The Vault of Souls

Wesobi

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The Vault of Souls - Wesobi

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| Fire Release |
| Water Release |
| Earth Release |
| Wind Release |
| Lightning Release |
| Sage Mode |
| Sound Release |
| Ninjutsu |
| Taijutsu |
| Genjutsu |
| Fuuinjutsu |
| Fuuintaijutsu |
| Summoning: Toads |
| Summoning: Pandas + Panda Arts + Lazy Fist |
| Custom elements |






Basic 35
Katon: Boushi Kuruma | Fire Element: Spinning wheel (1
Katon: Hijoui | Fire Element: Firecoat (2
Katon: Ningyo no nenshō| Fire Release: Burning of the Mermaid (3
Doton: Yurasu Bakura | Earth Element: Rock Explosion (4
Doton: Haretsu no Cho'gath | Cho'gath's Rupture (5
Fuuton: Kishi no Jōdan | Jest of the Knight (6
Suiton: Kyousei Ookami | Water Release: Great Wolf (7
Raiton: Ketsugō-tai Sōseiji No Setsuna | Lightning Style: Juncture of the Siamese Twin (8
Fuuton: Ketsugō-tai Sōseiji No Setsuna | Wind Style: Juncture of the Siamese Twin (9
Ototon: Gyakusetsu Takanari | Sound Release: The Ringing Paradox (10
Ototon: Nyu-Seken | Sound Release: The New World (11
Brisingr (12
Ototon: Kasshoku Bunsho - Sound Release: The Brown Note (13
15) Ototon Genjutsu : Saphira | Sound Illusionary Arts: Saphira
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Summoning: Toads
1) (Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will
2) (GamaKamikaze) - Kamikaze Toad
3) (Mugigama) - Straw hat toad
4) (Gamamusha) – Warrior Toad

Note: Above were given prior to the new rule concerning a maximum of 8 summoning creatures per contract, and I haven't submitted any since, meaning I can still have 8.
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Summoning: Pandas
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Custom Fighting Style: Sealing Fist
1) Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle
2) Fuuin Genkotsu: Ryū no ki no kurutta chi | Sealing Fist: Crazed Blood of the Dragon


Custom Element: Nicotine
Fuuton/Yaniton: Karthus no Yakeru Yōna Tamariba | Wind/Nicotine Release: The Searing Haunt of Karthus (1
Yaniton: Osoroshī kōka | Nicotine Release: The ghastly effect (2
Yaniton: Ikatsui | Nicotine Release: Grim (3
Yaniton: Reikai | Nicotine Release: The Spirit World (4
Yaniton: Saigo Ibuki | Nicotine Release: Last Breath (5

Custom Element: Force Release
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Before all the complaints: I learned all of The Pervy Sage's CJ's prior to 04-13-2012.
link:
 
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Wesobi

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Katon: Boushi Kuruma | Fire Element: Spinning wheel
Rank: S
Type: Offensive/Defensive
Range: Short-mid
Chakra Cost: 40
Damange Points: 80
Description: The user will jump into mid-air and do 360° degree turn. While turning, he shoots two focussed amounts of Katon chakra out of his feet, sending two fireballs at the opponent. The first fireball is before the actual turn and the second one is made after the 360 ° turn (the user will do a sweeping motion with his foot while turning, and shoot out the second fireball at the end of the 360° turn.)
Note: Can only be taught by Wesobi
Note: The combined power of the two fireballs is the S-rank power, not separate.
Note: Can't use S-rank and above Fire jutsu for the next turn.
Note: Can only be used once


Taught to:
1) Vision

Katon: Hijoui | Fire Element: Firecoat
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: (-5 on the user)
Description: The user focuses Katon chakra in his body. He highly compresses it, and then sends it out of his body. The output of it goes so fast and the amount of chakra is so big that it can’t be sucked in by any kind of chakra-leeching ability. This technique is used for the sole purpose of killing any kind of parasitic creature that is on the person. Zetsu spores for example can’t suck this in because of the rapidness and amount of chakra of this attack.
Note: Can only be taught by Wesobi
Note: This attack can’t be used to defend from wind attacks. The flames would go out of control and severely burn the user.
Note: Can only be used to defend against any kind of chakra-leeching power
Note: Can only be used twice.
Note: The sudden outburst of chakra damages the user a little, though not enough for it to affect him for the rest of the battle.


Katon: Ningyo no nenshō| Fire Release: Burning of the Mermaid
Type: Offensive/Defensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Chakra Damage: 80
Description: A jutsu that lives up to its rank and is quite complex. The user starts out by creating a dense sphere of fire in his hand, a bit bigger than his own fist. It is basically a sphere of fire, that has a highly compressed amound of fire chakra inside. The user then hurls the orb out at an incoming water attack, or directly at the opponent. When thrown at a water based attack, the user does the Tiger hand seal when the fire is about the hit the water, and the orb releases all of its power. Due to the sheer force, and sudden outburst, the water is blown back at the opponent, but instead of normal water, is boiling due to the fire that has heated it. The sent back water loses one rank in power and is thrown back in the form of an unfocused burst of steam, half the size of the initial water technique, although gaining the ability to scald and burn whatever it touches. If sent at the opponent directly, the user can create a massive wall of fire that goes towards the opponent once releasing the chakra and fire in the orb.
Note: Can only be taught by Wesobi
Note: Can only be used twice
Note: Can only send back up to A-rank water
Note: Can only use up to S-rank techniques in the same and next turn
Note: Must wait at least 3 turns before using this jutsu again


Taught to:
1) Zoro..
2) Scorps
3) Vision


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Taught: and
learned:



(Katon: kasai kakujuu) - Fire style: Fire expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.
Note: Can only use used on fire the user or the users summon has created
Note: Can only be used once one each fire jutsu creates
Note: can only be used 3 times

Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
Type: Offensive/Supplementary/Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
Description:
User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.

Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
Note3: Can't ignite flesh or wet materials.
Note4: The speed of ignition is slow except on paper or other more flammable materials.
Note5: Usable 5 times.
Note6: The ignition spot has to be within the users visual field.
Note7: Can only be taught by Scorps.


(Katon)Fire style Solar Flare
Type: attack
Rank: Forbidden
Chakra: 50
Damage: 80
Dicription: By focusing your fire chakra and making the sun's temperature making it unstable you can create a solar flare that can wipe a place the size of newyork.
Note: takes 1 turns to gather enough chakra to preform and even then, it takes time for the fire to get to the battle field.
Note: Does damage to every one on the field incuding the user.
Note: Cant use S-rank fire Jutsu's after this jutsu is preformed
( taught by uzumaki jake )



(Kaen Tatsumaki) - Blazing Tornado
Type: Attack/Defense
Rank: Forbidden
Range: Short-Long
Chakra Cost: 80
Damage Points: 100
Description: The user combines there wind and fire chakra together to create this ultimate attack. First the user will build up there chakra in the air quickly creating a high powered tornado, then by adding there fire chakra to it the tornado will be set ablaze creating a fire/wind combo thats very dangerrous. This attack can be created infront of or around the opponent, but if the user is withing short range of this attack they will take the same amount of damage.

Note: Can only be used once
Note: No s ranks or above the next turn
Note: User will take 30 damage too if its used at mid range



(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.

Note: can only make max of 2 blasts per use


(Katon: kensei no doragon ) - Fire Release: Power of the Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for thought who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in fire. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quit painful if an opponent is hit by it. When someone/something is hit by these flames created be the user, it will great a burst of flames on impace from the user, to burn the target more and producing some additional concussive force.

Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time
 
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Wesobi

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Suiton: Kyousei Ookami | Water Release: Great Wolf
Rank: A
Type: Offense/Defence
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user summons one big amount of water at each hand. He then uses shape manipulation and heavy chakra’s to change the water’s shape into two wolfs. The user can then command the wolves to charge at the enemy, or to protect him from Fire Attacks. This attack is even more devastating in combination with a lightning based attack.
Note: Can only be taught by Wesobi.
Note: Can only be used 2 times per battle.
Note: The user can’t use any Water-based Jutsu the next turn or during the same turn.
Note: Requires a water source.

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Taught to:
1) Vision

Taught: and
learned:

(Suiton: Mizu kakujuu) - Water style: Water expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times

Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank



Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.

Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once


Water Release: Sea Wave (Suiton: Umi Nami)
Rank: A
Type: Offense/Defence
Range: short-middle
Chakra cost: 40
Damage points: 40 (If used in conjunction with lighting - 60)
Description: The user releases his water chakra, creating a wave with height 5 meters. Then the user can decide whether he is going to use it for defence or send it against the enemy. When send against the enemy the wave travel really fast so it could be used almost immediately after the previous jutsu. The damage increases if it's used in conjunction with lighting.
Note: Can only be taught by PowerOfDarkness.
Note Can only be used 2 times per battle.
Note: No water jutsu for the next turn.

Got this PRE-rule. See bottom post.


(Suiton: Kiri Kawarimi) - Mist replacement
Rank: S rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage Points: N/A
Description: The user can freely transform his body into mist like that of the hidden mist jutsu. This form allows him to avoid taking direct damage from many physical attacks but can not attack while in this form. The user can reform into there normal body at any time, but in this form the are vulnerable to lightning and fire attacks.

Note: Lasts for up to 2 turns
Note: Must know hidden mist jutsu
Note: Cant attack in the form
Note: useable Once.
 
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Wesobi

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Doton: Yurasu Bakura | Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.


Doton: Haretsu no Cho'gath | Cho'gath's Rupture
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Chakra Damage: 40
Description: The user does the snake hand seal and at the same time focuses his doton chakra under the opponent. This causes the ground to silently burst the opponent into the air (not very high, maximum 2 meter). This will happen quite rapidly, and due to the silence of the technique is extremely hard to detect. The user will then go into the second phase by using his chakra to manipulate the ground beneath the opponent (were he will land), which will cause small spikes (they would fit in a normal sized palm) to shoot out of the ground (they will leave the ground as projectiles with great force), and hit the opponent from underneath. These spikes shoot out as silently as the earth rises.

Note: Can only be taught by Wesobi
Note: This is an very silent jutsu, despite being an earth jutsu, and is very sudden.


Taught to:
1) Zoro..
2) Scorps


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Taught: and
learned:

(doton: tsuchi kakujuu) - Earth style: Earth expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a earth jutsu the user will perform 2 handseals as they release there chakra into the earth jutsu. In doing so, the user will increase the power and size of the earth jutsu boosting any earth jutsu by 25 damage points. By the increase in chakra the earth jutsu will grow in size and become more dense addding to its power.
Note: Can only use used on earth the user or the users summon has created
Note: Can only be used once one each earth jutsu creates
Note: can only be used 3 times


(Doton: Domayuhōden) - Earth Release: Earth Cocoon Discharge
Rank: B
Type: Defence
Range: Short
Chakra cost: 25
Damage Points: N/A
Description: This technique allows the user to release earth-based chakra much like Tsuchikage's 'Aggravated Rock Technique' but on a smaller scale. Instead of releasing rock or stone from the whole body, this technique releases it from a particular point and aid the user in a range of varieties. When the user releases the chakra from their body, any earth like substances within clone ranges will turn to a solid rock instantly. So if the user used this jutsu in a puddle of mud, the mud would harden to earth as soon as it is touched by the chakra exherted.


Doton: Doro Dekisui | Earth Release: Mud Drowning
Rank: B
Type: Attack
Range: Short-Long
Chakra Points: 25
Damage Points: 40
Description: With just one hand seal, and with the enemy standing on mud, the user manipulates the mud to form two hands that grab the enemy's feet, dragging him under, drowning him in the mud very quickly.
Note: Can only be taught by Scorps
Note2: The enemy needs to be standing on mud.

Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long (on throwing)
Chakra: 30 (-10 each turn)
Damage: 60
Description:
User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.

Note: can only be used 3 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps

Doton/Fuuton: Meimei Oberisuku No Yougo | Earth/Wind Release: Divine Obelisks of Protection
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long (on throwing)
Chakra: 40 (-15 each turn)
Damage: 80
Description:
User does 5 hand seals (Dog+Ox+Bird+Ox+Bird) and 2 Rock Obelisks breaks from the ground within short range of the user. Each obelisk is about 4 meters high and 2 meters wide. These Obelisks are then infused with wind chakra which makes them rise from the ground and hover above ground between short to mid range around the user making them each an A-Rank Doton/Fuuton. The user can direct each obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire or both to defend against up to Forbidden Rank Lightning and Water, S-Rank Fire, Earth or Wind. When an Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. These Obelisks can also be used to attack the enemy, by throwing them against the enemy.

Note: can only be used 2 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps
Note4: can't use wind in the next turn
Note5: even if one obelisk is destroyed or used, the other still remains in play

Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi | Earth/Lightning Release: The Super Active Trickster Squirrels
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 100 (-10 to the user)
Description:
The user makes 2 hand seals (snake+monkey) and 9 normal sized squirrels made of rock and dense earth chakra rise from the ground within range. The squirrels are then infused with an enormous amount of lightning chakra, glowing in a bright blueish color. The lightning enables them to move (above ground or underneath) at enormous speeds that only 3T Sharingan and Byakugan can follow. The squirrels surround the enemy in a nonagon pattern facing him. They then link to each other and unleash the combined Earth and Lightning chakras into the nonagon. Within the nonagon, a mayhem of raging vortexes of electromagnetic and geoenergies starts to petrify, rip and shock everything caught in it, releasing heat, (the user can engulf the whole battleground but, if so, takes his own life also) and leaving only a crater behind. The squirrels can also surround the user short range from him and face outwards, using the combination of Earth and Lightning chakras to produce a perfect spherical shield that can protect the user against up to F-Rank Earth, Lightning and Water and S-Rank Fire and Wind. If a squirrel is hit, a non-focused lightning burst is released around him, stunning everything short range around it. However, as long as there is at least 3 squirrels, the technique can be used (3 Squirrels=A-Rank, 4-8 Squirrels=S-Rank). Due to the massive amount of chakra and concentration needed, the user will experience great pain and exhaustion upon use of this technique.

