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  1. #1
    Vision's Avatar
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    Library of Vision V2.0 [Checked]


    Welcome to my Custom Jutsu Thread.
    I will be updating this thread myself from time to time when ever it needs updating.
    Every jutsu that I have created and approved will just state the jutsu. Every custom jutsu that is given or taught to me it will be posted as such. Please do not spam or post in this thread as I am the only one who will update it. Just leave a VM or a PM if you want to trade or give me any customs. If there are random posts and spams I will report you without warning.

    -Special shoutout to Method for the headers.

    My creations are listed below.



    Custom Jutsu's
    1. Wind Explosion +
    2. Time Delay +
    3. False Sharingan +
    4. Disappearing Act +
    5. Kuchiyose +
    6. Shita no Kata o Mitsumeru +
    7. Prophecy of Sound +
    8. Shapeshift +
    9.
    10.
    11.
    12.
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    35.

    Sensei Bonus 5
    1.
    2.
    3.
    4.
    5.

    Custom Weapon
    1. Maboroshi Kagirinai | Eternal Vision +


    Summoning: Great Blue Heron
    1. Cerulean the Majesty
    2. Dark Blue Dispersal
    3. Azure the Learned
    4. Feast of the Deadly Blues
    5. Cyan the Raspy
    6.
    7.
    8.
    9.
    10.



    Custom Fighting Styles
    1. Jeet Kune Do +
    2. Satsui no Hado +
    3.
    4.


    Custom Elements
    1. Nicotine +
    2.
    3.
    4.
     
         
    Last edited by Vision; 11-02-2013 at 08:10 PM.

  2. #2
    Vision's Avatar
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    Re: Library of Vision V2.0




    1. (Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion

    (Fuuton: Ekusupuro-Jon Uindo): Wind Release: Wind Explosion
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra: 20
    Damage: N/A
    Description: During movement of the user. The user will release a burst of exploding wind towards the bottom of their feet to move at the speed of sound. It will appear to the opponent as the user had teleported, however this is not the case. Any dojutsu users as well as sound and sensory ninja's would be able to follow the movements however they would lose the movements towards the end as the user would be moving too fast.

    Note: User has to be moving to use this jutsu.
    Note: Can be used two times per battle.
    Note: Can't use to move in the air or fly around
    Note: Can use it to change direction, but will count towards the users 3 moves per turn
    Note: Can only use this to move within the line of sight. (Meaning can't go around walls without changing directions)
    Note: If ran into something the user will take -50 damage as a result of the great speed
    Note: Can only be taught by NineVision




    Link to Approval

    -Howard, Yard, Scaze, Nagato, Baldy, and Nathan


    (Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale Training Link

    (Fuuton: Kyōfū no Jōshō) - Wind Release: Rising Gale
    Rank: B
    Type: Defense/Supplementary
    Range: Short-Long
    Chakra cost: 20
    Damage points: N/A
    Description: The user summons an upward wind current in order to halt the decent of falling objects or lift objects into the air. The scale, strength, and duration of the current can be customized depending on the task to be performed. Although the current cannot be changed once created, it may be cancelled whenever the user desires. This technique is capable of hovering a giant summoning animal above the ground but cannot lift it very high.
    ~Can only be used three times per battle.
    ~Cannot be used for offensive purposes.




    Fuuton: Kishi no Jōdan | Jest of the Knight Training Link

    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


    Fuuton: Ketsugō-tai Sōseiji No Setsuna | Wind Style: Juncture of the Siamese Twin Training Link

    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.


    (Fuuton: Kurasshu) - Wind Style: Crash Training Link

    (Fuuton: Kurasshu) - Wind Style: Crash
    Type: Defensive|Supplementary
    Rank: A-Rank
    Range: Short(Activating the technique)
    Chakra: 30
    Damage: n/a
    Description: The technique is based off of the user utilizing their chakra, and inserting it into an intangible substance. The substance acts as a medium to contain for your chakra to be inserted into. As the chakra is successfully inserted into the substance, by utilizing the slicing trait that the wind is well known for, the wind chakra slices through the bonds of the chakra particles within that substance causing it to spread outwards. By manipulating your chakra with great precision, the wind continues ravaging inside the substance, causing it to spread outwards to the point it severs totally, turning into many smaller harmless particles of the substance, making it neutral, and causing it to disperse entirely.

    - Can be used two times per match
    - No wind techniques in the same turn, or the turn after
    - After using it for the second time in a match, the user loses their ability to mold wind chakra properly
    - For elemental techniques the user can neutralize it up to A-Rank, where as non elemental techniques can be neutralized up to S-Rank.
    - Can only be taught by Toshiro


    (Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind Training Link

    (Fuuton : Rippou of Katto Uindo ) Wind Release: Cuboid of cutting wind
    Type: Attack
    Rank: A
    Range: Short-Long
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will make two hand seals and then create a small cuboid of wind chakra that is compressed and then release it at the target. The user will then make another hand seal to expand the cuboid to surround the target. The target will then deal cutting damage from blades of wind attacking them when they are caught inside the technique.
    -Co creator Zen.
    -Can only be taught by Zen and Yard.


    (Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado Training Link

    (Fūton: haipa tatsumaki) – Wind Release: Hyper Tornado
    Rank: A
    Type: Offensive
    Range: Short – Long
    Chakra cost: 30
    Damage points: 60
    Description: The user focuses their wind chakra into their hands and sends it to the sky. They use that chakra to gather clouds above the opponent and alter the weather conditions to the point of which wind will start to spin around the opponent until it turns into a tornado around the opponent. The opponent will be caught in the eye of the tornado so he/she will be trapped inside and so the user throws a large amount of shuriken into the tornado and uses their wind chakra to control the blades. After doing so the user controls the shuriken with their wind chakra and uses them to violently cut their opponent.

    -The controling of the shuriken counts as one of the users turns
    -Can only be taught by ~Yard~


    (Fuuton: Subashikoi Hando) – Wind Release: Sleight of Hand Training Link

    (Fuuton: Subashikoi Hando) – Wind Release: Sleight of Hand
    Rank: D
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 10 (-5 chakra for an additional hand)
    Damage Points: N/A
    Description: The user will focus their fuuton chakra into the air at any location on the battlefield (within mid-range) to create an almost invisible hand of tangible air (slight greenish hue) fully equipped with nimble fingers. The creation of the hand(s) will generate slight sounds of moving air. Unlike most stealth techniques, this one's usage lies primarily in the art of pickpocketing and thievery. The light weight nature of the fingers allows them to retrieve items, delve into pockets, open ninja pouches and so on with only very slight disturbances. In certain weather conditions (e.g. rainy, snowy), it becomes even more difficult to detect these disturbances. In the same way, if concealed correctly the user can also plant items on their designated target through the use of this technique, however planting heavier items means they run a higher risk of getting caught. To plant items, the user must create the hand near the location of the item they intend to plant on the opponent and stealthily maneuver it towards the target, ideally with the use of some sort of cover (e.g. grass or vegetation). The greenish hue of the air (Similar to Danzo's Vacuum Blade) serves to make the hand of air easy to camouflage in grass, leaves and bushes, rendering it near-impossible to see for non-doijutsu users in such conditions. Alternatively, the user can create an additional hand to aid with slightly more complex tasks which require the use of two hands such as removing certain types of jewellery (necklaces) or tying/untying knots.

    Note: Can only be Taught by Negative Knight
     
         
    Last edited by Vision; 04-18-2014 at 07:36 PM.

  3. #3
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    Re: Library of Vision V2.0





    (Katon: Kushizashi No Za Moeru Shokushu & Muchi)-Impalement of the Flaming Tentacles & Whips Training Link

    (Katon: Kushizashi No Za Moeru Shokushu & Muchi)-Impalement of the Flaming Tentacles & Whips
    Type: Offensive/Attack
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description: By focusing the users chakra into an existing fire source, with no chakra infused or your own chakra infused, the user manipulates the current existing fire source, preferably rather large, and changes its shape. Wherever he wishes, the user can cause a huge amount of fire tentacles and whips to spring forth from the fire source, like Water Dragon Whip, that are sharp, and fiery, and they then race towards the opponent. Despite their sharpness, it would usually be used to impale the opponent, but the intense heat of the whip does not necessarily need to pierce through, impaling your opponent, but its heat can cause burns also. However, the whips are still strong enough to pierce through flesh, burning a hole through and skewering through. The whips can be controlled individually.
    Restrictions:
    Can only be taught by Baldy..
    Only usable 3 times per battle
    There must be a pre-existing fire source to create these technique, the tentacles and whips cannot be created out of nowhere
    Flaming tentacles and whips travel at a fairly fast pace

    This technique cannot be created with the opponent's fire, since the opponent's fire has his own chakra in it. Can only manipulate regular fire. The fire source used must either be created by the user, or is naturally created, with no chakra within.





    Katon: Ningyo no nenshō| Fire Release: Burning of the Mermaid Training Link

    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



    Katon: Boushi Kuruma | Fire Element: Spinning wheel Training Link

    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



    (Katon: Yomi Doki) - Fire Style: Underworld's Wrath Training Link

    (Katon: Yomi Doki) - Fire Style: Underworld's Wrath
    Type: Offensive
    Rank: A-Rank
    Range: Mid
    Chakra: 30
    Damage: 60
    Description: This is an advanced katon technique. The user preforms two hand-seals, and utilizing their chakra, they focus it into the ground anywhere, mid-range from the user. The user preforms one more hand-seal, and using shape manipulatio, they form a large fireball that rises from the ground. The user constantly sends chakra into the fireball while compressing it at an incredible rate, so it looks like an expanding sphere of intense flames. On the users command, they can cause it to explode, creating a giant explosion that covers entire short range and the shockwave will reach mid range.

    - Can be used three times per match
    - No fire techniques in the same turn
    - Can only be taught by Toshiro





    (Katon: Hanabi) - Fire Style: Fireworks Training Link

    (Katon: Hanabi) - Fire Style: Fireworks
    Type: Offensive | Supplementary
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user first channels their fire chakra into the ground around the opponent. Subsequently, the user materializes the fire chakra into countless yet tiny fireballs around the size of a raindrop. The fireballs emerge from the ground, rising upwards, surrounding the opponent at short-range. The fireballs are highly condensed, hence the reason why it is so small. The user can cause the fireballs to explode simultaneously around the opponent with a simple snap of a finger. As there are many fireballs exploding simultaneously in a haphazard manner, it resembles a firework. Due to the low rank of this technique and the relatively small size of each fireball, the resultant explosion can cause close to no harm, perhaps some minor burns. However, as there is a large quantity of explosions, and at such close range to the opponent, it would cause a lot of noise. Furthermore, due to the fireballs being in extremely close proximity to the opponent when they explode, the explosion would temporary blind the opponent for a couple of seconds as the fireballs are very bright. However, the user will not be affected as the fireballs are not close enough to affect him.

    - Can only be taught by Toshiro



    (Katon: Hagetaka kaen) Fire Release: Condor Blaze Training Link

    (Katon: Hagetaka kaen) Fire Release: Condor Blaze
    Type: Supplementary/Attack
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90
    Description: The user will form a row of 10 handseals, he will then disperse into 10 highly compressed katon flames that are shaped like condors. The condors will then soar through the air at great speeds at the opponent. 1 condor will be the user and will travel to the desired location that the user wants and the user will appear from that condor while the other 9 condors soar through the air and attack the opponent. The condors hit the opponent all at the same time. On impact the condors will explode in a huge fiery explosion that covers the area . Once the condors explode all surroundings within mid range will be covered with 6ft tall flames.
    -If the user has signed the condor contract then this jutsu will only require 5 handseals.
    -No Katon for the next 2 turns.
    -Can only use this jutsu once per battle.
    -Can only use 2 jutsu on the next turn.
    -No Katon jutsu before this jutsu.
    -The turn that this jutsu is used, the user can only use one more jutsu so this jutsu counts as 2 moves.
    -If the user is caught in the explosion then he/she will die.
    -Can only be taught by ~Yard~


    (Katon: Gekaokakyō no Jutsu) Fire Release: Raging Blue Fireball Technique Training Link

    (Katon: Gekaokakyō no Jutsu) Fire Release: Raging Blue Fireball Technique
    Type: Offensive
    Rank: A-rank
    Range: Short to Mid range
    Chakra: 30
    Damage: 60
    Description:
    The user preforms the hand seals Boar → Tiger → Horse → Snake or Dog → Dragon → Monkey → Hare, and then making a ring with their thumb and index finger, the user blows through the ring which either forms into a continuous blue flamethrower or a blue sphere, both having immense destructive power that are capable of forming massive craters in the ground.
    Note: Can only be used three times per battle.
    Note: Can only be taught by Nathan.



    (Katon: Eien No Zōka-en No Hinotama) Fire Release: Fireball of Eternally Increase Flames Training Link

    (Katon: Eien No Zōka-en No Hinotama) Fire Release: Fireball of Eternally Increase Flames
    Type: Offensive
    Rank: A-rank
    Range: Long
    Chakra: 30
    Damage: 60
    Description:
    The user inhales a massive amount of air, then turns it into fire before quickly exhaling it in a thin stream with a tiny fireball at the end. As the fireball nears its target, flames jump violently from the stream, grabbing nearby oxygen molecules in the air to use as fuel before joining it again soon after, like a solar prominence. The flames jump out and gather more quickly and get much hotter as it travels, making this jutsu a long range one, as it grows in size and power with distance. If the fireball hits an object, its jumping flames will swirl around the object, engulfing it in flames. If the target is a person, the flames will engulf the person and feed off the oxygen surrounding them while the oxygen in their lungs will exit them due to the vacuum effect and lack of oxygen outside the body.
    Notes:
    - Can only be used twice per-battle.
    - Can only be taught by Nathan.



    (Katon: Eien No Moeru Inferuno Faiā Wa Supauto) Fire Release: Eternal Flaming Inferno Fire Spout Training Link

    (Katon: Eien No Moeru Inferuno Faiā Wa Supauto) Fire Release: Eternal Flaming Inferno Fire Spout
    Type: Supplementary
    Rank: S-rank
    Range: Long
    Chakra: 40
    Damage: 80
    Description:
    After the user users Fire Release: Fireball of Eternally Increase Flames. The user performs the required hand seals. The user will make immense fire-stream turn upright and rotate clockwise, while making the flaming prominence rotate counter-clockwise, appearing as if the fire arms are continuously wrapping the fire-stream, while creating a jet-stream effect, further feeding the technique. The jumping flames leap out from bottom of the flaming prominence' and get sucked into the top of the fire funnel, creating a cloak of moving fire surrounding the vortex itself. After casting this jutsu, it will become self-sustaining, while growing hotter and faster.
    Notes:
    - Must have used Fire Release: Fireball of Eternally Increase Flames before using this.
    - Can only be used once per match.
    - Takes one turn to become self-sustaining.
    - Self-sustaining only lasts one turn after this technique is used.
    - Can only be taught by Nathan.
     
         
    Last edited by Vision; 03-29-2013 at 06:22 AM.

  4. #4
    Vision's Avatar
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    Re: Library of Vision V2.0




    (Raiton: ranpu suicchi) Lightning release: Light Switch Training Link

    (Raiton: ranpu suicchi) Lightning release: Light Switch
    Type: Supplement
    Rank: B
    Range: Short-long
    Chakra Cost: 25
    Damage Points: n/a
    Description: The user will form a two handseals and use their raiton chakra to adjust the brightness of Raiton based techs. It can make raiton techniques of B rank and up bright enough to blind the opponent and the user of course (if the user doesn't close their eyes while making the handseals). Due to speed of the light being adjusted which is a flash that stays light up for 3 seconds or until the lightning attack hits or is over and instantly fades back to normal the opponent can't just simply close their eyes as they don't know it's going to happen. Once the target is blinded they will stay that way for one turn.
    - This does not increase the power of raiton techs, only adjusts the brightness.
    - Can only be used twice per match.
    - Must use a lightning technique of B rank or higher before using this jutsu. B rank due to the size and amount of electricity that's in B rank techs that C rank techs lack.
    - Must skip a turn before using again.





    (Raiton Raikou Bare) Lightning style Lightning Volley Training Link

    (Raiton Raikou Bare) Lightning style Lightning Volley
    Type: Offensive
    Rank: B-Rank
    Range: Mid
    Chakra: 20
    Damage: 40
    Description: The user will make the (snake> ox> bore> tiger> rooster> horse> snake) hand seals and start to gather chakra in there palms after a while the will turn that chakra into lightning energy and release it in small fragments of electrical energy. Those fragments are small lightning sphere shaped that are thrown at the and opponent. If they hit they paralyze and damage the opponent.. There are about 5 lightning volley fragments released and its paralisis last for 1 turn


    (Raiton: Denki Kando Jutsu) Lightning Release: Electrical Sensitivity Technique Training Link

    Type: Supplementary
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: N/A
    Description: The user will emit a constant electric field from their entire body, too small to be seen without or have any physical effect on the surroundings. This electric field is designed to bounce off of objects and people rebounding back to the user, in this way the user has learned to “feel” the world around them for a limited distance and has developed a sixth sense about them. This field is especially sensitive to metals and other objects that conduct or emit electricity (water, animals, humans) allowing them to operate blind if necessary. This can be used to sense ambushes and when combined with the Chakra Sensing Technique makes for an unsurpassable ability to “feel” the enemies presence
    Notes:
    - Can only be taught by Shinta,
    - Remains active for five turns,
    - Can be used two times per battle.
    - User is vulnerable to water release, slightly shocking him on contact while this is active


    (Raiton: Undo Jutsu) Lightning Release: Movement Technique Training Link

    Type: Supplementary
    Rank: B
    Range: Short (effects only the user)
    Chakra: 20 (+5 per turn sustained)
    Damage: N/A (5/turn to the user)
    Description: By converting the users lightning chakra into electricity and infusing their bodies with small amounts of it, they are able to overcome paralysis or crippling injuries by forcibly moving themselves through commanding their own nerves and muscles with impulses caused by chakra. Dislocated limbs and numbing poisons mean nothing to someone who has mastered this allowing them to fight until their bodies are over damaged.
    Notes:
    - Can only be taught by Shinta,
    - Can not be used if the users chakra network is blocked,
    - No wind jutsu while this jutsu is active,
    - Can be maintained for three turn successively,
    - Can be used two times per match with one turn gap in between each use.


    (Raiton: Rikujōkōrō) - Lightning Style: Six-Staff Lightning Prison Training Link

    (Raiton: Rikujōkōrō) - Lightning Style: Six-Staff Lightning Prison
    Type: Supplementary
    Rank: A-Rank
    Range: Mid-Range
    Chakra Cost: 30
    Damage Points: n/a
    Description:The user performs a sequence of five hand seals, then begins to point their index finger towards the target. A large blinding light begins to emit from the users index finger which can result as a distraction towards the enemy. The user shoots six triangular beams of lightning that emerge from their index finger. The beams of lightning then begin to head towards the opponent. The six triangular beams surround the target in a hexagonal formation. Soon after surrounding the target, the six beams of lightning slam into the target's midsection, holding them in place, and doing minor physical damage. Soon after the beams come into contact with the target, they release electricity making the enemy paralyzed, much like Nagashi, hindering the target's movement, and speed.

