Difference between revisions of "TOA Tara Progression"
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'''Run 37:''' missed | '''Run 37:''' missed | ||
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+ | '''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