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| Week 4: 1/23/12 - 1/29/12 | |
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| Tweet Topic Started: Jan 23 2012, 10:15 AM (334 Views) | |
| Felona | Jan 23 2012, 10:15 AM Post #1 |
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Administrator
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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. |
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| Saphides | Jan 23 2012, 11:19 AM Post #2 |
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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) ![]() 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 | Jan 23 2012, 11:36 AM Post #3 |
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The Runaway
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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) ![]() 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): [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 | Jan 23 2012, 11:39 AM Post #4 |
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The
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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 ![]() 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 | Jan 23 2012, 04:52 PM Post #5 |
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Shadow Dragon
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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 | Jan 23 2012, 05:18 PM Post #6 |
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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 | Jan 23 2012, 05:51 PM Post #7 |
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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 | Jan 24 2012, 11:21 PM Post #8 |
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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 | Jan 25 2012, 05:16 PM Post #9 |
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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 | Jan 25 2012, 07:52 PM Post #10 |
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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 | Jan 25 2012, 07:57 PM Post #11 |
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uh, oops
Edited by Draven, Jan 25 2012, 08:01 PM.
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| Alister Brand | Jan 27 2012, 05:28 PM Post #12 |
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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 | Jan 28 2012, 10:49 PM Post #13 |
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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 | Jan 29 2012, 12:30 AM Post #14 |
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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 | Jan 29 2012, 09:48 AM Post #15 |
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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 | Jan 29 2012, 02:06 PM Post #16 |
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The Unseen Evil
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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
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 | Jan 29 2012, 06:29 PM Post #17 |
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Ladies Man
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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 | Jan 29 2012, 07:40 PM Post #18 |
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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 | Jan 29 2012, 08:47 PM Post #19 |
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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) ![]() (1D50) -> SPAR(1d55) -> SPAR(1d60) Edited by Malzagog, Jan 29 2012, 08:48 PM.
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| Carl Ragestien | Jan 29 2012, 09:30 PM Post #20 |
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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 | Jan 29 2012, 10:08 PM Post #21 |
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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 | Jan 29 2012, 10:13 PM Post #22 |
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The one who is many
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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 | Jan 30 2012, 06:12 PM Post #23 |
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Administrator
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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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9:15 AM Jul 11