    - Paralyzation last for ten seconds
    - Can be used two times per match
    - No lightning techniques in the same turn
    - Can only be taught by Toshiro


    (Raiton: raikou myaku) Lightning Release: Lightning pulse Training Link

    (Raiton: raikou myaku) Lightning Release: Lightning pulse
    Type: Attack
    Rank: S Rank - Forbidden Rank
    Range: Short-Long
    Chakra Cost: 40 ( 50 If charges for 2 moves)
    Damage Points: 80 (90 If charged for 2 moves)
    Description: The user will make one handseal charging their raiton chakra and then forms another handseal which then releases a massive amount of electricity from their body. The amount of electricity that's released is based on how much raiton chakra they have charged. For instance, if the user charges it using enough chakra for two moves then the user can only use one more jutsu for that turn. But, will gain an extra rank in power. If Charged with enough chakra for two moves, this jutsu will release a massive amount of non focused electricity from the users body into the air and ground capable of destroying everything on the field and leaving a small crater in the ground around the user. The amount of chakra doesn't take more than a few seconds to charge since it's almost forced from the users body. If only charged for one move then it will release non focused electricity into the air and ground around around the user and opponent and will reach out to mid range.

    Notes:

    -No Raiton for the next turn if charged for Forbidden Rank.
    -No A rank Raiton for the next turn if charged for only S rank.
    -If charged for forbidden rank the user takes 20 damage due to the strain on the users body.
    -No ninjutsu on the next turn just elemental jutsu.
    -The electricity has enough amps and current to kill.
    -Charging of 1 move = S rank rank.
    -Charging of 2 moves = Forbidden Rank.


    (Raiton: Rikou) – Lightning Release: Discharge Training Link

    (Raiton: Rikou) – Lightning Release: Discharge
    Rank: S
    Type: Supplementary/Defense
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user channels lightning chakra to his palm and releases an outburst of lightning chakra causing a discharge a large amount of light. With this effect, the victim will be blinded by light at the same time hurting their ears with the huge screech noise generated by lightning. The flares of the discharge can sense chakra they come contact with. The user can either use this opportunity to escape or attack.
    Note: Usable 2 times per battle.
    Note: Requires gap of three turns between each use
    Note: Only taught by le Question.


    (Raiton: Hekireki Gekido) - Lightning Style: Thunder Rage Training Link

    (Raiton: Hekireki Gekido) - Lightning Style: Thunder Rage
    Rank: S
    Type: Attack
    Range: Short - Long
    Chakra Cost: 40
    Damage: 80
    Description: To first thing needed to perform this jutsu is to put special seals on the location for attack to hit. It can be put on opponents, objects or on the kunai. After setting the seal(s), the user does a handseal and then lightning strikes from the sky will hit the locations of the seal(s). If the opponent tries to escape with the seal on them, the lightning strikes will follow them till they hit the seal.
    Note: Only useable 3 times per battle.
    Note: Only taught by Question.
     
         
    Last edited by Vision; 02-25-2014 at 01:30 AM.

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    Re: Library of Vision V2.0



    Doton:Botoukai Kujo(Earth Style: Sphere demolition) Training Link

    Doton:Botoukai Kujo(Earth Style: Sphere demolition)
    Rank:A
    Typeffense
    Damage: 60
    Chakra Cost:30
    Description: The user preforms two handseals, causing one and a half dozen dense spiked sphere like rocks to violently erupt from the ground, each rock having a diameter of at least a foot. The Spiked balls orbit around the enemy at mutiple angles and directions essentially surronding the enemy in a "greater orb" through their orbiting keeping roughly 10 feet away from the enemy at all times, and upon forming a second handseal, all of the rocks converge in on the enemy, crushing him inbetween he massess of spikes.
    ~No S Rank or above earth jutsu for the rest of the turn.


    (Doton: tsuchi heika) Earth Release: Earth Arms Training Link

    (Doton: tsuchi heika) Earth Release: Earth Arms
    Rank: B
    Type: Supplementary/Attack
    Range: Short-long
    Chakra cost: 40
    Damage Points: N/A
    Description: After making 3 hand signs the user sends his earth chakra into the ground around his opponent and raises arms from the ground that can grab his opponent and hold him/her in place.

    -The user must make contact with the ground in order to use this jutsu meaning he/she cannot use this while being in the air.
    -Must be taught by ~Yard~
    -Must have a proper understanding of earth jutsu meaning you must be able to use B rank earth to learn this jutsu.
    Note: If used in short-mid range you can add more chakra to the arms of earth and use them to crush the limbs of your opponent.


    (Doton: tsuchi heika) Earth Release: Earth swords Training Link

    Type: Supplementary
    Rank: B-Rank
    Range: Short
    Chakra cost: 30 (when making the sword)
    Attack points: 40
    Description: The user cups their hand as if they were holding a handel and molds a strong sword using their earth chakra. since the earth used is made from the users chakra it can cut through C rank earth.

    -The user cannot use any jutsu that require hand seals while holding the sword.
    -Sword takes 3 seconds to make.
    -Must be taught by ~Yard~


    (Doton: Tsuchi Kurassha) Earth Release: Earth crusher Training Link

    (Doton: Tsuchi Kurassha) Earth Release: Earth crusher
    Type: Offensive
    Rank: A
    Range: Short-mid
    Chakra Cost: 30
    Damage Points: 60
    Description: Like "Earth Release: Mud Fall" and "Earth Release: Dropping Lid" the user will make 3 handseals "Rat" "Tiger" "Boar" as they send earth chakra to above the opponent or target and will make a rift above them. What comes out is not mud nor a lid but a huge stone that falls from the rift and crashes down onto the opponent (see picture for the size of said stone). The stone is created several meters above the opponent, leaving enough time to react.

    - Can only be used twice per match.
    - Must have mastered at least A rank earth.


    (Doton: oshi sacchi) Earth Release: Pressure Sensing Training Link

    (Doton: oshi sacchi) Earth Release: Pressure Sensing
    Rank: C
    Type: Supplementary/Defense
    Range: Short-long
    Chakra cost: 20
    Damage Points: N/A
    Description: The user sends small amounts of chakra through ground around him so he can sense the pressure in certain locations of the battle field. By doing this the user can sense where his opponent is standing and where his opponent is if he/she is underground.
    -User must make contact with the ground while using this jutsu.



    (Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu Training Link

    (Doton: Kabe-O Honsho No Jutsu) Wall Of Text No Jutsu
    Type: Attack/Defense
    Rank: S
    Range: Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user will make 5 hand-signs and slam their hands to the ground. A giant hollow wall will rise from the ground with two giant doors, it is as tall as Gamahiro and 3x thicker than Gamabunta's Sword. The user makes another handseal causing the doors to open and letters will burst out from inside the wall into 4 chains made of text made from the earth of the wall that will attempt to wrap around the opponents limbs. If successful the user then makes one more handseal, causing the chains to tighten, crushing the opponents limbs as the chains retract, pulling the opponent into the wall where the doors then slam shut, trapping the opponent inside. The wall will then go back into the ground and close in on it'self, crushing the opponent.

    Notes:
    - Can only be used once per battle
    - Must have mastered Earth
    - Must be of at least Sannin Rank
    - No A Rank Earth for the next turn
    - Due to the walls Size, it takes 15 seconds for it to completely rise and 3 seconds for the doors to open.
    - The chains take 2 seconds to get to the opponent per 5 meters. So, 2 seconds for short range, 4 seconds for mid range and 6 seconds for long range.
     
         
    Last edited by Vision; 03-27-2013 at 07:35 AM.

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    Re: Library of Vision V2.0




    (Suiton: Mizu Sattou) Water release: Water Rush Training Link

    (Suiton: Mizu Sattou) Water release: Water Rush
    Type: Attack/Supplementary
    Rank: B
    Range: Short-Mid
    Chakra Cost: 25
    Damage Points: N/A
    Description: The user releases a small amount of water from the moisture in the air and can then control the water that is created. The user can create and control the water created up to mid range in distance. The amount of water created is enough to fill a small bath tub and only lasts for one turn. However this source of water isnt great enough to create S rank level water techniques.
    Notes:
    - Can only be used 3x per battle.
    - Must skip one turn before using again
    - The water can only be controlled up to one turn
    - Can only use water jutsu while controlling the water or until you release the water from your control.




    Suiton: Kyousei Ookami | Water Release: Great Wolf Training Link

    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.


    (suiton: mizu bakuha) water style: water explosion Training Link

    (suiton: mizu bakuha) water style: water explosion
    Rank: A-S
    Type: attack
    Range: short - long
    Chakra: (A rank: 30) (S Rank: 50)
    Damage: (A rank: 60) (S Rank: 100)
    Descriptions: with just one seal, the user can make any water substance and water source explode in a huge blast. this just can be mixed with other water jutsu, even water clone jutsu. note once used the jutsu the water will be still there.. it wont disappear.. it will be just scattered every where and the larger the source of water the greater the damage.

    once used = No S-rank jutsus next turn
    used twised= no S rank or A rank jutsu next turn
    Can be used 3 times per battle


    (Suiton: atomikku shin'en) Water Style: Atomic Abyss Training Link
    (Suiton: atomikku shin'en) Water Style: Atomic Abyss
    Type: Offensive
    Rank: A
    Range: Close –Mid (most effective up close)
    Chakra: 30
    Damage: 60
    Description: The user creates 5 quickly condensed orbs of water from a nearby source of water. The orbs then begin to quickly orbit the user like an atomic nucleus, carving the earth as it touches the ground. The water orbs are then shot at the enemy in rapid succession with speeds like bullets.
    *entitled to any elemental variations of this jutsu*


    Poseidon's Tsunami|Poseidon's Tidal Wave Training Link
    Poseidon's Tsunami|Poseidon's Tidal Wave
    Type: Attack
    Rank: Forbidden
    Range: Short - Long
    Chakra Cost: 50
    Damage Points: 90 (N/A in long range) (-20 to user from chakra strain)
    Description: The user channels water chakra into his sword and swings it in the manner of a arc, in any direction (from the ground up; From up to down, left to right, etc.). While swinging the sword and forming the arc, the user will release the water through means of the sword, releasing a blast in water in the form of either a compressed crescent of water, or a large wave of water which will be released in the pathway of the swing of the user's sword. The crescent is strong enough to put out any flame projectile and continue through it (with the power of an A-rank water jutsu) and can cut through large boulders with relative ease (earth up to A-rank) The wave of water would have enough force behind it to crush small and medium sized buildings and uproot trees ( at short range). The further it goes, the less damage and wider the damage will be so by the time it reaches long range, the only thing that would happen to the target is they would get soaked and pushed back a few feet.
    *Can only be used by Lord of Kaos*
    *Can only be used once per battle*
    *After using, no Water jutsus can be used for two turns*
    *If used, no other sword related jutsus can be used that same turn*


    (Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou Training Link

    (Water Style: Atomic Abyss: Poseidon's Aquatic Destruction) ♆ Suiton: Atomikku Shin'en: Poseidon's Suijou Metsubou
    Type: Offensive
    Rank: Forbidden
    Range: Close-Long
    Chakra: 50
    Damage: 90 (+40 to user if hit)
    Description: The user starts by making several (up to 5 in short range, 10 mid range and 15 in long range, basically five in each range) condensed large balls of water with great pressure compressing them to the size of basketballs but the solidarity of ice (still water, just tightly compacted). The user then causes the orbs to sink into the water source he and his opponent are standing on, creating an mine-field in the ocean of sorts. If the user choices to, he can also create said orbs in the water itself, preventing the opponent a chance to detect them (doujutsu and chakra sensing abilities aside, of course). The orbs are then spread in a pentagonal shape, surrounding the user and opponent, with 3 pentagons in total: one surrounding the enemy in short range, one in mid range and the last in long range. The five orbs in each range are in relation to the target, i.e. one pentagon that reaches out to the borders of short range around the enemy, another reaching the boundaries of mid range from the enemy's start point, and the same with long range. If the opponent moves around underwater, he will cause a chain reaction, causing all of the water orbs to forcibly explode, causing great damage to anything caught underwater, with enough force to break bones on contact and cause severe internal damage to and rupture organs and even remove limbs. If both the user and enemy are standing on the water surface, and they move, it will cause the orbs near the surface to explode firstly, still causing a chain-reaction. The explosions, if above water, have the force and power to blow holes in metal.
    *Can only be used once*
    *after using, neither the user nor the opponent can move for 3 turns. After the three turns, the orbs loose the pressure within said orbs and the user and opponent will have no threats presented when moving*
    *If the user is on the water when detonated, he will take the same damage the enemy would take*
    *After using, the user cannot use water jutsus for three turns*
    *The user is able to control the orbs released nearby him when he moves but doing so takes a great deal of chakra from him and thus, he can only use 1 jutsu per turn if he does this (must be stated). The user is only able to take control of up to 3 orbs with each one coming from a different range, i.e. one from short, one from mid and one from long range. Once the explosions start, however, he will no longer be able to control them*
    *If hit by orbs, the user's bones will be broken and damaged and he will be unable to move*
    *Can only be used by Lord of Kaos*
     
         
    Last edited by Vision; 02-25-2014 at 02:04 AM.

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    Re: Library of Vision V2.0



    Smoke Technique: Propulsion Training Link

    Smoke Technique: Propulsion
    (Kemuriton: Suishin)
    Type: Supplementary
    Rank: B
    Range: Short-Mid
    Chakra Cost: 20
    Damage: N/A
    Description: The user releases a jet of smoke from their wrist launcher(s) that propels them in a desired direction.
    Note: Can only be used by a smoke user with wrist launchers.
    Note: Can only be used 3 times per battle.


    (Ninjutsu: Gasu Fukumen) | Ninja Arts: Gas Mask Training Link

    (Ninjutsu: Gasu Fukumen) | Ninja Arts: Gas Mask
    Type: Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage: N/A
    Description: When in a close combat situation the user will quickly raise their wrist launcher to the enemy's face and release a sudden burst of smoke. The smoke irritates the enemy's eyes and respiratory system causing them to start coughing and blinding them momentarily leaving them vulnerable to attack.
    -Requires a wrist launcher.


    (Ninjutsu: Hatsuendan Juugan no Jutsu) | Ninja Arts: Smoke Bomb Bullet Technique Training Link

    (Ninjutsu: Hatsuendan Juugan no Jutsu) | Ninja Arts: Smoke Bomb Bullet Technique
    Type: Attack
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage: 40
    Description: The user first preforms two hand seals and raises their wrist launcher towards a target. They then release up to three highly condensed spheres of smoke which are capable of striking a target with great force, similar to pressurized wind techniques. Upon hitting its target the bullet erupts like a smoke bomb release a large cloud of smoke around the target.


    (Ninjutsu: Yomi Haiki) | Ninja Arts: Underworld Exhaust Training Link

    (Ninjutsu: Yomi Haiki) | Ninja Arts: Underworld Exhaust
    Type: Attack
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage: 40
    Description: The user forms two hand seals and slams their palms on the ground. This motion can easily be misconstrued as the initiation of an earth technique, however what the user is doing is inserting the nozzle of their wrist launcher into the earth. They then release that smoke into the earth and have it burst out of the ground underneath the target, damaging their legs and launching them into the air.
    -Can be used four times per battle.
    -Requires wrist launchers.


    (Ninjutsu: Kemuri Sekkan) | Ninja Art: Smoke Sarcophogus Training Link

    (Ninjutsu: Kemuri Sekkan) | Ninja Art: Smoke Sarcophogus
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: The user forms three hand seals and releases a stream of smoke from their wrist launcher that rapidly envelopes a target and condenses around their body. This acts to restrict their movements while also suffocating them if they are caught in it for more than 2 turns. This can also be used to condense pre-existing smoke (created through smoke jutsu from the user) around them to bind the target.
    -Can be used three times per battle.
    -Must know the location of the target.


    (Katon: Tsuchiyakekoge) - Fire Style: Scorched Earth Training Link

    (Katon: Tsuchiyakekoge) - Fire Style: Scorched Earth
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage: N/A
    Description: The user strings together a series of three hand seals while channeling fire chakra through the ground. Upon completion of the third hand seal the organic matter in the soil will begin to burn, releasing smoke as it does. This smoke forces its way to the surface causing various cracks to form all over the battlefield (not large enough for direct effect). The smoke seeps out of these cracks covering the field in a layer of thick smoke that can cause coughing when inhaled and irritate the eyes. This smoke can then be used as a source for smoke techniques.
    -Can be used twice per battle.
    -Burning lasts for three turns.
    -Must be used on solid ground (nothing like sand or water).
    -Smoke can easily be dispersed with a big enough wind technique.
    -Doesn't affect enemies underground.


    (Ninjutsu: Kemuri Hokousha) | Ninja Arts: Smoke Walkers Training Link

    (Ninjutsu: Kemuri Hokousha) | Ninja Arts: Smoke Walkers
    Type: Supplementary
    Rank: B
    Range: Short-Long
    Chakra Cost: 20
    Damage: N/A
    Description: This technique allows the user or a clone to merge with a source of smoke and move through it. This allows them to mask their presence and move in complete silence. They can't attack while in merged with the smoke and must reform before their turn ends. The speed they can move while in the smoke is slightly faster than a running ninja.
    -Can only be used by the user or smoke clones.
    -Can be used three times per battle.
    -Can only be used in large smoke fields.


    (Katon: Ryu no Kaijin) | Fire Style: Dragon's Ash Training Link

    (Katon: Ryu no Kaijin) | Fire Style: Dragon's Ash
    Type: Supplementary
    Rank: A
    Range: N/A
    Chakra Cost: 30
    Damage: +15 to the smoke technique
    Description: This technique is used to add a heat element to a user's smoke techniques in a similar way to how Asuma created his ash technique. When performing a smoke technique the user will make three hand seals prior to starting the hand seals for the smoke technique. As they do this they release smoke from their gauntlets and inhale the smoke while adding fire chakra to it in their gullet. They then preform the hand seals for the smoke technique, and rather than releasing it from their wrist launchers they release it from their mouth. This smoke is darker and shows scarce glows of orange fire, and is incredibly hot. Wind techniques of the same rank aimed at this smoke will be consumed as if it were clashing with a fire technique, adding to the strength of the attack.
    -Can be used three times per battle.
    -Can not be used in consecutive turns.


    (Ninjutsu: Kemuritadai no Jutsu) | Ninja Arts: Heavy Smoke Technique Training Link

    (Ninjutsu: Kemuritadai no Jutsu) | Ninja Arts: Heavy Smoke Technique
    Type: Supplementary
    Rank: B
    Range: N/A
    Chakra: 20
    Damage: N/A (+10 to Smoke Techniques)
    Description: When using a smoke technique the user forms two extra hand seals and focuses on creating more particulate matter for their smoke. The increased particulate matter causes the smoke to become thicker and heavier giving it a darker gray tone. Because of the increased weight it hits with more force and makes it even more difficult to breathe. It also gives the smoke the strength to become equal with wind and water techniques equal to its rank (so techniques of equal rank would cancel each other out).
    -Requires wrist launcher(s) for use.
    -Cannot be used in conjunction with a technique that uses smoke bombs.
    -Can be used four times per battle.
     
         
    Last edited by Vision; 12-30-2012 at 05:06 PM.

