Aoi Kiri Jounin
Number of posts : 42 Age : 35 Location : Arkansas Registration date : 2010-11-12
| Subject: Yuushiro Kubo Fri Feb 18, 2011 9:31 pm | |
| 1 free request - Jiongu Group Please note, very important: Yuushiro has 64 CP per battle at his current level of Chuunin. A little math explains why. Most Chuunin automatically have 65 CP, but the knowledge of "Jiongu" pulls my permanent CP down by 20 CP. However, my skill of lvl 3 Chakra Capacity grants me 30% more chakra. Now, obviously it was advantageous to me that I added my skill and the extra 30% CP before taking away my twenty CP, but there are also reasons for this grounded in logic. First, when filling out forms and making characters, one is typically pressed to do their KMP/SMP allocation first. So I did. Base CP for Chuunin is 65 CP. To find the new CP amount, one must multiply .30x65, then add the result (19.5, but forum rules typically promote rounding down, so I did, to 19) to 65. Keep in mind that I'm using 65 and my base CP in this calculation because I haven't done my jutsu by this point, because it makes more sense to allocate KMP/SMP first, and all forums/games/etc I've seen use base point value rather than the potential buffs or nerfs of techniques. Applying this principle to this forum in which no rules prohibit this methodology of calculation, Yuushiro, as a Chuunin ninja (65 base CP) with lvl 3 Chakra Capacity (+ 30% of 65 = 19.5=19 CP), is given a base of 84 CP. Then, we take into account the staggering drawback to Jiongu, which permanently strips away twenty base CP. This leaves Yuushiro with a base of: 64 CPI do not feel that I am "reaching" here by any stretch of the imagination; my methods and approach are both logical and rational, and I strongly discourage wannabe mathematicians and drama llamas from calling me out simply for trying to negate the drawback of Jiongu. For what it's worth, it did take 6 SMP of my very limited Chuunin 13 SMP to compensate for my base 20 CP loss. Knowledge Mastery Points - Chuunin - 14 KMP - Spoiler:
Taijutsu Knowledge - 4 KMP ---> Lvl 1: Can perform punches and kicks with superior efficiency. May perform non-fighting style Taijutsus of their rank and lower. ---> Lvl 2: Allows the ninja to have one Primary Taijutsu Fighting style. May perform non-fighting style Taijutsus up to one rank higher than their rank.
Ninjutsu Knowledge - 10 KMP ---> Lvl 1: Allows the ninja only the use of Basic Ninjutsus (note that some basic ninjutsus have other requirements). ---> Lvl 2: Allows the ninja to use Basic Ninjutsus and one primary Ninjutsu from an element of their choice. ---> Lvl 3: Allows the ninja to use Basic Ninjutsus, also one primary and one secondary Ninjutsu from two elements of their choice. Gets Hand Seal Movement Lvl 1 effects. ---> Expert Lvl: Allows the ninja to use Basic Ninjutsus, also two primary and one secondary Ninjutsu from three elements of their choice. Gets Hand Seal Movement Lvl 2 effects.
0/14 KMP remaining
Skill Mastery Points - Chuunin - 13 SMP - Spoiler:
Speed and Agility - 3 SMP ---> Lvl 1: Gives the ninja more speed and agility than an average ninja, which allows them to evade basic (simple) attacks with more efficiency. ---> Lvl 2: Gives the ninja more speed and agility than before, which allows them to evade range base attacks, such as projectiles with more efficiency.
Strength and Stamina - 3 SMP ---> Lvl 1: The ninja's physical power increases beyond an average ninja. Can endure more pain and last longer in battle. ---> Lvl 2: The ninja's physical strength increases to the point the ninja can crack stone with certain techniques and deliver deadlier Taijutsu. Takes more time to tire out than an average ninja
Chakra Capacity - 6 SMP --->Lvl 1: Allows the ninja to obtain a little bit more Chakra, 10% more Chakra. --->Lvl 2: Allows the ninja to obtain a greater amount of Chakra, 20% more Chakra. --->Lvl 3: Allows the shinobi to obtain a large amount of Chakra, 30% more.
