Difference between revisions of "TOA Tara Progression"

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'''Run 37:''' missed
 
'''Run 37:''' missed
 +
 +
'''Run 38:''' 1 CP
 +
* Special Attack: Mulekick (2 CP)
 +
 +
'''Run 39, 40:''' missed
 +
 +
'''Run 41:''' 1 CP (banked)
 +
 +
'''Run 42:''' 1 CP
 +
* Improved Body +1 (2 CP)
 +
 +
'''Run 43:''' missed
 +
 +
'''Run 44:''' 1 CP (banked)
 +
 +
'''Run 45:''' missed
 +
 +
'''Run 46:''' 1 CP
 +
* Highly Skilled +1
 +
** Unarmed Attack +1
 +
** Unarmed Defense +1
 +
* Special Defense, slow aging
 +
  
 
[[TOA_Tara|Back to Tara]]
 
[[TOA_Tara|Back to Tara]]

Revision as of 10:04, 1 April 2009

Run 1: 3 CP (2 run + 1 summary)

  • Upped Sixth Sense range to 1km
  • Upped Precog to 1 day
  • Added Movement: Untrackable.

Run 2: 2 CP (banked)

Run 3: 2 CP (4 total)

  • Increased Healing to rank 2, 40hp

Run 4: 2 CP (banked)

Run 5: 2 CP

  • Improved Special Attack by removing some of the limit-shots

Run 6: 2 CP

  • Improved Healing Targets (PMV)

Run 7: 3 CP (2 run + 1 summary)

  • Up Healing PMV to 10 targets and change range from touch to 10m
  • Highly Skilled 1- up special ranged by 1 (for 6) and then... eh, bank the rest. Unless other ideas.

Run 8: 2 CP

  • 1 pt Gadget: Bag O' Ritual Stuff
  • Highly Skilled 1-up Power use

Run 9: 2 CP

  • 2 pt Gadgets (Airplane stuff)
    • Jet Engine (1 major)
    • Extra Capacity (1 minor)
    • Extra Endurance (1 minor)
    • Turbocharger (1 minor)
    • Big Engine (1 minor)

Run 10: 2 CP (to use later, Run 18)

Run 11: missed

Run 12: 3 CP (summary)

  • Soul increase to 7
  • Highly Skilled x1- 1 occult for 6 sp, 1 special attack for 6 sp

Run 13: 1 CP

  • Alternate Form

Run 14: 1 CP

  • Highly Skilled - 6 sp on Special Attack, 4 banked

Run 15: 1 CP (banked)

Run 16: missed

Run 17: missed

Run 18: 1 CP

  • +1 Soul

BONUS: 2 CP

  • +1 Mind

Run 18: 2 CP (summary)

  • Improve Special Attack:
    • Change Limited Shots 6 (-1) to Limited Shots 3 (-2)
    • Level 3 (+3) to Level 2 (+2)
    • Soul Attack (+5)
    • Affects Incorporeal (+1) now unneccesary (+0)
    • Add Slow 1 round (-1)
    • CP spent: 4 (1 rank)

Run 19: 1 CP

  • +1 Highly Skilled
    • +1 Special Attack
    • +1 Unarmed Defense
    • +2 Piloting

Run 20: 1 CP (banked)

Run 21: 1 CP (banked)

Run 22: missed

Run 23: 1 CP (banked)

Run 24: 2 CP (summary) = 5 CP total

  • Remove Slow from Special Attack (4 CP)
  • Partially remove Limited Use from Alt. Form (2 uses to 3 uses, 1 CP)

Run 25: missed

Run 26: 1 CP

  • Removed Limited Use completely from Alt. Form (1 CP)

Run 27: 2 CP (summary)

  • Increased Soul to 9. Almost maxed!

Run 29: 1 CP

  • Highly Skilled x1
    • Unarmed Attack: Strikes (6)
    • Cultural Arts: Literature (3)

Run 30: 1 CP(banked)

Run 31: 1 CP

  • Raised Soul to 10 (max)
    • This ups ACV/DCV/HP

Run 32: 1 CP

  • +1 Highly Skilled
    • Performing Arts (Dance) 1
    • Unarmed Defense +1

Run 33: 1 CP + 1 CP from belated run 31 summary

  • +1 Mind

Run 34: 1 CP + 1 CP from belated run 30 summary

  • +1 Mind

Run 35: 1 CP + 1 CP from belated run 32 summary

  • +1 Mind

Run 36: 1 CP (banked)

Run 37: missed

Run 38: 1 CP

  • Special Attack: Mulekick (2 CP)

Run 39, 40: missed

Run 41: 1 CP (banked)

Run 42: 1 CP

  • Improved Body +1 (2 CP)

Run 43: missed

Run 44: 1 CP (banked)

Run 45: missed

Run 46: 1 CP

  • Highly Skilled +1
    • Unarmed Attack +1
    • Unarmed Defense +1
  • Special Defense, slow aging


Back to Tara