[ARCHIVE] Custom Jutsu Submission - II

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Punk Hazard

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Re: ±±Custom Jutsu Submission±±

(3D Manyubagia) 3D Maneuver Gear*
Type:*Weapon, Supplementary
Rank:*S-rank
Range:*Short-Long
Chakra:Reduces the user's chakra to one rank below their current rank.(Eg. If the user is a Sage, he will have the chakra count of a Kage)*
Damage:*80
Description:*The Maneuver Gear is made completely of a special metal that is capable of conducting chakra. The Gear takes the form of several harness-like wires that are placed intricately around the body, allowing it the human body to move in three-dimensions, as opposed to two.

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The special metal conducts the user's chakra at all times, with some of the user's chakra passively flowing into the Gear. Because of this, by manipulating his chakra, the user is capable of propelling and manipulating several wires located in two discs the size of a dinner plate, which one being on each hip. The wires can be launched out of the discs and the metal barbs on the end are capable of piercing into rock. Being infused with the user's chakra, they can pierce through steel with little difficulty, making them a dangerous weapon. Once the wires have pierced onto a surface, the user can then propel themselves by having some of their chakra propel out of an exhaust-like mechanism located on their lower back, allowing them to effectively grapple long distances. Once the chakra that is passively channeled into the Gear runs out(the exhaust-like mechanism will deplete some of it with every propulsion), the user can have more of their own channel into it, granted that they have adequate chakra left.

The real style lies within the actual movement using the Gear. By propelling themselves, the user gains a lot of momentum. By grappelling towards the opponent, they can use this momentum to augment certain attacks, such as punches and kicks. The best use lie within the use of swords and blades. With swords in hand, the best use being two, the user can effectively grapple around the opponent at high speeds, and slice about them, leaving the opponent in a vulnerable position. Combing ninjutsu such as Raikiri, Chidori and techniques that can augment blades, the user becomes a deadly force to be reckoned with. The user can also have the wires act as weapons themselves, launching them into the opponents to deal damage. While grappelling, the user can manipulate their chakra to maneuver the Gear, allowing them to swerve, curve or even spin.
*Gear needs to be used in an environment with trees or buildings to be used at their best.*
*Damage refers to launching the wires into the opponent directly.*


 Declined  I still keep the same opinion I had las time someone tried to submit this: I don't see how you can possibly use this in a text based our RP such as our own without it creating a mess for both you and your opponent or leaving you completely vulnerable to some pretty basic attacks. IT works well in the Manga/Anime that uses it because its unreal and many of the laws of physics in that universe are bypassed when it comes to the 3D Maneuver Gear. Sorry but DNR.​
 
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Beifong

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Re: ±±Custom Jutsu Submission±±

(Kōton: Harinezumi) - Steel Release: Hedgehog
Type:Offensive
Rank:B-Rank
Range:Short-Mid Range
Chakra:20 Chakra (+5 for shooting the needles and aiming them)
Damage:40 Damage
Description: The user will first do one handseal (Bird) and then, by using the Kōton chakra the user will make a lot of steel needles to emerge from his body according to his/her requirements. the user can shoot the needles from his body and guide them towards the target by using chakra making evading from the needles very hard. the needles are 7 centimeters long and they're very hard and able to penetrate through a steel shield of 3 centimeters thickness
note: only Pain... can teach it


 Approved 




(Kōton: Suchīrushīrudo) - Steel Release: Steel Shield
Type:Defensive/Supplementary
Rank:C-Rank
Range:Short range
Chakra:15 Chakra
Damage:N/A
Description: after performing the Bird → Horse handseals the user will make his/her Kōton chakra form a shield made of a black steel that sticks to the user's forearm (either left or right forearm depends on the user). the shield is tall enough to hide from the user's eyes to his/her hip and it is hard enough to block all non chakra-infused ninja tools. the shield has the ability to block all regular swords but it can't break them. The is also strong enough to block all C-Ranked and weaker normal taijutsu techniques
note: the shield remains on field till it is destroyed or the user cancels the jutsu
note: can be used 4 times per battle and requires 1 turn cool down between each usage time
note: only Pain... can teach this jutsu

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 Approved 
 
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Shīnju

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Re: ±±Custom Jutsu Submission±±

( Raiton:Itami burokkā)-Lightning Release: Pain Blocker
Type:Supplementary
Rank:B-Rank
Range:Short
Chakra:20 Chakra
Damage:-10 to the user if kept longer than the turns
Description:Once the user has unbearable pains due to taking blows or getting hit by techniques . The user will send small electrical signals to his nervous system and the small signals will travel to the pain recetports & block the receptors by keeping the small electric pulses between the nerves causing the pain signal to fail and making the user not feeling any pain for as long as activated .

- Can Only Be used once

-Only Last 2 turns

-Can Only be taught by Sayuri

-The User must constantly pump raiton chakra To there nervous system.

