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Week 6: 2/6/12 - 2/12/12
Topic Started: Feb 7 2012, 05:00 AM (237 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.
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Argos
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Days

[Day 1] Learned Impenetrable Defense
[Day 2] Learned Inner Peace
[Day 3] Learned Sky Dance Technique
[Day 4] Learned Sky Dance Technique
[Day 5] RP
[Day 6] RP
[Day 7] RP

Training

Moves Learned: Impenetrable Defense, Inner Peace, Sky Dance Technique
Moves Learning: -

Quest Rewards

-

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 250 + 250 + 250 + 25 + 25 + 25 + 25
Quest/Other EXP Gain:
Total EXP Gain: 850

Base Zenni Gain: 50 + 50 + 50 + 2 + 2 + 2 + 2 = 158

Updates

Zenni: 1713 + 158 = 1,871

PL: 3,025 + 850 = 3,875
Level: G // G
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Draven
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Days

[Day 1] Learn Heat Seeking Blast
[Day 2] Learn Heat Seeking Blast
[Day 3] Learn Heat Seeking Blast
[Day 4] Spar vs Felix
[Day 5] Spar vs Felix
[Day 6] Spar vs Ivan
[Day 7] Spar vs Arcadius

Training

Moves Learned: Heat Seeking Blast
Moves Learning:

Quest Rewards



Item Transactions

Purchased:
Sold: Normal Belt
Transferred:

Weekly Gains

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

Base Zenni Gain: 206

Updates

Equipment Changes: Sold Normal Belt. Equipped Red Bandana

Zenni: 0 + 206 = 206

PL: 718 + 129 = 847
Level: E // E


+15
1d100 TF is MASTERED
Edited by Draven, Feb 8 2012, 06:08 PM.
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Daigotsu
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Shadow Dragon
Days

[Day 1] Dragon Ball Quest(here)
[Day 2] Warlord Quest(here)
[Day 3] Warlord Quest
[Day 4] Spar w/ Mari
[Day 5] Spar w/ Brand
[Day 6] Spar w/ Brand
[Day 7] Library Research(here)

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

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 6 stars upon 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.

High Tension: +15 sides

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

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

Base Zenni Gain: 350

Updates

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

Zenni: 579 + 350 = 929

PL: 933 + 210 = 1,143
Level: E // F

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

HP: 700 + (4 * 50) = 900
Power: 200 + (0 * 20) = 200
Dexterity: 150 + [2 * 25] = 200

High Tension: +15 sides(quest) + 15(spar) (d80)

[MASTERED] Adrenaline Junkie - When your opponent performs a SUCCESSFUL attack against you, your next attack roll gains +3 to the result. You cannot SEVER with that roll. Your Advanced Attacks with a base cost of 3 or more cost -1 KI Point to perform.
Edited by Daigotsu, Feb 13 2012, 06:17 PM.
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Felix
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Days

[Day 1-3] Learned Thunder Ball
[Day 4-5] Sparring Draven
[Day 6-7] Warlord Quest

Training

Moves Learned: Thunder Ball
Moves Learning: N/A

Quest Rewards

+15 sides to transformation roll

Item Transactions

Purchased: N/A
Sold: N/A
Transferred: N/A

Weekly Gains

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

Base Zenni Gain: 206 Zenni

Updates

Equipment Changes: None

Zenni: 436 + 206 + 100 (round 3 tournament fight)= 542 Zenni

PL: 637 + 129 = 766
Level: D // E

HP: 450 + 150= 600 + 16%= 696
Power: 240 + 20= 260 + 6%= 276
Dexterity: 125 + 6%= 133

Zeta Injection

dice= 1d100

HP: 690 + 16%= 800 (+104)
Power: 312 + 6%= 331
Dexterity: 144 + 6%= 153
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Grim
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Days


[Day 1] Hell's Idol
[Day 2] Hell's Idol
[Day 3]Hell's Idol
[Day 4]Freeze!
[Day 5] Freeze!
[Day 6]The Mad Scientist
[Day 7]The Mad Scientist

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

200 zenii, 30 exp, Guldo's Battle Pausing, Large Storage Capsule
(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: (10) + (350) = (360)

PL: (775) + (240) = (1015)
Level: (E) // (F)

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

HP: (550) + (2 * 50) =(650) + 12%=728
Power: (280) + (4 * 20) = (360) +18%= 425
Dexterity: (125) + [0 * 25 (Refer to Dexterity Chart)] = (120) +8%=135

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

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.