Note: User can't mold Lightning or Earth in the next turn.
Note2: In the turn its used, user can only cast one more jutsu
Note3: Usable only once
Note4: The severe exhaustion left by the amount of chakra spent to use this jutsu leaves the user unable to use ninjutsu (elemental or not) above S-Rank for 2 turns
Note5: Can only be taught by Scorps


(Doton: Balrog) - Earth style: Balrog
Rank: Forbidden
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage points: N/A
Description: The user will perform 3 handseals placing his hand on the ground, quickly releasing his chakra into the ground. Out of this, a giant black beast made of earth shall arise(see image below). This earth demon is known as a Balrog, its body is made of earth and down his back are spikes of fire. He can also weild a flaming sword or a fire whip. For these 2 fire weapons to be created the user needs to perform one handseal. This earth deamon has 3 abilities.
1. The Balrog can use up S rank fire (not including S ranks)
2. The Balrog can control a fire whip or a flaming sword.
3. The Balrogs body is as hard as S rank earth
These beast is able to walk and move, but not able to fly even though it has wings. Once the body of the Balrog is destoryed the fire will extinguish shortly after.

Note: Useable 1 times per battle
Note: Can't use genjutsu in the same turn as this jutsu
Note: Must be taught by the pervy sage
Note: Stays on the feild for 4 turns, or until destroyed
Note: The user takes 30 damage from the amount of chakra they have to use for this jutsu
 
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Wesobi

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Fuuton: Kishi no Jōdan | Jest of the Knight
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Chakra Damage: 40
Description: The uses focuses his wind chakra to the left, behind and to the right of the opponent, and also infront of himself creating 4 small spheres of hissing wind at each location, about mid range from the target. He then sends the one infront of him at the opponent. While the opponent is busy defending from it, he can manipulate the other ones to strike the opponent from all sides.
Note: Can only be taught by Wesobi


taught to:
1) Zoro..
2) Scorps

Fuuton: Ketsugō-tai Sōseiji No Setsuna | Wind Style: Juncture of the Siamese Twin
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user punch forward and release a blast of Wind. While the blast of wind travels towards the opponent, the user performs the Horse hand seal, and the wind splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
Note: Can only be taught by Wesobi
Note: The user can either split the wind in the turn used or in his next turn, if the wind has not hit the opponent yet or if he has enough time to split it
Note: Can only be used twice
Note: Each individual blade of wind is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
Note: Can not use above S-rank in the same turn, nor can the user use wind in the same turn or the next.



Taught to:
1) Scorps
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Taught: and
learned:

(Fuuton: kaze kakujuu) - Wind style: Wind expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: + 25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.
Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times



(Suraisu Kaze) - Slicing wind
Type: Attack/supplentry
Rank: A
Range: Short-Mid
Chakra Cost: 25
Damage Points: 45
Description: The user will stand like the picture shown below. Then the user will be begin to swing his front arm around in a slicing motion, but as they do, the users body will change to a blast of wind (in the same way suigetsu can replace his body with water) sending them selves at great speed as a slicing wind at the opponent. Though this leaves the user vulnerable to fire attacks if the opponent can see the user. This can also be used in avoiding attacks. The user can reform at any point. But if they dont, they become a slicing blade of wind and reform to their normal selves with their hand up in the air like they just slice the opponent across the chest, which they will have done in there wind form.

Note: Only doujutsu can see the wind.
Note: The user takes double damage in wind state from fire attacks
Note: Can he heard by sound users, can only be heard by non sound ninja when the battle field is near silent
Note: Only be used twice
Note: Cant use fire jutsu in same turn due to the concentration of wind chakra.

Fuuton: Ara Sunappu! | Wind Release: Oh Snap!

Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps
 

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Raiton: Ketsugō-tai Sōseiji No Setsuna | Lightning Style: Juncture of the Siamese Twin
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user punch forward and release a blast of lightning. While the blast of lightning travels towards the opponent, the user performs the Horse hand seal, and the lightning splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
Note: Can only be taught by Wesobi
Note: The user can either split the lightning in the turn used or in his next turn, if the lightning has not hit the opponent yet or if he has enough time to split it
Note: Can only be used twice
Note: Each individual bolt of lightning is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
Note: Can not use above S-rank in the same turn, nor can the user use lightning in the same turn or the next.

Taught to:
1) Scorps



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Taught: and
learned:

(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will perform 2 handseals as they release there chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 25 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.



(Kaen rai butoukai) - Blazing lightning balls
Rank: A
Type: Attack
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will gather there fire and lightning chakra into their hands. As they do so, they will create balls lightning that rotate rappidly generating heat, which the user controls to make create fire rapped around it, and with lightning focussed through it, making a ball of fire and lightning. The user is able to throw these balls of blazing lightning anywhere up to mid range. The user can only make 1 balls to throw from his dominant hand.
Note: Can only be used by zane and the pervy sage
Note: Can only be used 3 times
Note: Submitted by zane


(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.

Note: No water jutsu in the same turn.
Note: Useable 2 times


(Kaen rai otakebi) - Blazing lightning roar
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their gullet. Then the user will release an intense blast of fire and lighting at the target of his choice. The fire blast errupts from the users mouth with a 1 ft diameter and as it's released the lighting coils around the fire blast making a 2 element blast.
Note: Useable twice
Note: No water jutsu in the same turn.


(Kaen rai ken) - Blazing lightning blade
Rank: S
Type: Attack
Range: Short-mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather a large amount of fire and lightning chakra around their fist. They will focus the lightning chakra to make it sharp, while they control the fire to surround the sharp shaped lightning. The user will then punch at their target, the lighting will cut what it comes into contact with (within reason, like not Forbidden ranked stuff) while the fire will be released in a huge burst blasting forwards to mid range burning what ever the user has hit with the lighting wrapped around the flames to shock and numb what ever it hits for 1 turn.
Note: useable twice
Note: No water jutsu in the same turn


(Kaen Rai Reiki) - Blazing Lightning Aura
Rank: A
Type: Attack/defend
Range: Short-Mid
Chakra Cost: 30
Damage Points: (+20 to taijutsu attacks)
Description: This is much like chidori nagashi. The user will focus their lighning chakra around their body (the lightning will not be touching the user) creating an aura of lightning. They will focus this chakra so that the lightning vibrates around their body moving faster and faster, without hurting them as it is controlled. As it moves faster, the lightning creates a mass of heat to produce flames that combine with the lightning moving around the users body. These flames wont be touching the user so he wont be burnt. This aura is used for close combat attacks and can be formed pretty quickly. When hitting something in this mode, the user will release the lightning through the object shocking it with a bolt of lightning and cause numbing/partial paralysis to living objects. Not only this, but the heat built up from the electircal current will burn the target too. And example of how this would work would be, when you go to punch an opponent, if they put their hand up to block it, you would hit their hand, shocking their hand dealing lightning damage, numb their hand from the shock for 1 turn and burn the targets hand.

Note: This mode can but used for up to a total of 4 turns in a battle.
Note: The user is more vulnerable to water attacks and would take +20 more damage if hit by a water jutsu.
Note: When this aura is active, the user can't use wind or water jutsu.
Note: This isn't using two elements at the same time, the lightning is generating the heat, i'm not creating the fire.
Note: Can't be used while in Sage mode (or similar) or with EIGs.



(Raiton: Rai Sakujou) Lightning Release: Lightning Rope
Rank: A
Type: Supplementary
Range: Short-Long
Chackra cost: 30
Damage ponts: N/a
Description: The user will perform 2 hand seals and then release little steams of lightning from his hands. The lightning are very strong and influenced with chakra which makes it hard to cut through them with ordinary kunais and ninja tools,
However they are vulnerable to wind attacks. By using these steams of lightning the user can shot them at some tree and pull himself to the tree, thus avoiding attack. The user can also use them to move kunais and other ninja tools by attaching the steams to the kunais.
Note: Can only be taught by PowerOfDarkness
Note: Can only be used 3 times per battle.
Note: No S rank Raiton techniques while the
ropes are in play.
Note: The Ropes stay on the field for 2 turns.

PRE-RULE. CHECK BOTTOM POST
 
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Wesobi

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Sage mode ----

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(Sennin Fuuin: Ero Toki) - Sage Sealing art: Pervy time
Rank: S
Type: Seal breaking
Range: Short-mid
Chakra Cost: 20 (to break the seal)
Damage Points: 100
Description: Before the battle, the user will have placed a special seal on their body while in sage mode. As they did, the would have have sealed 100 chakra points worth of natural energy into this seal placed on their body (like how jiraiya sealed the black flames into the scroll). The user will then perform one quick handseal thrusting their hands outwards releasing the seal. Upon doing so, they will release the large blast of natural energy outwards in all directions from their body. This is purely for damage, the user can't use this natural energy for sage mode. (see video below)

Note: Useable once
Note: Must be placed on bio or stated at the begining of the battle.
Note: No fuuin jutsu for 2 turns
Note: Can only be used by those able to control natural energy.
Note: This takes up two of the users 3 jutsu for the turn.
Note: The natural energy acts purely as a blast of energy with no added characteristics.
Note: Can't use while in Sage Mode (or similar).


1. (Sennin rippou) – Sage cube
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will perform 2 handseals then holding their hands 10 inches apart. The user will then gather a large about of sage chakra between their hands into a compact cube. This cube is like the frog kata, but combining the chakra with shape manipulation to make it into a cube. Within a couple of seconds this cube will be ready. As soon as the cube is formed the user can launch it at its target at great speeds by thrusting their hands forward. After being released, the cube will expand to have a length of 1 meter making a large cube to hit the target. Upon impact, the preasure and power of the sage chakra will erupt blasting everything within mid range of the cube.
Note: useable twice
Note: Need to be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 2 turns
Note: Must be taught by the pervy sage


(Seijin Hira no jutsu) - Buddhist palm technique
Rank: A
Type: Attack/Defence
Range: All
Chakra cost: 30
Damage Points: 60
Description: This technique is based on the use of frog katanas and requires the mastery of sage mode and the ability to gather natural energy. After performing 2 hand seals the user will gather a small amount of natural energy and there wind chakra together. They will then focus there chakra in to their hand and thrust there palm forward is a swift, fast motion. This releases a huge wave of slicing wind with the great force of natural energy, sent at the opponent at immense speeds in the shape of a man sized hand. This intense force has the power to blast the target back while slicing them, but is very hard to control.
Note: Can be used by all masters of natural energy
Note: Must be able to control natural energy
Note: Usable twice
Note: No A rank or above Wind techniques the following turn.

(Senning Iyoku ) - Sage's Will
Type: Attack/defence
Rank: A
Range: Short to Long
Chakra cost: 30
Damage points: +1 rank
Description: The user will focus their sage chakra as they perform a jutsu that isn't a sage jutsu. As they do so, they will gather their sage chakra (natural energy) and combine it with the jutsu they are using as they release it. In doing so, they will increate the power and size of the jutsu making it a sage jutsu. This increase will be enough to increase original attack by one rank.. This takes it's toll on the sage user as it draining a potion of their sage chakra reducing sage mode.

Note: Only works on A ranks and below
Note: Reduces sage mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this


(Kuchiyose - kashakutaku ) - Summoning: Torture table
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: The user will perfrom 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the targets feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is anable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lighting wont work.

Note: Useable once
Note: Target must be distracted
Note: User cant use elemental jutsu while concerntrating on this jutsu.


(Sennin Arashi) - Sage storm
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: The user will gather there sage chakra while in sage mode and release it into the sky around the battlefield. In doing so the user will be able to create storm clouds above the battle that they control, combining it with the power of nature. After using this technique, the clouds will take one turn to completely form. When the storm clouds have formed, the user can control their chakra within the clouds to call down a lightning bolt that is infused with sage chakra on any desired location at intense speeds. Due to the lightning being infused with sage chakra, wind isn’t as effective as it would usually be and so it takes the same ranked wind to stop the lightning bolt, if it’s fast enough.
Note: Useable twice
Note: Must be in sage mode or hawk mode
Note: Reduces sage/hawk mode by 1 turn
Note: Must be taught by the pervy sage

(Sennin hando) - Sage hand
Rank: S rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.

Note: Useable twice
Note: Must be in sage/hawk mode
Note: Reduces sage/hawk mode by 2 turns

(Senning: shouheki) - Sage art barier
Rank: Forbidden
Type: Defence
Range: Short
Chakra Cost: 60
Damage Points: N/a
Description: After performing 1 handseal the user will slam there hand down to the ground and release there chakra into a dome shape around them them. This barrier is unseable by anyone who hasn't mastared senjutsu or the famours hawk mode. This sheild can block near anything for up to one turn, within reason. As long as the user is concerntrating on the barrier, they are unable to do any other jutsu. This takes its toll on the user due to exerting a high level of chakra to maintain the barrier.

Note: No other jutsu at the same time as this
Note: Reduces sage mode/hawk mode by 2 turns
Note: 30 damage to the user due to the strain.
Note: Must be in sage mode or hawk mode to use
Note: Useable once

(Sennin Dangan) - Sage art bullets
Type: Attack
Rank: Forbidden
Range: Short-long
Chakra Cost: 50
Damage Points: 90
Description: The user will perform in 2 hand seals as they breathe in. At the same time the user will gather there fire, wind and sage chakra into their gullet. Using rotation and shape manipulation, the user will spit out up to 3 balls of rotating spheres of fire wind and sage chakra balls. Simalar to the rasengan, these fire/wind balls are 6 inches in diamete as the user spits them out but expand to a 1 meter diameter after a second or 2. On impact these balls will expand in a cutting distructive dome burning and cutting withing a 5 meter radius, and then explode leaving a crater where they hit.

Note: Useable once
Note: Must be in sage mode
Note: Depletes sage modes length by 2 turns.
Note: User takes 40 damage in close range
Note: User takes 20 damage at mid range

(Senjutsu: seijinnami) - SageArt: sage wave
Type: Attack/Deffence
Rank: S-rank
Range: Short-Mide
Chakra cost: 50
Damage points: 80
Description: Once the user is in sage mode they have control of there natural energy which will be infused with their sage chakra. This jutsu shows a mastery of sage mode and chakra control. The user will slam their hand down to the ground crouching down releasing a wave of sage chakra combined with there own chakra sending a dome shaped energy wave all around the user blasting back anything in its path of equal or lower rank.

Note: Must be in sage mode
Note: Reduces sage mode by 2 turn
Note: No other A rank or higher sage jutsu in the next turn
Note: can only be used twice.

