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Week 4: 1/23/12 - 1/29/12
Topic Started: Jan 23 2012, 10:15 AM (334 Views)
Felona
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Administrator
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.
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Saphides
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Days

[Day 1] Quest(Break Out!)
[Day 2] Quest(Break Out!)
[Day 3] Quest(Break Out!)
[Day 4] Quest(Break Out!)
[Day 5] Quest(Break Out!)
[Day 6] Move Training(Puppet Master)
[Day 7] Move Training(Puppet Master)

Training

Moves Learned: (Place here any moves that you finished learning this week)
Moves Learning: Puppet Master -1 day next week
Quest Rewards

(List all Quest rewards)

Item Transactions

Purchased: Saiyan Armada
Sold:
Transferred: Zenni Transferred: 2,154z (Arcadius) -> (Saphides)/ Item Transferred: Saiyan Armada (Saphides) -> (Arcadius)/ Zenni Transferred: 100z (Arcadius) -> (Saphides)

Weekly Gains

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

Base Zenni Gain: 254

Updates

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

Zenni: (826) + (254) + (2145) - (2250) + (100) = (1075)

PL: (409) + (156) = (565)
Level: (C) // (D)

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

HP: (400) + (2sp * 50) = (500)
Power: (220) + (2sp * 20) = (260)
Dexterity: (80) = (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.


HP - 500 = 500 (+20%(100) = 600)
Power - 260 + 25%(65) = 325 (+20%(65) = 390)
Dexterity - 80 +25%(20) = 100
Edited by Saphides, Jan 27 2012, 10:50 PM.
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Mari
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The Runaway
Days

[Day 1] Move (Lights Out Strike)
[Day 2] Move (Lights Out Strike)
[Day 3] Quest (Under African Skies Do Nightmares Reappear)
[Day 4] RP (Media Circus)
[Day 5] RP (Media Circus)
[Day 6] RP (Media Circus)
[Day 7] RP (Media Circus)

Training

Moves Learned:

Lights Out Strike [PHYSICAL, KICK]
Description: A snap kick to the stomach is followed by a roundhouse straight to the throat -- the one-two combo done with such power that the opponent is left seeing stars.
Effect: Physical attack doing (30% Power) Damage. SUCCESSFUL - Choose one of your opponent's Advanced Attacks. The base damage of that attack is changed to (0% Power) until your opponent rolls a 25 or higher on their attack roll. You may not use this effect on more than one move at a time. 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: Kung Fu Uniform, Scouter, High Quality C.C. Pants, Brass knuckles, Battle Scouter, Battle Scouter, Honorable Yardrat Warrior Outfit, Honorable Yardrat Warrior Outfit, brass knuckles, leggings, brass knuckles, leather duster, brass knuckles, mystic majin pants
Sold:
Transferred: Scouter, High Quality C.C. Pants, Brass knuckles, Battle Scouter, Battle Scouter, Honorable Yardrat Warrior Outfit, Honorable Yardrat Warrior Outfit, brass knuckles, leggings, brass knuckles, leather duster, mystic majin pants

Weekly Gains

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

Base Zenni Gain: 2 + 50 + 200 = 252

Updates

Equipment Changes: Equipped Kung Fu Uniform and Brass Knuckles

Zenni: 173 + 252 = 425

PL: 460 + 156 = 616
Level: 460 (C) // 616 (D)

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

HP: 450 + (2 * 50) = 550 + 22% = 671
Power: 160 + 0 = 160 + 37% = 219
Dexterity: 125 + [3 * 25] = 200 + 20% = 240

(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: 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.
[INTERMEDIATE] Biological Evolution - Your Freestyle attacks count as Martial Arts Styled attacks, matching your declared Style. After receiving damage from a SUCCESSFUL, non-custom, Advanced Attack in Battle with a roll of 30 or higher, you may lose 2 KI Points. If you do, you may add that attack to your Extra Moves List.