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    Re: Library of Vision V2.0





    2. Genjutsu: Chien Taimu | Illusionary Technique: Time Delay

    Genjutsu: Chien Taimu | Illusionary Technique: Time Delay
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: The user will cast a genjutsu towards the opponent by disrupting their chakra flow in their brain. The user will simply point towards the opponent and make a single hand seal Tiger to put them under this genjutsu. While the opponent is under this genjutsu, any action performed will be delayed by two seconds. Either it's a jutsu, any form of taijutsu, or even running. The person under this genjutsu, they will think that they are performing the action right away but may not notice what is actually happening. Whatever is performed it will be delayed by two seconds.


    Note: Able to use three times in battle
    Note: Must have Mastered genjutsu
    Note: Lasts two turns unless broken
    Note: Can only taught by -Vision-



    Link to Approval

    -Professor Saratubi, Reborn, Erzo, Yard, Selendrile, Ushiro


    3. Genjutsu: Sharingan Sorazorashii | Illusionary Technique: False Sharingan

    Genjutsu: Sharingan Sorazorashii | Illusionary Technique: False Sharingan
    Type: Supplementary
    Rank: S
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: The user will perform a single hand seal Tiger and will disrupt the opponents chakra within their brain. By doing so casting an illusion that the user shows mangekyou sharingan in their eyes. The real effects set into the opponent, the chakra that is disrupting the flow of the opponent will send a subliminal message to the opponent that they are moving at half the speed of their base speed. Thus, moving slower than they normally would. Which effects all movements of the opponent, to include his reaction speed. The mangekyou sharingan is for distraction purposes only and doesn’t carry any abilities of the real mangejyou sharingan. This genjutsu does not effect any jutsu’s that the opponents use’s. The speed of the jutsu’s that they might use is still the same and will not appear any different when used normal. Only effects the physical speed of the opponent to include his reaction speed.

    Note: Able to use twice per battle
    Note: Last 3 turns
    Note: No S rank genjutsu before and after the use of this genjutsu
    Note: The user will not have the abilities of any sharingan techniques or it's abilities to precieve motion.
    Note: Any jutsu used by the opponent other than Taijutsu and Kenjutsu techniques that doesn't involves any kind of elemental ninjutsu will not have effect on it's speed of travel. Only the time it takes to perform each jutsu would be effected as it would need physical requirements of movement.

    Approval link

    Selendrile | Howard | Reborn | Madara Uchiha [LoK]


    4. Genjutsu: Shoushitsu Waza | Illusionary Technique: Disappearing Act

    Genjutsu: Shoushitsu Waza | Illusionary Technique: Disappearing Act
    Type: Supplementary
    Rank: S
    Range: Short-Mid
    Chakra: 40
    Damage: N/A
    Description: The user will string a series of three hand seals and then cast the genjutsu on the opponent, disrupting their chakra within their brain. The chakra will act as a regulator while it is in the opponents brain, regulating the brain waves / signals that controls their KG. When under this genjutsu and the opponent tries to use their KG abilities, the chakra that is placed will simply disrupt the flow of that chakra to render their ability useless. When used against a dojutsu user like the sharingan, the sharingan user will not be able to use his sharingan's abilities. However, the opponent will see an illusion that their abilities are working perfectly normal everytime they try to use their abilities. For example, when a sharingan user has his 3T or MS active, they will see an illusion that they still have it active. Though from the perspective of the person who casted the illusion they will only see regular eyes and not the sharingan. An ice user that creates ice through their KG will see the technique form, however from the perspective of the person that set the illusion, nothing is formed as the opponent will not be able to do so.

    Note: Only able to use once
    Note: Lasts 4 turns
    Note: No other genjutsu in the same turn or the turn after
    Note: Next time using genjutsu can not be higher than B rank
    Note: Does not effect using any of the basic 5 elements, ninjutsu, kenjutsu,taijutsu
    Note: Can only be taught my Vision

    Approval link

    Selendrile | Howard | Lili | Reborn | Madara Uchiha | Erzo


    5. Genjutsu: Kuchiyose | Illusionary Technique: Summoning Technique

    Genjutsu: Kuchiyose | Illusionary Technique: Summoning Technique
    Type: Supplementary
    Rank: A
    Range: Short
    Chakra: 30
    Damage: N/A
    Description: The user will perform a series of five hand seals and then slam their hand on the ground. Instantly putting the opponent under a genjutsu where they will see an illusion of a summon to appear before the user. The summon will actually be any summoning animal within their summoning contract. It could be any of the contracts they have signed [two within the rp]. Once the illusion is set, the opponent will see that animal just like a summon. As the hand seals and the slaming of the ground is mimicing the act of actually summoning their animal. The summon however will be able to perform any of the actual summoning animals abilities though it will have no effect on the opponent. However, they can create an illusion that they use their actual abilities. The summoning animal is intangible and will not take any physical harm. The only way to get rid of them are to break the genjutsu.

    Note: May be able to use three times per battle
    Note: Last the turns of their summon animal within the contract [No more than 5]
    Note: The abilities of the animals will not have an effect on the opponent.
    Note: The summoning animal will be intangible and can not be harmed in anyway
    Note: Must have a signed summoning contract to able to use this technique
    Note: Must be taught my Vision

    Approval link

    Selendrile | Reborn | -Yard-


    6. Genjutsu: Shita no Kata o Mitsumeru | Illusionary Arts: Stare Down

    Genjutsu: Shita no Kata o Mitsumeru | Illusionary Arts: Stare Down
    Type: Supplementary
    Rank: C
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description: A momentary genjutsu where the user would place a genjutsu on the opponent by saying the words “look and eyes” within a sentence or a phrase. The chakra that is placed within the opponent will regulate the flow of the opponents chakra within their brain to break their concentration. Thus leaving them open to looking into the eyes of the user as they hear those words.

    Note: The opponent has to be looking at a body part of the user other than the eyes.
    Note: A momentary genjutsu, the opponent will only look into the users eyes briefly before being able to turn away to look somewhere else.
    Note: Only Vision is able to use this technique.

    Approval link


    7. Ototon Genjutsu: Oto no yogen | Illusionary Sound Arts: Prophecy of Sound

    Ototon Genjutsu: Oto no yogen | Illusionary Sound Arts: Prophecy of Sound
    Type: Supplementary
    Rank: A
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description: The user will charge their chakra into both of their hands and then clap it quickly. The opponent, soon as he hears the clapping sound of both hands [the chakra is released through the hands as the user is clapping and traveling through the sound that makes when clapping] the opponent will be placed under a genjutsu that mimicks the physical symptoms of having low or absent blood circulation on the opponents inner ear. This will induce a high pitched noise which will cancel out all other noises, essentially rending the opponent deaf for the duration of the illusion. This will affect his balance and his ability to reason such is the disconfort felt by the constant noise. Precise movement like long sequences of handseals (more than 4) or strong taijutsu (above C-Rank) are impossible. The targets handseal speed lowers to half as well as his movement speed. His hearing is also completely negated, even if he has otherwise enhanced hearing (this is an illusion, not a sound technique itself so everyone is affected by it). In reality, the target is perfectly fine physically and all the symptoms he experiences (loss of hearing, loss of balance, loss of mental and physical agility, etc) are illusionary and come from the effects one would experience if the illusion was indeed real.
    Note: Able to use three times per battle.
    Note: Last three turns unless broken.
    Note: Can afect anyone in range
    Note: Can not use or layer another genjutsu while the opponent is under this genjutsu.
    Note: Can only be taught by Vision

    Approval link

    Madara Uchiha [LoK] | Nathan


    8. Genjutsu: Henshin | Illusionary Arts: Shapeshift

    Genjutsu: Henshin | Illusionary Arts: Shapeshift
    Type: Supplementary
    Rank: D
    Range: Short-Mid
    Chakra: 10 [-5 per turn]
    Damage: N/A
    Description: An Omnidirectional genjutsu that gets triggered through constant chakra output with a waving of the hand, from the user's body. Once an opponent or opponents get close enough to the user. The opponent will be put under a simple genjutsu where they will see who ever the user wishes. All the traits and characteristics will be present and the voice will be emulated to perfection.
    Note: Constant chakra usage to perform the genjutsu, can not use any other jutsu when this genjutsu is active.

    Approval Link

    Negative Knight | -Yard-


    Genjutsu: Kōgaku Soshi | Illusionary Arts: Optical Element Training Link

    Genjutsu: Kōgaku Soshi | Illusionary Arts: Optical Element
    Type: Supplementary
    Rank: B
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: After performing the Monkey hand seal the user will induce chakra into the opponent brain and place them in a genjutsu. In the genjutsu the opponent sees the user attacking using multiple elements at once, just like using Ying-Yang. For example, if you use a fire jutsu, in the Genjutsu you can add another element to it simultaineously, or cover it in a thin layer of earth, appearing as if Ying-Yang is being used. The genjutsu lasts for the turn its triggered and can be applied to any of the users jutsu within those turns.

    Restrictions
    - Can only be taught by Kryptiic
    - Can only be used 4 times per match
    - No Genjutsu in the same turn


    Magen: Shini Yuragi no Jutsu (Demonic Illusion: Mind Tremor Technique) Training Link

    Magen: Shini Yuragi no Jutsu (Demonic Illusion: Mind Tremor Technique)
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: This is a technique meant to cause temporary confusion. The user will make the Dragon → Hare seals to initiate the illusion. Once cast, the victim will experience their vision to blur and appear to be as if it were being shaken and spun around in a very chaotic manor. The victim's chakra will be disrupted in their brain to a point where the damage causes a slight tremor in their brain, which will also result in a severe headache. The headache mixed in with the vision distortion will cause the victim to be very unbalanced while trapped in this illusion and also makes it difficult for them to focus while affected by this technique.
    ~Can be used 4 times per battle
    ~The inability for the victim to focus completely due to the severe headache and vision equilibrium distortion means they can't focus on techniques above S-rank while in the state of this technique and will have difficulty standing and moving
    ~This technique lasts 2 turns, after the second turn, the victim will succumb to vomiting as the stress becomes too much of them, the inducing of vomit will be the breaking factor.
    ~The user of this technique can't use genjutsu for the next 3 turns after this jutsu is cast.
    ~The user cannot use any other genjutsu while this technique is active nor can he use techniques above A-rank


    Genjutsu: Zōfuku | Illusionary Arts: Amplification Training Link

    Genjutsu: Zōfuku | Illusionary Arts: Amplification
    Type: Supplementary
    Rank: A
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description: The user performs the Monkey hand seal and places his opponent in a genjutsu. The genjutsu makes the person under it feel as if their respiratory system has been pushed to incredible limits. It makes the persons muscles feel heavy and hard to move all the while making them feel they are out of breathe all the time, just like the day after an intense workout. They also become incredibly fatigued and all movement is slowed considerably. When they try to move they will think that they are stiff around the body and their limbs. The effects gradually build up over the coarse of three turns. On the first turn the effects aren't really noticeably however the opponent does feel slightly more fatigued, the opponent will think it's only battle fatigue. The second turn they feel more fatigued, feeling stiff all around the body making them think it's harder than it really is, however it's an illusion of feeling within their body and they are able to move like they would normally would. On the third turn these effects are amplified to such a degree where they have shortness of breath and struggle to perform rapid movements, with it, making the opponent harder to concentrate. For example performing hand seals alone takes considerable time to perform as their concentration is completly over taken by the fact that they can not breathe.

    Restrictions
    - Only usable twice per match
    - No Genjutsu in the same or next turn.
    - Full effect takes three complete turns unless broken
    - Genjutsu lasts 4 turns
    - Can only be taught by Kryptiic


    Genjutsu: Kyuumin Shobatsu(Illusionary Technique: Dormant Punishment) Training Link

    Genjutsu: Kyuumin Shobatsu(Illusionary Technique: Dormant Punishment)
    Type: Supplementary/Offensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: The user will channel their chakra into their opponent's chakra via the Rat seal. The user's chakra will then remain dormant until the victim uses a technique B-rank or above. The resulting amount of chakra needed will cause the user's chakra to activate like a switch to cause the affects of the illusion. As the victim begins to channel their chakra for the technique they use, they will see several spiked chains shoot up and restrain them, wrapping all around their body and dragging them to the ground. The chains will gradually become tighter and tighter and the victim will feel the spikes of the chains sinking deeper into their bodies and also the lack of air from being restricted. Eventually, after so much tension, the victims will fall unconscious.
    ~This technique remains dormant for 3 turns only
    ~The technique (if activated) will render one's opponent unconscious after 2 turns.
    ~Can be used 3 times per battle


    (Genjutsu: okashi sen) Illusionary Technique: Candy Beam Training Link

    (Genjutsu: okashi sen) Illusionary Technique: Candy Beam
    Type:Attack
    Rank:A
    Range:Short-Long
    Chakra Cost: 30
    Damage Points: N/A
    Description: User points at the opponent which places a genjutsu on them which makes it seem as if a pink beam of energy is fired from the user's finger at lightning fast speed which transforms the opponent into a candy version of themselves, paralyzing them since food can't move.
    -Only taught by Professor Sarutobi
    -3 times per battle.


    (Genjutsu: Shinkan )- Illusion Technique: Silence Training Link

    (Genjutsu: Shinkan )- Illusion Technique: Silence
    Rank: A
    Type: Supplementary
    Range: Short - Mid
    Chakra: 30
    Damage: N/A
    Description: The user performs one hand seal and releases his chakra, inserting it into the brain of his opponent, the chakra would remain dormant until an Earth jutsu which comes from the ground is used, which will activate the genjutsu that is within the opponent like a switch. Once that happens, instead of hearing the normal sounds of the Earth braking, alerting the opponent that there may be an attack from the ground, complete silence falls upon the opponent, leaving them vulnerable to the incoming attack.
    Note: Can only be used thrice.
    Note: No Genjutsu next turn.


    (Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image Training Link

    (Genjutsu: Seishi Gazō ) - Illusionary Technique: Still Image
    Rank: B
    Type: Supplementary
    Range: Short - Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user would release his chakra into the opponent's brain after doing 3 hand seals and disrupt his chakra flow, catching him in this genjutsu which affects the the opponent's vision, making him see the battlefield and the user of this jutsu exactly as they are, making it seem as if the world suddenly stopped like in a still image. Furthermore, the user would manipulate the chakra further, so that if the opponent turns around, it'd still look exactly as it was, due to the user linking his vision within the chakra, and making his opponent see the same thing he was seeing. This allows the user to throw Kunais or perform hand seals without his opponent being aware of what's going on/being performed, which in return would slow down their reaction time greatly, since they (opponent) would have no idea something is even coming towards them. However, this genjutsu only affects vision, so every other sense the opponent has is still intact and can be used to figure out that they have in fact been put in a genjutsu.
    Note: Can only be used 3 times.
    Note: No S-rank Genjutsu next turn.


    (Magen: Miyagi no Sukāretto Bonsai)- Demonic Illusion: Miyagi's Scarlet Bonsai Training Link

    (Magen: Miyagi no Sukāretto Bonsai)- Demonic Illusion: Miyagi's Scarlet Bonsai
    Rank: S
    Type: Offensive
    Range: Short-Mid
    Chakra cost: 40
    Damage points: 80
    Description: The user will perform three hand seals (Dragon → Boar → Rat), and then channel their chakra into their opponent’s nervous system, taking control of their senses. Immediately after, the opponent will feel an uncomfortable piercing and twisting pain throughout their entire body, as if they are being pinched by something incredibly sharp. Soon after, their flesh suddenly erupts from underneath their skin, causing massive hemorrhaging and blood to run down their body. The muscles and skin of the limbs rise up into the air, twisting and forming into several species of flowers, vines and small leaves. The organs of the abdominal cavity spill out, and curl into long, thick roots. These roots slither down the body and attach to the ground. On the forehead of the enemy, the skin bursts open sending a torrent of blood down the face, clogging the airways of the opponent, suffocating them. The flesh rises up and forms into a gnarled, old bonsai tree. The growing garden of flesh continues its formation until the body of the opponent is virtually unrecognizable, replaced by the image of a small, lush garden of human entrails, flesh, and muscle. Due to the initial growing of the flesh garden, the massive pain “experienced” by the opponent completely restricts their movement and causes severe mental stress.
    Note: Can only be taught by Selendrile
    Note: Usable twice per battle
    Note: No genjutsu above A-rank the same or next turn


    ( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation Training Link

    ( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30 + (Decoy Jutsu)
    Damage Points: N/A ( Non quantifiable)
    Description: The genjutsu begins by replicating a weak, easily releasable genjutsu (by Kai or small pain) and place it on any number of opponents within range. An example would be False Surrounding, changing the area around the targets. When the target moves to release it, the second, stronger, genjutsu will recognize the output, be it a chakra peak caused by pain or a Kai. This is based on the notion that certain genjutsus, for their complexity and strength, require sharper pain or bigger chakra outbursts in order to be broken, anything smaller will not affect the genjutsu. After having recognized the peak, the genjutsu will duplicate and repeat it in increasingly higher frequency. This will overload the opponent, preventing the usage of complex jutsu (S and above), genjutsu or summoning jutsus, and exhaust the chakra reserves, equivalent to a chakra cost of a Kai for each peak. The repetition of the chakra peak that exhausts the chakra reserves touches the Ninjutsu in it's technique, as it copies and sends out chakra signals that affect the chakra system physically, but in a very raw and primitive manner, highly distant from the Kurama KG.
    The Second Genjutsu clears the effects of the first one, and changes it with slight ringing noises, body palpitations and slight dizzy vision. If the used method of release was pain, it will recreate the pain by adding it to the body palpitations, seemingly making the body sore. These illusions are presented intermittently.
    *The phsyical effect of the second genjutsu only serves to exhaust the chakra reserves, not to make the illusion of the technique real. Thus no damage is done physically*
    *Can only be used once per battle*
    *Allows multiple targets, but not multiple layers of this same genjutsu*
    *Costs as 2 jutsus*
    *The weak jutsu gets released upon the usage of Kai, small pain spikes or other means of releasing it. The second, stronger, genjutsu, will react to any method of countering the first genjutsu that would suffice to counter an A ranked Genjutsu.*
    *High Ranked users will counter both genjutsus with a single Kai usage (because the second genjutsu is an A rank).
    *After the second genjutsu kicks in, although it restricts the usage of complex jutsus, will still allow different methods of countering, such as higher pain peaks, or 3rd person infusion of chakra , despite the primitive physical part of the genjutsu (ninjutsu)*
    *The user can't preform Summoning techniques or other Genjutsu in the same turn. Can only use 2 jutsus in the second turn. Can't use Forbidden techniques in the same or second turn*


    ( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove Training Link

    ( Genjutsu: Seidou Shiraha no Hato ) Illusion Technique: The Sanctuary of the Feathery Dove
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: After 3 handseals, the user is able to cast a genjutsu either on her/himself or on an opponent. The genjutsu pertains as the removal of harm and pain, giving a false sense of security, where there is none, by reattaching severed limbs or healing up wounds and burns or merely anesthetizing the opponent from pain. The illusion comes with a feeling as if the user has been coated by a soft bubble, like a feathery cushion, while seeing missing limbs being reattached, or wounds healing up or poisons being removed from the organism. The illusion makes it so that anything posterior to the initial cast of the genjutsu simple disappears or is bounced off from the skin, instead of healing, further adding to the false notion of security.
    While it could be use to sustain wounds that do not put someone in immediate danger, being solely nuisances, the genjutsu could also cover up potentially fatal and paralyzing injuries, making it's target careless and self-harmful. The genjutsu latches strongly to the opponent's mind, allowing the user to combine it with a second genjutsu, making the second genjutsu strong against physical pain releases, however major pain stimuli ( very deep cuts, strong burns, etc. ) will still break it.
    *Lasts 3 turns max*
    *Can only be used 2 times*
    *If used with a painful second genjutsu, there will be no pain involved.*
    *Can be used against opponent's genjutsu as a means to counter it's effect, up to the rank of the technique*
    *Genjutsu specialists or doujutsu users can cast against 1 rank higher*


