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Kuroji

Jump 007: History's Strongest Disciple, Kenichi

Jan 21st, 2018
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  1. >Jump 7: History's Strongest Disciple, Kenichi
  2. >Seven of Swords (A desperate attempt to resolve a matter without conflict.)
  3. >Age: 14
  4. >Location: Koyro High School
  5. >Identity: Delinquent (100)
  6. I suppose it doesn't really help everything that some delinquent is trying to get people to resolve their conflicts without violence, is it? In a setting about nothing but beating people up... yeah, futility seems to be a very fitting thing in that respect. But that won't stop me from trying.
  7. >Drawbacks: Bills (+100), The Shadow War (+200), Impossible! (+300)
  8. Going to be drawn into the main plot. Troublesome, but I can deal with it. Losing access to my resources, though... and the hilariously awesome level of martial arts that I JUST FREAKING LEARNED, is going to be much less fun, but I'll have to just redouble my dedication to learning martial arts. Pity that I'll be up to my eyeballs in bills no matter what I do, though.
  9.  
  10. >Katsujinken (Free)
  11. Just because one might get into trouble at school... it does not mean that I am not doing the wrong thing for the right reason. Protecting others should be the duty of anyone with such abilities.
  12. >Sei Ki (Free)
  13. Perhaps I won't be throwing fireballs, but cooler heads will typically prevail when people lose their self-control.
  14. >Go no Sen (Free)
  15. Speaking of which; if you can redirect your opponent's strikes rather than taking the hit or dodging, it makes your fighting more efficient, and it's good to be able to do something when words fail. Too bad I'll have to learn the rest of my fighting abilities the hard way.
  16. >Hidden Weapons (100)
  17. Hey, no one said I'd be using them in a fight, but only a fool does not prepare for inevitable betrayal.
  18. >Delinquent's Ambition (150, discount)
  19. It's always good to have goals. Especially when I can get a feel for what I can do to advance those goals. Even if they're unattainable.
  20. >Civilian Skills (100)
  21. Speaking of things to advance goals, if I can turn every day activities into something to increase my abilities...
  22. >Master's Body
  23. ...nope, not until after the jump ends.
  24. >Strength and Endurance (150, discount)
  25. >Speed and Agility (150, discount)
  26. Look, this is a world where if I don't have these two sets of abilities, I'm going to get steamrolled. Being steamrolled is not acceptable.
  27. >Young and Longevity (300)
  28. I don't so much care about quintupling my lifespan so much as I care about teaching others to do the same for themselves. And I intend to do that quite a bit in the jumps to come.
  29. >Enhanced Ki (300)
  30. I wonder if I can abuse this for the sake of bullet time? ...nah. But increasing my Ki to such an extent is probably going to be crucial if I'm going to be a part of the plot.
  31. >Self-Help Books (50)
  32. A bookcase filled with books that can teach myself and others mundane abilities faster than anyone could normally learn them? ...Can I take two?
  33. >Entrance Fee (Free)
  34. Hey, at least this frees up SOME of my money.
  35. >Resistance Suit (200, discount)
  36. I could probably make something like this myself, theoretically, but not one that automatically adjusts and keeps me working constantly. Perhaps I can work it into some sort of armor, somewhere down the road; keep me at a more 'normal' level most of the time, while slowly pushing my limits higher, but releasing to full strength when needed.
  37.  
  38. So... I can definitely survive the jump. I'll be there for the main plot, though I won't be the star (and really don't want to be). I'll probably learn more fighting abilities, though Go no Sen will be the core around which it is all built, and I'll probably have plenty of time to do an early heel-face turn before joining the support cast. You know what, this actually sounds kind of fun.
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