TF Dice: 1d45 // 1d45

HP: 550 + 15% = 633 + 22% = 772
Power: 160 + 20% = 192 + 37% = 263
Dex: 200 + 15% = 230 + 20% = 276
Edited by Mari, Jan 29 2012, 11:25 PM.
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Arcadius
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The Royal Agent Unemployed
Days

[Day 1] Spar vs Carl Ragestien
[Day 2] Not Your Old Man's e-Fed
[Day 3] Not Your Old Man's e-Fed
[Day 4] Not Your Old Man's e-Fed (Battle)
[Day 5] Spar vs Carl Ragestien
[Day 6] Spar vs Draven
[Day 7] Korin's Tower

Training

Moves Learned: (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

30 Exp (Not Your Old Man's e-Fed)
1,000z (Not Your Old Man's e-Fed)
250z (Korin's Tower)
100z (Tournament Participation)

Item Transactions

Purchased:
Sold:
Transferred: 2,554z to Saphides, Saiyan Armada from Saphides,
Weekly Gains

Base EXP Gain: 210
Quest/Other EXP Gain: 45
Total EXP Gain: 255

Base Zenni Gain: 350

Updates

Equipment Changes: N/A

Zenni: 100 + 350 = 450

PL: 751 + 255 = 1,006
Level: E // F

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

HP: 550 + 50 = 600
Power: 320 + 80 = 400
Dexterity: 80 + 20 = 100

Posted Image
Oozaru Transformation Dice Sides: 1D95

HP: 750
Power: 540
Dexterity: 80
Edited by Arcadius, Jan 29 2012, 09:26 PM.
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Daigotsu
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Shadow Dragon
Days

[Day 1] Dragon Ball Quest(Complete)(here)
[Day 2] Dragon Ball Quest(Complete)(here)
[Day 3] Dragon Ball Quest(Complete)(here)
[Day 4] Survival Instinct
[Day 5] Survival Instinct
[Day 6] Dragon Ball Quest(Complete)(here)
[Day 7] Werewolves are the new Vampires, Anyway(here)

Training

Moves Learned:

Survival Instinct
Description: Haokiru practitioners have a deeper understanding of their body and mind, as well as a better understanding of what it takes to cheat death . . . to stare into its eyes and say 'No'. On more than one occasion a student of Haokiru has looked all but gone, only to rise from the ashes.
Effect: RESTRICTED x1. Use when your HP drops below 0. Set your HP to 1. This skill may not be in the same move set as Martyrdom. Gain 2 KI Points.
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

1 Star Earth Dragon Ball
Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has seven stars upon it.
Description: A small orange sphere, with one stone star suspended within it.
Effect: The person who controls this Dragon Ball gains +10% Power.

2 Star Earth Dragon Ball
Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has seven stars upon it.
Description: A small orange sphere, with two stone stars suspended within it.
Effect: The person who controls this Dragon Ball gains +10% Health.

3 Star Earth Dragon Ball
Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has three stars upon it.
Effect: The person who controls this Dragon Ball gains +10% Dexterity.

6 Star Earth Dragon Ball
Description: A palm-sized golden sphere with a slight orange tint and a mysterious set of stars affixed to the surface. This sphere has six stars upon it.
Description: A small orange sphere, with seven stone stars suspended within it.
Effect: The person who controls this Dragon Ball may choose to change Martial Arts Styles when this artifact is obtained. If you do, each move in your moveset must be swapped out with moves from the new Martial Arts Style that have an equivalent number of training days. These effects do not revert when the Dragon Ball changes hands or is dropped. You cannot change your Martial Arts Style more than once every 30 days.

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.

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain:
Quest/Other EXP Gain: 36
Total EXP Gain: 36

Base Zenni Gain: 54

Updates

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

Zenni: 0 + 54 = 54

PL: 621 + 36 = 657
Level: D // D

(( 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)
Edited by Daigotsu, Jan 26 2012, 02:13 AM.
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Tamara
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Days

[Day 1] Spar vs Ivan Slag
[Day 2] Move Training [Breathtaker]
[Day 3] Move Training [Breathtaker]
[Day 4] Move Training [Breathtaker]
[Day 5] RP
[Day 6] RP
[Day 7] RP

Training

Moves Learned: Breathtaker
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: Magic Crystal Ball
Sold: Basic Majin Pants, Flak Jacket
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: 170 + 56 = 376