    Shangen: Ketsueki no Menokataki (Beautiful Illusion: Blood of the Enemy) Training Link

    Shangen: Ketsueki no Menokataki (Beautiful Illusion: Blood of the Enemy)
    Type: Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 40 (+10 each person above 2)
    Damage: N/A
    Description: This technique was specifically designed for several opponents in the case of being outnumbered or simply to make the battle easier. The caster will make the Horse → Bird seals to initiate the illusion. The illusion will first have the victims experience the sensation a huge gust of wind mixed with dust as if their opponent is using a wind technique. The resulting seensation will block their vision (no physical harm comes from the gust). Once the victims regain their sight, both victims will look upon their comrades and see the image of the shinobi they were fighting and see their comrades to be their enemies and they will see an image of their partner having been killed. In the case there is more then two opponents being manipulated by this jutsu, each shinobi will see several copies of their opponent, as if they've used the Shadow Clone Jutsu. While they fight their comrades as enemies, the actual caster of this jutsu will be out of their sight and vision. This jutsu is meant to cause mass confusion and chaos among ranks and hopefully getting the enemy to injure their own lines or even kill them. While this illusion is in play the caster can move about freely as a result.
    ~Since this jutsu has a range of people greater then one, intense focus is required meaning no other genjutsu can be used while this one is active
    ~Can be used 2 times in a match
    ~This jutsu can only be cast on a maximum of 4 people at any given time and can only be used on different victims
    ~This technique can only be taught by Reborn


    Hando no Shinigami (Hand of the Death God) Training Link

    Hando no Shinigami (Hand of the Death God)
    Type: Supplementary/Offensive
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage: 80
    Description: This technique was derived from Yondaime Hokage's Dead Demon Seal. The user will create the Bore → Hare Seals and then clap his hands together to initiate the illusion. Once the illusion is initiated the victim will begin to experience an excruciating wave throughout their body. While this happens the victim will see and feel their hands and feet becoming black and the pain in those sections of their body will feel even more excruciating. The process the victim feels himself going through is similar to the affects of the Dead Demon Seal as it happened on Orochimaru's arms, necrosis (The Death of cells). The necrosis of the victims hands and feet spreads up their arms and legs and onto their body. Once this has spread to the entire body from the neck down, the world around the victim will become a dark mist of bloody crimson and the Death God will appear before the victim and place his hand on the their head. The victim will feel as if the soul from his head is being pulled out and the necrosis of the rest of his body from the neck up will occur.
    ~This technique lasts 4 turns unless broken. During the first turn the victims hands and feet will turn black as a result of the affects of the illusion. The second turn will cause the illusion to spread to completely immobilize and affect the arms and legs. The third turn will cover the rest of the body from the neck down and in the final turn the Shinigami will appear and the user will feel the soul from their head being pulled out by the shinigami, which will cause the illusion's affect to spread from the neck upwards.
    ~This technique can only be used twice per battle and one must skip two turns before attempting the second time.
    ~If used twice the user cannot use genjutsu for the rest of the match
    ~No other genjutsu can be used while this technique is in play



    Genjutsu Master Jutsu's

    All trainings done here


    ( Genjutsu: O Ushiro ! ) - Illusion Technique: Behind You !
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user runs forward at the target, and makes one handseal, casting an illusion on a single target. To that person, it appears as if the user has put on a burst of speed and vanished, appearing behind him and attacking the target physically. In reality, however, the user is merely hidden from the target's sight due to the Genjutsu and is still in front of them, allowing him to quickly attack before the target realizes he is in an illusion.

    ( Genjutsu: Okuyuki Chikaku ) - Illusion Technique: Depth Perception
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user makes three handseals, casting an illusion on a single target that causes that target to see the user one metre closer to him than he really is. Although this is useless in terms of avoiding most Ninjutsu or Genjutsu, it is very useful in causing Taijutsu or Kenjutsu users to swing at the air one metre in front of the user's real position, safeguarding the user from damage.

    ( Genjutsu: Mayaku Yotsu Kamereon ) - Illusion Technique: Drug-Intoxicated Chameleon
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user makes two handseals, casting an illusion on any observing target(s), that make him observe an item of the user's choice as a different colour or multitude of colours. Although simplistic, this technique is very versatile, and can be used to fool the target, for example, into believing the user is covered with an earth defense, or by an Uchiha to fool the target into believing their normal flames are the flames of Amaterasu, or into fooling an opponent that an earth technique is infact a lava technique, among many potential applications.

    ( Genjutsu: Yotta Kōmori ) - Illusion Technique: Drunken Bat
    Rank: C
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 15
    Damage Points: N/A
    Description: The user snaps his fingers, making multiple target(s) who hear the sound fall under an illusion. Using this illusion, the user is able to change the sounds produced by an object, mask them entirely, or switch the direction from which they originate, fooling the target(s). This is particularly useful in situations where sight is unreliable, such as when hidden by mist.

    ( Genjutsu: Ikirei no Shitai ) - Illusion Technique: Doppelganger Corpse
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes three handseals, casting an illusion on a single target. The user, if under attack from another technique, causes the target to believe that the user has been struck by the technique, and is feeling its effects. The illusion is sophisticated enough to fool the target's sense of touch if he is attacking the user physically. This allows the user to then counterattack as a surprise. However, after casting this illusion, the user must further use some other technique to actually avoid the target's technique in reality. Since this might take a while, it is advisable not to use this illusion when under attack by a speedy technique.

    ( Genjutsu: Kakushitsu ) - Illusion Technique: Dead Skin
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes three handseals, casting an illusion on a single target. The illusion deadens all sense in the target's skin. This keeps the target from noticing any subtle indicators of other techniques, such as any physical contact, changes in temperature, breezes, wetness, etc. This could allow the user to place items such as tags, insects etc., or use a wide-range technique that raises or lowers temperature, and these will come as a complete surprise to the target since he cannot feel them building up but will only feel their effects.

    ( Genjutsu: Gunkaku Merutodaun ) - Illusion Technique: Arms Race Meltdown
    Rank: B
    Type: Supplementary/Offensive
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: 40
    Description: The user makes four handseals, casting an illusion on multiple target(s). If any of those targeted possess some weapon on their person, the genjutsu activates. It makes the target(s) believe that the weapons on their person are melting into superhot metal and enveloping their skin, causing them severe pain. Reflexively, any target(s) holding a weapon in his hand opens it due to the perceived pain, making this illusion useful to both cause damage via mental stress and disarm an opponent.

    ( Genjutsu: Akumu Samasu ) - Illusion Technique: Waking Nightmare
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes four handseals, casting an illusion on a single target. The target then appears to 'wake up' in his own bedroom, unhurt and rested, as if the events of the preceding battle were a particularly realistic nightmare. This makes it difficult for the target to break the genjutsu, as he does not notice it. In reality, the target is immobile as his mind believes he is safe in his bed, allowing the user to strike.

    ( Genjutsu: Pechunia ni Yoru Shibō ) - Illusion Technique: Death by Petunia
    Rank: B
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user makes four handseals, casting an illusion on a single target. To the target, it appears as if a large amount of petunias suddenly grows out of his mouth and into his windpipe, before the roots of the plant emerge from...various orifices....of his body. The opponent experiences a choking sensation, and falls over on the ground clutching his throat. This is particularly useful when the opponent is releasing techniques from his mouth to cause him to lose control.

    (Genjutsu: Apollo no Te) Illusion Technique: The Hands of Apollo
    Type: Supplementary
    Rank: B-Rank
    Range: Short-Mid
    Chakra: 20
    Damage. N/A
    Description:
    A technique used to pressure enemies, its most effective against non-dojutsu users. The user will make one hand seal (Rat) and trigger this dormant illusion in the enemies brain. From the point the genjutsu is activated, every time the enemy sees the user perform a handseal or more, these will be perceived by the enemy at a blazing speed. Basically, the enemy will see the user perform these handseals at a speed that makes it all look like a blur (a string of 15 handseals will appear to take less than 1 second to perform). The moment that the user starts to make the handseals, the illusion tricks the enemies perception of time, making him see what took a few seconds as almost immediate. This illusion only alters the enemies perception of handseals and has no effect on the speed in which he perceives the following techniques. Since this illusion works by using a visual trigger, the enemy must see the user perform the handseals, even if just a peripheral perception of such is needed. Also, while one needs to perform the genjutsu short-mid range of the enemy, once it takes effect, range no longer plays effect, and even from long range, the enemy will still see the handseals as performed at blazing speeds.
    Note: Lasts 4 turns

    ( Kurogen: Za Niyurareiza ) - Black Illusion: The Neuralizer
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user makes four handseals, and a bright light emanates from his body. Any target(s) who observes the light will be placed under an illusion that suppresses their memories of the last two turns of the battle. The illusion will use their own memories of the battle two turns ago to fool their brain. This means they will see themselves, the user, and the terrain as it was two turns ago and see nothing out of the ordinary in that.
    This could lead them to forget if they have activated any "modes", or be unaware of any "modes" the user has activated, as well as giving the user great terrain advantage if the terrain changed recently. However, once the user utilizes any such "modes" again, or uses the changed terrain, the target will snap out of the illusion instantly, his mind restoring the suppressed memories.
    Note: This technique may be used only thrice per battle.

    ( Genjutsu: Sakasama no Seikai ) - Illusion Technique: Inverted World

    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user makes five handseals, placing a single target under an illusion where, to the target, it appears as if all directions are inverted. The target perceives what is in reality above him to be below, and vice-versa; what is in front of him to be behind, and vice-versa; and what is to his left to be to his right. This utterly confuses the target and prevents him from being able to suitably block or dodge techniques. However, because of the drastic change wrought on the target's vision, it is easy to be aware of the fact that it is an illusion.
    Note: This technique may be used only three times per battle.

    ( Irooni Genjutsu: Ketsueki to Sora no Rendan ) - Colourful Demon Illusion Technique: Duet of Blood and Sky
    Rank: A
    Type: Supplementary
    Range: Short-Mid
    Chakra Cost: 30
    Damage Points: N/A
    Description: The user makes four handseals, casting an illusion on a single target. This causes the target to observe everything in the world around them in either a vibrant red or a cold blue. The user can pick which objects the target observes in what colour. This plays havoc with the target's judgment of distance, the objects coloured red seeming closer, more dangerous and setting off an adrenaline rush, whereas the objects coloured blue seem farther, less dangerous and soothe the target. The target is rendered unable to judge distance, identify major threats and is physically exhausted by switching from adrenaline to serotonin rapidly and often as the target sees numerous objects.
    Note: This technique may be cast three times per battle.
    Note: The target is unable to use A-rank and above Taijutsu due to exhaustion for the same and the next turn after the use of this technique.

    (Dou Genkaku: Ina Kashira no Chikin) Mayhem Illusion: The Reverence of the Rooster
    Type: Offensive
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description:
    A very interesting and funny technique designed to counter mostly summoned animals but that can be used on ninjas as well, whose main use is to confuse and disturb the enemies concentration, rather than to cause damage. The user does 3 handseals and puts any enemy into a deep foul illusion. They feel as if their head just detacthed from their bodies and fell to the ground. As the head rolls on the ground to a halt, they see their body running around without a head and arms stretched forward, as if trying to feel their way around. In reality, the enemy will be mimicking the movements he sees his headless body perform in the illusion, left basically, without a sense of direction or even control on his own movements, "running around like a headless chicken".

    (Dou Genkaku: Akuma Gojou no Nori) Mayhem Illusion: Demonic Carousel
    Type: Offensive
    Rank: A-Rank
    Range: Short-Mid
    Chakra: 30
    Damage: N/A
    Description:
    The user does 2 handseals and puts any enemy in sight into an illusion where they suddenly feel as if they suddenly begin to spin, as if on a carousel. As they appear to rotate at enourmous speeds, the world before their eyes becomes blured and their senses dulled, as they feel gravity, sound, air displacement, etc all on par with the illusion they are perceiving. As the speed increases, not only does the enemy lose balance but he will also feel motion sickness and will eventually pass out due to the excessive G-Forces. Off course, all of this is an illusion and what happens is that the users mind is tricked into fainting through the perceived illusion.

    (Suiton Genjutsu: Yama no Bachi) Water Release Illusion: Mountain's Curse
    Type: Offensive
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the horse hand seal, the user infuses the moisture in the battle field with his chakra. The chakra infused moisture will be inhaled by all enemies on field as they breathe. Once the chakra is inside the enemy, it disturbs their chakra flow from the inside in a parasitic manner, inducing a powerful illusion in which the enemy feels as if the air is progressively harder to breathe. He'll feel as if he's breathing in a 8000 metre high altitude, leading his body to react accordingly. With the illusion that the atmosphere is thinner and lacks oxygen, the enemy will tire quickly and will begin to feel his mind dull and slow, as his body reacts to the illusion. Of course the oxygen level is the same and nothing really happens to the enemy body a part from the symptoms his mind induces as a response to the illusion. The enemy has 2 turns to release the technique otherwise they'll faint. Once triggered, due to the illusionary fatigue, as each turn passes, the enemy will feel hard to use higher ranked techniques, some ranks even, completely inaccessible to him. In the first turn, he can't use Taijutsu above D-Rank and loses the stamina needed to use Forbidden ranked techniques. In the second turn and prior to his loss of consciousness, he becomes unable to move and can only use B-Ranks and below.

    (Katon Genjutsu: Ahou no Shinkirou) Fire Release Illusion: A Fools Mirage
    Type: Supplementary
    Rank: A-Rank
    Range: Short-Long
    Chakra: 30
    Damage: N/A
    Description:
    To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. By doing the tiger hand seal and unleashing his fire chakra into the field all around, the user is able to increase the temperature of the air all around him up to Long range. This increase in temperature, although barely noticeable is enough to alter the density and behavior of the air and, in the process, altering the way light passes through it. By using this simple principle, the user produces a visual illusion were the enemy will see a sea of water coming from the ground and heading towards him with an amazing speed. Looking around the user will see the same wave coming from all around him, regardless of were he looks to. The main advantage of this technique is that it can be used against Sharingan and Rinnegan users, since the illusion pertains to refraction of light instead of the normal process through which other illusions happen. In reality, the illusion is nothing more than the refraction and mis direction of light in the heated air, a similar albeit chakra enhanced effect of the same phenomenon that happens in deserts and other very hot locations.

    ( Kurogen: Dai Hachiken, Ningyō Gekijō ) - Black Illusion: Eighth Sword, Puppet Theatre
    Rank: S
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user, having already had physical contact with the target, makes a string of fifteen handseals. Upon completion, the target is placed under an illusion where he observes the user holding a small doll shaped like him. The user then proceeds to open up the doll, revealing labelled organs, muscles, bones, etc. In the illusion, the user can then "crush" one of these organs. To the target, it actually appears as if his body is being damaged, and he takes damage due to mental stress. His body begins acting as if, for example, his hand was broken, even though it was not in actuality.
    Note: This technique may be used once per battle, and lasts a maximum of two turns.
    Note: Even if the user crushes the "heart" of the doll, or any vital organs, the target will not die nor will his body act dead, instead he will merely have trouble moving or breathing.
    Note: If the target moves to long range from the user, he will not take any further damage.

    ( Genjutsu: Dangan no Jikan ) - Illusion Technique: Bullet Time
    Rank: S
    Type: Defensive/Supplementary
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: N/A
    Description: The user makes five handseals, placing himself under an illusion. The illusion takes advantage of the adrenaline coursing through the user's body when he is in a fight, and super-enhances his reaction time and speed by forcibly fooling his mind into thinking he is really that fast. Regardless of the speed of the opponent, the genjutsu speeds up the user's motion so much the opponent appears to be moving in slow motion, allowing the user to dodge or counterattack.
    Note: This technique may be used only once per battle
    Note: The speed and reflexes boost lasts for 5 turns
    Note: After the 5 turns, the user's body is pushed to its limit, taking 20 damage, and rendering him unable to do any Taijutsu or physical attack ( Chidori, Rasengan etc. ) for 5 turns or until healed.

    (Dou Genkaku: Oni no Hara) Mayhem Illusion: Belly Demon
    Type: Offensive
    Rank: S-Rank
    Range: Short-Mid
    Chakra: 40
    Damage: 80
    Description:
    One of the most painfull genjutsu known in the ninja world, this illusion stands as a statement of mastery over the Illusionary Arts. Ther user does 1 handseal, putting his opponent into an illusion were he feels a sudden abdominal pain. Sharp and fast, the pain comes and goes, increasing its intensity as the technique borrows deeper and deeper into the enemies mind. For 3 turns the enemy will feel abdominal pain, disconfort, cramps, etc, mimicking the symptoms of a severe Gastroentritis. The illusionary effect is so great that at the end of the 3rd turn, when the pain becomes excruciating, the enemy will vomit compulsively and may even experience a blackout due to the mental stress and pain. The body, fooled by this powerfull illusion, is led to believe that the pain and symptoms are real, inducing vomit as a result of such pain and stress.
    Note: Lasts 3 turns

    (Doton Genjutsu: Dou Ion) Earth Release Illusion: Ionic Mayhem
    Type: Offensive
    Rank: Forbidden Rank
    Range: Short-Mid
    Chakra: 50
    Damage: 90 (-15 to the user)
    Description:
    To overcome the main weakness of Genjutsu (range), Scorps and Emperor found a way to induce genjutsu at higher distances. They found that if they used elemental manipulation and chakra as the medium for genjutsu, they could power the genjutsu longer and to higher effects. However, this also meant that this genjutsu would suffer from elemental weakness when facing elemental surges from the enemy as a release attempt. The user will do 3 hand seals (Boar+Rat+Horse) and unleash his earth chakra into the enemies body. Doing so he manipulates the minerals in the enemies body to alter his metabolism and mess with his ionic balance. Although many effects could be achieved with this same principle, the only one that one is capable of achieving without direct physical contact and medical knowledge is a type of madness or confusion linked to the accumulation of urea and creatinine in the central nervous system (as the ionic balance of minerals is messed up so is the renal functions, leading to the accumulation of said toxins). This induces several illusions and visions that mess up the enemies perception of reality. A type of madness that manifests in demonic torturing visions that eventually lead to the enemies loss of conscience. The technique, however, has some severe weaknesses. Clones are completely unaffected by it and the technique can only target one enemy. Not only that, but due to the immense power and control it commands, one can only use it twice per battle and the sheer physical and energetic requirements to use it will damage the user, making him unable to mold other forbidden rank techniques the next turn after its use. If released, the enemy's metabolism will quickly (if he is healthy and in a normal state) return the ionic balance to normal and the enemy will only feel fatigue for 3 turns (due to the energy needed to restore the balance) that might hinder his reactions and weaken his Taijutsu (-15 damage) and Speed (loss of one rank, inability to open EIG). However, if unreleased, the mental stress will lead to complete loss of conscience and mental breakdown. To release this Genjutsu the enemy must only apply a large amount of pain that will expel the users chakra from his body and thus his influence.