(Sennin: Pervy power) - Sage art: Ero Ryoku
Type: Attack/defence
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/a
Description: This jutsu was specially designed after Naruto found he was able to throw the FRS by adding the sage chakra and shaping it. By using this technique and adding the sage chakra to the "Elemental Rasengan" (cannon S rank nin), the user is able to reshape it so that they are able to throw the elemental rasengan. This does not increase the power of the attack, just enables the user to throw the technique. Like the FRS, the elemantal rasengan will expand when the user wishes hitting everything within short range.


Note: Reduces sage/hawk mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this

OLD-BY-RANK
B-Rank

Sage art oil wave
Type:Attack/Defenc
Rank:B
Chakra:30
Damage:60
Range:Short-Long
Description: The user spits out a big amount of toad oil from their mouth onto the ground and then lighting it with a explosive tag makeing the oil burn and burning the enemy.(it looks like a river of fire.)

Sage Art:Toad Spikes
Rank:B
Type:Attack
Range:[Depends on the extension of the toad flesh]
Chakra Cost:25
Damage Points:40
Description:The user after preforming the needed hand seals he/she puts his hand on the ground and summons toad flesh and then the user uses thet flesh too creat spikes and thos spikes shot out of the ground(the spikes are made of toad stomach flesh,so they cant be hurt by fire)this attack forces the oponent into the air.

Sage art toad shield
Typeefenc
Rank:B
Chakra:30
Damage:60
Range:Short-Long
Description:After the user performs the hand seals he/she summons toad flesh wall thet blocks an incomeing attack.
note:the user need to know Toad Mouth Binding to performe this jutsu


A-Rank

Sage Art: Rapid Progression
Range: Short-long
Type: Supplementary
Rank: A
Chakra: 30
Damage: N/A
Discription: By concentrating your chakra into any bacteria its effects are sped up by 1 turn by making the bacteria stronger and less ammune. (if the bacteria has an effect).

Note: only usable 1 times in a battle
Note: Must be in sage mode to use

Sage Art: Flesh Prison
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: After performing the Toad Flesh Clone jutsu, the user will send out the clone to make physical contact with the opponent. If the clone touches the opponent, the flesh of the clone will begin to cover them completely. This will capture the opponent in a prison of toad flesh in which they cannot move. On the user's command, they can make the flash crush the opponent.
~Must know Toad Flesh Clone
~Can only be used 3 times per battle

Seikiyuton : Gaizā | Oil Release : Geyser
Rank: A
Type: Offensive
Range: Short/Mid/Long
Chakra cost: 30
Damage points: 60
Description: The user slams his foot on the ground and causes a large geyser of Oil to burst from the ground which can then be used for Oil techniques, or set a light.
-Twice per battle
-Must have signed the Toad contract

Seikiyuton: Jirai | Oil Release : Landmine
Rank: A
Type: Attack
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user does three handseals causing oil to pack itself into a mine (in the surface of the ground) where the user chooses. The mine reacts to movement and will only explode once something steps off it or steps on it. The user can make four mines per use.
-Twice per battle.
-Must have signed the Toad contract

(Senning Iyoku ) - Sage's Will
Type: Attack/defence
Rank: A
Range: Short to Long
Chakra cost: 30
Damage points: +1 rank
Description: The user will focus their sage chakra as they perform a jutsu that isn't a sage jutsu. As they do so, they will gather their sage chakra (natural energy) and combine it with the jutsu they are using as they release it. In doing so, they will increate the power and size of the jutsu making it a sage jutsu. This increase will be enough to increase original attack by one rank.. This takes it's toll on the sage user as it draining a potion of their sage chakra reducing sage mode.

Note: Only works on A ranks and below
Note: Reduces sage mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this

(Sennin: Pervy power) - Sage art: Ero Ryoku
Type: Attack/defence
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/a
Description: This jutsu was specially designed after Naruto found he was able to throw the FRS by adding the sage chakra and shaping it. By using this technique and adding the sage chakra to the "Elemental Rasengan" (cannon S rank nin), the user is able to reshape it so that they are able to throw the elemental rasengan. This does not increase the power of the attack, just enables the user to throw the technique. Like the FRS, the elemantal rasengan will expand when the user wishes hitting everything within short range.

Note: Reduces sage/hawk mode by one turn
Note: Can only be used in sage mode/hawk mode
Note: Must have special permission from The Pervy Sage to use this


S-Rank

(Sennin hando) - Sage hand
Rank: S rank
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will gather their sage chakra into their hand and then, go to slap their opponent. This is no ordinary slap, as it is used when you expect the opponent to block. As you slap them, you release the sage chakra out of your palm sending a narutal energy wave blast out of you hand, traveling infront of you at high speeds. If the opponent doesn't dodge this, the energy is released onto the targets face hitting them harder than tsunade hits. This blast can blast back anything of A rank or below.

age Art: Wind Control (Tetsujin Jutsu: Kaze Soujuu)
Type: Attack/Defense/Supplementary
Rank: S
Range: Short/Mid/Long
Chakra Cost: 45
Damage Points: N/A (85 if used to attack)
Description: After forming the needed hand seals, the user will use a massive amount of chakra and extend it into the air around himself/herself and the opponent. (about 30 meters high and 50 meters wide, it looks like a hemisphere) The user will be able to manipulate the wind within this area at will. This jutsu can be used to attack or defend.
*this jutsu can only be used once per battle*
*once activated, this jutsu will last for 3 of the user's turns*
*this jutsu can only be used by those who have mastered Sage Mode*

Sage Art: Sage Crushing (seijin gekiha)
Type: Attack
Rank: S
Chakra: 40
Damage: 80
Discription: By gathering natural energy around your enemy, you can crush him from all sides with an invisible force. The only way to defend against is to be able to see chakra, other wise you have no idea its coming.

Note: Only usable 2 times a fight.
Note: Must be in sage mode

Sage Art: Protective coat
Type: deffence/Supplementary
Rank: S
Chakra: 30
Damage: N/A
Discription: By putting a layer of natural energy over your entire body, you can avoid detection. If they can sense water/heat anything like this it wont be noticed. also this can be a protection from jutsu the same rank or lower.

Note: Lasts 3 turns
Note: Can only be used 1 time per battle
Note: If the match lasts 3 turns this will not count as a jutsu.
Note: Cant use Forbidden jutsu after this.
Note: Can only protect yourself from 1 jutsu a turn while activared
Note: Must be in sage mode

Sage Art:Waves of Fury
Rank: S
Type:Attack
Range:Short-Mid-Long
Chakra Cost:40(80% of the users natural enegy)
Damage Points:80
Description:In this jutsu the user releases a big amount of natural energy from there body in the form of littel particles of natural energy and this isnt visible too the human eye(expect sharingan users)and then the user makes this particles too gather towards the enemy and as the enemy is breathing they breath in this particles and after that the energy enters the enemys body the user makes the particles gether in the enemy's lung as the gather there the particles expend and make the enemy unable too breath.
-Only can be used one time in battle-
-The user has too bee in Sage Mod too use this jutsu-
-this jutsu is only too be used as a last resort because it takes lots off energy so this jutsu shortens the time that the user can spend in sage mod(from 4 too 1 turn)

Sage Art:Shadow Shuriken
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40(and also all of the natural energy that the user has)
Damage Points: 80
Description: in this jutsu the user(naruto uzumaki) creates a rasenshuriken and throes it at the oponent and the rasenshuriken expends on impact or the user can make the rasenshuriken expend sooner ,and if the enemy blocks this rasenshuriken he/she will soon realize that this first rasenshuriken was just a diversen too make the enemy be off guard and as this happens a second rasenshuriken heads toward the oponent.this second rasenshuriken was always ther but in the shadow of the first(just like sasuke and naruto did when they tryed too help kakashi escape from zabuz's water prison)
-the user has too be in sage mod too use this jutsu-
-this jutsu take up all the user natural energy so after this jutsu the user is left whitout sage mod-

Sage Art:Energy Burst
Rank: S
Type: Attack
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description:In this tequnice the user is able to releas a burst of natural energy from the palm of there hands or fists.
Note:This burst of energy cant be seen by the normal eye only whit sharingan or if the oponent is trained in Sage Art's(then he/she can sence it)
-The user has to be in Sage mode to be able to use the jutsu-
-this tequnice can only be used 3 times per battle

Sage Art:Illusion
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description:The user releases a part of his natural energy into the surrounding area and it forms an inviseble mist.If the oponent is in this mist he /she start too hulusinate things(for example he/she thinks his/her limbs are falling off or he/she is being cut from diffrent directions).This illusions arent high level genjutsu they are equal to a C-ranked genjutsu so they can easily be released whit *kai* but as long as the opponent stay's in the mist he/she falls into a new genjutsu everyturn.
-last for two turns-
-it can only be used once per/fight-
-user has too be in sage mode too use this jutsu-

Sage Art: Last Chance
Type: Attack
Rank: S
Range: Short/Mid/Long
Chakra Cost: 40 (and also all of the user's natural energy)
Damage Points: N/A (depends on how the user uses this jutsu)
Description:This Sage technique is the ultimate attack or defense jutsu, but it comes with a big price. It takes up 90% (the other 10% is to maintain Sage Mode till the jutsu wears off) of the user's natural energy. First the user releases all of his natural energy into the air. Then the user is free to manipulate that natural energy. The user can use it to block an incoming attack (taijutsu and one elemental attack which can be at any rank) or the user can use this energy to attack or too subdue the opponent, meaning the user can make the natural energy grab hold of the opponent's hands, legs, etc.
-the user has to be in Sage Mode too use this jutsu-
-after this jutsu wears off the user is left without Sage Mode-
-after this the user cant perform any S-rank jutsus till the end of the fight-
-the jutsu last for two turns-

Sage Art:Flesh Clone
Type:Attack/Defenc
Rank:S
Chakra:40
Damage:80
Range:Short-Long
Description:after the user performs the hand seals the user creates a flesh clone(this clone is made of the flesh of a toad stomach so fire cant hurt it.)
note:the user need to know Toad Mouth Binding to performe this jutsu

(Sennin Fuuin: Ero Toki) - Sage Sealing art: Pervy time
Rank: S
Type: Seal breaking
Range: Short-mid
Chakra Cost: 20 (to break the seal)
Damage Points: 100
Description: Before the battle, the user will have placed a special seal on their body while in sage mode. As they did, the would have have sealed 100 chakra points worth of natural energy into this seal placed on their body (like how jiraiya sealed the black flames into the scroll). The user will then perform one quick handseal thrusting their hands outwards releasing the seal. Upon doing so, they will release the large blast of natural energy outwards in all directions from their body. This is purely for damage, the user can't use this natural energy for sage mode. (see video below)

Note: Useable once
Note: Must be placed on bio or stated at the begining of the battle.
Note: No fuuin jutsu for 2 turns
Note: Can only be used by those able to control natural energy.
Note: This takes up two of the users 3 jutsu for the turn.
Note: The natural energy acts purely as a blast of energy with no added characteristics.
Note: Can't use while in Sage Mode (or similar).

(Seiji ketsugō) Sage binding
Rank: S
Type: attack
Range: short - mid
Chakra Cost: 40
Damage Points: N/A
Description: The user will gather a large amount of natural energy out of the ground and make a layer of it around their target/targets, binding them in place, as the layer of sage chakra stops them from moving.
Note: Useable twice
Note: Reduces sage mode by 2 turns
Note: Target must be on the ground.


Forbidden Sage Arts

(Senning: shouheki) - Sage art barrier
Rank: Forbidden
Type: Defence
Range: Short
Chakra Cost: 60
Damage Points: N/a
Description: After performing 1 handseal the user will slam there hand down to the ground and release there chakra into a dome shape around them them. This barrier is unseable by anyone who hasn't mastared senjutsu or the famours hawk mode. This sheild can block near anything for up to one turn, within reason. As long as the user is concerntrating on the barrier, they are unable to do any other jutsu. This takes its toll on the user due to exerting a high level of chakra to maintain the barrier.

Note: No other jutsu at the same time as this
Note: Reduces sage mode/hawk mode by 2 turns
Note: 30 damage to the user due to the strain.
Note: Must be in sage mode or hawk mode to use
Note: Useable once


Sage Art: 4 Sage Formation
Type: Deffence
Range: Short
Rank: Forbidden
Chakra: 50
Damage: N/A
Discription: by summoning some of the sages from the past that have been turned into stone, due to failed training. You can put them in a square formation and connect them with sage chakrato protect you from all sides. you can concentrate more chakra into it to make it stronger/weaker.

Note: Must know sage mode.
Note: Not only will nothing enter the box, but nothing can leave it either
Note: Lasts 3 turns, you can quit it Before then if needed.
Note: The barrier shrinks by half every turn activated so it can crush you if you dont get out soon
Note: 1 time a fight

Sage Art: Sage's toy
Rank: F
Chakra: 50
Damage: N/A
Discription: When An enemy is about to preform a jutsu you can use chakra strings used from natural energy to change the seals and make him use a different jutsu instead of his desired jutsu.

NOTE: cannot defend during this
Note: cannot attack during this
note: cannot change targets due to only controling the hands
note: must be in sage mode for enough power.

Sage Art: Wind of Myobokuzan
Rank: Forbidden
Range: Mid/Long
Chakra Cost: 50
Damage Points: 90 (20 to user)
Description: The user mixes their wind element chakra and their nature chakra together and sends it out into the air. By doing this, they create extremely powerful wind currents all throughout the battlefield, capable of ripping up the battlefield and even slicing a mountain in half.
Note: Can only be used once per battle
Note: Takes one turn off Sage Mode *
Note: The user needs to be in Sage Mode

Sage Art:Chakra Pathway
Rank: Forbidden
Type: Attack
Range: Short-Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: After the user uses Waves of fury or last chance he/she is able too change the natural energys course(whic was the lungs)to the enter the chakra pathway system(chakra network).As the natural energy enteres the enemy's chakra network the user is able to make the energy to block chakra points, eleminating the expulsion of chakra from the body, or certain parts of the body. (This will not cause the opponent to go numb, it will only keep them from using chakra. they can still use taijutsu)
Note:This jutsu can be used to block a serten chakra point to cut of chakra to the specifick body part(exple head,if there isnt any chakra source for the head the oponent cant use sharingan or bykugan and it has no effect on rinnengan users)
-The jutsu needs a couple seconds too take effect
-This tequnice can only be used once per battle-
-The user has to be in Sage mode to be able to use this jutsu-
-In the next turn the user is forced too exit sage mode because this is the limit of natural energy manipulation-
-After the user exits Sage Mode the user is left whit the side effects of sage mode and also whit the effect of the tequnice whic are the folowing:the user is very tired and can barly move -
 
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| Sound Release |

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Ototon: Gyakusetsu Takanari | Sound Release: The Ringing Paradox
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30/seal
Damage Points: 5 damage to the user for every seal released.
Description: is an intelligent seal applied at the backside of the user’s ears. The seal detects abnormalities in the users senses and releases itself whenever needed, upon release the sound chakra stored inside creates a ringing noise which awakens the user from sleep or breaks any genjutsu(up to A rank, 2 seals have to be released to break through an S rank) casted over the user.
Note: Up to 4 seals could be applied over the user’s body per battle, and user’s hearing suffers slight after every release.
-Must know sound release and sealing techniques.