PL: 460 + 39 = 589
Level: C // D

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

HP: 450 + (1 * 50) = 500
Power: 160 + (2 * 20) = 200
Dexterity: 125 + [1 * 25] = 150

Disciple of Light: 1D45 (+5 sides)
Edited by Tamara, Jan 29 2012, 07:42 PM.
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Mr. Strange

Days

[Day 1] Evil Flame (Finishing second day of training)
[Day 2] Petrifying Spit (Using Tuffle ability)
Brought back with the Dragon ball some time between these two days..... yeah.
[Day 3] Trickster Mastery
[Day 4] Trickster Mastery
[Day 5] Trickster Mastery
[Day 6] Trickster Mastery
[Day 7] Trickster Mastery

Training

Moves Learned:

Evil Flame [ENERGY, BLAST]
Description: Charging ki into their body, the attacker shoots out a gigantic fireball from their mouth unto the opponent.
Effect: Energy attack doing (25% Power) Damage. If the result of your dice roll is 26 or higher, for the purpose of this attack's effect your roll result is considered to be 25. SUCCESSFUL - Your opponent may not Power Up until one of their attack rolls exceeds your attack roll. Costs 2 KI Points.
Requirements: N/A
Training Days: 2 (-1 day, started learning last week)

Petrifying Spit
Description: Simply, the user spits at the opponent. This saliva has mystical properties, allowing whatever it touches to be turned to stone temporarily.
Effect: RESTRICTED x1. You roll 1d30. If the result of your dice roll is 15 or higher, your opponent is turned to stone. At the start of their turn, your opponent must roll 1d30. If the result of their dice roll is below 15, they must pass. They must pass on their turns until their dice roll is 15 or higher. If you do not have Time Freeze in your moveset, this Skill does not take up your turn. Costs 2 KI Points.
Requirements: N/A
Training Days: 2 (-1 day, tuffle ability)

Trickster Mastery
Description: In the end, you must have that one ace in the hole. The trick your opponent did not know you had in your arsenal. You must be able to disrupt their plans, trick them at the last moment and take away their security blankets. The knowledge they treasured most, their precious resources -- a Kurokonwaku master knows how to take these all away through cunning use of their own Ki manipulation mastery and should.
Effect: The result of your opponent's dice rolls against you are -2. All of your Kurokonwaku physical attacks gain "SUCCESSFUL - If your dice roll is 25 or higher, deactivate a Skill with a CONSTANT effect". All of your Kurokonwaku energy attacks gain "SUCCESSFUL - If your dice roll is 25 or higher, your opponent cannot gain HP or KI Points on their next turn."
Requirements: Must know at least three (3) Kurokonwaku 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)

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

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

PL: (487 ) + (21) = (508)
Level: (c) // (c)

(( 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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Grim
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Days


[Day 1]Schools Out
[Day 2]Schools Out
[Day 3]Not your old mans e-Fed
[Day 4]Not your Old Mans E-Fed
[Day 5]Not your old Mans E-Fed
[Day 6]Spar With Draven
[Day 7] Spar with Alister

Training


Moves Learned: (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

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.

30 exp

1000 zenni
(List all Quest rewards)

Item Transactions


Purchased:
Sold:
Transferred:

Weekly Gains


Base EXP Gain:210
Quest/Other EXP Gain:30
Total EXP Gain:240

Base Zenni Gain: 350

Updates


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

Zenni: (1116) + (350) = (1466)

PL: (460) + (240) = (700)
Level: (C) // (E)

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

HP: (400) + (3 * 50) = (550) +12%= 616
Power: (200) + (4 * 20) = (280) +18%= 330
Dexterity: (100) + [1 * 25 (Refer to Dexterity Chart)] = (125) +8% +135


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.
[INTERMEDIATE] The Power of Intimidation - When your attack roll is +18 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.

d60
hp:550 + 20%=660 +12%=739
Power:280 +30%= 364 + 18%= 430
Dex:125 +8%=135


Edited by Grim, Jan 27 2012, 05:53 PM.
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Ultra
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Days