    (Shitsunen Genkaku: Zetsubou sono Joutei) Forgotten Illusion: Bringer of Despair
    Type: Supplementary
    Rank: Forbidden Rank
    Range: Short
    Chakra: 50
    Damage: N/A (-15 to the user)
    Description:
    The user does 3 handseals and claps his hands, forcefully altering his chakra flow and disturbing it severely. By doing so he is capable of getting rid of his ability to feel pain, distress, fatigue, etc. His mind fools his body into functioning even if the situation would otherwise deny it. Because of this euphoria-like state, the user develops an increasing madness that takes hold of him as he loses the notion of self preservation and self care. This state, however, does serve as a very usefull one, boosting the users physical abilities and boosting his use of chakra. As he feels no need to perserve chakra and "hold back", each and every move he makes has more chakra pumped into it. The user forces his chakra circulatory system and his body to the extreme, damaging it at each move.

    Abilities:
    -User becomes faster and stronger
    -User gains +20 to Taijutsu
    -User gains +20 to every Ninjutsu
    -User gains one rank boost to every Genjutsu
    -Upon activation, releases any and every Genjutsu or negative "emotional"/mental effect put upon the user

    Restrictions:
    -Lasts for a maximum of 4 turns
    -At each turn the user takes severe damage to his body; so much so that in the end of the 4 turns, the user is unable to mold chakra properly and can't move correctly. Because of this, once the 4 turns end, the user is unable to perform A-Ranks and above or any Taijutsu for 3 full turns or until healed
    -Usable once


    Faded | fe-doauto Training Link
    Faded | fe-doauto
    Type: Supplementary/Offensive
    Rank: S
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user creates a sound based genjutsu by saying the trigger word Faded, causing sound waves to vibrate amongst the enemy's body from the ground upwards, vibrating heavily and causing a genjutsu to activate that causes the target to feel as if their body is vibrating viciously enough to cause their body to begin to fade away from their legs upwards, as if they are being erased. The genjutsu is further supplemented by causing the enemy to experience pain, while not actually being subjected to physical torture and instead having it be the result of sound waves vibrating amongst the eardrums in the middle ear, which resonate through the liquid filled body and through the three small oscilles that aid in the transmission and amplification of the vibrations in the ear drum. As they become naturally amplified, the sound waves resonate amongst the primary auditory cortex within the brain, causing the sound waves to spread throughout the brain and allow the wave to fool the brain by replicating the feeling of intense pain within the body while not actually aflicting the target, making pain based releases ineffective against it (that's not to say that other releases won't work). The brain sends the signals to the various pain receptors of the body throughout the nervous system, first taking effect at the legs of the target and swiftly making it's way to the head of the target, causing the target to faint from simulated pain of the user's main organs and respiratory system fading away.
    *Can only be used 2 times a fight*
    *Requires a break of at least 2 turns in between usage*
    *After using, the user cannot use Sound for two turns afterwards*
    *Usage of jutsu causes constant pain throughout the target during the duration of the genjutsu, preventing pain based releases*
    *The user can only use either one wind or one lightning jutsu the same turn this is used and can only use a jutsu of the alternating element the following turn.*


    ( Ōdogen: Kurieitā no zen Shintō Gijutsu ) - Royal Domain Illusion: The Creator's All-Pervading Knowledge Training Link

    ( Ōdogen: Kurieitā no zen Shintō Gijutsu ) - Royal Domain Illusion: The Creator's All-Pervading Knowledge
    Type: Supplementary
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: N/A
    This illusory technique is a rather unique form of Genjutsu, surprising in its efficacy.
    When the user has a clear view of the opponent ( or at least his upper torso ) the user casts an illusion where the opponent believes the user's body has dissolved into a flock of pure white swans. This is not the main function of the illusion. The actual function is that the opponents brain has a large amount of knowledge forced into it, as if it learned them automatically. This knowledge covers various and diverse subjects thoroughly unrelated to battling. The Genjutsu then automatically cancels itself.
    As a result, whenever the opponent henceforth seeks to attack or defend, his thoughts are swarmed with completely unrelated knowledge, making him have to focus for a while to perform his battling functions. This results in a lag of about four to five seconds in the opponent before he focuses enough to begin performing his techniques.
    Even if the illusion is broken, the knowledge is still retained within the opponent's mind. Therefore, unless the opponent uses a mind-wiping jutsu on himself, he will continue to feel these effects. The downside to this is that most mind-wiping techniques are not subtle enough and will also remove a good portion of his actual battle knowledge.
    However, the user can utilise this Illusion only once per battle. The user also has the ability to cast Genjutsu stopped for the same turn this is used, and the next two turns. The user's Taijutsu plummets drastically, falling to the level of a mere Jounin for five turns after.


    Magen: In-kwawarimi no Jutsu (Demonic Illusion: Yin Body Replacement Technique) Training Link

    Magen: In-kwawarimi no Jutsu (Demonic Illusion: Yin Body Replacement Technique)
    Type: Defensive
    Rank: D-S
    Rank: Short
    Chakra Cost: 10-40
    Damage: N/A
    Description: This technique is first and foremost a counter genjutsu technique. This is a self-inflicted genjutsu where the user actively disrupts his own chakra internally when he recognizes that he is under the effects of another illusion by forcefully using his chakra control, will power and skill to take control of the enemy technique and shift its target. The effects of this illusion are simple, when the user is under the spell of another genjutsu he will create a black illusionary body before himself that stands outside the realm of the casted illusion. In the moment they stare at one another the body of the user is replaced with the black phantom he created. In summary the phantom takes the place of the user while the user is freed from the illusion and cast back into reality. This technique works by the logic of disrupting an illusion by layering an illusion that conflicts with another. As the user is disrupting their own chakra system, the necessity for hand seals for lower ranked disturbances is unnecessary. However, for higher ranked genjutsu, the seal of confrontation (or Tiger seal) will be needed to appropriately mold a the chakra disturbance high enough to counter-balance.
    Note: Must have mastered and specialize in genjutsu to learn this technique.
    Note: This technique can be used without hand seals against genjutsu D-ranked through B-ranked. For A-ranked genjutsu and above and Sharingan genjutsu, this technique will require the shinobi to cast a hand seal.
    Note: This technique can be done throughout the battle with the exception against S-ranked techniques. The S-ranked version of this technique can only be used 2 times per battle.
    Note: This technique can only be used once every 3 turns.
    Note: Any illusion up to S-Rank, Doujutsu, Regular or Sound based, can be countered through this technique.
     
         
    Last edited by Vision; 05-03-2014 at 01:38 AM.

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    Re: Library of Vision V2.0


    CW 1. Maboroshi Kagirinai | Eternal Vision

    Maboroshi Kagirinai | Eternal Vision
    Type: Weapon
    Rank: S
    Range: Short
    Chakra: 40 [when active]
    Damage: N/A
    Description: Made during ancient times in the high mountains by multiple black smiths. Forged in fire with silver and an unknown metal to make it indistructable. As well as infusing the necklace with their own chakra. It has said that the necklaces power are the ability to protect it's user and give extra abilities to the user who holds it. Through the use of pure chakra that it emmits and reacts to the users chakra. The necklace would be activated by two ways. One, by channeling the users own chakra into the necklace, thus creating a reaction with the necklace and mixing both chakra's together. Two, by the necklaces own will of being able to sense the user’s chakra and constantly monitoring the user’s chakra to determine if there are any foreign chakra within their body. Once this happens the necklace will emmit a thick chakra layer around the users body. Protecting them from projectiles and debris that may be falling from the sky or towards the user. The chakra that is layered around the users body will also enhance speed and strength for the user as such the user will be able to move like lee without weights and can punch strong as if they used the super added weighted technique when the strike with a taijutsu move. However this only lasts until the duration of the necklace’s activation. Also the necklace was forged in fire and has a natural affinity to it. Thus being able to absorb B rank and below fire through the users will. Since the necklace has an affinity to fire, smoke will emmit from the user through the chakra layers around the body, long as the necklace is active. However the smoke itself is not harmful to the user as it is created from their own chakra. Once the user activates the necklace, the user will start to glow red and while active at any given point through the users will, the necklace can give the user an influx of all of it’s chakra into the user all at once, however once that happens the necklace will stay deactivated for the remain of the battle

    Abilities:
    -Activates, once the user channels chakra into the necklace or When the necklace chakra forcefully enters the users tenkets on it’s own.
    -User will start to glow red once the CW is active
    -Able to absorb B rank and below Katon jutsu's
    -Can give the user an influx of chakra all at once from the necklace, however only once per battle and stay’s deactivated for the rest of the battle.
    -Adds a thick protection layer of chakra around the user's whole body.
    -Emmits smoke from the user's body from the necklace's chakra as it has affinity to fire


    Restrictions:
    -Lasts 5 turns once active
    -Able to activate twice per battle
    -Need to skip one turns before activating it once more
    -Necklace constantly feeds the users chakra
    -Can only absorb fire three times per battle
    -Can not absorb fire consecutively on the same turn
    -Can only absorb the fire when extremly close to the source or the jutsu
    -Absorbing fire counts towards the users three moves allowed per turn
    -Only smoke users are able to manipulate smoke emmiting from the body
    -Smoke only emits from the body when this CW is active
    -Only to be used by Vision

    Picture Reference:





    Link to Approval
     
         
    Last edited by Vision; 04-06-2013 at 06:52 AM.

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    Re: Library of Vision V2.0







    Great Blue Heron

    Signed contract Here

    (Kuchiyose no Jutsu: Majesuti no Serurian)- Summoning Technique: Cerulean the Majesty

    (Kuchiyose no Jutsu: Majesuti no Serurian)- Summoning Technique: Cerulean the Majesty
    Rank: S
    Type: Offensive
    Range: Short
    Chakra cost: 40
    Damage Points: 80
    Description: After drawing blood from any part of the body onto their palms, the user will clasp both hands together, summoning Cerulean in sky above them, or at any place short range from the user. Cerulean is the Queen of the Herons, and is considered the most beautiful Heron in all of the lands. She is slightly bigger than Sasuke’s hawk that he summoned in his fight against Lord Danzo, and is capable of being ridden high into the air. Due to the strength and length of her beak, Cerulean is capable of swallowing any attack of B-rank and lower twice per battle. In her throat, she incorporates her own basic chakra into the attack, strengthening it. After waiting one turn after its consumption, she can regurgitate the same technique, increasing its rank by one. While flying, Cerulean can also harden the outer feathers on both of her wings, and launch them towards the opponent. These feathers are as hard as steel, can only be used in long range, and have the rank of an B-rank attack. However, after using this, she must wait for her feathers to regenerate, and cannot fly for one turn after its use. Being a bird, all of the Herons have naturally increased vision.
    *Note: Must have signed the Great Blue Heron contract
    *Note: When regurgitating a technique, Cerulean must follow the range stated on the move
    *Note: Cannot swallow any earth techniques
    *Note: Any technique performed by Cerulean counts as a move of the user
    *Note: Cerulean remains summoned for four turns; and is able to be summoned once per battle


    (Heron Geijutsu: Dākuburū no Bunsan)- Heron Technique: Dark Blue Dispersal

    (Heron Geijutsu: Dākuburū no Bunsan)- Heron Technique: Dark Blue Dispersal
    Type: Defensive
    Rank: B
    Range: Short-Long
    Chakra Cost: 25
    Damage Points: N/A
    Description: The user will perform three hand seals, and then spread their arms out straight to the side of them. From both of their wide sleeves, a flock of small Herons will erupt, and fly outwards from the user. As the Herons fly away from the user, the user's body will disperse. The user can them reform from any Heron of his choosing, but can only move one range at a time. This technique can be used to avoid incoming attacks. The summoned Herons will disperse after the user reforms from one of them.
    *Note: Can only be taught/used by Selendrile
    *Note: Must have signed the Great Blue Heron contract
    *Note: Usable two times per battle


    (Kuchiyose no Jutsu: Konpeki wa Mananda)- Azure the Learned

    (Kuchiyose no Jutsu: Konpeki wa Mananda)- Azure the Learned
    Rank: S
    Type: Offensive
    Range: Short
    Chakra cost: 40
    Damage Points: 80
    Description: After drawing blood from any part of the body onto their palms, the user will clasp both hands together, summoning Azure in sky above them, or at any place short range from the user. Azure is a medium sized heron, smaller than Cerulean, but still capable of being ridden by the summoner. Azure is a highly intelligent Heron, and is able to communicate verbally with the summoner, speaking fluent English. With his naturally increased vision and superb intelligence, he is able to carefully watch, recognize, and then alert the summoner to the hand signs of the opponent, determining what element technique the opponent is preparing to use. Within the first two hand signs made by the opponent, Azure can immediately determine what element technique the opponent is using. If the technique requires only a single hand seal, Azure is still able to determine the element technique, but his conclusion to the elemental technique is slightly slower. He is able to do this due to the fact he has studied, and spent countless hours examining the shinobi jutsu scrolls present in his Hometree. Because he is able to speak English, this means he is also able to read script, which allows him to study techniques. Azure is also capable to using fire techniques up to S-rank. Being a bird, all of the Herons have naturally increased vision.
    *Note: Must have signed the Great Blue Heron contract
    *Note: Any technique performed by Azure counts as a move of the user; hand sign reading does not count as a move
    *Note: Azure remains summoned for five turns; once per battle


    (Heron Kuchiyose: Chimei-Tekina Burū no Kyōen)- Heron Summoning: Feast of the Deadly Blues

    (Heron Kuchiyose: Chimei-Tekina Burū no Kyōen)- Heron Summoning: Feast of the Deadly Blues
    Rank: B
    Type: Offensive
    Range: Mid-Long
    Chakra cost: 20
    Damage points: 40
    Description: The user will perform three hand seals after drawing a bit of his blood, and then spread their arms out straight in front of them. From both of their wide sleeves, two pair of normal sized Blue Herons will erupt. Each pair of Herons carry one end of a bladed wire in their beaks, so they form a long 6ft. saw. The two pair of Herons with the bladed wires attached in their beaks can be independently controlled. The bladed wire is sharp enough to cause deep, serious cuts if they make contact with the enemy.
    *Note: Must have signed the Great Blue Heron Summoning Contract
    *Note: The Herons last two turns before dispersing
    *Note: Usable twice per battle


    (Kuchiyose no Jutsu: Shian Mimizawarina)- Summoning Technique: Cyan the Raspy

    (Kuchiyose no Jutsu: Shian Mimizawarina)- Summoning Technique: Cyan the Raspy
    Rank: S
    Type: Offensive/Supplementary
    Range: Short-Long
    Chakra Cost: 40
    Damage points: N/A
    Description: After drawing blood from any part of the body onto their palms, the user will clasp both hands together, summoning Cyan in sky above them, or at any place short range from the user. Cyan is the genjutsu specialist among Herons, and small enough to comfortably ride on the summoner’s shoulder. She is also capable of releasing a sound based genjutsu by releasing a series of four harsh croaks from her beak. These croaks are targeted at the opponent’s most critical senses, those being sight and hearing. The first croak affects the opponent’s sight, filling their entire vision with an endless flock of Blue Herons. The second croak affects the opponent’s hearing, eliminating any sounds from the battlefield, replacing it with the sound of a massive amount of flapping wings. These croaks happen in two loops, two croaks each loop, hence the four total croaks. Each sense is affected twice, once per loop, or two croaks. Each croak lasts about two seconds, which leads to the opponent’s senses flickering on and off for a total of eight seconds. The croak’s effects last for one full turn, and can be used up to mid-range from wherever Cyan is at the time.
    *Note: Must have signed the Great Blue Heron summoning contract
    *Note: The croaks are usable twice per battle, and count as a single move of the user
    *Note: Cyan is able to be summoned for four turns, and once per battle



    Toads

    Contract Signed Here

    (Kuchiyose: Hogama) - Summoning: Great Fire Toad

    (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

    (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

    (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

    (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

    (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
     
         
    Last edited by Vision; 03-26-2013 at 03:47 AM.

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    Re: Library of Vision V2.0




    Phantom Star | Fantomusutā Training Link

    Phantom Star | Fantomusutā
    Type: Attack
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage: 60
    Description: In order for this technique to work, the user must have the targets attention for the simple fact that this technique works in which a manner that the opponent is typically anticipating an attack. The user will channel chakra throughout their body then rush towards the opponent with blazing speeds. The target will falsely believe that the target has made a swift hook towards them and react to either attack or defend, but it is merely a visual projection the user that has ran perfectly in place masking the actual user behind it. The actual user will then forcefully slam both of his hands with open palms directly into the targets upperbody and sending them flying uncontrollably.

    Note: Can only be used 3x per battle
    Note: Must have mastered taijutsu
    Note: Can only be taught by Nagato..


     
         
    Last edited by Vision; 12-03-2012 at 08:35 PM.

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    Re: Library of Vision V2.0


    Jeet Kune Do Training Link


    (Jeet Kune Do) The Way of the Intercepting Fist
    Type: Taijutsu
    Background:

    Jeet Kun Do is a hybrid martial arts system and life philosophy founded by martial artist Bruce Lee with direct, non classical and straightforward movements. Due to the way his style works they believe in minimal movement with maximum effect and extreme speed. The system works on the use of different 'tools' for different situations. These situations are broken down into ranges (Kicking, Punching, Trapping and Grappling), with techniques flowing smoothly between them. It is referred to as a "style without style". Unlike more traditional martial arts, Jeet Kune Do is not fixed or patterned, and is a philosophy with guiding thoughts. It was named for the concept of interception, or attacking your opponent while he is about to attack. He believed that combat was spontaneous, and that a martial artist cannot predict it, only react to it, and that a good martial artist should "Be like water" and move fluidly without hesitation. Water is infinitely flexible. It can be seen through, and yet at other times it can obscure things from sight. It can split and go around things, rejoining on the other side, or it can crash through things. It can erode the hardest rocks by gently lapping away at them or it can flow past the tiniest pebble. The user needs to calm his mind completely, focus and wait for the opponent to strike. They will then use the opponents attacking force against them as the user moves in a relaxed state with fluid motion to take advantage of the opponents openings as the opponent attacks. Someone who masters Jeet Kun Do would have great reaction time, triple of what they had before being able to react instantly to normal taijutsu users. In close range a Jeet Kun Do master (like Bruce) can move a limb in the blink of an eye with great force, quickly catching the opponent off guard. Jeet Kune Do seeks to waste no time or movement, teaching that the simplest things work best.

    Description on the Abilities and Inner Workings of the Style:

    Economy of motion is the principle by which Jeet Kun Do practitioners achieve:

    Efficiency: An attack which reaches its target in the least amount of time, with maximum force.

    Directness: Doing what comes naturally in a disciplined way.

    Simplicity: Thinking in an uncomplicated manner; without ornamentation.