d70
HP: 650 +20%= 780 +12%= 874
Power: 360 +30%= 468 +18%=552
Dexterity:125 +8%= 135
Edited by Grim, Feb 12 2012, 12:56 AM.
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Saphides
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Days

[Day 1] Move Training (Killer Gaze)
[Day 2] Move Training (Killer Gaze)
[Day 3] Move Training (Second Chance)
[Day 4] Move Training (Second Chance)
[Day 5] Move Training (Launching Kick)
[Day 6] Move Training (Launching Kick)
[Day 7] Spar vs Kaijinbo(Tourney)

Training

Moves Learned: Killer Gaze, Second Chance, Launching Kick
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: Auto-Cannon x4, Energy Shield, Heavy Plated Shielding
Sold:
Transferred: Auto-Cannon x4, Energy Shield, Heavy Plated Shielding (Arcadius)

Weekly Gains

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

Base Zenni Gain: 62

Updates

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

Zenni: ([1391) + (100) + (2,264z) - (2100z) = (1655z)

PL: (613) + (48) = (661)
Level: (D) // (D)

TF Roll +5 Dice Sides! (D30)
Edited by Saphides, Feb 11 2012, 09:16 PM.
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Gum
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Days

[Day 1] Finished Rising Dragon Wave
[Day 2] Dragon Beam
[Day 3] Dragon Beam
[Day 4] Dragon Beam
[Day 5] RP
[Day 6] RP
[Day 7] RP

Training

Moves Learned: Rising Dragon Wave, Dragon Beam
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: 4 x 25 + 3 x 250 = 850
Quest/Other EXP Gain:
Total EXP Gain:

Base Zenni Gain: 2 x 4 + 3 x 50 = 158

Updates

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

Zenni: (1354) + (150) = (1504)

PL: (1054) + (850) = (1904)
Level: (F) // (F)

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE APPROPRIATE 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] Move
[Day 2] Move
[Day 3] Move
[Day 4] Move
[Day 5] Rp
[Day 6] Rp
[Day 7] Rp

Training

Moves Learned: (Place here any moves that you finished learning this week)
Moves Learning:

Impenetrable Defense
Description: Entering a state of perfect focus, the user becomes capable of warding off opponent's blows much easier.
Effect: RESTRICTED x1. Block. Stop a physical attack. For the remainder of combat, you may lose 3 KI Points to STOP a physical attack with a base cost of 2 or less. Costs X+1 Ki Points.
Requirements: N/A
Training Days: 2


Inner Peace
Description: It is not easy to create a sense of inner peace in battle -- fighting is chaotic in nature and hard on the spirit. Aoyusumu practioners are taught to disregard the chaos and maintain this hard to attain inner peace, putting them at ease and keeping them calm under pressure.
Effect: CONSTANT - Whenever you STOP an attack without multiple dice rolls, gain 1 Ki Point. Costs 1 Ki Point.
Requirements: You must know at least two (2) Aoyusumu blocks.
Training Days: 2

Weekly Gains

Base EXP Gain: 90 + 12 = 102
Quest/Other EXP Gain: N/A
Total EXP Gain: 102

Base Zenni Gain: 150 + 8 = 158

Updates



Zenni: 568 + 158 = 726

PL: 772 + 102 = 874
Level: E
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Mr. Strange

Days

[Day 1] Buku training (Tuffle racial activated)
[Day 2] Performance Enhancer
[Day 3] Heart of Steel
[Day 4] Heart of Steel
[Day 5] Not your old man's Efed
[Day 6] Not your old man's Efed
[Day 7] Not your old man's Efed

Training

Moves Learned:
Bukujutsu
Description: The ability to use one's own Ki to fly.
Effect: The user can now fly in battle. Bukujutsu is a requirement to learn certain moves. This does not take up one of your Skill slots. If your opponent doesn't have Bukujutsu in their moveset, you gain +5 dice sides against them.
Requirements: N/A
Training Days: 2
Quest Rewards

Performance Enhancers
125 Zenni // Performance Enhancers
Steroids Performance Enhancers [000z]
Inventory Slots: 1
Description: The vial of liquid known as the “Performance Enhancers” is nothing more than a sham! . . . or is it?
Effect: For the next 7 Days, you are considered to have +(10% Power) and +(10% Dexterity). You still gain EXP based on your original stats. At the end of 7 days, this bonus disappears. This item is used immediately after quest completion.