Taught to:
1) Xylon
2) Lili-Chwan

Ototon: Nyu-Seken | Sound Release: The New World
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra: 20
Damage:
Description: The user start to focus his ototon chakra into his index finger. He then twitches it slightly, and by doing so sends a slight sound wave at the opponents eye. Because of the vibrations in the sound, the opponents eyeballs start to vibrate, causing it to distort the opponent's vision.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The distortion of the opponent's eyes lasts 2 turns
Note: Can't use other sound based techniques in the same turn.

Idea based on: (second paragraph)



Taught to:
1) Xylon
2) Lili-Chwan

Ototon: Kasshoku Bunsho - Sound Release: The Brown Note
Type: supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: /
Description: First believed to be an urban legend, it took wesobi a long time next to an insane amount of effort and diapers to achieve completion on this technique. The user start by creating high power sound waves in his throat. The frequency is below 20 Hz, meaning that the human ear can’t hear it. Even though the human ear can’t hear it, the opponent his body will still feel the vibrations. The vibrations cause the opponent’s bowels to involuntarily work, and thus making the opponent lose control of their bowel movement. This results in content of the opponent’s bowels leaving his body. To counteract the effect on the user himself, he also focuses high frequency sound waves around his body, to counteract the effect.
Note: Can only be taught by Wesobi
Note: Can only be used once, unless used against members of the Akimichi clan, who eat an enormous amount of food compared to “normal” people. Against them, it can be used twice.
Note: No other sound techniques in the same turn.



Taught to:
1)Lili-chwan




Ototon Genjutsu : Saphira | Sound Illusionary Arts: Saphira
Rank: S
Type: Offensive
Range: Short-long
chakra: 40
Damage: 80
Description: A genjutsu unique to Eragon, which is enabled by sound. Eragon yells out the name of his beloved dragon. By doing so, he creates a genjutsu that makes the user believe that Saphira rises from the last location they saw her. The illusionary dragon then attacks the opponent, albeit by spewing fire at him, or going head on towards him. The user can completely control the genjutsu, but it isn’t evident to do so. The user makes the opponent feel heat, lets him see the friction in the air caused by the heat, and what not. Because of this, the liveliness of this jutsu is very high, and it is very hard to notice for the opponent that he is in a genjutsu.
Notes:
Can only be used by Wesobi
Can only be used once
No genjutsu for the next 2 turns
Can only use 1 other jutsu in the same turn, due to the amount of chakra needed to make this jutsu realistic.

Taught to:
No one, this is for me only as I'm the only one using Saphira.


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(Soshi kishimu Kuchiyos) - Elemental summoning gourd
Rank: S
Type: Attack/defence
Range: Short – Mid
Chakra cost: 40 (-10 per turn)
Damage points: 80
Description: The user will peform 2 handseals slamming their hands down performing a summoning. The two handseals will depend on the element they choose. The user will summon a gourd that they have prepared before the battle. Each gourd was prepared with a barrier in it and will contain one of the 5 elements that will be infused with the users chakra. The element will act as an extension of the user. The user is able to control the element on their back with their chakra, much like Gaara can with his sand just not as fast. The way the elements are released in the gourd, is that the gourd is filled with fuuin seals which contain the desired element, like a scroll can contain fire. The use will release that seal releasing the element with each gourd.The elements are:

Katon: This gourd will have special flames sealed within it that were created by the user and are infused with the users chakra. The user can control these flames with hand movements or special handseals.

Suiton: This gourd will contain a portion of water infused with the users chakra allowing him to control it and bend it into shapes. The user can control the shape of the water and movements by moving their hands or using handseals.

Fuuton: This gourd will contain spiralling, violent winds that are visible to everyone and are infused with the users chakra. The user can control these winds for attack and defence with their hands or handseals.

Raiton: This gourd will contain pure lightning sealed within the gourds barrier infused with the users chakra that the user can release, bend and control, reshape, attack and defend with using their hand motions or handseals.

Doton: This gourd contains mud infused with the users chakra. This Mud can be controlled through hand motions or handseals or handmotions. Upon performing 1 handseal, the user can harden the mud to solid stone.

Each gourd has taken a long time to be created and only the user can control the contents due to the amount of chakra infused within the elements. If the use is using their hand motions to control the shape and motion of the elements, they are unable to use other jutsu. All the gourds have the same one ability, the user can perform the snake handseal and the element from within the gourd will surround them in an orb creating a protecting barrier.

Note: Only one gourd can be summoned by a person or clone at at a time and only one gourd can be present in the battlefield at a time.
Note: Each person or clone can only control the one gourd at a time.
Note: Once the element has been destroyed it can no long be used. An exampe would be if the fire was overpowered by water, it would be gone for good.
Note: The gourd only lasts on the field for 4 turns
Note: Each gourd can only be summoned once
Note: Can only use this jutsu 3 times per battle.
Note: Controlling the movement of the element counts as one of the users 3 jutsu per turn.
Note: The speed of the elements is the same as that of normal elemental jutsu of that nature.


(Katateochi Meisai Gakure no Jutsu) - Partial Camouflage Concealment Technique
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their chakra into parts to their body like the camouflage concealment technique, but instead ill only turn the named body parts invisible to the naked eye. The user can also use this by placing their hand on object and releasing their chakra into it making it invisible to the naked eye. This can be very useful when used on throwing weapons or your arms in a close combat fight.


Note: Object must remain in the users grasp to remain invisible. Using wires to connect to the object won't work.
Note: Doujutsu can see through this technique.
Note: Can only make invisible something up to the size of the user.
Note: Useable 4 times.

(Senbon Kusa)-Grass Senbon
Type:Atack
Rank: D
Range:Short-Mid
Chakra:10
Damage:20
Description:The user sends his chakra into the grass near him and hardens it.After that the user would be able to fire the hardened grass from the ground like senbons at the oponent.
~Note:Can be only used on terains with short grass.

and


Kougu no Pangu | Tools of the Creator

Type: Offensive/Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps or Zenryoku
Note2: Constructs are created within short range of the user
Note3: Can only be used once per turn, up to 4 times.

Tsuyoi Shushi No Kushin! | The Mighty Finger of Pain!
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 20 (+10 if he hits something)
Description:
User holds his middle finger against his palm with his thumb while he focuses chakra into it. He will point it at his enemy and release the finger, flicking it. This releases a blunt impact that sends the enemy flying backwards. This can only be done in close quarter fights but doesn't require physical contact. Can also be used to deflect small projectiles and weapons.

Note: Can only be taught by Scorps
Note: This jutsu is as harmful as a direct punch
Note2: Can only be used once per turn up to 4 times

Looks like this at 0:13s


Hlín No Te | Hlín's Hand
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
Using basic chakra shape manipulation, the user coats his palm with pure chakra and expands it forming a thin circular construct in front of it that can be directed and used to defend against an offensive jutsu. The construct is light blue in color but remains quite transparent. Once per battle the user can make a construct strong enough to defend against 1 S-Rank jutsu but, if so, he can't use it again for the rest of the match. This chakra construct is weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps
Note2: Can only be used once per turn to a maximum of 3 times
Note3: Can defend against 1 S-Rank, once per match but can't be used again and the user can't use Non-Elemental Ninjutsu in the following turn

Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A special ninjutsu of the highest caliber that can only be done by those who have excelled in ninjutsu. The user takes out a scroll which he previously prepared by writing a text in Jõko Nihongo (Ancient Japanese) with Hiragana and Katakana scripts instead of Kanji. As he takes the scroll out and unfolds it in air in front of him in a semi crescent gesture, he claps his hands focusing chakra, performing 3 hand seals (Horse+Hare+Boar) and touching the scroll. The Hiragana and Katakana caracters, glow in a light blue color and rapidly converge from the scroll, like snakes, raging towards the target. As they reach the target, they wrap around it like chains and bind its movement completely. This jutsu has a more powerful yet more limited performing method: the user will take a smaller scroll (only slightly larger than his hand) with the same caracters and slam it with his palm on the enemy. The moment there is contact, the rows of Katakana and Hiragana caracters spread across the enemy's body as chains, resctriting his movement. Although faster and having no need for hand seals, this alternative method has the same binding strength as the normal method. This jutsu can be done to restrict anything solid, with equal strength regardless of size or mass.

Note1: Can only use jutsu up to S-rank in the same turn
Note2: Usable only twice
Note3: Because of the advanced shape manipulation required, this jutsu can only be broken by equal rank elemental or regular ninjutsu or taijutsu
Note4: User can't use other regular ninjutsu in the same turn
Note5: The binding doesn't require user to maintain contact and lasts until broken or released
Note7: Can only be taught by Scorps


(Kuchiyose - kashakutaku ) - Summoning: Torture table
Type: Attack
Rank: S rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: The user will perfrom 3 hand seals and slam their hands to the ground performing a special summoning. Suddenly a table like that from a mental institution will shoot up from the earth swiping the targets feet from under them. As this happens the straps on the table will shoot up around the target binding them to the table. The person bound is anable to use their arms or raise their head at all due to the straps that bind them in place. As they are bound, 2 earth clones dressed like mental doctors with scalpels in hand. The table is made of metal and the bands are made from rubber so that lighting wont work.

Note: Useable once
Note: Target must be distracted
Note: User cant use elemental jutsu while concerntrating on this jutsu.
 
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(Genjutsu - Svengali) - Svengali illusion
Type: Attack
Rank: Forbidden
Range: Short
Chakra Cost: 40
Damage Points: N/a
Description: The user will perform 3 needed hand seals to summon a special type of mechanical doll to the feild. This is a special mechanical doll made entirely of chakra metal. When its summoned it is infused with the users chakra from that moment. Svengali is a special mechanical doll made of chakra metal that responds to the sound of the users voice comands, but not just any comands. From the moment this doll is summoned it begins to mess with the opponents head. After being on the feild for one turn the doll will put a kind of transe upon the opponent. This transe make the opponent become like the doll turn by turn. See below for details.
After being on the feild for 2 turns, the opponents arm will go solid like the dolls metal limbs, making them unable to move it.
After being on the feild for 3 turns, the opponents other arm will go stiff like the dolls other arm.
After being on the feild for 4 turns, The users legs will go stiff, unable to move them or feel any sensation in them.
After svengali has been on the feild for 5 turns, the opponents whole body will be stiff like svengali's and they will not be able to move or feel anything.
When svengali has control of all the opponents limbs they are unable to battle.
Due to this abilitily they are unable to move any part of their hands and can't feel any pain in their limbs. It is almost as though someone elses limbs are attached to their body that they cant feel or move. Not only does Svengali take over the opponents actions through hypnosis, he also becomes on with the target, so if svengali is poked, the opponent possesed by him will feel it too. The same effect applies in a painful way. If svengali has taken effect on of of the opponents arm, and the same arm on svengali is stabbed, the opponent will cry out in pain as though their own arm was stabbed, though they would still be unable to move it.
Note: No S rank or above while controlling Svengali
Note: No nin/gen jutsu can be used at the same time as svengali
Note: No Genjutsu for the rest of the match after use.
Note: While the user is controlling svengali, he is only able to peform 2 jutsu per turn due to concerntrating on svengalis use.

Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One
Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
The user gazes upon his enemy intensely and makes him experience the sensation of being grabbed and squeezed in a specific region of the body, preferably the butt. This distracts the enemy and can even make a shy enemy blush. Although it doesn't do any damage, one must be careful to use this on a woman as it often leads to uncontrollable rage or, in some cases, marriage. To enhance it, the user can wink an eye and use some random dirty pick-up line to further augment its perverted effect.

Note: Can only be taught by Scorps
Note2: Requires direct dirty eye contact and complete lack of shame from the user

Genjutsu: Akuma no Houyou | Ilussionary Arts: Demonic Hug
Type: Offensive/Defensive
Rank: A-Rank
Range: Short to Mid
Chakra: 30 (+10 next turn to keep active)
Damage: 60 (at the end of the 2 turns)
Description:
The user makes 3 simple hand seals (Boar+Serpent+Rat) and makes the enemy feel as if he's being tightly squeezed; as if pressure is being applied to every point of his body, rendering him restraint and unable to move. The pressure on the enemy's body is so great that he'll feel it hard to breathe and will begin to hyperventilate and eventually will enter a panic state as the pressure keeps building on his body. If he doesn't dispel the Genjutsu he'll faint from hyperventilation in the second turn.

Note: Can only be used twice
Note2: Has to be taught by Scorps
Note3: Can't use Genjutsu in the same turn or the next

Genjutsu: Magirawashii no Serifu | Illusionary Arts: The Misleading Words
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.

Note: Usable 4 times
Note2: Can only be used before techniques of the 5 basic elements that the user knows
Note3: Can only use up to S-Rank on the same turn its used
Note4: Can only be taught by Scorps


Genjutsu: Akuma no Izumi | Illusionary Arts: The Demonic Fountain
Type: Offensive
Rank: S-Rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description:
The user does 2 hand seals (Ram+Dog) and inserts his chakra into his opponents brain. By doing this he triggers an illusion were the enemy will suddenly feel as if water is gushing inside his mouth, both bursting and flowing out of his mouth but also into his air ways, drowning him from the inside. The water gushes and flows with increased volume and speed as time passes, quickly overflowing his air ways, lungs, gastric tract, stomach and also his ears, leaving the enemy in a state of desperation as he struggles to breathe and gain balance within this demonic overflow of water. As the human reflex in a drowning situation is to gasp for air, the enemy will eventually start, in reality, to hyperventilate (without noticing) which will lead progressively to him fainting. Of course, all of what the enemy experiences is but an illusion and his lost of conscience is due to his own hyperventilating panic.