Hand Seal Movement - Free, due to Expert lvl Ninjutsu knowledge. According to forum rules, "free" techniques do not count against slots, per Mizukage Meijin. ---> Lvl 1: The Shinobi's level of speed with their hand seals is now alot quicker than an average Shinobi, allowing the Shinobi to utilize their jutsu in half the normal time it usually would to execute. ---> Lvl 2: The Shinobi's level of speed with their hand seals is now even quicker than before, allowing the Shinobi to execute their jutsu with greater time than before.
1/13 SMP remaining
Jutsu Points - Chuunin - 220 JP - Spoiler:
Nawanuke no Jutsu - 5 JP Type: Ninjutsu Sub-Type: Basic Rank: E Cost: 1 CP A basic technique which allows the ninja to untie themself from rope or any other form of bindings.
Kawarimi no Jutsu - 5 JP Type: Ninjutsu Sub-Type: Basic Rank: E Cost: 1 CP A basic substitution jutsu which allows the ninja will quickly substitute themself with another nearby object. (Note, the object's weight must be approximately equal to the user.) This allows the ninja to quickly hide while the original object takes the brunt of their opponents attack. This jutsu can not be used in places where it is impossible to escape, such as a cage and can not be used when a ninja is tied up. This jutsu may only be used three times in battle.
Kinobori no Waza - 10 JP Type: Ninjutsu Sub-Type: Basic Rank: E Cost:1+.5CP/Post The ninja will first gather chakra into their feet, after obtaining enough chakra the ninja can scale walls, trees, etc..... vertically or upside down. Note, this jutsu may only be utilized on solid objects. Requires .5 chakra per post.
Suimen Hokou no Waza - 10 JP Type: Ninjutsu Sub-Type: Basic Rank: D Cost: 3+.5CP/Post Suimen Hokou no Waza is the evolution of Kinobori no Waza. Similar to Kinobori no Waza the user will first gather chakra into their feet. Once obtaining enough chakra the user is able to walk on the surface of water as if they were weightless, similar to a feather. Note, Genin rank ninjas must have at least Chakra Control Lvl 1 to utilize this technique. Requires .5 chakra per post.
Shunshin no Jutsu - 10 JP Type: Ninjutsu Sub-Type: Basic Rank: D Cost: 3 CP Shunshin no Jutsu is a basic Ninjutsu technique. Shunshin no Jutsu deals in high-speed movement, allowing a ninja to move from one location to another in an instant. To disguise their movements the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance, though a puff of smoke is the most commonly used form of cover. Depending on a ninja's level of speed will alter the effects of this jutsu. * Lvl I: The user may use this jutsu to move once in two posts, without a chance of attacking or using a jutsu afterward. May not exceed 10 meters with one usage. * Lvl 2: May be used once a post, without a chance of attacking or using a jutsu right after. May not exceed 15 meters with one usage.
Genjutsu Kai - 20 JP Type: Ninjutsu Sub-Type: Basic Rank: B Cost: 11 CP This technique allows the user to temporarily cease the chakra flow around their brain, this can be altered by placing their hands onto their ally to cease the chakra flow around the ally's brain. This will release the ninja of an A-Rank Genjutsu of any type. This technique can also release multiple Genjutsus note, when releasing multiple Genjutsus placed on a person the Genjutsus released can not exceed C-Rank. Any jutsu that maintains chakra will be canceled once this jutsu is in use (Up to C rank). Mandatory 11 chakra cost.
Hou Shou - 15 JP Type: Taijutsu Sub-Type: Rakanken Rank: C Cost: 6 CP An open palm strike to the opponent's chest which is capable of knocking an opponent back approximately 30-40 feet with ease.
Shou Geki Shou - 15 JP Type: Taijutsu Sub-Type: Rakanken Rank: C Cost: 6 CP The ninja makes a hard thrusting palm attack aimed at the opponent's chin, that can send the opponent flying in midair approximately 25-30 feet.