Not your Old man's Efed
1x Base EXP Gain // 1000 Zenni

Heart of Steel
Power Absorption Jewels [500z] (Two Power Absorbtions)
Inventory Slots: 1
Description: The small red jewels found in most Power Absorption models palms . . . along with the rest of the hand. Whether they broke off under unfortunate circumstances or were sawed off post-mortem, the jewels still have a bit of life left in them that could come in handy in a pinch.
Effect: USEx1. STOP a non-Signature energy attack. This item can only be used once per combat.

Item Transactions

Purchased: Gravitron Machine
Sold:
Transferred: 632 zen to momo for Martial Arts Gi suit

Weekly Gains

Base EXP Gain: 183
Quest/Other EXP Gain:30
Total EXP Gain: 213

Base Zenni Gain: 302

Updates

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

Zenni: (0) + (302) = (302)

PL: (718) + (213) = (931)
Level: (e) // (e)


TF Dice: 20 --> 30
Edited by Mr. Strange, Feb 12 2012, 08:37 PM.
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Arcadius
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The Royal Agent Unemployed
Days

[Day 1] Shooting Star
[Day 2] Shooting Star
[Day 3] The Constant Senzu Gardener Quest
[Day 4] The Constant Senzu Gardener Quest
[Day 5] Battle vs Ivan Slag
[Day 6] Turtle Hermit Quest
[Day 7] Turtle Hermit Quest

Training

Moves Learned: Shooting Star, Kamehameha
Moves Learning:

Quest Rewards

Senzu Bean
Kamehameha
Dirty Magazine

Item Transactions

Purchased:
Sold: Senzu Bean (9,000/2,250)
Transferred: 2,264z to Saphides, Recieved Auto-Cannon x4, Energy Shield, and Heavy Plated Shielding from Saphides, Received Hyper-Drive from Kaijinbo

Weekly Gains

Base EXP Gain: 1,300
Quest/Other EXP Gain:
Total EXP Gain: 1,300

Base Zenni Gain: 254

Updates

Equipment Changes:

Zenni: 0 + 254 = 254

PL: 1,181 + 1,300 = 2,481
Level: F // F

TF Dice: 1D100
Edited by Arcadius, Feb 13 2012, 07:26 PM.
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Kaijinbo
Member Avatar
The one who is many
Days

[Day 1] Learned Falling Star Charge
[Day 2] ^
[Day 3] ^
[Day 4] Learned Grapple
[Day 5] Learned Ankle Buster
[Day 6] Learned Overcharged Wave
[Day 7] ^

Training

Moves Learned: Falling Star Charge, Grapple, Overcharged Wave, Ankle Buster
Moves Learning:

Quest Rewards


Item Transactions

Purchased:
Sold:
Transferred:nomine healing herb to argos, 5star DB from argos

Weekly Gains

Base EXP Gain: 175
Quest/Other EXP Gain:
Total EXP Gain: 175

Base Zenni Gain: 14z

Updates

Equipment Changes:

Zenni: 305 + 14 = 319

PL: 1,021 + 175 = 1,196
Level: F // F

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE APPROPRIATE 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)
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Malzagog
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Days

[Day 1] Spar: Malzagog vs Ivan Slag
[Day 2] Quest: Policeman (or woman!)
[Day 3] Quest Battle: Malzagog vs Hippy
[Day 4] RP
[Day 5] RP
[Day 6] RP
[Day 7] Learned Somersault Roll

Training

Moves Learned: Somersault Roll
Moves Learning:

Quest Rewards

Police Badge

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

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

Base Zenni Gain: 302

Updates

Equipment Changes:

Zenni: (306) + (302) = (608)

PL: (889) + (183) = (1072)
Level: (E) // (F)

HP: (600) + (2 * 50) = (700)
Power: (300) + (4 * 20) = (380)
Dexterity: (80)

Posted Image
Dice Sides: 1d90

HP: 700 + 10% = 770
Power: 300 + 30% = 390
Dexterity: 80 + 10% = 88
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Alister Brand
Member Avatar

Days

[Day 1] Spar [+5 Sides]
[Day 2] Spar [+5 Sides]
[Day 3] Spar [+5 Sides]
[Day 4] RP [Brand, He Can Throw A Party]
[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: 210
Quest/Other EXP Gain:
Total EXP Gain:

Base Zenni Gain: 350

Updates

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

Zenni: 345 + 350 = 695

PL: 670 + 210 = 880

(( ONLY COMPLETE NEXT SECTION IF YOU LEVELLED UP: DISTRIBUTE APPROPRIATE 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)
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Bubble
Member Avatar


