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Week 1; 11/13-11/19
Topic Started: Nov 12 2017, 08:39 PM (295 Views)
Accordion.
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Days
[Day 1] Chunky Monkey (Class made this 2 days due to joint with Rugo and Sprout.)
[Day 2] Chunky Monkey.
[Day 3] TF Post.
[Day 4] Kill 'Em All (One day, same deal as the last quest. Though I gueds I freed them all.)
[Day 5] Pirate's Cove. (Joint with Sprout.)
[Day 6] Pirate's Cove.
[Day 7] Pirate's Cove.

Training
Moves Learned: Blown Fuse (TF so no days used.)
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)
Saiyan Battle Armor (Capsule Corp Version.) And 100 Zenni.
A Blunt Blade and ridicule from my peers.
Pirate's Treasure.

Item Transactions
Purchased:
Sold: Cargo Pants for 175 Zenni.
Transferred:

Weekly Gains
Base EXP Gain: 20x7=140.
Quest/Other EXP Gain:
Total EXP Gain: 140.
Alliance Points Gained: (Total of Alliance Points gained from Quests and Battles. Also note if the opposing Alliance lost any points due to battles.)

Base Zenni Gain: 50x7=350.

Updates
Equipment Changes: Blunt Blade. Saiyan Armor.

Current Planet: New Vegeta.

Zenni: 200 + 525 = 725

PL: 100 + 140 = 240
Level: A // B.

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

HP: 200 + (50) = 250.
Power: 100 + (40) = 140.
Dexterity: 3 + [1] = 4.

High Tension goes from 1d20 to 1d30.
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Admiral Tourak
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Days
[Day 1] Basbas (IT to Shi’Kir via Pandora)
[Day 2] Supplies and Demand (Idle Masters)
[Day 3] Supplies and Demand (Idle Masters)
[Day 4] Supplies and Demand (Idle Masters)
[Day 5] Supplies and Demand (Idle Masters)
[Day 6] Supplies and Demand (Idle Masters)
[Day 7] Quick Stop Body Swap (Makyan)

Training
Moves Learned: Through Bullshit Technicalities Via Chaining S&D with Idle Masters
Cancellation Mastery [KUROKONWAKU, MASTERY]
Description: When your opponent feels they are at their finest in battle it is up to you to crush their hopes, stamp 'CANCELLED' across their fondest dreams. All their precious techniques and tricks will do them no good when you are capable of entering their minds, put them in hazes, and disrupt their plans.
Effect: Whenever an opponent uses or activates a Skill, you may lose X-1 KI Points to a minimum of 1 to negate/deactivate it. Whenever an opponent performs a STUN, CRITICAL, or COUNTER you may lose X-1 KI Points to a minimum of 1 to negate it. Whenever you perform a SUCCESSFUL Kurokonwaku attack with an attack roll result of 22 or higher, your opponent cannot use the effect of their Mastery until the end of your next turn. X = The cost of the Skill or Advanced Attack.
Requirements: You must know at least three (3) Kurokonwaku attacks,skills, and/or blocks.
Training Days: 5


Quest Rewards
Ancient Pocket Watch
Cancellation Mastery
Makyan race for next week

Item Transactions
Purchased:
Sold:
Transferred:

Weekly Gains
Base EXP Gain: 140
Quest/Other EXP Gain: 0
Total EXP Gain: 140
Alliance Points Gained: 0

Base Zenni Gain: 350

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

Current Planet: Shi’kir

Zenni: 200 + 350 = 550

PL: 100 + 140 = 240
Level: (A) // (B)

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

HP: (250) + (50 * 50) = (300)
Power: (80) + (40 * 20) = (120)
Dexterity: (3) + [1 * 1] = (4)
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Leopold
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Days
[Day 1] Transformation 1
[Day 2] Time on Your Hands
[Day 3] The Ginyu Force is open for Recruitment!
[Day 4] The Ginyu Force is open for Recruitment!
[Day 5] The Ginyu Force is open for Recruitment!
[Day 6] Untouchable
[Day 7] Untouchable

+

[Day 8] Untouchable
[Day 9] Rats in the bilge

Training
Moves Learned: -
Moves Learning: -

Quest Rewards
First aid kit

Custom item

Ginyu Force Boots

Antique Pocket watch

Item Transactions
Purchased: Thrusters
Sold: 2x Vitality Y, Speedo
Transferred: -

Weekly Gains
Base EXP Gain: 140
Quest/Other EXP Gain: 10
Total EXP Gain: 150

Base Zenni Gain: 350

Updates
Equipment Changes: -

Current Planet: Shi-kir

Zenni: (125) + (550) = (675)

PL: (100) + (150) = (250)
Level: (A) // (B)

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

HP: (200) + (1 * 50) = (250)
Power: (100) + (2 * 20) = (140)
Dexterity: (3) + [1 * 1] = (4)

(If you have a Transformation, show how the changes effect the Transformation as well, separately as well as any Transformation Dice gain)
Level 1: Zeta Injection - 1d30

Appearance: The Tuffles are regarded as some of the universe's greatest scientists -- and unfortunately all scientists know that rodents only go so far in terms of trial runs. The Zeta Injection is one of many risky, scientific endeavors they have undertaken on their own bodies. This one-time injection of custom made nanites provides a small boost in physical prowess, allowing the Tuffle increased strength and endurance. However, it's main purpose is the opening of neural pathways that allow for heightened brain functions.
Stats: +20% Power. +15% HP. +15% Dexterity.

Special Trait(s):
[NOVICE] Patient Zero – Activate immediately after transforming. Deactivate one of your opponent’s active skills. You may deactivate this skill even if you do not meet the requirements necessary to deactivate it

Transformed Stats:
HP - 250 + 15% = 287.5 = 288
Power - 140 + 27% = 177.8 = 178
Dexterity - 4 + 35% = 5.4 = 5(+2)
Edited by Leopold, Dec 13 2017, 06:43 AM.
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