Note: Enemy has to release the gen in his immediate counter or he'll lose conscience the beginning of the users following turn
Note2: User can only use Ninjutsu (elemental or not) up to S-Rank in the same turn
Note3: User can't use other Genjutsu in the same turn
Note4: Can only be used twice per battle
Note5: Can only be taught by Scorps


Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps
 
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Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
An ancient sealing technique that is designed to weaken one's enemy. The user does 2 hand seals (Ram+Dog) and slams the ground with his palm. Upon contact a sealing formula spreads, covering a circle about 2 meters wide with the kanjis for "From your power I grow; With your power, I win" and a human sized Panda made of the ground (rock, earth, mud, water, snow, basically the material from which the ground were its used is made of) rises, covered in the sealing formulas. The seal has the unique ability to absorb small amounts of any chakra present on the field and siphoning it into itself (exception made for the users chakra). The seal absorbs any chakra that is released into the field, regardless of any other properties but only in small amounts. Because of this, the effect of the seal is, while its active, to decrease the power of enemy techniques by absorbing chakra from them into itself. However, the seal isn't infinite. When it reaches its limit, the stored chakra in the Panda makes it collapse upon itself into nothing.

Abilities:
-Reduces the enemy ninjutsu by 1 rank while active

Restrictions:
-Can only be used twice
-User can't use any other Fuuinjutsu technique for 2 turns
-If the user attempts to mold a Forbidden Rank technique, the seal is dispersed due to the disturbance of the high amount of chakra being focused by the user
-Stays active for 4 turns
-Can only be taught by Scorps


(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times
 
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| Fuuintaijutsu |


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The technique itself:
Fuuin Genkotsu | Sealing Fist

Type:Fuuintaijutsu

Background:After unravelling and analysing the advantages and disadvantages of sealing techniques (fuuinjutsu), I noticed it was very easily combinable with taijutsu. I came on the idea after finishing my fuuinjutsu training, as well as watching the working of the Gentle Fist of the Hyuuga. This fighting style is similar to it, but is actually much more profound, refined and advanced than the Gentle Fist.

Description on the Abilities and Inner Workings of the Style: Fuuin Genkotsu has two aspects to it. It has the ability to increase the users own taijutsu techniques, as well as the ability to decrease those of the opponent. Depending on the situation, the user can easily switch from one intention to the other. It is also so that the users primarily work with seals. Being said, they have seal all over their own body as well as the ability to place certain seals onto the opponent, and thus weakening them to the desired point in order to take full advantage. Because fuuinjutsu and taijutsu alone both have such a wide variety, the same can be said about this fighting style, meaning that the only restriction to actually come up with moves is the mind (and the restrictions put up by the moderators). Hence, it is also hard to say the effects beforehand, though some can be made.

Additional effects and Restrictions:
Restrictions:
-User must have received proper training in fuuinjutsu and taijutsu to be eligible.
-If taught to someone else, they must receive a training session dedicated to learning the style and its characteristics alone, loose from any kind of jutsu.
-The user needs to have finished Fuuinjutsu Training up to A-Rank to learn this style.
Additional effects:
-The user is able to empower his own physical capabilities, as well as restricting those of the opponent
-As for some techniques, the user is able to activate an attack by simply being in the vicinity, rather than actually hitting the opponent. They must still create the movements though.
-Can be used as offensive and defensive measurement
-If received the training and permission by nexus, (I’m not sure if this one is possible, so I’ll ask Nexus later on) one can incorporate medical skills into the technique to optimize it.

____________________
P a t e n t C e r t i f i c a t e

Wesobi, our loyal member, gave on the 5th of March, 2012 a request for a Patent on custom fighting style Sealing Fist. I, Scorps of the Custom Fighting Style Bureau, by the power invested in me by Nexus, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Fuuin Genkotsu
Powered by Scorps
Copyright 2012, Wesobi , NarutoBase.net

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List of people who know this besides my self:
1) Zoro..
2) The Pervy Sage
3) Jinbei
4) Vision
5) Scorps
6) Xylon (teaching)



1/12) Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: /
Description:The Sealing Fist: Seal of the Wild Jungle is a dormant technique that consists of a giant seal that encompasses 3 main areas, all connected and intertwined into a massive high rank seal. The core of the seal is in the chest of the user which then branches out into both hands and connects to a secondary seal located in the forehead. Each part is connected and share the same core which is connected to the users chakra circulatory system directly. This connection is how the seal is fueled for the most part. The seal is consisted of 3 unlocks:

Unlock the Courage of a Bull: The first and most basic ability, though one of the most beneficial. When the user unlocks this part of the seal, the outside core of the seal fuels chakra through the branches to power the user's speed and physical power. The user gains a boost in speed and strength, becoming physically able to do incredible physical feets, like creating small craters upon the impact of falling kicks or punches, and gaining the speed similar to that of Sage Taijutsu Specialist. His reflexes are enough to keep up with his speed and adapt his movement to it. This unlock can dispel genjutsu up to B-Rank upon activation. Not only that, but when used by Jyuuken users, they will have a much more chakra at their disposal, making it far easier and faster to perform the signature Hyuuga moves, as well as exerting more chakra due to the rush of chakra.

Restrictions and Abilities:
Note: Can be used 1 time per battle and lasts 3 turns
Note: Activation costs as 1 jutsu
Note: When this is active and the user uses Jyuuken techniques, the techniques will cost 20 more chakra, but will do +10 damage
Note: Strong Fist gets +10 damage due to the drastic increase in strength.
Note: While the seal is active the user is left unable to use Wind and Lightning techniques and KG based on them.

Unlock the Pride of the Puma: The second one of the three unlocks, created in such a fashion that it can be used offensively as well as defensively. The user activates the branches of the seal alone, and when he does so, the chakra releases over his body, sending it to his hands and feet. These will start to burn dark purple, much like Orochimaru’s fingertips when he restricted the chakra flow of Naruto. Next to that, the Kanji for “repel” will appear on every foot and palm of the user. The user can then use taijutsu moves and stances (both from strong fist style as well as other styles) to fend of Ninjutsu techniques (elemental or not) up to A-Rank (within reason, as one needs to take consideration of the size of the technique). The chakra unlocked on the branch seals will repel incoming techniques and projectiles, regardless of nature or characteristics. This enables the user to defend himself from almost anything but, if used to attack an enemy with Taijutsu, it will cause the punches and kicks of the user to deal +20 damage as they will repel the enemy with tremendous might.

Restrictions and Abilities:
Note: Can be used 2 times per battle and lasts 2 turns each time
Note: Activation costs as 1 jutsu
Note: Taijutsu techniques will get the repel function which boosts damage to +20

Unlock the Determination of the Hippopotamus: The third of the three unlocks, consists of the core of the seal itself and takes use of all the branches of the seal. This is the most defensive unlock of the three. Upon unlocking this, the core of the seal opens completely and the Kanji for "Gateway" is formed in the Left Palm and the kanji for "Blessing" is formed on the Right Palm. This unlock makes the seal work as a pathway for foreign chakra, capable of absorbing chakra through the Gateway and returning it through the Blessing. It can, in alternative, reroute that chakra into itself, sealing it in the core. In reality, this unlock enables the user to absorb up to F-Rank techniques while converting the chakra into a raw version of what was absorbed (absorbing a fire jutsu produces a raw fire stream, absorbing water produces a raw water jet, etc etc) with little shape manipulation but the same strength. If the user decides to seal that chakra in the core, he can double the duration of one of the other two unlocks.

Restrictions and Abilities:
Note: Can only be used 2 times per battle.
Note: Absorbing, Releasing and Sealing the absorbed chakra all counts a technique, meaning that this unlock always costs 2 moves.
Note: In the turn its active, the user can't mold chakra above A-Rank.
Note: Can be unlocked with either the Courage of the Bull or the Pride of the Puma activated.
Note: When used to seal away chakra with one other unlock, it doubles the duration of that unlock.
Note: Absorbing an F-Rank technique can only be done once and disables the use of any part of the seal (meaning, its unlocks) and leaves the enemy unable to mold anything above S-Rank for 2 turns.

General Restrictions
Note: This seal must be present in the bio to be usable
Note: User needs to have learned Fuuin Genkotsu | Sealing Fist
Note: Can only be taught by Wesobi


taught to:
1) Zoro..
2) The Pervy Sage
3) Jinbei
4) Vision
5) Scorps
6) Xylon


2/12 Fuuin Genkotsu: Ryū no ki no kurutta chi | Sealing Fist: Crazed Blood of the Dragon
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After taking a basic fighting stance that the user feels comfortable with, he assaults the opponent with a series of kicks or punches, anywhere on the opponent's body or from which he defends from up to 8 successive blows made by the user. With each kick or punch, upon contact, he places a special seal on the opponent (up to 4 seals of the 8 blows, but the user can choose which hit creates a seal). This seal uses the opponent's chakra as a source for its power. After placing the seals, they begin to siphon chakra from the opponent on to themselves. The user then does 1 hand seal and triggers the release of the seals. These seals cause the chakra to "blast open" (explode) as its released, causing enormous harm to the user's body (each one of the 4 seals is B-Rank). The user can also use a simplified version on any kind of solid matter, buy instead punches the matter 1 time, and uses the his own chakra to blast it away. He must be careful though as such an explosion might also harm him.
Note: Can only be taught by Wesobi
Note: Can only be used thrice
Note: Each seal alone has the power of a B-rank raw chakra blast. One of these is enough to harm the opponent gravely.
Note: When using the "1-seal" version, the seal has the power of an S-rank seal. This can not be used on humans though.
Note: Can not use any other fuuinjutsu or fuuintaijutsu in the same turn.
Note: Can only use up to S-rank in the same turn.

 
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| Summoning: Toads |


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Taken over ownership after having been taught by the Pervy Sage:
and


(Kuchiyose: Hogama) - Summoning: Great Fire Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Fire Toad. This toad was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest fire user of all the toads at Myobokuzan and can use all fire techniques up to A rank. Being the greatest fire user means that Kogamahi has great knowledge of fire jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Mizugama) - Summoning: Great Water Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description:After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Water Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest water user of all the toads at Myobokuzan and can use all water techniques up to A rank. Being the greatest water user means that Kogamahi has great knowledge of water jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns


(Kuchiyose: kazegama) - Summoning: Great Wind Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Wind Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest wind user of all the toads at Myobokuzan and can use all wind techniques up to A rank. Being the greatest wind user means that Kogamahi has great knowledge of wind jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns


(Kuchiyose: Tsuchigama) - Summoning: Great Earth Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Earth Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Earth user of all the toads at Myobokuzan and can use all Earth techniques up to A rank. Being the greatest Earth user means that Kogamahi has great knowledge of Earth jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

(Kuchiyose: Raigama) - Summoning: Great lightning Toad
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/a
Description: After permorming the handseals and biting there thumb, the user will slam there hand to the ground and summon the Great Lightning Toad. This toad is the brother of the Great Fire toad that was once seen in the anime when jiraiya summoned the mouth to trap kisame and itachi saying its fire proof, though amerterasu was able to burn the mouth. This toad is the greatest Lightning user of all the toads at Myobokuzan and can use all lightning techniques up to A rank. Being the greatest Lightning user means that Kogamahi has great knowledge of Lightning jutsu and is unafected by B ranks and below.

Note: Can only be summoned once
Note: Must hold toad contract
Note: Only one Great toad can be summoned at a time
Note: Stays on the feild for 4 turns
Note: No other summonings for 2 turns

Taught by The Pervy Sage
and

(Senpo Kuchiose: kibou and iyoku ) - Sage art summoning: Hope and Will
Rank: A
Type: Summoning
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user will perform a series of hand seals and slam their hands to the ground to summon hope and will, if they have the special sage tatoos they can summon them this way too. These two are also known as uncle and aunt as will is Pa's brother. These two are also masters of the sage arts, though not as great as ma and pa. These 2 also have the special unique power to fuse with a master of sage mode, to help them keep the flow of natural energy. Though they arent as skilled or to ma and pa's level. When they fuse with the sage master, one must focus on gathering sage chakra at all time, or the balance of energy will cause the sage to turn to stone. Though the other is free to attack.
Note: Can only be summoned once
Note: Can only fuse once with a sage
Note: No other toad summonings on the field at the same time


(GamaKamikaze) - Kamikaze Toad
Type: Summoning
Rank: A
Range: Short
Chakra cost: 50
Damage points: 60
Description: The user summons a medium sized toad in front of him that looks like gamakichi but purple. This toad has a special ability of chakra control, and once per battle, he can release the majority of his chakra in one burst creating a medium sized explosion around him leaving him unconcious and unable to battle but doing great damage to anyone around him.

Note: Usable once per battle.
Note: Must know toad contract.
Note: After using his kamikaze jutsu, this toad disperses.
Note: Lasts 3 turns on the field



(Mugigama) - Straw hat toad
Type: Summoning
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user performs the 3 necessary hand seals that take a second them slams there hand to the ground summoning a toad as big as Jiraiya. This is a special toad from the toad village that has a unique ability to stretch any part of his body to 10 times the size of its original self almost instantly. For instance Mugigama can increase his whole body to the size of gamabunta or just stretch his arm to punch an enermy he cant reach. This ability drains mugigamas chakra so after 6 uses he disperses.

Note: Can only be summoned once
Note: Must know toad contract
Note: By stretching... its like luffy's gum gum ability in One piece
Note: Can stretch to the size of gamabunta
Note: If he stretches to the size of gamabunta for 3 turns or 3 diffrent times, afterwards he despeses.


