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An Entity of Type : dbkwik:resource/YnOYR-kynAV0cA4Pb9uZ8w==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Penalty is the blood of Vongola Primo. Similar to the way that Sin upgrades the Simon Rings, Penalty can upgrade the Vongola Rings. Unbeknown to the Vongola Famiglia, Penalty was kept by Talbot. It was stated by Talbot that the Vongola Rings combined with the Vongola Box Weapons and Penalty could create Vongola Gear, which is able to match the power of the upgraded Simon Rings.

AttributesValues
rdf:type
rdfs:label
  • Penalty
rdfs:comment
  • Penalty is the blood of Vongola Primo. Similar to the way that Sin upgrades the Simon Rings, Penalty can upgrade the Vongola Rings. Unbeknown to the Vongola Famiglia, Penalty was kept by Talbot. It was stated by Talbot that the Vongola Rings combined with the Vongola Box Weapons and Penalty could create Vongola Gear, which is able to match the power of the upgraded Simon Rings.
  • There are 5 types of Penalties: 1. * Caution (Special circumstances only) 2. * Warning 3. * Game Loss 4. * Match Loss 5. * Disqualification Judges must use only these penalties, and may not create or implement new ones.
  • A penalty is a reduction of an ability, reducing the likelihood of success. Penalties can be given for many skills in many ways, some examples include: * Acrobatics check penalty for heavy armor * Perception penalty for sensory impairment (blind, deaf) * Attack penalty for long range Unlike bonuses, penalties do not have a type. They are all added together unless they're from the same named game element. [RC:29]
  • In the Ace Attorney series, a penalty is generally used to punish incorrect deductions. Depending on the game, this can be represented in the form of damage inflicted on a "health" meter — called the Confidence Gauge or the Truth Gauge depending on context — or losing one of five Confidence Icons. Depleting the gauge or running out of Icons is the usual way in which the player can lose and suffer further consequences depending on the context. In some instances, instant Game Overs and bad endings can be triggered independently of this penal system.
  • A penalty is a negative modifier to a die roll. Penalties do not usually have a type, and always stack with other penalties (except those from the same source) unless otherwise stated.
  • A penalty is a sanction taken against a player during a game to punish inappropiate behaviour. Said sanction is usually enforced by sending the offending player in the penalty box for a set number of minutes, minutes during which the player can not participate in the play on the ice. While various leagues have a different set of rules, most recognize several common degrees of penalty and common infractions. The statistic used to track penalties was traditionally called Penalty Infraction Minutes (PIM), although the alternate term Penalties in Minutes has become common in recent years.
  • "Penalty" is the 53rd episode of Casualty and the first episode of the 5th series.
sameAs
dcterms:subject
Centric
unnamed tool
  • No
debut shippuden
  • No
tool classification
  • Defensive, Supplementary
tool media
  • Anime, Manga, Game, Movie
viz manga
  • Penalty
english tv
  • Penalty
dbkwik:ace-attorne...iPageUsesTemplate
dbkwik:aceattorney...iPageUsesTemplate
dbkwik:casualty/pr...iPageUsesTemplate
dbkwik:dnd4/proper...iPageUsesTemplate
dbkwik:icehockey/p...iPageUsesTemplate
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Number
Previous
Users
  • Naien,
Airdate
  • 1990-09-07(xsd:date)
Abilities
  • Upgrading Original Vongola Rings
dbkwik:shadowheart...iPageUsesTemplate
User
NEXT
Writer
  • Ginnie Hole
Director
  • Michael Owen Morris
Similar Weapons
abstract
  • Penalty is the blood of Vongola Primo. Similar to the way that Sin upgrades the Simon Rings, Penalty can upgrade the Vongola Rings. Unbeknown to the Vongola Famiglia, Penalty was kept by Talbot. It was stated by Talbot that the Vongola Rings combined with the Vongola Box Weapons and Penalty could create Vongola Gear, which is able to match the power of the upgraded Simon Rings.
  • There are 5 types of Penalties: 1. * Caution (Special circumstances only) 2. * Warning 3. * Game Loss 4. * Match Loss 5. * Disqualification Judges must use only these penalties, and may not create or implement new ones.
  • A penalty is a reduction of an ability, reducing the likelihood of success. Penalties can be given for many skills in many ways, some examples include: * Acrobatics check penalty for heavy armor * Perception penalty for sensory impairment (blind, deaf) * Attack penalty for long range Unlike bonuses, penalties do not have a type. They are all added together unless they're from the same named game element. [RC:29]
  • In the Ace Attorney series, a penalty is generally used to punish incorrect deductions. Depending on the game, this can be represented in the form of damage inflicted on a "health" meter — called the Confidence Gauge or the Truth Gauge depending on context — or losing one of five Confidence Icons. Depleting the gauge or running out of Icons is the usual way in which the player can lose and suffer further consequences depending on the context. In some instances, instant Game Overs and bad endings can be triggered independently of this penal system.
  • A penalty is a negative modifier to a die roll. Penalties do not usually have a type, and always stack with other penalties (except those from the same source) unless otherwise stated.
  • A penalty is a sanction taken against a player during a game to punish inappropiate behaviour. Said sanction is usually enforced by sending the offending player in the penalty box for a set number of minutes, minutes during which the player can not participate in the play on the ice. While various leagues have a different set of rules, most recognize several common degrees of penalty and common infractions. The statistic used to track penalties was traditionally called Penalty Infraction Minutes (PIM), although the alternate term Penalties in Minutes has become common in recent years.
  • "Penalty" is the 53rd episode of Casualty and the first episode of the 5th series.
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