Days

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

Training

Moves Learned: N/A
Moves Learning: N/A

Quest Rewards

N/A

Item Transactions

Purchased:
Sold:
Transferred:

Weekly Gains

Base EXP Gain: 1,750
Quest/Other EXP Gain:
Total EXP Gain: 1,750

Base Zenni Gain: 350

Updates

Equipment Changes: N/A

Zenni: 3,358 + 350 = 3,708

PL: 1,042 + 1,750 = 2,792
Level: F // G

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

HP: 900 + 100 = 1,000
Power: 240 + 40 = 280
Dexterity: 150 + 25 = 175


Disciple of Dark

HP: 1,150
Power: 350
Dexterity: 193
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Mari
Member Avatar
The Runaway
Days

[Day 1] Warlord Quest (War?)
[Day 2] Warlord Quest (War?)
[Day 3] Spar vs. Daigotsu
[Day 4] RP (Afterthought.)
[Day 5] RP (Afterthought.)
[Day 6] RP (Afterthought.)
[Day 7] RP (Afterthought.)

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: Red bandana, martial arts gi
Sold:
Transferred: Red bandana, martial arts gi

Weekly Gains

Base EXP Gain: 120
Quest/Other EXP Gain:
Total EXP Gain: 120

Base Zenni Gain: 350

Updates

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

Zenni: 406 + 350 = 756

PL: 664 + 120 = 784
Level: D // E

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

HP: 550 + (2 * 50) = 650 + 12%= 728
Power: 160 + (2 * 20) = 200 + 17%= 234
Dexterity: 200 + 0 = 200 + 10%= 220

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.

HP: 650 + 15% = 748 + 12% = 838
Power: 200 + 20% = 240 + 17% = 281
Dexterity: 200 + 15% = 230 + 10% = 253

TF Roll: 1d50 // 1d70
Edited by Mari, Feb 13 2012, 11:41 PM.
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Ivan Slag
Member Avatar

Days

[Day 1] Spar vs Draven
[Day 2] Spar vs Malzagog
[Day 3] Battle vs Arcadius
[Day 4] RP
[Day 5] RP
[Day 6] RP
[Day 7] RP

Training

Nada

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: 2160 from Katsumi

Weekly Gains

Base EXP Gain: 1750
Quest/Other EXP Gain:
Total EXP Gain: 1750

Base Zenni Gain: 350

Updates

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

Zenni: (2783) + (350) = (3133)

PL: (1021) + (1750) = (2771)
Level: (F) // (G)

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

HP: (950) + (3 * 50) = (1100)
Power: (260) + (2 * 20) = (300)
Dexterity: (100) + [1 * 25 ] = (125)

Maintained Malfunction 1d75 -> 1d90
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Trelocks
Member Avatar
Trelocks
Days

[Day 1] Thunderball start
[Day 2]
[Day 3]
[Day 4]Thunderball finish
[Day 5]Aerial beam start
[Day 6]
[Day 7]Aerial beam finish

Training

Moves Learned:
Thunder Ball [ENERGY, BLAST]
Description: Creating a mid-size black orb of energy, the blast is charged with a signature white energy that gives off the appearance of a raging lightning storm occurring within the sphere. Raising the blast over head and firing it at the opponent, the sphere rapidly grows in size; suddenly becoming gigantic, engulfing the foe in a raging torrent of ki.
Effect: RESTRICTEDx1. Energy attack doing (100% Power) Damage. Your attack roll gains +X to the result. X = The number of Skills with CONSTANT effects you have activated x2 to a maximum of +6. You cannot have this attack gain more than +8 to the result. Costs 6 KI Points.
Requirements: N/A
Training Days: 4

Aerial Beam [ENERGY, BEAM]
Description: Taking to the air, the user extends their palm and grabs hold of their wrist before firing a large beam that usually has a good enough force to put distance between the user and the opponent.
Effect: Energy attack doing (40% Power) Damage. SUCCESSFUL - If your attack roll is 20 or higher, your opponent cannot perform a physical attack on their next turn. If you have Eagle Eye active, you may choose to make your opponent unable to perform an energy attack on their next turn instead. Costs 2 KI Points.
Requirements: Bukujutsu.
Training Days: 3
(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: 21
Quest/Other EXP Gain:
Total EXP Gain:21

Base Zenni Gain: 14 (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: (616) + (14) = (630)

PL: (385) + (21) = (406)
Level: (B) // (C)

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

HP: (550) + (50) = (600)
Power: (200) + (60) = (260)
Dexterity: (40)

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain) 1d35

Hp- 780
Pow- 299
Dex- 40
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