(Gamamusha) – Warrior Toad
Rank: S
Type: Offensive, Supplementary
Range: N/A
Chakra cost: 40
Damage points: N/A (+ 20 if attack with weapons)
Description: Gamamusha is a rather unique species of toad that though doesn’t possess any elemental affinity what so ever but he makes it up in his exceptional use of taijutsu and weapon skills. He is revered to be a legendary toad of close combat and capable of great speed and manoeuvrability. He stands at 7ft making him not a reasonably big toad but it gives aid to his speed and agility. He wears red samurai armour that is light and agile giving maximum defence and freedom in movement. He is a strong willed toad who mostly listens to only two masters Zenryoku and The Dark King. Gamamusha is capable of utilizing The NB taijutsu due to training with Zenryoku and can use it very efficiently. He bears two large army arrangement fans that are linked by a chain and are carried on his back. Another weapon he bares is a special ceremonial samurai sword that is passed down through each warrior toad and us used as a primary weapon.
Note: Can only be summoned twice and lasts 4 turns when summoned.
Note: Can only use taijutsu/Nb taijutsu up to the users rank.
Note: Can only be taught by Zenryoku or The Dark King but requires a training lesson to gain Gamamusha trust.
Note: No other toads can be summoned whilst he remains on the field.
Note: Submitted by Zen
 
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| Summoning: Pandas + Panda Arts + Lazy Fist |


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Panda Kuchiyose no Jutsu: Shiroi | Panda Summoning Technique: White
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Kuroi is in play)
Description: White is a giant panda slightly smaller than the average giant panda (standing she's about 1.8meters tall) but her color is mainly white with the exception of two black circles around her eyes, her black tail and paws and the Kanji for Balance on her forehead. She can produce a shockwave of earth chakra that produces a short to long range S-Rank “Tsunami” of earth 120º in front of her once per turn (counts as one of the users 3 moves) and she can feel anyone standing on the ground or beneath it around her up to long range which can only be used 3 times and counts towards the users three per turn useage. She is a strong taijutsu warrior that can fight while standing upright on her hind legs, with a speed slightly above that of a Sage Rank Strong Fist Master.She has a very outspoken and loud personality that highly contrasts her pure angelic looks. If her brother Kuroi is in play, they both receive a +10 damage bonus to all their jutsu. Like all Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Kuroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn.



Panda Kuchiyose no Jutsu: Kuroi | Panda Summoning Technique: Black
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Shiroi is in play)
Description:
Kuroi is a Giant Panda that's slightly larger than the normal Giant Panda (about 3 meters high when standing up), but differs in his color: he's mainly black with the exception of two white circles around his eyes, his white tail and paws as well as the Kanji for Equilibrium visible on his forehead fur also in white. He can exhale a hot, dense, concentrated S-Rank short to long range fire stream from his mouth once per turn (counts as one of the users 3 moves) and is immune to fire up to B-Rank. He's a strong taijutsu warrior that can fight and move upright in his hind legs like a human, with a raw strength which makes him capable of incredible feets of strenght and competing with much larger summons, producing even small craters with his kicks and leveling rocks with his punches. He has quite a shy demeanor for such a big, menacing body. If his sister Shiroi is in play, they both receive a +10 damage bonus. Like all Pandas, he can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Shiroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn



Panda Kuchiyose no Jutsu: Ayaui no Maria | Panda Summoning Technique: The Grave of Maria
Type: Offensive/Defensive
Rank: S-Rank
Range: Short to Long
Chakra: 40 (+20 per turn)
Damage: N/A
Description:
The user spreads blood through his summoning tattoo and makes the required hand seals and claps his hands. From a portal in the ground, a large rusty metal box completely engraved in Kanji spells rises, all tied up in chains, floating only a few inches from the ground: The Grave of Maria. The chains then release and retract, letting the box open and reveal Maria. Maria is a human size female panda with a very delicate and fragile look to her although having her body all tied up in rusty chains which are also engraved with kanji spells. The user must expend chakra to keep the chains restricting her and keep her controlled through the kanji spells. She has a demented, mad and slightly psychotic look on her face that is completely in tune with her own mad personality. The moment the box opens, Maria's chakra spills into the battlefield creating both fear and unease amongst all enemies, unleashing the effect of an S-Rank Killing Intent (Sakki). Although, like most other Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG) with great proficiency and speed (slightly above that of a Sage Rank Strong Fist Master), Maria's special ability is a wicked S-Rank Genjutsu that's inherent and passive to her and that she can use at will. Through this Genjutsu she can alter the enemys perception of the battlefield and his surroundings much like a stronger version of (Genjutsu: Kokohin) - Illusion Technique: False surrounding. This Genjutsu enables her to manipulate what the enemy can see, hear, smell or feel with any of his senses to create false "visions" of the environment/battlefield and other illusions she deems fit. When she activates her Genjutsu her eyes glow in white and a small high pinched evil giggle is heard through the battlefield.

Abilities and Restrictions:
-The genjutsu can only be used once per turn to a max of 2 times
-The genjutsu illusions can last as long as Maria is in play, unless dispelled, and can target multiple enemies
-This genjutsu can't make the enemy feel pain or any type of distress or damage the enemy in any way
-Low rank enemies (Chuunins and Genins) will feel nauseated and faint from simply feeling the enormous power and pressure of Maria's sick Killing Intent (Sakki)
-If Maria is attacked, her box can close and protect her from up to 1 B-Rank jutsu, keeping her in play but dispelling her already casted Genjutsu
-Maria stays in play for 4 turns
-While Maria is in play, the user is limited to S-Rank techniques and below due to the constant chakra drain
-Can't use Genjutsu while Maria is in play
-Maria can only be summoned once per match
-If the user loses his conscience, Maria is locked back into her "grave" and dispelled back to prevent her from getting lose and rampaging on NB
-After Maria comes out of play, the user has to wait 2 turns to summon another Panda
-Marias Genjutsu counts towards the users move count
-Can only be taught by Scorps and must possess the Panda Contract and Tattoo


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Taijutsu


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Genkotsu Namakemono | Lazy Fist

Newly approved and Previously approved

Genkotsu Namakemono | Lazy Fist
Type: Gentaijutsu
Background:
Panda's aversion to physical effort and activity (mostly fueled by their dizzy-like movement and mostly drunken and playful behavior) lead them to become below average taijutsu fighters, relying more on their strong affinity to Genjutsu and Fire and Earth Ninjutsu. However, Panda Warriors soon saw that Taijutsu was the core ability to master by every fighter.
So, by taking advantage of their inherent affinity with Genjutsu and unique form of movement they developed a new type of Taijutsu unique to them: Lazy Fist.

Description on the Abilities and Inner Workings of the Style:
This special type of Taijutsu relies on shallow, dull, soft and rapid movements to hit specific places in the opponents body, using their chakra and the impact to disturb the enemy's chakra flow. The disturbance of the chakra flow makes the enemy experience illusions, effectively putting the enemy under Genjutsus. This gives birth to a new technique all together: Gentaijutsu. The damage of a Lazy Fist move is a mixture of both physical damage (from impact) and the strain produced in the enemy's body by the Genjutsu placed upon impact. The impact serves as a medium to trigger the disturbance in the chakra flow through the chakra charged in that move.
Lazy Fist moves are generally fast but a bit flamboyant, relying on soft rapid touches that inflict below average physical damage (if they did high physical damage, they would auto-release the enemy from the Genjutsu) but, by charging chakra into them, they disturb the enemy's chakra flow. The speed of the moves is slightly higher than that of normal taijutsu and the fighting stances are very soft and fluid instead of firm and strong. Agility and not strength is the core of Lazy Fist but, unlike most agility type taijutsu, the Lazy Fist user moves in a rather apparently uncoordinated manner, almost appearing drunk or dizzy.

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Lazy Fist stances (bigger drawing on the left is the basic stance). Credits of the drawing go to Deviantart's ~weremagnus

Additional effects and Restrictions:
-Masters of Lazy Fist have increased Agility, Reflexes and Movement Speed when compared to a normal Strong Fist Master
-Lazy Fist users have generally great chakra control.
-Lazy Fist moves envolve less physical strength that Strong Fist, thus why a Lazy Fist master without additional training in other forms, will always have less physical strength than a normal Strong Fist Master.

____________________
P a t e n t C e r t i f i c a t e

Scorps, our loyal moderator, gave on the date February the 24th of 2012 a request for a Patent on Custom Fighting Style (Lazy Fist). I, Nexus of the Custom Fighting Style Bureau, by the power invested in me by NarutoBase, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;​

Genkotsu Namakemono
Powered by Nexus
Copyright 2012, Scorps, NarutoBase.net

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Original Submission:

Description:
Panda's aversion to physical effort and activity (mostly fueled by their dizzy-like movement and mostly drunken and playful behavior) lead them to become below average taijutsu fighters, relying more on their strong affinity to Genjutsu and Fire and Earth Ninjutsu. However, Panda Warriors soon saw that Taijutsu was the core ability to master by every fighter.
So, by taking advantage of their inherent affinity with Genjutsu and unique form of movement they developed a new type of Taijutsu unique to them: Lazy Fist.

This special type of Taijutsu relies on shallow, dull, soft and rapid movements to hit specific places in the opponents body, using their chakra and the impact to disturb the enemy's chakra flow. The disturbance of the chakra flow makes the enemy experience illusions, effectively putting the enemy under Genjutsus. This gives birth to a new technique all together: Gentaijutsu. The damage of a Lazy Fist move is a mixture of both physical damage (from impact) and the strain produced in the enemy's body by the Genjutsu placed upon impact. The impact serves as a medium to trigger the disturbance in the chakra flow through the chakra charged in that move.
Lazy Fist moves are generally fast but a bit flamboyant, relying on soft rapid touches that inflict below average physical damage (if they did high physical damage, they would auto-release the enemy from the Genjutsu) but, by charging chakra into them, they disturb the enemy's chakra flow. The speed of the moves is slightly higher than that of normal taijutsu and the fighting stances are very soft and fluid instead of firm and strong. Agility and not strength is the core of Lazy Fist but, unlike most agility type taijutsu, the Lazy Fist user moves in a rather apparently uncoordinated manner, almost appearing drunk or dizzy.
Users of Lazy Fist move faster than a users of normal taijutsu and have a greater dexterity and agility.

Lazy Fist stances (bigger drawing on the left is the basic stance)

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Genkotsu Namakemono: Sono Odori no Namakemono Wan | Lazy Fist: The Dance of The Lazy One
Type: Attack/Defense
Rank: C-Rank
Range: Short
Chakra: 15
Damage: 30
Description:
The basic stance of Lazy Fist were the user takes a deep breathe and relaxes his muscles and articulations, acquiring a lose, light stance, concentrating his weight on his right leg (or left) and having his left leg (or right) slightly bent and retracted. His arms close to his torso, flexed and with his knuckles facing inwards (middle fingers slightly protruding). By assuming this stance the user immediately becomes slightly faster, more agile and flexible. This basic stance enables the user to throw up to 2 hits (fist jabs or kicks) in quick succession. Each hit gives the enemy the sensation of being hit with sharp, thin, deep needles in the place of impact as a result of the D-Rank genjutsu that each hit produces. This is, like any other Lazy Fist technique, caused by the disturbance produced in the chakra flow upon impact in that specific place.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Requires Genjutsu mastery

Genkotsu Namakemono: Yakedo Bachi no Okashii Chilli | Lazy Fist: The Burning Punishment of The Trickster Chilli
Type: Attack/Defense
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description:
The user will assume the initial Lazy Fist stance, then, upon charging chakra into his index fingers (while using the reverse fist form, with the fists turned inside and the index fingers slightly protruding from the fist) will jab the enemy with a quick impact (or up to 3) in the shifoid appendix (the end of the sternum), disturbing the enemy's chakra flow and making him feel as if he's being burnt from inside, falling into a C-Rank Genjutsu.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Requires Genjutsu mastery

Genkotsu Namakemono: Souhou Hebereke no Panda | Lazy Fist: The Touch of The Drunken Panda
Type: Attack/Defense
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description:
Assuming the initial Lazy Fist stance but with his palms open, the user uses his Left hand to grab the enemy's right arm and pull him. As he charges chakra into his right palm, he does an open palm hit on the enemy's upper left chest (near the heart), disturbing the chakra flow in that area and sending the enemy back. This makes the enemy fall into a B-Rank painful genjutsu were he feels his chest tightening with severe pain, making him feel as if he's under a heart attack.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: If it connects it can only be used 4 times
Note4: Requires Genjutsu mastery


Genkotsu Namakemono: Sono Odori No Hebereke Moya | Lazy Fist: The Dance of the Drunken Haze
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The masters of Lazy Fist developed this technique as an ability to defend against stronger taijutsu enemies and long range weapons. This technique uses the basic Chu Gar (Southern Praying Manthis) open stance, with arms close to the torso but slightly extended forwarded and either their fists directed down or with their open hands (fingers upwards and palms directed to himself), while having the legs in a strong, wide and grounded stance, mimicking the Praying Mantis. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. When used to defend against taijutsu attacks, each time the user deflects a punch or kick, upon contact with the enemy, he induces a B-Rank Genjutsu that produces a drunken haze-like effect. This numbs the enemies' senses and slows his movements at each blow deflected. Because of Lazy Fists inherent speed, this defensive stance is slightly faster than regular Taijutsu, enabling the user to counter multiple projectiles thrown at him. However, this is a purely defensive stance as it doesn't do damage to the enemy, only deflects his attacks.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Can deflect any same or lower ranked Taijutsu attack (except gates)
Note4: Can be used to deflect or block Kenjutsu moves of the same or lower rank
Note5: Can be used to defend against C-Rank or lower elemental projectiles
Note6: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note7: Requires Genjutsu Mastery


Genkotsu Namakemono: Sono Bukotsu Zou No Sochi | Lazy Fist: The Clumsy Stomp of The Elephant
Type: Attack
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
One of the most dangerous moves in Lazy Fist but also one of the simplest. The user focus a big amount of chakra on his palms, fingers, fists, feet, elbows or knees and hits the opponent up to 6 times. This disturbs the enemy's chakra flow and produces a deep, strong S-Rank illusion. This painful illusion makes the enemy feel an intense pain, as if the hit area was completly crushed. The enemy may even faint from the agonizing pain if he doesn't release the genjutsu. If the enemy looks or tries to feel the affected area he'll see/feel as if it was indeed completely crushed, making it hard to decipher/see through the illusion.

Note: Requires Lazy Fist training
Note2: Can only be taught by Scorps
Note3: Impact stance can be used without limit but, if connected, illusion only works twice
Note4: Requires Genjutsu Mastery


Genkotsu Namakemono: Sono Tonsou No Ranningu Panda | Lazy Fist: The Escape of the Running Panda
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
Perhaps the strongest of all of the Lazy Fist stances, this technique is a more advanced form of The Dance of The Drunken Haze, using the same Chu Gar (Southern Praying Manthis) stance with the same basic abilities but used to a much higher caliber. By using this stance the user is able to use his hands in wide, fluid movements to deflect incoming projectiles or taijutsu attacks directed at him. He must keep his hands coated in a layer of chakra that protects them while he deflects the projectiles or attacks. Upon contact with the enemy, the user induces a powerful S-Rank Genjutsu. This Genjutsu affects all of the enemy's senses, making him see the user disappear into a burst of bamboo leafs and even hear him run away. The enemy will even see and hear small signs of movement in the ground around him, further fueling the illusion that the user has ran with a full burst of speed away from him. This technique serves as the ultimate defense/escape for Lazy Fist Masters.