    This is meant to help a practitioner conserve both energy and time; two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, learned in Wing Chun and Western boxing.
    "When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack." "To reach me, you must move to me. Your attack offers me an opportunity to intercept you."This means intercepting an opponent's attack with an attack of your own instead of a simple block. It is for this concept Jeet Kune Do is named. JKD practitioners believe that this is the most difficult defensive skill to develop. This strategy is a feature of some traditional Chinese martial arts, as well as an essential component of European épée fencing. Stop hits & kicks utilize the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element.

    Simultaneous parrying & punching
    When confronting an incoming attack, the attack is parried or deflected and a counter attack is delivered at the same time. Not as advanced as a stop hit but more effective than blocking and counter attacking in sequence. This is practiced by some Chinese martial arts. Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement thus minimizing the "time" element and maximizing the "energy" element. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack whereas a parry merely re-directs an attack. Redirection has two advantages: It requires less energy to execute; it utilizes the opponents energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to the nullification of their attack while having to worry about defending an incoming attack.

    Low kicks
    JKD practitioners believe they should target their kicks to their opponent's shins, knees, thighs, and mid section. These targets are the closest to the foot, provide more stability and are more difficult to defend against. However, as with all other JKD principles nothing is "written in stone". If a target of opportunity presents itself, even a target above the waist, one could take advantage of the situation without feeling hampered by this principle. Maintaining low kicks utilizes the principle of economy of motion by reducing the distance a kick must travel thus minimizing the "time" element.

    Five ways of attack
    * Simple Angular Attack (SAA) / Simple Direct Attack (SDA). Is a simple motion (punch or kick) which moves with no effort to conceal it, directly to the target on the most economical route. It can be indirect, beginning on one line and ending on another. Such as a punch that starts to the stomach (mid line) and ends on the chin (high line). SAA is an attack that is launched from an unanticipated angle that is achieved by moving in such a way as to create an open line into which to strike.
    * Attack By Combinations (ABC). This is using multiple rapid attacks, with volume of attack as a means of overcoming the opponent.
    * Progressive Indirect Attack (PIA). Simulating an attack to one part of the opponent's body, followed by attacking another part, as a means of creating an opening.
    * Hand Immobilization Attack (HIA) and its counterpart Foot Immobilization * attack, which make use of trapping/parrying to limit the opponent's function with that appendage.
    Attack By Drawing (ABD). The goal when using attack by draw is to "draw" the opponent into a committed attack by baiting him into what looks like an exposed target, then intercepting his motion. One can execute a motion that invites a counter, then counter attack them as he takes the bait


    Additional effects and Restrictions:
    - Can only be taught to Sannin and above who have learned basic taijutsu.
    - To master the user must learn the style of fighting, all of it's techniques and spar with the creator in a Taijutsu only match.
    - A master of this will gain a calm mind which is needed for most martial arts.
    - User of this style gains 3x the ability to read through enemy taijutsu and movement, capable of reacting with enourmous speed when compared to an average Strong Fist user. This, however, doesn't refer to running speed which suffers no differance and in essence the movement speed of the users body is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
    - The reaction speed boost and heighten capability to track movement are less than that of a 1T sharingan and can't be added to the normal tracking/reaction speed of a Sharingan. Further more, it doesn't add to the normal tracking/reactions speeds of Swift Release or of EIG and is, in basis about the same as the first while much less than the second.
    - Can only be taught by -Yard-



    The only thing I changed was that you have to be Sannin to learn it. Before it was S-class and added the calm mind in the abilities just so that it's stated, which a calm mind is required in most to all martial arts to perform that art in battle. Also freedict couldn't translate Jeet Kune Do so I got the name from this site
    http://www.bruceleefoundation.com/index.cfm/pid/10606

    And here's the link to it from it being in my thread from before in case you want proof of that I didn't secretly change things. Since it was approved before.
    http://www.narutobase.net/forums/sho...6&postcount=25


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

    -Yard-, our loyal member, gave on the 26th of February 2012 a request for a Patent on custom fighting style (Jeet Kune Do) The Way of the Intercepting 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;


    Jeet Kune Do
    Powered by Scorps
    Copyright 2012, -Yard- , NarutoBase.net




    (Ame Odori) Rain Dance
    Type: Attack/Supplementary
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: After using a technique that causes rain to fall from the sky, the user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is so it does not require suiton chakra to perform, this is just a more intense version the requires fast reflexes and movement to accomplish.

    Notes:
    - The user can move freely on the water drops.
    - Must know my "Jeet Kun Do" in order to perform this as it allows you to move a limb in the blink of an eye.



    (Raiton: Koudo Setsuju Hirate) Lightning Release: Advanced Intercepting Palm
    Type: Defensive/Offensive
    Rank: B
    Range: Short
    Chakra Cost: 20
    Damage: 40
    Description: This is an advanced form of The intercepting fist. The user will run electricity through their hands and When the user is being punched or kicked the user with fast reactions as well as fast movements that "Jeet Kune Do" provides, will quickly react by taking palm and swiping the punch or kick away. The user can either hit the opponents Fist/hand/foot directly or hit their wrist, mid forearm, ankle or mid leg section to swipe away the attack. but will send a shock through the opponents limb, paralyzing it, making them unable move it for one turn. The user can then strike the opponent. This technique wastes no movement and charging of the chakra will take two seconds. The movement of the user himself is limited to his own skill of what he has learned wether he is a specialist in Taijutsu or a Taijutsu master and Jeet Kune Do's abilities which is being able to move limbs in a fast pace, the speed they can intercept would have to be a little slower than the users speed. It cannot intercept swift users, EIG users, Sage Mode users or any other speed enhancing modes/techniques that would grant the opponent those levels of speed or speed that's above the user. Due to the boost that Jeet Kune Do training provides, the user tries to be faster as well as to move like water to get around opponents attacks as they were taught to. So it is by this the user can only intercept Non Enhanced Taijutsu. The movement speed of the user is only slightly above that of a normal Strong Fist user. However, coupled with the increased reaction time it makes the user capable of defending against most moves of Strong Fist with ease.
    Note: Can be used 3x per match
    Note: This can still only swipe away Taijutsu up to B rank.
    Note: Must know Jeet Kune Do.



    (Jeet Kune Do: Ichi Inchi Panchi Gikou) Jeet Kune Do: One Inch Punch Technique
    Type: Attack
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: The one inch punch is a skill which uses explosive power to generate tremendous amounts of impact force at extremely close distances. When performing this one inch punch the practitioner stands with his fist very close to the target, A quick movement of the wrist produces the force needed, the wrist is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the bottom two knuckles.

    Note: Must know Jeet Kun Do.
    Note: Each punch counts as one of the users moves per turn.
    Note: Must have mastered Jeet Kune Do.



    (Doton: Sono Monogatari Karejiko) Earth Release: The Legend Himself
    Type: Defensive/Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage: N/A +10 To Taijutsu
    Description: The user will make 3 handseals and will make a body of earth rise from the ground similar to the Earth Clone technique. However, the earth appears to not look like the user, but another man. This figure carries the resemblance of Bruce Lee, he can perform Jeet Kune Do Style Taijutsu along with Basic Taijutsu. What makes this so special is that him being made of earth release, he can use Jeet Kune Do in a more stronger advanced style, using the earth release chakra for making strong yet quick strikes that can easily break bones due to the force of impact and his rock like structure. He can reform instantly when struck so long as he is standing on an earth source unless the earth chakra is negated which would cancel the technique.
    Note: Can create 1
    Note: Can only be used once per battle.
    Note: Counts as a Shadow clone technique.
    Note: He stays on the field for 4 turns.
    Note: He must stay within mid range of the User.
    Note: Despite being made of earth/earth chakra, he cannot perform earth release.
    Note: Must be a Jeet Kune Do Master to use this
    Note: Can Reform 2 times unless his earth chakra is negated or he is destroyed with a lightning attack of one rank lower or higher.



    (Shintai Hitoshii Mizu) Movement Of Water
    Type: Attack/Supplementary
    Rank: A
    Range: Short
    Chakra Cost: 30 on Activation (-10 per turn)
    Damage Points: N/A
    Description: The user after mastering "Jeet Kun Do" will add chakra to their movements, reinforcing every blow and every step they make. This making their impact of strikes match their speed. This also has a bonus effect on run speed with the user being able to move a single limb in the blink of an eye while being able to move their body in a fluid, relaxed like motion. This is basically the user adding chakra to the Jeet Kun Do style, increasing speed and force of impact on strikes to make the true abilities of the Jeet Kun Do style stand out. This gives the user the speed of Lee without weights in short range if the user has mastered Jeet Kun Do and Basic Taijutsu. This method is the heart of Jeet Kun Do and is what allows it to help create successful combo's.

    Notes:
    - Must know Jeet Kun Do
    - Must know basic Taijutsu
    - Must be of Sannin Rank
    - Lasts 4 turns
    - No A rank or above Taijutsu for 2 turns after.
    - Users movement is still trackable through normal eyesight.
    - Can only be used once per battle.


    Satsui no Hadō/ Dakku Hadō Training Link

    Satsui no Hadō/ Dakku Hadō | Surge of Murderous Intent/ Dark Intent


    Akuma with the characteristics of the Satsui no Hadō red chakra 'flares' around him
    Type: Nintaijutsu

    Background:
    Akuma and his brother Gouken were students of their father Goutetsu, who taught to them a nameless life-threatening martial art, which incorporates elements of Karate, Judo, and Kempo. He also taught the Shun Goku Satsu (literally Instant Hell Murder), a lethal technique which, although incredibly powerful, puts the user in considerable danger.As the brothers progressed under Goutetsu's tutelage, a dispute arose on the true nature of their fighting style and the path to master it. Gouken, unable to accept the violent nature of the fighting style, left Goutetsu to begin his own dojo, however Goutetsu did not stop his student Gouken from leaving and even allowed him build his own dojo. Akuma continued Goutetsu's teachings and vowed to use their fighting style as it was intended.

    In order to learn Shun Goku Satsu, Akuma had embraced a malevolent chakra and principle of Satsui no Hadō, the "Surge of the Intent to Kill/Killing Intent". In addition, Akuma realized his limits as a martial artist could be expanded, and left Goutetsu's guidance of enlightenment to train alone to gain more power; however, due to embracing the Satsui no Hadō to his fullest extent, he developed a lust to fight to the death, unlike Goutetsu, who had been able to use the Satsui no Hadō without giving in to its dark side and did not constantly use it to its fullest extent. After coming back from his island, Akuma went back to Goutetsu, and fought and killed him with the Shun Goku Satsu. Akuma, believing that he was the true master of the Art, took the prayer beads of his dead master and placed it on his neck. When Gouken went to visit his master to see how he was doing, he only found his body lifeless and saw his brother, now no longer looking human. Gouken, shocked to see that his younger brother took the life of their master, berated Akuma, who said nothing and left for the woods.


    Description on the Abilities and Inner Workings of the Style:

    Description of Style

    Satsui no Hadō is a manipulation of chakra that emanates greatly from oneself through the natural human instinct and desire to survive, to trample and impose over opposition, and on a metaphysical level, the natural occurrence and manifestation of loss, decline, and destruction. It is very hard to control. For those who do succeed in controlling it, they develop an almost cold, cynical detachment from themselves, as well as others. As such, Satsui no Hadō makes a human unbelievably powerful, increasing their strength, power and speed beyond that of a usual superhuman fighter or a supernatural being, but at the cost of one's humanity and compassion.

    To tap into the Satsui no Hadō, a fighter must be so consumed with the desire to win or have an intense rage, that they are willing to actually kill their foes. As a result, only people who push themselves to be the best at all costs, can take full advantage of it. However, the untrained mind can be driven to a temporary insanity if they have not prepared for it.

    Once a warrior has awoken the Satsui no Hadou within them, it can be very hard to resist. Learning Satsui no Hadou is the first step in learning the most fatal technique known to all of their martial arts - Shun Goku Satsu. If one has used it to their fullest extent for too long throughout years of their life, they will completely lose control, and will transform into a demonic being

    The art of the Satsui no Hadō is not automatically activated in the warriors once they began training. It is only first unlocked under some stressful or emotional condition after which the Satsui no Hadō may be used freely. (similar to how the Sharingan is accessed).

    Inner Workings of the Style


    The fighting style that accompanies the Satsui no Hadō boasts a wide and extensive assortment of powerful punches, quickly spinning kicks, and deadly strikes coupled with super acrobatic skill make an extremely adept fighting style, allowing user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his blows with the surging power of the Satsui no Hadō to create flawlessly fatal blows.

    There are 5 methods, or main parts, or the style that are incorporated into the fighting style:
    *Shoryuken:


    Messatsu Goshoryu}Obliterating Great Rising Dragon
    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.
    *Can only be used 2 per fight
    *After using, it requires a wait period of at least 2 turns
    *Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai
    *Must be a Satsui no Hado student to learn

    http://images4.wikia.nocookie.net/__...er-dragon1.gif


    *Tatsumaki:



    Tenshou Kaireki Jin|Demon Armageddon Kick
    Rank:S
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time.
    *Can only be used twice*
    *Must know Tatsumaki in order to use*
    *Speeds drops slightly for 2 turns*
    *After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns*

    Video performance:


    *Hadoken:


    Hadoken| Surge Fist
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Cost: 60
    Description: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target.
    *Can only be used 4 times at the most*
    *Must be a student of the Satsui no Hado Fighting Style*
    *Must be a two turn minimal waiting period before usage*

    Metsu Hadoken|Destroying Surge Fist
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90
    Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn.
    *Can only be used once*
    *Can only be used by Masters and Grandmasters of the Satsui no Hado CFS*
    *After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns*
    *Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.*

    Video Performance:





    *Shun Goku Satsu:



    One of the most powerful offensive Satsui no Hadō techniques, the user focuses the Satui no Hadō chakra that he is utilizing into his upper body, mainly his chest and arms and lashes the target, and upon contact, the Satui no Hadō chakra causes them to be momentarily paralyzed (depending on rank difference there is a certain amount of time) in which time the user releases the Satsui no Hadō in deadly punches and attacks at the target.


    *Ashura Senku:


    Ashura Senku|Asura Flashing Sky
    Type: Defense/Supplementary
    Rank: S
    Range: Short-Mid
    Chakra cost: 40
    Damage points: N/A (+10 if struck while Ashura Senku is active; -10 to user when Ashura Senku is active)
    Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it (note: this only applies if the user has not used any other jutsu/mode that enhances his strength, meaning it can't be used in conjunction to EIG, Sage Mode, etc. and only works DURING the Ashura Senku, thus making it an ideal jutsu for quick escape) during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. Only able to use the jutsu 3 times per fight, shall the user use it all three times, he runs the risk of the dark nature of the Satsui no Hadō taking over, causing him to become enraged and lose control of his sanity, making him unable to use jutsus higher than C-rank for two turns and no taijutsu for the rest of the fight due to intense physical pain. After using it, he speed is also dramatically decreased by half, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of three turns in between before he is able to use the jutsu again.
    Notes:
    *Can only be used three times at a most, with a three turn waiting period in between.
    *After using once, the user cannot use any jutsus higher than A-rank that turn and no taijutsu of A-rank and higher for two turns.
    *After using twice, the user cannot use any jutsus higher than B-rank that turn and no tai of B-rank and higher for 5 turns.
    *After using all three times, the user cannot use any jutsus higher than C-rank for 3 turns and no taijutsu for the rest of the fight.
    *The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.
    *After the technique has ended, the user's speed is severely cut in half, causing him to move at speeds that make Gaara's running speed seem fast (Gaara is used as a reference, due to him being considered one of the slowest in-manga characters). This effect only lasts the turn the user uses the Ashura Senku. However, if the user uses this technique at the end of his turn, then his NEXT turn, he will have this lowered speed the entire turn.
    *Can't be used with any other mode or speed-enhancing jutsus.
    *Can only be used after the Satsui no Hadō has been activated.
    *Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details).
    *Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air.



    Additional techniques of the style:

    Misogi|Purification
    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
    *Cannot use any Satsui no Hado jutsu over S-rank next turn
    *Can only be used 3 times a battle
    *Must be a Satsui no Hado student to use

    GIF of jutsu being performed:



    Kongou Kokuretsu Zan | Diamond Country Splitting Cut
    Type: Attack
    Rank: S
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around a second or two. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot enough to slightly burn and singe the skin slightly of the opponent caught in the wave (not hot enough to incapacitate a foe however). The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 6 meters deep (around 20 feet) and 10 meters wide (around 30 feet), with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a slight earthquake to be felt around the field; this earthquake alone causes no damage to any opponent, unless they are under ground, of course. The wave is so great that opponents caught in it will feel great heat emanating from it, causing small first degree burns along their body. If the opponent is struck head-on, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them almost completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, not literally paralyzing the foe, but it causes their speed to become slowed to levels of Gaara's, perhaps the slowest moving canon character. Coincidentally, if they already move this slow, then their speed will be dropped even further due to the strike. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it thrice, the user is only able to use one other jutsu during the turn this is used, and it must be a Satsui no Hado natured jutsu. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well.
    Notes:
    *No taijutsu/kenjutsu for two turns with said arm.
    *Can only be used thrice with an interval of at least 3 turns
    *Cannot be used with any other chakra enhancing mode such as Sage Mode or EIG or various other modes which increases the users chakra/speed
    *After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns
    *Can only be used by learners of the Satsui no Hado

    Gif of attack being performed:



    Shin Gou Hadou|True Great Surge
    Type: Supplementary/Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will stand in the horse stance with his right hand drawn in, focusing large amounts of Satsui no Hado chakra throughout the arm. The user will then strike forward with that arm, hitting the target in the solar plexus, halting all forward movement by the foe from the blow as the Satsui no Hado chakra latches onto them, causing them to gain properties of the the CFS, increasing their strength and speed, now moving at speeds of Lee without his weights and slightly stronger than the average Strong Fist user. As the chakra attaches to the enemy, it causes them to become greatly enraged in a rage that clouds their mind, letting their anger take over due to inexperience with controlling the fighting style. This rage prevents them from using elemental jutsus of A-rank and higher for three turns due to the Satsui no Hado chakra's influence causing great anger that causes them to want to literally beat the user to death. As the turns go by, the anger starts to subside and the enemy is able to see and think more clearer and as such, they regain access to higher ranking elemental jutsus. The first turn this is active, they cannot use A-ranks and higher. The second turn, no S-ranks and higher and the third and final turn the enemy cannot use any Forbidden ranked jutsu of elemental natures. The speed/strength boosts last the entire duration of three turns.
    *Last 3 turns*
    *Only useable 3 times*
    *Speed and Strength boosts are an approved part of the CFS*
    *Can also be used on an ally*



    Skill levels of the style:

    Grand Master(created the style)
    ^
    Master (knows Shun No Goku)
    ^
    User (someone who knows Hadoken and Ashura Senku techniques)
    ^
    Apprentice (is learning Shoryuken, and Tatsumaki techniques)

    Additional effects and Restrictions:
    *Users of this art have slightly better reflexes, increased agility, when compared to Strong Fist users and speeds increased to slightly faster than Rock Lee (Part II) without weights but still lower than EIG speeds.*

    *In order for the user to be able to meditate long enough to access a darker part of his nature, the user must be standing completely still, similar to how Naruto originally enters Sage Mode.Once active, the form last until the end of the battle, but at the sake of the user's sanity. After the battle's end, the user is left with mental anguish that renders his chakra paths near useless and he's left in states of near-death.*

    *Another side-effect of this power is that when a warrior embraces the Satsui no Hadou to their fullest extent - even when the warrior can not control it - they will develop a lust to fight to the death, their eyes will turn white or red, and their beliefs in fighting become very dark and cold-blooded. The warrior's personality will also change and become very violent and dark. However, as shown in the case of Goutetsu, if one embraces it to a small degree, their eye's pupils will become blue, and they will have no willingness to destroy anything or anyone.*




    All approved Here, Here, here, here, here and here.