Hayabusa Otoshi - 15 JP Type: Taijutsu Sub-Type: NTS Rank: C Cost: 6 CP This jutsu can only be performed if the ninja's target is in midair, normally used after Konoha Shoufuu. The ninja will grab hold of their enemy from behind in a air-tight hold. The user will hold their enemy in a "Piledriver" like hold by locking themself to their back and locking their legs crossed together to the enemy's chest, and also locking the ankles to their neck to get their body ridged. If this jutsu is done successfully the opponent can suffer from a concussion or worst (broken neck, etc.)
Tokken - 10 JP Type: Taijutsu Sub-Type: Rakanken Rank: D Cost: 4 CP The ninja makes a powerful shoulder thrust which may be enhanced by performing while running.
Raiton no Hiraishin - 15 JP Type: Ninjutsu Sub-Type: Raiton Rank: C Cost: 6 CP After the user comes into physical contact with their opponent, the user will generate lightning chakra from their body. The user will then release a bolt of electricity which will travel through their body into the body of their opponent causing the target numbness.
Jikiton Bukitougyo - 10 JP Type: Ninjutsu Sub-Type: Jikiton Rank: D Cost: 3 CP The ninja will infuse their magnetism chakra with one of their metal weapon or object. The ninja can now control the movement of the object without touching it. However, the ninja can only control it's movements by guiding it with their hand. Costs 1 chakra to maintain.
Jikiton Jinteki Sekiryoku - 20 JP Type: Ninjutsu Sub-Type: Jikiton Rank: B Cost: 9 CP This technique sends a surge of negatively charged magnetic chakra throughout their body. While negatively charged the opponent is invulnerable to metallic object or projectile. This jutsu only lasts for three of the user's posts.
Juuton Seppaku no Jutsu - 10 JP Type: Ninjutsu Sub-Type: Juuton Rank: D Cost: 4 CP A technique utilizing the fundamentals of manipulating gravity. The ninja will intensify a small area directly in front of their body, strong enough to force incoming projectiles to the ground.
Juuton Reisu - 20 JP Type: Ninjutsu Sub-Type: Juuton Rank: B Cost: 10 CP A technique in which the user makes a small glowing orb of gravitational force. The sphere is meant to be thrown at the target. Once the orb makes solid contact with an object it will expand into a larger orb, with a 5 meter radius. Anything within the orb will be subjected to crushing gravity. The gravity is intense enough to cause damage to the bones, and cause great stress to the victim's mussels.
Jiongu - 25 JP Type: Ninjutsu Sub-Type: Kinjutsu Rank: A Cost: 12 CP This technique use to be a Secret Kinjutsu within Takigakure no Sato now used by other ninjas. With this technique the user can steal the hearts of an opponent (MUST BE A REAL NINJA!) and convert them into a mask and steal their elemental affinity. Note, the ninja can only gain a heart for an element they do not already possess, meaning no doubles of an element. Also the ninja can only possess up to four hearts besides the user's own. Each elemental spirit can be controlled by the ninja either within their body or outside. For outside the mask will burst the stitches on their back and then emerge to fight along side them. Each mask can release an elemental blast of their element, such as a lightning bolt or wind bullet however, it will have B rank cost to use. THIS TECHNIQUE CAN ONLY BE USED IN A GENUINE, OFFICIAL, REAL LIFE RPING EXPERIENCE, which means no training topic battles. Jiongu also gives the user almost a limitless supply of dark tendril masses within the ninja which allows the shinobi to repair any injury and reconnect a sever body part and patch it back to normal (Cost no chakra for repairing or manipulating tendrils). Note, the user may also revert one of their mask back into a heart and replace it with their own natural heart if the original heart is damaged. Though, the ninja must obtain the element of that mask (If the ninja replaces their heart with a new heart and it's Raiton than the user's natural element is change into Lightning Style). Removes 20 chakra permanently.
5/220 JP remaining
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