[Day 1] Move Learning (Defiant Stance)
[Day 2] Move Learning (Defiant Stance)
[Day 3] Quest (Not Your Old Man's e-Fed)
[Day 4] Quest (Not Your Old Man's e-Fed)
[Day 5] Quest (Not Your Old Man's e-Fed)
[Day 6] Quest (Seeing Green)
[Day 7] RP

Training

Moves Learned: Defiant Stance
Moves Learning: N/A

Quest Rewards

30 EXP (Not Your Old Man's e-Fed), 1,000 z

Item Transactions

Purchased: -
Sold: -
Transferred: 25 z to Argos, 960 to Mari

Weekly Gains

Base EXP Gain: 30
Quest/Other EXP Gain: 30/90 (Zenkai)
Total EXP Gain: 276

Base Zenni Gain: 50

Updates

Equipment Changes: Equipped Battle Scouter, Brass Knuckles

Zenni: 15 + 350 = 365

PL: 850 + 156 = 1,006
Level: E // F

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

HP: 650 + 1 = 700
Power: 260 + 2 = 300
Dexterity: 100 + 1 = 125

d85
Edited by Ultra, Jan 29 2012, 06:22 PM.
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Draven
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Days

[Day 1] School's Out Quest
[Day 2] School's Out Quest
[Day 3] Power to the Man Quest
[Day 4] Spar vs Kaijinbo/Argos
[Day 5] Spar vs Grim
[Day 6] Spar vs Arcadius
[Day 7] Spar vs Arcadius

Training

Moves Learned: n/a
Moves Learning:n/a

Quest Rewards

Flak Jacket, Smoke Grenade, 500z, 300z

Item Transactions

Purchased:
Sold: Training Vest, Flak Jacket
Transferred: 1196z -> Mari

Weekly Gains

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

Base Zenni Gain: 350

Updates

Equipment Changes: Training Vest Unequipped and Sold, Flak Jacket Equipped

Zenni: 0 + 350 = 350

PL: 460 + 210 = 670
Level: C // D

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

HP: 400 + (1 * 50) = 450
Power: 220 + (3 * 20) = 280
Dexterity: 80 + 0 = 80

+20 TF Now at 1d80
Edited by Draven, Jan 28 2012, 10:58 PM.
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Draven
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uh, oops
Edited by Draven, Jan 25 2012, 08:01 PM.
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Alister Brand
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Days

[Day 1] Spar {+5 Sides}
[Day 2] Spar {+5 Sides}
[Day 3] Spar {+5 Sides}
[Day 4] Spar {+5 Sides}
[Day 5] I Got to Do What [Quest-School's Out]
[Day 6] I Got to Do What [Quest-School's Out]
[Day 7] Lost, But Now Found [RP!]

Training

Moves Learned: (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

500 zenni, Flak Jacket, and Smoke Grenade

Item Transactions

Purchased: Sturdy Capsule Corp. Fighting Jacket [1,100z]
Inventory Slots: 1
Description: A reinforced jacket that is longer than the first two models. This one bares the Capsule Corporation logo on the left and right shoulder of the fighting jacket. [UPPER BODY]
Effect: +10% Power. +10% HP. If worn by a Half-Saiyan, +12% Power instead.

High Quality C.C Pants [900z]
Inventory Slots: 1
Description: A pair of dark gray pants that velcro at the waist. Less cost efficient than the previous releases, sometimes the gear Capsule Corp. produces is meant for high-end clinetelle. [LOWER BODY]
Effect: +6% Power. +6% HP. If worn by a Half-Saiyan, +8% HP instead.

