty tricks, the user dashes forward and delivers an unexpected straight punch to the enemy's stomach causing them to double-over and expose their head.
Effect: While this attack is in your moveset, Concussion Shot and Neuron Disruptor gain +5 to their results. Physical attack doing (40% Power) Damage. SUCCESSFUL - If you perform Concussion Shot or Neuron Disruptor on your next turn, it gains +5 to the result. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Edited by Loke, Jan 15 2012, 07:21 PM.
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Katsumi
Member Avatar

Days

[Day 1] Korin's Tower
[Day 2] One Shell of a Good Time
[Day 3] One Shell of a Good Time
[Day 4] Move Training: Serenity Wave (1/3)
[Day 5] Move Training: Serenity Wave (2/3)
[Day 6] Move Training: Serenity Wave (Complete)
[Day 7] Move Training: Weeping Willow (1/2)

Training

Moves Learned:

Serenity Wave [ENERGY, BEAM]
Description: Reaching their arms across their body in opposite directions, each hand is charged with energy. Swiping their arms across each other, the user discharges a wave of mystical energy that temporarily robs a foe of their will to fight.
Effect: Energy attack doing (45% Power) Damage. SUCCESSFUL - Your opponent cannot attack on their next turn. You cannot attack on your next turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 3

Moves Learning:

Weeping Willow [PHYSICAL, KICK]
Description: Running up the opponent's body, the attacker flips off of the foe by performing a kick to the entirety of the nose. The trauma from the attack is enough to make most opponent's tear.
Effect: Physical attack doing (X% Power) Damage. X = The result of your last defensive roll x2 to a maximum of 50%. SUCCESSFUL - Your opponent cannot use an attack with a base damage of 35% or higher on their next turn. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Quest Rewards

One Shell of a Good Time: Turtle Shell // 250 Zenni

Korin's Tower: 250 zenni

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 102
Quest/Other EXP Gain: 0
Total EXP Gain: 102

Base Zenni Gain: 158

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: (700) + (158) = (858)

PL: (100) + (102) = (202)
Level: (A) // (A)

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Malzagog
Member Avatar

Days

[Day 1] Quest Korin's Tower Completed
[Day 2] Started Learning Pressure Cooker
[Day 3] Learning Pressure Cooker
[Day 4] Finished Learning Pressure Cooker
[Day 5] Spar: Malzagog vs. Ivan Slag
[Day 6] Spar: Malzagog vs Arcadius
[Day 7] Spar: Malzagog vs Arcadius

Training

Moves Learned: Pressure Cooker
Moves Learning:

Quest Rewards

250 Zenni

Item Transactions

Purchased:
Sold:
Transferred: 1120z -> (Mari)
[EQUIPPED] Demon Realm Cape(1400z) <- (Mari)

Weekly Gains

Base EXP Gain: 129
Quest/Other EXP Gain: 0
Total EXP Gain: 129

Base Zenni Gain: 206

Updates

Equipment Changes: Equipped Demon Realm Cape

Zenni: (184) + (456) = (640)

PL: (286) + (129) = (415)
Level: (B) // (C)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (400) + (2 * 50) = (500)
Power: (180) + (2 * 20) = (220)
Dexterity: (40)


Posted Image
1d40
Unlocked Intermediate

HP: 550
Power: 286
Dexterity: 44
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Trelocks
Member Avatar
Trelocks
Days

[Day 1] The Turtle Hermit(Start)
[Day 2]The Turtle Hermit(finish)
[Day 3]Master Roshi's School For the Gifted(Start
[Day 4]
[Day 5]
[Day 6]
[Day 7]Master Roshi's School For the Gifted

Training

Moves Learned:
Kamehameha [ENERGY, BEAM]
Description: Cupping their hands atop one another, the user brings both hands back as they charge the attack. Upon completion, the arms are thrown forward, bringing with them a massive energy beam.
Effect: Energy attack doing (45% Power) Damage. Twice per combat, you may perform this attack when your opponent performs a Beam-type energy attack that is not a Signature Technique instead of rolling a defensive roll (your defensive roll counts as 0 for all effects and purposes). If you do, that attack does -(45% Power) Damage. If you would take no damage from that attack, your opponent loses (30% Power) HP. SUCCESSFUL - If you roll a 27 or higher with this attack, this attack does +(15% Power) Damage. Costs 2 KI Points.
Requirements: N/A
Training Days: 2
(Place here any moves that you finished learning this week)
Moves Learning: (Place here any moves that you started learning this week but will continue into next and how many days off your next week it takes)

Quest Rewards

Kamehameha
Dirty magazine
Custom Skill

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 210
Quest/Other EXP Gain:0
Total EXP Gain:210

Base Zenni Gain: 350 (Note: Quest/Other Zenni Gain isn't added here since you gain those immediately instead of at the end of the week!)

Updates

Equipment Changes: (Note any changes in items you equipped or unequipping here)

Zenni: (110) + (350) = (460)

PL: (175) + (210) = (385l)
Level: (A) // (B)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: (350) + (2* 50) = (450)
Power: (120) + (2 * 20) = (160)
Dexterity: ()40 + [Stat Points Portion * X (Refer to Dexterity Chart)] = (40)

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain)
stats tf
hp-607
pow-184
dex-40
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Felona
Member Avatar
Administrator
Days

[Day 1] Spar
[Day 2] Spar
[Day 3] Spar
[Day 4] Spar
[Day 5] One Shell of a Good Time
[Day 6] One Shell of a Good Time
[Day 7] Transformation RP

Quest Rewards

Turtle Shell
250 Zenni

Weekly Gains

Base EXP Gain: 31 + 31 + 31 + 31 + 30 + 30 + 30
Quest/Other EXP Gain: N/A
Total EXP Gain: 214

Base Zenni Gain: 350 Zenni

Updates

Equipment Changes: N/A

Zenni: 450 + 350 = 800

PL: 100 + 214 = 314
Level: A // B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 300 + (1 * 50) = 350
Power: 120 + (1* 20) = 140
Dexterity: 60 + [2 * (20)] = 100

Posted Image
Novice: 1d40
Stats: +30% Power. +20% HP. +0% Dexterity.


HP - 420
Power - 182
Dexterity - 100
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Felona
Member Avatar
Administrator
Felix Update

Days


[Day 1-2] Learned Ki Shield
[Day 3-4] Spar with Draven x2
[Day 5] Spar with Daigotsu
[Day 6] Power to the Man quest
[Day 7] Spar with Felona

Training


Moves Learned: Ki Shield
Moves Learning: None

Quest Rewards


300 Zenni

Item Transactions


Purchased:
Sold:
Transferred:

Weekly Gains


Base EXP Gain: 156
Quest/Other EXP Gain: 0
Total EXP Gain: 156

Base Zenni Gain: 252

Updates


Equipment Changes: None.

Zenni: 562 + 254 = 816

PL: 148 + 156 = 308
Level: A // B

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE 4 STAT POINTS ))

HP: 300 + 50 = 350
Power: 160 + 20 = 180
Dexterity: 20 + 40 = 60

Zeta Injection stats:

Dice roll= 1d40

HP: 350 + 15%= 403 (+53)
Power: 180 + 20%= 216
Dexterity: 60 + 15%= 69
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