Note: Requires Lazy Fist training
Note2: The illusion effect only connects twice but the stance can be used without limit
Note3: Can only be taught by Scorps
Note4: Requires Genjutsu Mastery
Note5: Can deflect any S-Rank or lower Taijutsu attack (except gates)
Note6: Can be used to deflect or block Kenjutsu moves of the A-Rank or lower.
Note7: Can be used to defend against C-Rank or lower elemental projectiles within reason
Note8: Can be used to defend against basic weapons even if infused with chakra or poisoned (chakra coated hands protect the user)
Note9: The illusion only works in the turn its used (meaning that it ends the moment the following turn of the user begins), until its released or until the user makes a direct attack on the enemy, at which time he'll become visible again.


Genkotsu Namakemono: Sono Odori no Suisei Niku | Lazy Fist: The Dance of Decaying Flesh
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description:
A stance that can be used in both defensive/counter attack and in attack moves. Using either the basic stance of Lazy Fist: The Dance of the Lazy One or the defensive stance of Lazy Fist: The Dance of the Drunken Haze, the user will hit the opponent with a maximum of 10 quick punches, jabs or kicks (or block up to 10 Taijutsu hits from the opponent) with enormous speed. Each place the user hits will make the enemy feel as if its decaying and rotting away into a putrid liquid, giving off a horrible smell. Each affected area will begin to spread slowly and engulf the surrounding tissue, making the enemy suffer excruciating pain. Off course, as all Lazy Fist moves, these effects are nothing more than illusions produced by the S-Rank Genjutsu that results from the blows.

Note: Requires Lazy Fist Training
Note2: Can only be taught by Scorps
Note3: Illusions will only work twice
Note4: Requires Genjutsu Mastery






Panda Genjutsu: Kataki no Nemuri Hakkyou | Panda Illusionary Arts: The Revenge of the Sleeping Madness
Type: Defense
Rank: S-Rank
Range: Short to Long
Chakra: 40
Damage: 80
Description:
This special Genjutsu is a formidable defense. Its a technique that stays dormant on the users mind until an enemy connects with it. It can only be triggered by offensive enemy eye techniques (like Sharingan ones), aggressive mind manipulation (like the Yamanaka clans) or any other aggressive technique in which the enemy manipulates the users mind (like Genjutsu). Once the users brain is attacked, this defense activates, backtracking through the link created by the enemy and stimulating his dream center to make him suffer horrible and terrifying nightmares as he loses his grasp on reality, leading to complete mental breakdown, physical pain and ultimately can make him faint. This defense is only possible through years of mental training with the Panda Elders; a training to boost ones mental strength to such a degree that if his mind is breached, his chakra attacks whatever is breaching it to defend himself.

Note: This technique is released automatically with little control from the user
Note2: The moment its activated it releases a massive burst of chakra in the users mind that disrupts its flow and dispels any A-rank and below genjutsu that might have been affecting him
Note3: It doesn't require the user to be conscient to be released/activated
Note4: When activated/released, the user is unable to use Genjutsu for 3 turns and can't use any forbidden rank techniques in the next turn
Note5: Requires the Panda Contract and can only be taught by Scorps
Note6: Usable only once per match
Note7: This jutsu has to be stated in the bios special abilities



Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
Type: Offensive/Supplementary
Rank: S-Rank (Forbidden when used by Myoshu)
Range: Short-Long
Chakra: 40 (50 when used by Myoshu)
Damage: N/A (90 when used by Myoshu)
Description:
A manifestation of the primal ancestry of Pandas, this last resort technique has been passed down for generations of Pandas, being a manifestation of the ultimate bound to their origins. The Panda focuses a large amount of his chakra in his throat and executes a very loud, strong Roar. Using his most primal instincts, the roar is (much like the killing intent technique) charged with aggression and rage. The bloodlust contained in the roar is so intense that any enemy in the field will shiver in pure fear, regardless of any other aspect in play. The technique, while simple in its essence, its very complex. The technique is boosted to its ultimate effect when used by the boss summon, Myoshu who's roar can level anything in its path.

Abilities:
-Enemies will experience fear and pressure, putting less effort and chakra into their offensive and defensive techniques, which results in a -10 damage penalty to their techniques
-Any summon on the field immediately disperses in fear, running to his/her "homeland"
-The summoner's gain a momentary (5 turns) bonus in strength (+10 to Taijutsu) and damage in Ninjutsu (+10 to elemental techniques), as the primal roar increases their adrenaline flow and clears their mind, dispelling harmful emotional or illusional (up to S-Rank) effects, regardless of their origins
-When executed by Myoshu (the boss summon), the Primal Roar is labeled as a Forbidden Rank and produces a shockwave that levels everything in its path, much like a wind technique, due to the the size and enormous chakra Myoshu has.

Restrictions:
-While usable by every Panda Summon, each summon can only use it once per battle
-The user can use it twice per battle
-Can only be used by Pandas or by signers of the Panda Contract.
 
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CE itself:
Custom element Japanese name:
Yaniton

Custom element English name:
Nicotine Release

The element is based on:
Earth+water+fire An alkaloid found in the nightshade family of plants.

Facts that prove the element to be possible (in the manga context): Asuma is seen smoking cigarettes in the anime and manga. Also, considering that it's possible to have various plants and wood release in the manga, we can assume that his tobacco and thus the nicotin come from tobacco plants, letting us conclude that nicotine is possible in the narutoverse.

How it works:
Eventhough there are several states, this CE only covers the gaseous stage of Nicotine. There is also a supplementary part, but this is actually a using nicotine's gaseous state in your own body to increase certain factors.

• In nicotine you can find inhibits chromatin-modifying enzymes. Basically, this is the same thing which increases the ability of making cocaine so addictive. Hence, research has shown us that nicotine is as addictive as cocaine and heroin.

• There are several routes through which nicotine can enter the body. Through the mouth, nose and skin.

• It takes around 10 seconds (though it can be less) for nicotine to reach the brain.

Several states of Nicotine

• Gaseous state: Free base Nicotine burns below its boiling point, the vapours will combust at 35°C in the air, despite its low vapour pressure. The way this state is used, is simply by directing a source of gaseous nicotine at the opponent, or create it near the opponent. By doing so, the user can still let the opponent feel the effects of the nicotine, even from a distance.

• Supplementary state: This isn’t actually a real state. I added this, because nicotine release can also be used by the user in his own body, letting various effects take place to enhance the users fighting capabilities.


Usage Examples:

Now, what can actually be done? What are the effects of nicotine? I will explain this here:

• Nicotine can increase the adrenaline flow. This leads to an increase of the heart rate, blood pressure, respiration as well as higher blood glucose levels
• It increases dopamine, making people more euphoric and relax.
• It can induce contractions and respiratory paralysis
• It is mood altering, both stimulant and relaxant: Relaxation, sharpness, calmness and alertness are heard to be effects. It can also reduce anxiety.
• Very rarely it can cause the neuropsychiatric effect of Akathisia.
• Increases memory and concentration (due to acetylcholine)
• Can cause a mild sedative (pain killing) effect.
Next to this, it causes obvious effects on the respiratory system and organs.
• Applying it to the opponents body to create a toxin effect or harm the organs of the opponent.
• Use it to enhance the users own body by altering the mood, adrenaline flow, etc.
• Giving the opponent withdrawal effects


The added adrenaline through the increased adrenaline flow simply allows the user to have a much higher reaction time and reflexes. It does in no way increase the users speed (to prevent 8IG mimicry)

Jutsu example:
(Yaniton: nikochin Pacci) Nicotine Release: Nicotine Patch
Rank: S
Range: Short
Type: Offensive
Chakra: 40
Damage points: 80
Description: The user will hit the opponent somewhere on his body with a paper tag infused with Yaniton Chakra. They will then release the chakra by doing the ram hand seal. The user will start to feel nauseated, and will start to have respiratory problems, as well as retractions.

(Yaniton: Kumoyani) Nicotine Release: Nicotine Cloud
Rank: S
Range Short – Long
Type: Offensive
Chakra: 40
Damage points: 80
Description: The user will start vaporize the free base nicotine and send this nicotine-infused cloud to the opponent. The opponent will inhale this vapour and will start to feel drawbacks in his health; trouble having breathing, though their muscles will feel more relax. Afterwards, their muscles will feel strained due to the drawback-effect of the nicotine not being present in their body.

(Yaniton: Yani Sen’yaku) Nicotine Release: Nicotine Infusion
Rank: S
Range: Short
Type: Supplementary
Chakra Cost: 40
Damage points: N/A
Description: The user focuses Yaniton chakra in his body to create nicotine. The user’s adrenaline flow will increase, as well as his alertness. He will also feel more relaxed, being able to easily react to his surroundings. It also creates a pain killing effect, letting the user continue to fight when hurt (though it needs to be physically possible). It greatly increases the users perception of motion around him.

(I didn’t add any restriction because these things just came off the top of my head.)

Conditions to be able to use it:
  • The user must have completed every basic element, except lightning.
  • The user must have completed his ninjutsu training, as it requires a great amount of chakra control.

  • Students must have had a training session in the element before they can use it in battle
  • Because it would require tobacco to have nicotine, I would first summon tobacco plants (permission granted by Perry) to analyze them and take the nicotine out, and be able to infuse this with my chakra. Once able to do this, one would be able, and after a few training sessions, one will be able to manipulate his chakra to take on the properties of nicotine, without the use of a plant. This makes it so that the user must first train in it beforehand, before being able to simply use it.

Is weak to:

• Wind: Wide scale wind attacks could blow it away
• Earth: Earth techniques can simply block the nicotine from reaching the user



Is neutral to:

Lightning: Lightning passes through the gas, just as the gas continues to move if it is met by lightning
• Water: Same as with lightning, the gas and water doing really collide at all.



Is strong against:

Fire: Fire attacks will just increase the evaporation and increase the toxicity of the nicotine.


Last additional note: It has always been my intent to make this more of a supplementary than directly offensive/battle-oriented element. That's the beauty of it for me.
Co-creator: /

Students I passed this custom element on too: Vision & ??

P a t e n t C e r t i f i c a t e
I, Caliburn of the Custom Elements Bureau, by the power invested in me by Versuvio, Rei, Nexus and Zise, give you the following:

Wesobi, our loyal member, gave on the date September 29th 2012 a request for a Patent on his custom element (Nicotine); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned patent on this element by the following;​

Yaniton
Powered by Caliburn
Copyright 2012, Wesobi, NarutoBase.net​

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CE jutsus:
(Fuuton/Yaniton: Karthus no Yakeru Yōna Tamariba) - Wind/Nicotine Release: The Searing Haunt of Karthus
Rank: Forbidden:
Type: Offense
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-10 to user due to strain)
Description: the user start by creating a cage of wind around the opponent. It blows with enormous strength from all 6 directions towards the opponent. Because of the wind simultaneously blowing from all sides, it is very hard (if not nearly impossible) to move, as the wind blows the movement from any direction. The user then infuses nicotine gas into the cage, causing it to blow around the user and thus into the user his body. The nicotine acts as a toxin (as approved in the CE), causing the body to take on the effects of the nicotine in an extreme form.
Note: Can only be taught by Wesobi
Note: Can only be used once
Note: The user can not move from his position due to the amount of chakra used and the strain on his body during the next 2 turns.
Note: The user can only use 2 jutsus for the next 4 turns
Note: The user can only use up to A-rank techniques the following 2 turns.


(Yaniton: Osoroshī kōka) – Nicotine Release: The ghastly effect
Rank: B
Type: Offensive
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user creates a small cloud of nicotine gas up to mid range from him. He can either inhale the gas himself to receive the positive effects from the nicotine (on a small scale) or cause the opponent to inhale it, creating the negative effects from nicotine in the opponent’s body.
Note: Can only be taught by Wesobi
Note: Can not use other Nicotine release techniques in the same turn
Note: Positive and Negative effects are described in the CE.



Nicotine Release: Grim | Yaniton: Ikatsui

Type: Supplementary
Rank: A
Range: Short/Self
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user focusses nicotine chakra over his body. By specifying the chakra, and pinpointing it to several points in his body (muscles, brains and blood vessels) the user takes use of the positive aspects of nicotine. First of, the effect is close to instantaneous due to the fact that the user specifies and uses the nicotine in his body directly.

» Effect one | Concentration: The nicotine increases the Concentration of the user (by focusing the nicotine in the brain), causing him to have a much high reaction speed to the movements and gestures. The reaction speed does not equal movement speed.

» Effect two | Adrenaline: due to the increased adrenaline (by focusing the nicotine in the blood vessels), the user his physical reaction speed is much higher. This gives him the ability to respond up to par with the increased speed at which he can react to movements and gestures. Due to the adrenaline, it also increases the user his physical strength, though only by a small amount. While he might be able to counter techniques of users with a higher speed, it does not mean he can draw them in terms of raw speed; this effect is only valid for defensive techniques regarding taijutsu and close combat attacks.

» Effect three | Sedative: due to the sedative nature (focused nicotine in the muscles). The user feels less pain after taking a hit.

Notes:
Can only be taught by Wesobi
Lasts for 4 turns
Can only be used once
The user can Concentrate (Effect one) and react (Effect two), up to the third gate. Again, this does not mean the user can move (positionally) at the speed of third gate; he can only perceive things that move at that speed which he wouldn't be able to otherwise.
Due to the adrenaline, the increased physical strength enhances the user’s taijutsu techniques by 10 damage.
While Effect two and Effect three may seem to contradict one another, take note that they focus on different parts of the body. Meaning that it is very possible to have two different effects that seem to contradict each other, but mesh together very cohesively.
Unable to use nicotine techniques in the same turn, or the next.
Due to the toll it takes on the user’s body, the next five turns his taijutsu techniques will deal -10 damage.