Battle Scouter [1,000z]
Inventory Slots: 1
Description: An instrument that is hung around the ear with a white curved band that holds a glass (which comes in various colors) in front of the wearer's eye. The Battle Scouter has had its functions dedicated towards combat and as such cannot pick up on the energy signals of magical artifacts. However, it provides increased range and sensitivity to locating power signatures making it optimal for war and combat scenarios. [ACCESSORY]
Effect: Your dice rolls gain +3 sides. Your opponent’s escape rolls gain -2 to the combined result. If worn by a Saiyan, Half-Saiyan or Changeling, your opponent’s escape rolls gain -5 to the combined result instead.
Sold: Flak Jacket, 2x Med-Kits, and Normal Capsule Corp. Fighting Jacket
Transferred: 300 Zenni to Me

Weekly Gains

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

Base Zenni Gain: 350

Updates

Equipment Changes: High Quality C.C. Equipped, Battle Scouter Equipped, High Quality Pants Equipped

Zenni: 1270 + 350 + 500 + 300 + 675 + 100 = 3045 - 3000 = 195
PL: 460 + 210 = 670
Level: C // D

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

HP: 500 + (2 * 50) = 600 + 18% + 5% = 743
Power: 200 + (2* 20) = 240 + 18% + 5% = 297
Dexterity: 60 + 5% = 63

Transformation: High Tension

HP: 702 + 18% + 5% = 870
Power: 281 + 18% + 5% = 348
Dexterity: No Change

Transformation: D45
Novice/Intermediate
Edited by Alister Brand, Jan 29 2012, 09:17 PM.
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Bubble
Member Avatar

Days

[Day 1]
[Day 2]
[Day 3]
[Day 4]
[Day 5]
[Day 6]
[Day 7]

Training

Moves Learned: (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

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

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

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: (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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Argos
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Days

[Day 1] Spar
[Day 2] Spar
[Day 3] Spar
[Day 4] Spar
[Day 5] Roleplay
[Day 6] Roleplay
[Day 7] Quest: Seeing Green

Training

-

Quest Rewards

Saibaseed

Item Transactions

Purchased: -
Sold: Namekian Sash
Transferred: +Brass Knuckles (from Mari), +Zenni (from Ultra, Tournament round), -Zenni (Mari, Bet)

Weekly Gains

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

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

Updates

Zenni: 511 + 350 = 861

PL: 790 + 210 = 1,000
Level: E // F

HP: 600 + 150 (3) = 750
Power: 280 + 40 (2) = 320
Dexterity: 100 + 25 (1) = 125

Giant Form: 1d100
Edited by Argos, Jan 29 2012, 11:14 PM.
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Felix
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Days

[Day 1-2] Learned Ki Jammer (-1 day from In the Name of Science)
[Day 3] Werewolves are the new Vampire, anyway quest.
[Day 4-5] Spars with Felona
[Day 6] Spar with Daeus
[Day 7] RP

Training

Moves Learned: Ki Jammer
Moves Learning: N/A

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.

Item Transactions

Purchased: Battle Scouter
Sold:
Transferred:

Weekly Gains

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

Base Zenni Gain: 252 Zenni

Updates

Equipment Changes: Equipped Battle Scouter

Zenni: 22 + 252 = 274

PL: 433 + 156 = 589
Level: C // D

HP: 400 + 50= 450 + 16%= 522
Power: 200 + 40= 240 + 6%= 254
Dexterity: 100 + 25= 125 + 6%= 133

Zeta Injection: 1d75
HP: 518 + 16%= 601 (+79)
Power: 288 + 6%= 305
Dexterity: 144 + 6%= 153
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Daeus
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The Unseen Evil
Days

[Day 1] Spar
[Day 2] Spar
[Day 3] Spar
[Day 4] Spar
[Day 5] RP
[Day 6] RP
[Day 7] Quest (Power to the Man!)

Training

Moves Learned: (None)
Moves Learning: (None)

Quest Rewards

  • 300z


Item Transactions

Purchased: (None)
Sold: Basic Majin Pants (100z)
Transferred: Majin Belt -> Jack Freeman; 640z -> Mari

Weekly Gains

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

Base Zenni Gain: 350z

Updates

Equipment Changes: (None)

Zenni: 266 + 350 = 610z

PL: 304 + 210 = 514
Level: B // C

HP: 400 + 1 * 50 = 450
Power: 160 + 2 * 20 = 200
Dexterity: 60 + 1 * 20 = 80

Disciple of Dark: 1d60
Edited by Daeus, Jan 29 2012, 02:59 PM.
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Jack Freeman
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Ladies Man
Days