    Messatsu Goshoryu|Obliterating Great Rising Dragon
    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: Based on the knowledge of the Ashura Senku, the user will focus his Satsui no Hado chakra around him so that it bends around him and projects an after-image behind himself that masks his actual movement as the chakra itself is constantly in flux. The user then uses some of that same chakra to coat his arms as he makes his attack. As he performs a primary Shoryuken, he then quickly pivots on his foot and spin quickly, striking and releasing a second Shoryuken. The user then uses the same tactic and his now increasing momentum to strike quickly at the foe with a third Shoryuken, releasing the Satsui no Hado chakra the entire time the blows are dealt, resulting in the chakra seeping out and latching onto the enemy with the final definitive strike. As the chakra attaches to the enemy, he causes them themselves to become enraged and lose focus momentarily, causing them to not be able to mold their chakra properly for Ninjutsu attacks of higher than A-rank in their next turn although the rage will slightly boost their overall Taijutsu aggressiveness and power.*
    *Can only be used 2 per fight
    *After using, it requires a wait period of at least 2 turns
    *Must know Shoryuken jutsu and by extension, NB Taijutsu as it is a component of NB Tai
    *Must be a Satsui no Hado student to learn

    Hadoken| Surge Fist
    Type: Offensive
    Rank: A
    Range: Short-Mid
    Chakra Cost: 30
    Damage Cost: 60D
    escription: The user gathers large amounts of Satsui no Hado natured chakra to his arm and condenses and compresses it greatly to create a basketball sized orb of chakra inside his hand. The user then adds shape and chakra manipulation to the mix, adding fire chakra as he draws both his arms to his side, as if he is shielding the orb as it's being created fully. The user then thrusts forward quickly, releasing the creation as a projectile with great force behind it due to the deeply compressed chakra within it, causing it to have the momentum and strength to break through most earthen defenses of up to B-rank and given the fire properties of the Hadoken, when contact is made with a foe, they will be deeply burned and feel as if the orb itself is slamming against them with enough force to fracture bones. Masters and Grandmasters are capable of using this attack with one hand. Once released, the 'fireball' travels up to one range of the user in great speed, though a foe would still have sufficient time to counter if the are a range's length away from the target.
    *Can only be used 4 times at the most*
    *Must be a student of the Satsui no Hado Fighting Style*
    *Must be a two turn minimal waiting period before usage*

    Tenshou Kaireki Jin|Demon Armageddon Kick
    Rank:S
    Type: Offensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: After first charging large amounts of the Satsui no Hado to their bodies, the user then kicks the opponent in the air with a powerful blow, disorientating the enemy upon contact. After doing so, the user then uses the Satsui no Hado and wind chakra to cause himself to spin rapidly, causing a mini whirlwind to appear around him. He then rushes at the enemy, striking several times with severe force severe times in the upper body, causing massive damage to their lungs and chest from the blows. After using, the enemy falls from high up in the sky, hitting the earth with great force, causing further damage. The user is then left with heavy fatigue and great strain on his leg after using, making taijutsu involving the legs troublesome. His speed also drops considerably after using for some time.
    *Can only be used twice*
    *Must know Tatsumaki in order to use*
    *Speeds drops slightly for 2 turns*
    *After using, the user can't use any Satsui no Hado jutsus the next turn and no wind over S-rank for two turns*

    Misogi|Purification
    Rank: A
    Type: Offensive
    Range: Short
    Chakra cost: 30
    Damage points: 60
    Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
    *Cannot use any Satsui no Hado jutsu over S-rank next turn
    *Can only be used 3 times a battle
    *Must be a Satsui no Hado student to use

    Ashura Senku|Asura Flashing Sky
    Type: Defense/Supplementary
    Rank: S
    Range: Short-Mid
    Chakra cost: 40
    Damage points: N/A (+10 if struck while Ashura Senku is active; -10 to user when Ashura Senku is active)
    Description: After activating the Satsui no Hadō, the user focuses a large amount of chakra throughout his/her body, using his rage and anger to 'warp' the chakra, so to speak, causing the characteristic red chakra flares around his/her body to bend around his body, creating a coat of chakra that manifests itself as a kind of after-image when the user moves, making it harder for the enemy to strike him head-on. The increase of chakra throughout his body also increases his speed sharply, effectively doubling it (note: this only applies if the user has not used any other jutsu/mode that enhances his strength, meaning it can't be used in conjunction to EIG, Sage Mode, etc. and only works DURING the Ashura Senku, thus making it an ideal jutsu for quick escape) during the time the jutsu is used. Once he has activated the Satsui no Hadō, the user widens his stance, and his enhanced chakra-cloak glows red. He then lifts one knee and quickly "glides" along the ground to another location with his eyes aglow. Where he glides depends on whether the user choices to move forward, backwards, or any other direction, so long as it is in a straight line from his starting position and no item (i.e. tree, giant rock, building, etc) is in his path. The glide can be used to get away from an opponent bearing down on him, to suddenly launch an attack (often from behind), or perhaps to simply psych out the opponent and keep them guessing. Due to the dark nature of the Satsui no Hadō, the red chakra around the user is imbibed with such an evil intent, that it actually hurts the user's skin and burns his skins slightly as he uses it, similar to how Naruto's skin is burned when using the 4-tailed transformation; however it works on both ends of the spectrum: as long as the Ashura Senku technique is active, the user's skin will be in intense pain but if an enemy were to strike him while it is active, they will feel the same pain, though on a greater scale when compared to the user. However, given all the perks of the jutsu, the user has much to be wary about. Only able to use the jutsu 3 times per fight, shall the user use it all three times, he runs the risk of the dark nature of the Satsui no Hadō taking over, causing him to become enraged and lose control of his sanity, making him unable to use jutsus higher than C-rank for two turns and no taijutsu for the rest of the fight due to intense physical pain. After using it, he speed is also dramatically decreased by half, causing him to severally be limited in terms of movement. Furthermore, the user is unable to use the jutsu in rapid succession. It takes a minimal of three turns in between before he is able to use the jutsu again.*
    Notes:*Can only be used three times at a most, with a three turn waiting period in between.
    *After using once, the user cannot use any jutsus higher than A-rank that turn and no taijutsu of A-rank and higher for two turns.
    *After using twice, the user cannot use any jutsus higher than B-rank that turn and no tai of B-rank and higher for 5 turns.
    *After using all three times, the user cannot use any jutsus higher than C-rank for 3 turns and no taijutsu for the rest of the fight.
    *The user can only move uni-directionally, meaning he can only glide in straight lines. He also can only glide from one range to the next, meaning he can move from short range to mid range, mid range to long range and vice-versa but not short range to long range or long range to short range.*
    *After the technique has ended, the user's speed is severely cut in half, causing him to move at speeds that make Gaara's running speed seem fast (Gaara is used as a reference, due to him being considered one of the slowest in-manga characters). This effect only lasts the turn the user uses the Ashura Senku. However, if the user uses this technique at the end of his turn, then his NEXT turn, he will have this lowered speed the entire turn.
    *Can't be used with any other mode or speed-enhancing jutsus.
    *Can only be used after the Satsui no Hadō has been activated.*
    *Must have learned Satsui no Hadō and be at least 'User' rank within the Satsui no Hadō ranking system (See CFS for details).
    *Gilding isn't the same as flying or hovering. The user "kicks/jumps" into a direction so fast that he "glides" until he reaches the destination. As such, this technique can't be used in mid-air.

    Shin Gou Hadou|True Great Surge
    Type: Supplementary/Offensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Damage Points: 60
    Description: The user will stand in the horse stance with his right hand drawn in, focusing large amounts of Satsui no Hado chakra throughout the arm. The user will then strike forward with that arm, hitting the target in the solar plexus, halting all forward movement by the foe from the blow as the Satsui no Hado chakra latches onto them, causing them to gain properties of the the CFS, increasing their strength and speed, now moving at speeds of Lee without his weights and slightly stronger than the average Strong Fist user. As the chakra attaches to the enemy, it causes them to become greatly enraged in a rage that clouds their mind, letting their anger take over due to inexperience with controlling the fighting style. This rage prevents them from using elemental jutsus of A-rank and higher for three turns due to the Satsui no Hado chakra's influence causing great anger that causes them to want to literally beat the user to death. As the turns go by, the anger starts to subside and the enemy is able to see and think more clearer and as such, they regain access to higher ranking elemental jutsus. The first turn this is active, they cannot use A-ranks and higher. The second turn, no S-ranks and higher and the third and final turn the enemy cannot use any Forbidden ranked jutsu of elemental natures. The speed/strength boosts last the entire duration of three turns.
    *Lasts 3 turns*
    *Only useable 3 times*
    *Speed and Strength boosts are an approved part of the CFS*
    *Can also be used on an ally*

    Kongou Kokuretsu Zan | Diamond Country Splitting Cut
    Type: Attack
    Rank: S
    Range: Short - Mid
    Chakra Cost: 40
    Damage Points: 80
    Description: The user gathers large amounts of Satsui no Hado manipulated chakra and raises his arm towards the sky and charges all the chakra into said arm, which takes around a second or two. Then, he violently slams his fist on the ground which results in an explosion of pure energy, which first takes the form of a lightning bolt and then emanates outwards in a shock wave of energy. The resulting wave has such a large amount of Satsui no Hado chakra inside it that the wave itself becomes physically harmful, destroying the terrain as it spreads outward in a destructive manner. The wave is powerful enough to force opponents backwards from the user, with the waves hot enough to slightly burn and singe the skin slightly of the opponent caught in the wave (not hot enough to incapacitate a foe however). The point of contact, where the user's arm strikes, becomes completely shattered and leaves a crater of 6 meters deep (around 20 feet) and 10 meters wide (around 30 feet), with the user left standing in the middle. The sheer force and power of the strike is so great that it causes a slight earthquake to be felt around the field; this earthquake alone causes no damage to any opponent, unless they are under ground, of course. The wave is so great that opponents caught in it will feel great heat emanating from it, causing small first degree burns along their body. If the opponent is struck head-on, the impact will cause their body to be severely injured, the point of impact on the said enemy will have it's bones struck with enough force to shatter them almost completely, (similar to how Gaara's sand shattered the bones in Lee's arm when they battled during the Chuunin exams), along with causing slight paralysis, not literally paralyzing the foe, but it causes their speed to become slowed to levels of Gaara's, perhaps the slowest moving canon character. Coincidentally, if they already move this slow, then their speed will be dropped even further due to the strike. Broken bones, and ruptured internal organs with slowed speed awaits a downed foe once they are struck with this jutsu. However, despite all the wonders granted by this jutsu, it also has severe drawbacks. Only capable of using it thrice, the user is only able to use one other jutsu during the turn this is used, and it must be a Satsui no Hado natured jutsu. The user is also left with great pressure on the arm he performed the jutsu with, causing it to become severely injured and after using it, he can only use ninjutsu for the following three turns, no taijutsu nor kenjutsu with said arm. The user is only able to use one other jutsu that same turn he uses this jutsu as well.
    Notes:
    *No taijutsu/kenjutsu for two turns with said arm.
    *Can only be used thrice with an interval of at least 3 turns
    *Cannot be used with any other chakra enhancing mode such as Sage Mode or EIG or various other modes which increases the users chakra/speed
    *After using, the user is left with high levels of fatigue and can only use ninjutsu for the following three turns, but no lightning ninjutsu during those turns
    *Can only be used by learners of the Satsui no Hado

    Metsu Hadoken|Destroying Surge Fist
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage Points: 90
    Description: The Metsu Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to his arms to the point where they the chakra shrouds completely hide the arm, causing it to look as if the user has to dark red pillars of chakra for limbs. The user then adds shape manipulation to the chakra, creating two enlarged Hadokens in each hand, slightly bigger than the basketball sized Hadoken. The user then combines them together by slamming his hands into one another as he draws them to the side, getting into the normal positioning that one takes before firing a Hadoken. As he slams them together, the two Hadokens merge into one, creating a larger, denser and more dangerous Hadoken. As they combine and grow larger, wisps of Satsui no Hado chakra can be seen floating around the user and sparking from the creation, making the technique look even more 'bad-ass', so to speak. As the user releases it, it travels at great speeds, closing the distance of mid range in a few short seconds. Once contact with a foe has been made, the creation hits with enough force to break bones completely and cause internal damage as the chakra sears and burns the skin greatly. The Metsu Hadoken has the strength to break through Earthen defenses of up to S-rank with relative ease, though that is not to say that it can break through Forbidden ranked earth jutsus. The pure power of the Hadoken is so great that just by holding the chakra within one's palms, the users hands start to burn and bleed, causing taijutsu to become quite difficult to perform with the hands. The act of adding such amounts of chakra also takes a toll on the user, making it impossible to use more than 2 jutsus in the same turn as this one, unless they are all Satsui no Hado jutsus, namely Satsui no Hado taijutsu. Then, the user cannot use more than 1 other S-ranked and higher Satsui no hado jutsu in the same turn, with him not being able to use any the next turn.
    *Can only be used once*
    *Can only be used by Masters and Grandmasters of the Satsui no Hado CFS*
    *After using, the user cannot use any taijutsu for 3 turns and ninjutsu becomes harder to use, making it take twice as long with all handseals the user makes for two turns*
    *Can only use 2 jutsus the turn this is used unless the user uses Satsui no Hado taijutsu based attacks.*

    Tsuin Gou Hadoken | Twin Great Surge Fist
    Type: Offensive
    Rank: Forbidden
    Range: Short-Long
    Chakra Cost: 50
    Damage Cost: 90
    Description: The Tsuin Gou Hadoken is a type of Hadoken more powerful and advanced in comparison to the normal Hadoken, an already dangerous attack in itself. The user focuses large amounts of Satsui no Hado chakra to each arm, drawing them back as if in the horse stance, condensing the dark chakra into a slightly larger shape than the regular basketball sized Hadoken, creating one in each hand. As the user compresses the dark chakra, he adds elemental chakra to the Hadokens, giving them properties of any elemental affinities the user charges through them. The user, upon creating the Hadokens, can choose to only thrust one outwards, releasing just that one while continuously holding the other in his hand. However, as he does this, he will be unable to use any other ninjutsu until he releases the second. The second Hadoken still has to released by the end of the turn. The user can also chooses to fire both at the same time, with individual strength equal to a strong S-rank jutsu and a combined force of a forbidden ranked jutsu. Using them takes a great toll on the user however, and he's left unable to mold high ranking jutsus of the elemental affinities he used this jutsu with. When the user charges elemental affinities into the Hadokens, several effects appear depending on which element is focused. By channeling advanced natures into the Hadoken, effects of said advanced nature will be of similar regards to being struck with Forbidden ranked compressed chakra of that nature, in mirrored fashion as the chart below (i.e. scorch chakra would cause effects similar to Fire hadoken, rain chakra being similar to Water Hadoken, etc etc).In order to fully taunt his enemies, Akuma devised an additional name for each main "verision" made from the various elements:

    ¤ Zanku Hadoken|Air Slashing Surge Fist - When charging Futon chakra, the Hadoken's becomes slightly faster and causes great damage upon impact of the elemental version, causing enough damage to break bones and limit movement by the enemy while pushing him backwards with great force.
    ¤ Shakunetsu Hadoken|Scorching Heat Surge Fist - When charging Katon chakra, the chakra heats the Hadoken to the point that upon contact, second degree burns will occur, with third degree and fourth degree burns from prolonged contact.
    ¤ Gourai Hadouken|Roaring Thunder Surge Fist - When channeling Raiton chakra, lightning begins to form around the Hadoken and increases it's speed and causes it to have the effect of causing extreme paralysis of the nervous system upon direct contact, surging through the foes body and is capable of bursting through earthen defenses of up to Forbidden Rank
    ¤ Tenma Gouzankuu|Demon's Great Air Slash- When channeling Ototon chakra, the Hadoken begins to rotate in the hand faster, increasing speed as a shrill sound is made from the spinning. Upon striking a foe, the Hadoken releases either low or high frequency waves throughout them. If low frequency, the waves deliver severe blunt force damage as well as cause a severe blow to the equilibrium of the enemy by resonating through the liquid organs of the target, causing severe dizziness and fainting from prolonged exposure. If high frequency, the waves cause severe blunt force damage as well as causing the organ of the user to vibrate intensely, and due to this intense vibrations, the organs begin to move back and forth across one another, causing them to rupture and cause severe internal injuries.

    Note: Can only be used once a fight.
    Note: Both Hadoken's must be released within the same turn and no other jutsu may be used by the user until it is fully released.
    Note: After using, the user is left with great strain, and unable to use whichever ( elemental affinities he used ) jutsus ranked S-rank and higher the two turns.
    Note: Each different version of the Hadoken still follows basic strengths and weaknesses of each element ( i.e Fire is strong to wind but weak to water, etc ).
    Note: Can only be used by Masters and Grandmasters of the Satsui no Hado CFS.
    Note: The user can only use one other jutsu the same turn this was use.

    Satsui no Hado: Shun Goku Satsu | Surge of Murderous Intent: Instant Hell Murder
    Type: Attack
    Rank: Forbidden
    Range: Short
    Chakra: 50
    Damage: 90
    Description. Instant Hell Murder, also known as the Raging Demon, is the most powerful technique belonging to the Satsui no Hado fighting style. The user, using the principles behind the Ashura Senku, surges their entire body with an immense amount of Satsui no Hado chakra, channeling so much that it begins to materialize around the user as a cloak of dark chakra . he charges more and more, spreading it throughout the range and then charges towards their opponent at double his speed due to "gliding" across the ground at heightened speeds; just like the original Ashura Senku, they leave behind an after image (more accurately described as a chakra impression) of themselves that fools the opponent's sense of depth perception when looking at the user, allowing them to think he's further away than he actually is with only Doujutsu, EIG Masters and users of Enhanced Senses (sensory, hearing, smell, etc) being able to actually pinpoint the user's actual location as the chakra impression trails behind him. When near the opponent, the user attempts to grab them somewhere around the torso or head. Upon successfully grabbing the opponent, the enhanced Satsui no Hado chakra will help the user to deliver several (up to 9) taijutsu precise blows to the opponents body, all aimed at vital organs, causing internal organs to rupture and bones to break and shatter from repeated blows. Upon completion of this technique, the user's legs and arms are so strained that his speed is effectively cut down drastically (in case a reference to the speed chart is needed, the user's speed is decreased to half his base speed + additional bonuses such as being a taijutsu master, Raikage armor, EIG, etc.) and taijutsu strength is decreased as well, becoming -10 weaker.
    Note: Can only be performed once per battle.
    Note: Only Masters and Grandmasters of Satsui no Hado can perform this technique.
    Note: After using, the user is unable to utilize Satsui no Hado chakra for the remainder of the fight.
    Note: The shock the body receives from losing the enhanced speed and power granted from the Satsui no Hado causes great pain to the user, limiting his movement for two turns to a half of his current speed
    Note: No taijutsu techniques above A ranked can be performed by the user for two turns and all taijutsu used during those two turns and subsequently weakened by -10 due to fatigue and physical strain.
    Note: The user is unable to mold chakra for jutsu over S-rank and above the next turn as well due to the strain of generating a large amount of chakra at the beginning of this jutsu.
     