Yaniton: Reikai | Nicotine Release: The Spirit World
Rank: A
Type: Supplementary/defense
Range: Short-long
Chakra Cost: 30 (-20 per turn)
Damage Points: 60 (when releasing blasts)
Description: The users starts by focusing Yaniton chakra through out his body, by using both the effect of the gaseous state and the supplementary state. By doing so, his body becomes intangible and takes on a ghastly aura. This can variate from a single limb towards the entire person's body. While moving, the user leaves trails of nicotine. He is also able to send out bolts of gaseous nicotine. If the user is somehow hit while being in this "form", he simply regenerates (as if a ghost would do) considering tangible objects or energy based material (like lightning) would pass through it. The user is also able to take on any shape he wishes while in this form (within reason and always never bigger than twice or smaller than half his original size).

Note: If used, requires to wait 2 turns before using it again.
Note: Fire and other Fire based or Hot elements (Lava, Scorch, etc) become deadly to the user and can easily kill him if it hits his gaseous form.
Note: The bolts are A-rank nicotine bolts, and each bolt counts as a jutsu used, costing 30 chakra.
Note: If the user is „pierced” in this form, and he returns back to his normal form, his next jutsu will decrease 1 rank due to the strain of taking the blows.
Note: the user can only use nicotine attacks and elements that make up nicotine while in this „form”



Yaniton: Saigo Ibuki | Nicotine Release: Last Breath
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user sends out a small stream of nicotine gas through the ground (sending it out of any part of his body (as it can enter through skin, it is only logical that it can also go out from my skin once I focused the chakra)) and lets it rise where his opponent stands. The nicotine gas acts as a tendril, meaning that it is very thin, yet visible and somewhat tangible. The tendril shoots rapidly at the opponent once it’s out of the ground, giving the opponent the negative effects of a mild nicotine overdose if it makes contact with his skin in addition to the "impact" damage. This includes muscle contractions and minor respiratory problems.
Note: Can only be taught by Wesobi
Note: Respiratory problems would be that the user can still function in battle, but will be exhausted earlier than usual, and will not be able to continue prolonged hand-to-hand combat.
Note: Muscle contraction implies that it hits skeletal muscles and smooth muscles. It does not apply to the cardiac muscle.


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Carbon CJ

(kurokongouseki ryouiki ) Carbon field
Rank: B
Type: Supplementary
Range: short - long
Chakra Cost: 30
Damage Points: N/a
Description: The user will perform 2 handseals releasing there chakra into the surrounding area to cause carbon in the earth and other sources that are not living to rise to the surface, making it so their is a layer of carbon over everything on the battle feild. This can be used by a carbon user as a carbon source for certain jutsu.
Note: Useable twice.
Note: Can only draw carbon from none living things

(kurokongouseki seichuu ) Carbon control
Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control carbon that they have already created or taken control off, to bend it into different shapes or forms by controlling the carbon's atomic structure.


(Taibu kurokongouseki no jutsu ) Greater Carbon technique
Rank: A
Type: attack/defence
Range: short - long
Chakra Cost: 30
Damage Points: 50
Description: The user will use their chakra to create medium pillars of carbon, medium sized tools, and medium sized shields of carbon.


(kurokongouseki tsubasa ) Carbon wings
Rank: A
Type: Supplementary
Range: short
Chakra Cost: 30
Damage Points: N/a
Description: The user with focus there chakra, creating wind made from carbon out of the carbon atoms in the air or on the ground. This wings are like and extension of the user and can be used for flight in battle. These wings protect the users back and can only be destroyed by fire or lightning attacks. These wings are 1 meter long each. The carbon in the wings has a unique structure that makes it so the carbon is very light and so is able to allow the user to fly. This form of carbon is called carbon nanofoam, one of the lightest know solids.


(kurokongouseki ) Carbon Reaction
Rank: A
Type: Supplementary
Range: short-long
Chakra Cost: 35
Damage Points: N/a
Description: The user will perform one handseal releasing chakra into carbon around the battle feild. This does not include carbon that is part of living things. The user will then release a wave of energy into the carbon to cause the carbon to react with oxygen in the air creating either carbon dioxide or carbon monoxide. This can be done on certain areas that the user chooses.


(kurokongouseki bushin no jutsu ) Carbon clone technique
Rank: A
Type: Supplementary
Range: short
Chakra Cost: 30
Damage Points: N/a
Description: The user will perform one handseal creating clones formed from carbon. These clones are made from carbon and can only use: Carbon and tai techniques. The clones are made pretty hard and can only be destroyed by B rank wind/water/earth/ice jutsu, or C rank lightning/fire.

Note: Can only make 3 clones at a time 3 times per battle.


(kurokongouseki fuuin no jutsu) - Carbon Sealing technique
Rank: S
Type: Supplementary
Range: short-long
Chakra Cost: 50
Damage Points:
Description: The user will perform 2 handseals releasing their chakra into all carbon around the field. They will then control the carbon creating a 8 small carbon pyramids that are arranged in a formation to make a the 8 corners in a cube. These 8 pyramids are hand sized and each have a small seal on each of them. The user will then focus their chakra into each of these seals which will then connect creating a cube barrier of chakra between these seals. The barrier can be formed on the outside of the pyramids or the inside. This barrier can only be broken by attacks of the same rank as it or by destroying any of the pyramids. Nothing can get in or out of this barriers until it's destroyed.

Note: useable 3 times


(kurokongouseki soushi no jutsu ) Carbon Creation technique
Rank: S
Type: attack/defence
Range: short - mid
Chakra Cost: 15-40 (-5 per turn)
Damage Points: N/a
Description: The user will focus their chakra gathering carbon around them into a a single place to create animal made of carbon, much like how deidara can make clay creatures. The user can control the structure of the carbon beast to either make them nearly as hard as diamond, or as soft as graphite. This creature is the pretty big, and is large enough for 2 people to ride on it's back. It is able to control carbon itself and use carbon jutsu. The creature the user creates cannot fly. The user can make this animal anysize up to 20 feet tall.

Note: Can only create one creature per useage
Note: The user can only create things within short range of him
Note: The user can only create: Dogs, apes, bulls, tigers, lions, bears, elephants and snakes.


(kurokongouseki yoroi ) Carbon armour
Rank: S rank
Type: Defence
Range: short
Chakra Cost: 40
Damage Points: 50
Description: The user will use their chakra to Creating a layer of carbon all over their body. They create the carbon so the atoms are formed in a way to create the layer of carbon in one of its hardest forms amorphous carbon. This armour is able to block up to 1 S rank technique. This armour is especially useful against taijutsu users. The carbon is so hard that on impact, the opponent will hurt themselves when punching/kicking the carbon. This carbon armour is like a knights suit of armour the way it covers the user, so their are joined which are flexible as they are made from softer forms of carbon molecules. This makes it so the user has some mobility.

Note: Useable twice
Note: Last 3 turns
Note: Can block one S rank
Note: Can block 2 A ranks
Note: Slows the users movements, but not handseals.


(kurokongouseki bakuhatsu) Carbon Detonation
Rank: S
Type: Attack
Range: All
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their chakra into any source of carbon they have created or have taken control of with previous carbon techniques, making all the particles come closer to eachother making the carbon denser and mroe and more pressurized until it reaches zero point, when it's as dense as it can be. Then unleashing their chakra in that carbon source, the carbon will explode, all particles will move away from eachother creating a very strong blast. The carbon will still be there, just shattered into dust.
Note: Useable twice
Note: No S ranks in the same turn
Note: Hurts the user if caught in blast
Note: Only works on carbon the user has created or has control of


(kurokongouseki kishimu Kuchiyos) - Carbon Gourd Summoning
Rank: S
Type: Supplementary/Attack/Defence
Range: (on users back, can be controlled at all ranges)
Chakra Cost: 20 per turn
Damage Points: N/a
Description: The user will perform 2 handseals slamming their hands oin the ground performing a summoning jutsu to summon a gourd of carbon. This is a gourd of carbon link Gaara's sand gourd on his back. This Carbon gourd is full of a powder form of carbon which the user carries around with them all the time and is constantly infused with the users chakra. This carbon powder can be reformed to make up different atomic structures of carbon for different purposes in battle. Much like gaara's sand, this Carbon can be used for attacks or defence that require a carbon source by the user at any time. Due to this carbon already being infused with the users chakra then can control and manipulate it almost instantly to suit their needs. The carbon is linked to the user and will come to there defence, as it is infused with the users chakra. It can keep up with up to 2nd gate speed, and can block S ranks and below.

Note: The defencive ability can only be used once ever 2 turns and only used 5 times per battle
Note: The defencive ability counts as a jutsu.
Note: -20 chakra for each turn the user has this.


Caramel CJ

(karumera amimono) - Caramel web
Rank: B
Type: Deffence
Range: all
Chakra cost: 45
Damage points: N/A
Description: The user will create very a very think web of caramel wires all over the feild that are so small that the opponent can't see them. This web breaks on contact. The web is infused with the users chakra, so when the wires are touched, the user can sense the threads being broken, telling the user where the opponent is


(karumera) - Caramel release
Rank: B
Type: Supplementary
Range: Short-long
Chakra cost: 30
Damage points: N/A
Description: The user will focus their chakra combining the nescessary elements and create a liquid version of caramel on the battlefeild that they can use to attack or defend or just bind the opponents.
Note: Caramel dries up in 2 turns
Note: The target will be burnt by the caramel if its made hot by the user


(karumera bushin) - Caramel clone
Rank: B
Type: Supplementary
Range: Short
Chakra cost: 30 per clone
Damage points: N/A
Description: After performing 2 neccessary hand seals, the user will release their chakra and create a cetain number of caramel clones. The clones will be made up of caramel, and because of this, will only be able to use caramel jutsu. When hit my the enermy in combat, the clones bodies will turn to caramel, so if you kick a clone, the kick will sink into their bodies and the enermy will be trapped. The clones can use the effects of their caramel skills to either liquidify their bodies, or harden them.

Note: Can make up to 3 clones.
Note: Can use all caramel jutsu.
Note: Clones can be destroyed by C rank fire or water


(karumera yuka) - Caramel Floor
Rank: B
Type: Deffence
Range: Short-long
Chakra cost: 45
Damage points: N/A
Description: The user will perform 4 hand seals focusing their chakra into the ground and create a 3 inch sticky layer of caramel all over the battlefield. Due to the users affinity for caramel, they can focus their chakra into their feet accordingly to walk on it, but the enemies feel sink into the layer of caramel sticking them to the floor. If the enemy manages to jump or lift into the air, the caramel will stretch still attached to their feet, and pull them back down as it contracts. This layer of caramel is mainly to be used as a caramel source for future jutsu that require it.


(karumera kabe) - Caramel wall
Rank: A
Type: Supplementary - Defense
Range: Short - mid
Chakra cost: 50
Damage points: N/A
Description: The user will perform 3 handseals focussing their chakra and create a wave of caramel that rises up in front of them in the shape of a wall which will then harden and act as a defensive wall to protect the user.


(karumera no jutsu ) - Greater Caramel technique
Rank: A
Type: Supplementary
Range: Short-long
Chakra cost: 35
Damage points: 50
Description: The user will focus their caramel chakra to control the minerals in the ground to create caramel tools, weapons, pillars and other objects.


(karumera soutei) - Caramel Binding
Rank: A
Type: Supplementary - Defense
Range: Short - Long
Chakra cost: 50
Damage points: N/A
Description: The user will perform one handseal creating giant strings of caramel that shoot up stretching around the target/targets like a spiders web. This web can be created from any angle on the battle feild, and can be made very stretchy by the user. This caramel shoots up very fast binding the target making them unable to perform handseals. After the target is bound the user can perform one handseal causing the caramel to heat up at great speeds burning the target/targets causing greate damage.

Note: The use can make this web any size they like
Note: Webs can be made from anywhere in the earth.


(karumera seichuu ) Caramel control
Rank: A
Type: attack/defence
Range: short - mid
Chakra Cost: 30
Damage Points: 60
Description: This jutsu allows the user to bend and control caramel that they have already created or taken control off, to bend it into different shapes or forms by controlling the temperature and desity of the caramel. This can be used to solidify the caramel, turn it to liquid, of just to control its shape and temperature.
 
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Wesobi

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Brisingr
Type: Weapon
Rank: E-F
Range: Short-long
Chakra Cost: 5 - 50
Damage points: 10 - 90
Description: Brisingr was forged by the great smith Rhünon of the Yamanaka clan for Eragon. She swore never to make one herself again, so Eragon allowed her to take control of his body and make the sword through him. The sword is made of a special chakra, making it indestructible. The sword literally means "Fire" in its native language. Due to the way it was made, and Eragon's connection to the sword, it came to give a peculiar ability over time. Whenever Eragon uses a Fire-based attack, and he is wielding Brisingr, the chakra goes through the tip of Brisingr, and shoots the attack out of it. Not only this, but Eragon has also inscripted the sword with two kanji's, that state heat and drought. When he wants to activate these kanjis, he puts it up horizontally and they start to float around the sword, swarming around it like the sign for infinity. When foreign chakra in approaching it, it starts to glow like fire, and makes the sound of fire, absorbing the incoming attack and changing the chakra in to "raw, non-elemental chakra". He can then use this chakra to renew his fuuintaijutsu techniques or, through the connection of the sword, use this raw chakra to get out of a genjutsu up to A-rank by letting the foreign chakra insert him.
Note: Can only be used by Wesobi
Note: Can only absorb 2 techniques, up to S-rank. Absorbing a technique costs 2 jutsus of that turn.
Note: When having absorbed a technique, the user can not absorb another technique until the chakra in the sword is used for its purpose (renewing fuuintaijutsu/breaking out of a genjutsu), and has to wait 5 turns before absorbing a technique for the second time.
Note: Can only renew the a fuuintaijutsu technique for 1 turn.
Note: Can only get out of a genjutsu once per battle.
Note: When using the chakra to get out of a genjutsu, Eragon needs to either wield it or have it on his back.
Note: When using fire attacks with brisingr in his hand, he does not need to form hand seals, but the time needed to create the jutsu is increased by the time that is needed to make the hand seals.
Note: if the sword is hit by any water-based attack of A-rank or above, it will loose its property to channel fire through it.
Note: The user can no channel fire-based attacks through it if he is in close range of the opponent.

 
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Wesobi

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reference link to a very old CJ thread with my old CJ's. The ones that I owned (including the summoning and the storm ones) I gave away to people, i do not quite remember who.
 
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