[Day 1] Spar
[Day 2] Spar
[Day 3] Spar
[Day 4] Spar
[Day 5] Quest
[Day 6] Move
[Day 7] Move

Training

Moves Learned:

Heart Punch [PHYSICAL, PUNCH]
Description: Intercepting an opponent's kick or punch, the user draws them close as a swift strike to the heart is delivered. The effect of this attack has been described to having an instant and momentary heart attack.
Effect: Use immediately after STOPPING a Punch-Type or Kick-Type attack. This does not take up your turn. Physical attack doing (40% Power) Damage. SUCCESSFUL - Choose one: Your opponent cannot STUN you for the next 4 turns OR your opponent cannot CRITICAL against you for the next 4 turns. If your opponent is Akaikaru, you gain both effects. Costs 1 KI Point.
Requirements: N/A
Training Days: 2

Quest Rewards

Saibaseed

Item Transactions

Purchased: N/A
Sold: N/A
Transferred: Got Majin Belt from Paul

Weekly Gains

Base EXP Gain: 30 x 5 = 150 + 2 x 3 = 156
Quest/Other EXP Gain: N/A
Total EXP Gain: N/A

Base Zenni Gain: 50 x5 = 250 + 2 x 2 = 4 = 254

Updates

Equipment Changes: N/A

Zenni: 0 + 254 = 254

PL: 595 + 156 = 751
Level: (D) // (E)

HP: 550 + (1 * 50) = 600 + 13% = 678
Power: 260 + (2 * 20) = 300 + 13% = 339
Dexterity: 60 + [1 * 20] = 80 + 8% = 86

High Tension

HP: 600 + 17% = 696 + 13% = 787
Power: 300 + 17% = 351 + 13% = 397
Dexterity: 80 + 16% = 93 + 8% = 100
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Loke
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Days

[Day 1] move
[Day 2] move
[Day 3] move
[Day 4] move
[Day 5] move
[Day 6] move
[Day 7] -

Training

Ki Fist Block
Description: A Ki-charged fist connects with the opponent's, nullifying the attack.
Effect: RESTRICTEDx1. Block. Stop a physical attack. If you have at least 2 CONSTANT Skills active, this Block costs 0 KI Points. Gain 1 KI Point. Costs X-1 KI Points.
Requirements: N/A
Training Days: 2

Raindance [ENERGY, VOLLEY]
Description: Aiming the palms upwards, the arms retract and push upwards as orbs of energy are shot upwards before crashing down on the opponent.
Effect: RESTRICTED x1. Energy attack doing (10% Power) Damage per hit. Your attack roll is 9d30 for this attack. SUCCESSFUL - If 6 or more dice rolls are SUCCESSFUL, your opponent cannot perform a Signature Technique with a base cost of 8 or more for the remainder of combat. Costs 6 KI Points
Requirements: N/A
Training Days: 4

Moves Learned: (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

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

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

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: (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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Malzagog
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Days

[Day 1] Started Learning Intensity Mastery
[Day 2] Learning Intensity Mastery
[Day 3] Learning Intensity Mastery
[Day 4] Learning Intensity Mastery
[Day 5] Finished Learning Intensity Mastery
[Day 6] SPAR: Malzagog vs. Carl Ragestein
[Day 7] SPAR: Malzagog vs. Trelocks

Training

Moves Learned: Intensity Mastery
Moves Learning:

Quest Rewards

Item Transactions

Purchased:
Sold: Flak Jacket for 250 zenni
Transferred: (Malzagog) 800z -> (Mari)
(Mari) Battle Scouter -> (Malzagog)

Weekly Gains

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

Base Zenni Gain: 110
Updates

Equipment Changes: Equipped Battle Scouter

Zenni: (490) + (110) = (600)

PL: (715) + (75) = (790)
Level: (E)

Posted Image
(1D50) -> SPAR(1d55) -> SPAR(1d60)
Edited by Malzagog, Jan 29 2012, 08:48 PM.
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Carl Ragestien