         
    Last edited by Vision; 05-07-2014 at 12:57 AM.

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    Re: Library of Vision V2.0


    (Butai Ryou Giryou) Elemental Enhancing Skill Training Link

    (Butai Ryou Giryou) Elemental Enhancing Skill
    Type: Supplement
    Rank: B
    Range: Short
    Chakra Cost: 25
    Damage Points: N/A
    Description: Elemental chakra can be infused into kunai's to increase their abilities. For instance, infusing a kunai with wind chakra would increase the kunai's cutting power to not only stop an incoming kunai attack, but would slice through the kunai easily along with increasing the speed of said kunai. Infusing a kunai with doton chakra would increase the kunai's force tho this is done by the user using doton to increase the strength of his arm when throwing the kunai. Katon chakra would increase sharpness of the blade by heating it up and allowing it to cut through objects easier. Now you can do the same with pushing a certain type of chakra to your feet to increase speed or sending it to a limb to increase it's ability. What this technique is basically the user will send out chakra throughout his body infusing the chakra in his muscles/limbs to increase their abilities depending on the elemental chakra they used. Tho, they can only use one type of chakra for this.

    Earth enhancing skill: If the user sends out Doton chakra throughout their body infusing it with their body, they will gain increased strength by 2X, being able to lift boulders and crack concrete with their fists. User can only use Earth techniques while using this.

    Wind enhancing skill: If the user sends out Fuuton chakra throughout their body infusing it with their body, they will gain increased speed by 2X of what they had before. User can only use Wind techniques while using this.


    Water enhancing skill: If the user sends out water chakra throughout their body infusing it with their body, they will gain increased stamina. Scientifically, muscles rely on water to work for longer periods of time and this reduces the build up of certain acids that makes your muscles feel as if they're on fire when working out too long. This gives a good performance boost making it harder for the user to tire out. User can only use Water techniques while using this.


    Notes:
    - Can only use one element enhancing skill once per battle and the enhancing effects only last for 3 turns.
    - Can only use one element enhancing skill at a time.
    - Each enhancing skill counts as one of the users 3 jutsu per turn.


    (Gensō Taiken o Kasaneru Mōdo)- Illusionary Experience Layering Mode Training Link

    (Gensō Taiken o Kasaneru Mōdo)- Illusionary Experience Layering Mode
    Rank: S
    Type: Supplementary
    Range: Short
    Chakra cost: 40
    Damage Points: N/A
    Description: This ability is based upon the ability of a shinobi to recall past experiences to aid him in battle. Commonly mistaken with the ability of the brain to seemingly slow down time when in a stressful or frightening experience, the Illusionary Experience Layering Technique calls upon the past experiences, which doesn’t slow time, but produces the same effect. When pressured by an attack or technique of the opponent, the shinobi will forcefully induce this state of the brain. The brain will almost instantly begin to layer thousands upon thousands of similar memories onto the shinobi from past experiences. This application of multiple memories allow the user to select parts and pieces of different memories, and then combine the fragmented parts into a single, complete, and almost duplicate memory of the current situation. By doing this, it produces a false slowed-time effect on the shinobi's mind, as the shinobi feels he has encountered the incoming technique many times before. In reality, time is not slowed, but the combination of previous, fragmented memories into a whole memory fools the body into a continuous, advanced muscle memory state. This ability allows the shinobi to display an overwhelmingly increased speed, agility, and reflexes when he counters/evades/blocks a physical attack performed by the opponent.
    *Note: Can only be taught by Selendrile
    *Note: Once this jutsu is used, the user must wait three turns in order for the memory layering to take affect (bonuses are not added until those two turns are over); Lasts for 5 turns
    *Note: This mode allows the user a 1.5x reflex/speed boost as well as reflexes able to counter/dodge/block someone of Lee's speed without weights


    Ninja art: Chakra Cannon (Seishou kyanon) Training Link

    Ninja art: Chakra Cannon (Seishou kyanon)
    Rank: S
    Type: Offensive/Defensive
    Range: Short-Mid
    Chakra Cost: 40
    Damage Points: 80
    Descriptions: The user charges a massive amount of chakra into their index finger and aims at the opponent he then release the blast sending a blast of pure chakra at the opponent
    ~Can not use Ninjutsu techniques the next turn~
    ~Can only be used by me and who I teach~




    Ninja Arts: Chakra Condor (Ninjutsu: Seishou hagetaka) Training Link

    Ninja Arts: Chakra Condor (Ninjutsu: Seishou hagetaka)
    Type: Attack
    Rank: S
    Range: Short-Long
    Chakra Cost: 40
    Damage Points: 80
    Description: The user charges a massive amount of his own chakra into his body and releases it out of his back. He pays a great amount of attention on shape manipulation forming the chakra into a Condor of chakra that swoops down slaming into the opponent with enough force to crush bones. It works much in the same way the Chakra Cannon jutsu works in that it is made of pure chakra. The Condor is roughly shaped and almost looks like just a mass of chakra that is released out of the user's back and formed into the silhouette of a bird. It puts strain on the user's body enough to restrict basic Ninjutsu for the next turn.
    *Can't use Basic Ninjutsu for the next turn*
    *Can't use any Basic Ninjutsu the same turn*
    *Can only be used twice in a battle*
    *Has to wait 4 turns before being used again*
    *Cannot use any other S rank techs that turn*
    *Can only be used by me and who I allow*


    (Ninpou: Yami no Honoo no Ryu) Ninja Art: Dragon Of The Darkness Flame Training Link

    (Ninpou: Yami no Honoo no Ryu) Ninja Art: Dragon Of The Darkness Flame
    Type: Attack/Defense
    Rank: Forbidden
    Range: Short-Long
    Chakra: 50
    Damage: 100

    Description: The user will channel massive amount of chakra to purge from their body then controlling it to burst from their arm at rapid speeds similar to pressure damage. As it rushes it takes on the form of a dragon/serpent made out of chakra, swirling around to attack the opponent from any direction above ground. The Dragon is attached to the users arm and can be manipulated to change directions at will. When the dragon is near the user when entering short range from the opponent it will expand also opening its mouth to consume them.

    Note: Can only be used once per battle
    Note: When the dragon expands its mouth at close range, its big enough to consume a summon like gambunta.
    Note: The user is left vulnerable due to being attached to the dragon.
    Note: The burst of raw chakra levels the ground short range around the user.
    Note: Their dominant hand will be left paralyzed for one turn which means no handseals.
    Note: No A ranks or above of any sort for 3 turns.
    Note: Can only be taught by Nagato..


    Ninpo: Bougu Kamae no Jutsu (Ninja Art: Defensive Stance Technique) Training Link

    Ninpo: Bougu Kamae no Jutsu (Ninja Art: Defensive Stance Technique)
    Type: Defensive
    Rank: A
    Range: Short
    Chakra Cost: 30
    Description: As shinobi tap into their elemental chakra to learn how to harness and use them, they become proficient in manipulating the element itself within their body. This technique is an advanced yet simplistic defense which utilizes the basics of elemental chakra manipulation. This technique allows a shinobi to essentially block/deflect enemy techniques akin to how they would block taijutsu techniques. This is accomplished by focusing into one’s body, typically their hands and arms, the same elemental nature being used against them. When met with direct contact with the concentrated area, instead of the jutsu damaging the user, the jutsu is met with a coating of chakra and little more than the feeling of a force hitting against them until the jutsu is dispelled. Of course this isn’t an assured defense to all techniques; however, the stronger a shinobi is with a specific element, the stronger their defense with this jutsu can become.
    Note: This technique can be used with any elemental nature that the user knows how to use
    Note: This technique can be used to forcibly block or repel, deflect away, or simply coat themselves to render a normally fatal technique less severe. In the case of the last level the defense becomes weaker and damage will be sustained.
    Note: This technique works against elemental A-ranked and below (B-rank if the user coats their body and takes brunt of attack). For elemental specialties, the user can deflect elemental techniques S-rank and below (A-ranked if they coat their bodies)
    Note: Against advanced elements (KG or CE's anything that requires more than one base element manipulation) This technique's defense is down graded by one rank equivalent per the above.
    Note: This technique can be used only once every 2 turns. If used to block an S-rank technique, this technique can only be used once every 4 turns.
    Note: Can only be used a max of 4 times.
     
         
    Last edited by Vision; 04-18-2014 at 07:54 PM.

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    Re: Library of Vision V2.0 [Checked]


    Yaniton

    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




    Approval Link





    No jutsu's yet
     
         
    Last edited by Vision; 03-17-2013 at 09:08 AM.

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    Re: Library of Vision V2.0 [Checked]

    Custom Clan

    Nekura Clan Training Link

    ( Noroidzi Hari no Nami ) - Cursed Blood Needle Wave
    Type: Supplemenary
    Rank: C
    Range: Short-Mid
    Chakra: 15
    Damage: N/A
    Description: A simple but effective technique, the Nekura makes three handseals turning any existing Keigoku on the battlefield that he wishes ( such as that from any techniques the opponent dodges ) into a wave of sharp needles that then shoot at the opponent. Whatever the rank of the Keigoku technique this is used on, the needles will be of that same rank.*If struck by the needles, the opponent suffers from drawbacks of the Keigoku attack originally used (common effects are as small as small minor headaches to searing headaches, momentary loss of focus and temporary incapacitation for no more than 10 seconds).
    Cannot be used on Keigoku attacks of S-rank and higher
    Can only be used four times per battle

    ( Fōsurai ) - Force Lightning
    Type: Offensive
    Rank: B
    Range: Short-Mid
    Chakra: 20
    Damage: 40
    Description: The user, by using expert chakra control, moulds their Keigoku chakra before opening the portal. Through this method, the user creates a "pressure" of chakra behind the closed portal. Then, the user will open the portal within short range of themselves suddenly, letting the foul chakra explode out into the jutsu. The sudden appearance of such pressurized chakra creates a "flash" of chakra bright enough to momentarily blind dojutsu users and sensors (only if their dojutsu/sensor techniques are active). The Keigoku then shoots forward at the target shaped like lightning, causing pain and temporary incapacitation for one turn
    Note: The "sensory/dojutsu blinding" effect lasts long enough for the lightning bolt to travel to mid-range and lasts only during said turn.

    ( Nekura Ichizoku Hijutsu: Zokugie ) - Nekura Clan Secret Technique: Unholy Conversion
    Type: Supplementary
    Rank: A
    Range: Self
    Chakra: 30 (+10 per turn)
    Damage: N/A
    Description:
    Once the Nekura casts this technique, it generates a small portal in front of him. From then onwards, whenever he shoots out a technique from him or from in front of him, a little Keigoku goes from the portal into the technique ( i.e., if he uses a fireball, a sphere of Keigoku, tennis-ball sized hides inside the fireball, and attacks the opponent as well when the fire hits him, or even if the fire is blocked, it needs to be blocked as well ). However, it does not work when techniques are being cast that come from other directions ( such as spikes from under the opponent, or wind from the sky ) as the portal is not near them.
    Since the amount of Keigoku used is small per technique, it only gives the opponent a headache and makes him lose concentration for a few seconds if it hits, however the effects stack- i.e, if the first time he loses conentration for two seconds, the next time his already weak mind loses focus for four, then six, and so on.
    No Forbidden-rank Nekura techniques may be used while this is active.

    ( Hadō no Kyūjū: Kurohitsugi ) - Way of Destruction Number Ninety: Black Coffin
    Type: Offensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    The user makes six handseals, causing portals to emerge on all sides around the opponent, a few metres away. Keigoku flows from these portals, before forming itself into a black coffin-shaped box surrounding the opponent, large enough to trap two people. The box covers the opponent in all sides, including above and below ( however the portal from below only appears as the other sides have been fully created ); contact with it makes the opponent's head ache badly. As soon as the box forms fully, taking around the same time it takes to throw a kunai, spears of Keigoku manifest themselves on the walls and shoot inward, impaling an opponent caught within it. This causes severe mental agony, causing the opponent to feel exhausted and collapse temporarily for one turn.
    This technique may be used only thrice per battle.
    No Nekura techniques above A-rank may be used during the same turn and the next turn.

    ( Togesuzumebachi no Ame ) - Rain of Stinging Wasps
    Rank: A
    Type: Offensive/Supplementary
    Range: Short - Long
    Chakra: 30 ( +5 per turn )
    Damage: 60
    Description: The Nekura clansman opens multiple portals in the sky, each one a few meters wide,causing small drops of Keigoku to fall from the portals like rain, in a shower of individual drops. Any non-Nekura caught in this rain will experience sudden sharp mental pain as the drops touch him. Due to the repeated falling of the Keigoku raindrops, they will not be able to focus enough to use techniques that require intense concentration ( Genjutsu, Fuuinjutsu, Medjutsu, etc. ) and cannot string together more than four handseals without pause.This technique can be used twice per battle; each use lasts for two turns, and there needs to be two turns gap between each use.
    By sheltering under a suitable defense, the effects of this technique can be avoided.
    The effects also apply to non-Nekura allies, and so this technique is not useful in combo battles or wars.

    ( Bakudō no Shichijūkyū: Kuyō Shibari ) - Way of Binding Number Seventy Nine: Nine Sunlight Traps
    Type: Supplementary/Offensive
    Rank: A
    Range: Short-Long
    Chakra: 30
    Damage: 60
    Description:
    The user makes four handseals, causing eight small portals to emerge on all sides around the opponent, a metre away. Keigoku flows from these portals, before forming itself into a multitude of ropes, that seek to ensnare the target. If they are successful in capturing the target and immobilizing him, a ninth portal opens up a few inches in front of his torso, and completes the binding, restricting the opponent from all motion. If the opponent however, avoids being caught in the ropes from the first eight portals, nothing occurs. Upon being bound, the opponent takes 30 damage due to being in contact with Keigoku, and gets a searing headache that disrupts his concentration.
    This technique may be used only thrice per battle.
    No Nekura techniques above A-rank may be used during the same turn and the next turn.
     
         
    Last edited by Vision; 05-08-2014 at 01:11 AM.

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    Re: Library of Vision V2.0 [Checked]

    Fuuinjutsu

    Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben Training Link Here

    Sealing Technique: Hermes' Reply| Fuuinjutsu: Hermes' Touben
    Type: Supplementary
    Rank: B
    Range: Short (When seal is applied on the object)
    Chakra Cost: 20
    Damage Points: N/A
    Description: The user applies a sealing formula to a case of sorts (the 'case' doesn't necessarily have to be a case. It can be a letter, door, scroll, jar, box, suitcase, etc. Anything that can be opened can have the seal applied to it. After applying the seal, it seems to disappear on the object but is still there, just no longer visible. Seemingly doing nothing, the seal allows the user to know if the object has been opened. Once the object is opened, the seal is broken and the user is mentally alerted.
    *Can only be used 3 times a battle*



    Sealing Technique: Earth Style: Hades' Underworld Grasp. ♆ Fuuinjutsu: Doton: Aidaou Yomi Haaku Training Link Here

    Sealing Technique: Earth Style: Hades' Underworld Grasp. ♆ Fuuinjutsu: Doton: Aidaou Yomi Haaku
    Rank: A
    Type: Supplmentary/Offense
    Range: Mid-Long
    Chakra Cost: 30 (-10 per turn to maintain)
    Damage Points: 60
    Description: The user channels doton chakra in his feet and the earth under him at the same time. He then makes a string of 3 handseals (Snake - Horse - Tiger) and stomps the earth with great force, causing a large, 3 meter tall humanoid earth statue in the form of Hades, God of the Underwolrd, to rise up from the earth near the target, similar to Hade's Tombstone Transport. As he raises from the earth, he extends his arms, grabbing the enemy in his clutches. As he grabs him, a fuuinjutsu seal around his arms activate, draining the target of chakra while crushing him with his arms, preventing him from using high ranking jutsu of A-rank and higher while he's on contact with him. As he drains the chakra, he lifts the target up, and slams them into the earth with great force. He can either appear beside, in front of or behind the enemy, raising up face first.
    *Can only be used 3 times a fight*
    *After using, the user cannot use any Fuuinjutsu over B rank for two turns*


    Fuuinjutsu : baindingu rensa ( Sealing Technique: binding chain) Training Link
    Fuuinjutsu : baindingu rensa ( Sealing Technique: binding chain)
    Rank: forbidden
    Type: Attack- sup
    Range: Short-long
    Chakra Cost: 40
    Damage Points: 80
    Description: the user will cuts his palms drawin blood out and he/she will perform neccessary hand seals. once completed, the users hands will begin to glow black and tribal/ kanji seals will appear. The user touch, grab or punch the opponent transferin the black markings into the target.
    the seals will spreed tru out the opponents body and finally collects in the wrists, ankles, neck and back of the target. it will then create a circle type seals wit the kanji and tribal seals. and from these seals strong iron chains will peirce tru the opponent's skin and inserts its self in the ground, firmly holdin the opponent in place for 2 turns.
    the user will suffer great pains while he bond by these chains. once it is over, the chains will go back into the seals and the seals will disappear. these also can be done to large summons like gama
    *can only be used twise per match*
    *the user can only use B Rank jutsu and larger the target, the user will have to use B rank jutsus for 3 turns*


    Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai) Training Link
    Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai)
    Type: Supplementary/Defensive
    Rank: A
    Range: Short-Mid
    Chakra: 30 + Damage absorbed
    Damage:N/a
    Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
    The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
    Note: Last 2 turns, usable twice per conflict.
    Appearance: X
     
         
    Last edited by Vision; 09-24-2013 at 11:54 PM.

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    Re: Library of Vision V2.0 [Checked]

    Sound

    (Ototon: Onkyou Bakko) - Sound Release: Sonic Domination Training Link

    (Ototon: Onkyou Bakko) - Sound Release: Sonic Domination
    Rank: Forbidden
    Type: Attack
    Range: Short-Long
    Chakra: 50
    Damage: 90 (-20 to user [suffering internal damage, and little hand tremors)
    Description: The user rises their hands in the air and sends sound wave and vibrations all over the field causing a rumbling sound, then he/she grips their hands and slowly lowers them as if they are pulling the sky down. As their hands lower, the rumbling sound continues rapidly. The opponent begins to loose their sense of balance and concentration due to the sound wave tampering their brain and the earth rumbling like an earthquake. Little by little, the sound turn slightly sharper and more waves enter the brain, making their ears bleed (resulting deafness) and their vision blurred & unstable. The user finishes the jutsu by gathering all the sound waves into one point, delivering a sonic blast that sends opponent flying. Any Lightning or Earth jutsus during this technique useless because of the enormous amount of sound waves through the air and ground which is able to disperse both elemental chakra.
    Note: Damaged ears and eyes lasts 2 turns.
    Note: Usable once per battle.
    Note: No jutsu at the same turn.
    Note: No sound jutsu for 2 turns.
    Note: Only taught by Question.
     
         

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