Days

[Day 1] Spar Arcadius
[Day 2] Spar Malzagog
[Day 3] Spar Malzagog
[Day 4] Spar Arcaidius
[Day 5] Calming The Battlefield
[Day 6] Calming The Battlefield
[Day 7] Calming The Battlefield

Training

Moves Learned: Calming The Battlefield
Moves Learning:

Quest Rewards

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:

Zenni: 242 + 206 = 448

PL: 163 + 129 = 292
Level: A // B

HP: (250) + (1SP* 50) = (300)
Power: (100) + (1SP * 20) = (120)
Dexterity: (100) + [2SP * 25] = (150)
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Ivan Slag
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Days


[Day 1] High Threshold
[Day 2] High Threshold
[Day 3] High Threshold
[Day 4] Ki Lance
[Day 5] Ki Lance
[Day 6] Kil Lance
[Day 7] RP post

Training

High Threshold
Description: Sometimes it is necessary to show true grit and suck up the pain an attack can cause. If you can control the pain instead of actively trying to avoid it, it is possible to increase your threshold for pain and minimize the damage.
Effect: CONSTANT - You may lose (10% Total HP) HP in place of a defensive roll to STOP an energy attack. This cannot stop Signature Techniques. This Skill is deactivated if your health falls below (50% Total HP) HP. Costs 2 KI Points.
Requirements: N/A
Training Days: 3

Ki Lance [PHYSICAL, ENERGY, PUNCH, MANIPULATED KI]
Description: The user extends one arm forward as it begins to glow blue with Ki. Slowly, a sharp blue tip begins to form at the very ends of their fingers. The user then flies with incredible speed toward the opponent, driving the lance into their body.
Effect: Physical attack doing (40% Power) Damage. This attack also counts as an energy attack for all effects. If you gained Ki Points on your previous turn, this attack costs -1 Ki Point. SUCCESSFUL - Your opponent's Mastery effects cannot be used for the next 4 turns, except any effects that were activated at the start of combat. Costs 3 KI Points.
Requirements: N/A
Training Days: 3


Moves Learned: Ki Lance, High Threshold
Moves Learning:

Quest Rewards

100z from tournament


Item Transactions


Purchased:
Sold:
Transferred: Arcadius [Saibaseed]x2 -> Ivan
Ivan [Saibaseed] -> Kaijimbo

Weekly Gains


Base EXP Gain: 48
Quest/Other EXP Gain: 0
Total EXP Gain: 48

Base Zenni Gain: 62

Updates


Equipment Changes:

Zenni: 455 + 62 = 517

PL: 790 + 48 = 838
Level: E // E

Edited by Ivan Slag, Jan 29 2012, 10:09 PM.
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Kaijinbo
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The one who is many
Days

[Day 1]Spar
[Day 2]Spar
[Day 3]Spar
[Day 4]Spar
[Day 5]Rock your heart out quest
[Day 6]one shell of a good time quest
[Day 7]^

Training

Moves Learned:
Moves Learning:

Quest Rewards

250z, turtle shell, 250z

Item Transactions

Purchased:
Sold: turtle shell
Transferred: 300z to Alister Brand

Weekly Gains

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

Base Zenni Gain: 350

Updates

Equipment Changes: No changes

Zenni: 324 + 350 = 674

PL: 541 + 210 = 751
Level: C // E

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

HP: 400 + 100 = 500
Power: 240 + 120 = 360
Dexterity: 60 + 0 = 60

Giant Form: 1d80, now using mastered effect
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Felona
Member Avatar
Administrator
Days

[Day 1] Trickster Mastery
[Day 2] Trickster Mastery
[Day 3] Trickster Mastery
[Day 4] Trickster Mastery
[Day 5] Trickster Mastery
[Day 6] Spar vs. Felix
[Day 7] Spar vs. Felix

Training

Moves Learned: Trickster Mastery
Moves Learning: N/A

Quest Rewards

(List all Quest rewards)

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 3 + 3 + 3 + 3 + 3 + 31 + 31
Quest/Other EXP Gain:
Total EXP Gain: 77

Base Zenni Gain: 110

Updates

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

Zenni: 1006 + 110 = 1116

PL: 445 + 77 = 522
Level: C // C
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