-Too much raiton chakra will fry there nervous system. Making them not feeling anything & eventually dying from a unknown wound


 Declined  Sorry but this already exists in more than one form. Also, because it does damage to you, the effects wouldn't be reversible and you'd need to be healed before you could regain the sense of pain. You'd also suffer more than just the lost of the sense of pain and because it does damage to you, this technique would need to be Forbidden Rank. So sorry but DNR.​
 
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Re: ±±Custom Jutsu Submission±±

Approved CFS:


(Hakkyou Taijutsu: Zonbi Shoueki) Hakkyou Martial Art: Zombie Juice
Rank: Forbidden
Type: Offensive
Range: Short - Mid
Chakra Cost: 50
Damage Points: 90 [-15 to the user]
Description: The user will introduce a powerful illusion unto an opponent through the use of hand or bodily gestures. Within this illusion, a pool of some fetid smelling liquid will materialize beneath the opponent. Several dozen hands will afterwards reach up from beneath the surface of the odoriferous liquid and grab onto the person - latching onto their limbs and pulling them down into the liquid. On the palms of each hand, similar to Deidara, is a small, gaping mouth lined with rows of teeth – So as each of the hands latches onto the opponent, they’re also sinking their teeth several inches into that person. The meaning of this is not only to induce high levels of imaginary pain, but to prevent the opponent from struggling and escaping the creatures grasp. The owners of the hands are certain pagan, inhuman creatures marked with unorthodox tattoos. Upon emerging, each creature opens its own mouth (their real mouths) and digs its own set of teeth into the opponent. Unlike the smaller mouths on the palms, the creature’s real mouths have a much ‘bigger bite’ and aren't limited to just immobilizing the opponent, but can actually eat away at the opponent one big bite at a time. The saliva produced by each creature is highly acidic, therefore allowing them to effortlessly chew through flesh and bone along with melting away surrounding tissue. The worst thing to do would be to struggle. In such a case, the opponent’s limbs would be sooner torn off than anything else and the rest of their body devoured all the more faster. Though no longer than a few seconds, the illusion bends the senses to slightly manipulate the affected person’s perception of time; To the opponent it feels more along the lines of a several minutes - This is because of the ‘evolving’ nature of the genjutsu, as it takes time to progress through the stages to effectively deliver a thoroughly painfully terrifying experience. While the opponent endures this, the user will rush towards them and strike with an initial dual fist strike, driving their fists into the opponent’s chest. Because of the dramatic increase to strength that madness provides, the user’s fists come down like weights that crash into the enemy with cumbersome force, knocking them back and forcibly driving them into the ground. This attack is followed by a relentless assault - A barrage of a maximum of 10 attacks (punches and/or kicks, etc) coming from all sides and chained one after another with frightening speed. The opponent will be broken free of the illusion upon being impacted by the user’s initial dual attack. The effects of this Genjutsu are so powerful that they extend into reality in the sense that the imaginary smell alone is enough to physically bring the person to tears and leave them delirious. Compiling this with the 'fear factor' and the opponent’s perceived agony, the psychological toll induces disorganized thinking, disturbing the opponents cognitive function to a degree. To be more explicit, should the opponent still be standing, their thinking will be hampered and their movements will be sluggish in the sense that their body will have to rapidly “re-learn” how to perform the most mundane of actions – considering not moment ago they didn't have limbs - similar to someone who just woke up from a coma.

*This technique can be used once every three turns, two times per battle.
*The resultant sluggishness experienced by the opponent lasts for one full turn.
*Because of the speed and power at which the user strikes, they suffer -15 damage each time they use this technique.
*The user can only use one other technique in the same turn.
*In the following turn, the user cannot use Genjutsu, Hakkyou Taijutsu, nor any jutsu above S Rank.

________________________________________________
 Declined 
No forbidden rank illusions.
Resubmitting:

Approved CFS:


(Hakkyou Taijutsu: Elesu-de Torippu) Hakkyou Martial Art: Elsede Trip
Rank: A
Type: Offensive
Range: Short - Mid
Chakra Cost: 30
Damage Points: 60
Description: The user will introduce a powerful illusion unto an opponent through the use of hand or bodily gestures. Within this illusion, a pool of some fetid smelling liquid will materialize beneath the opponent. Several dozen hands will afterwards reach up from beneath the surface of the odoriferous liquid and grab onto the person - latching onto their limbs and pulling them down into the liquid. On the palms of each hand, similar to Deidara, is a small, gaping mouth lined with rows of teeth – So as each of the hands latches onto the opponent, they’re also sinking their teeth several inches into that person. The meaning of this is not only to induce high levels of imaginary pain, but to prevent the opponent from struggling and escaping the creatures grasp. The owners of the hands are certain pagan, inhuman creatures marked with unorthodox tattoos. Upon emerging, each creature opens its own mouth (their real mouths) and digs its own set of teeth into the opponent. Unlike the smaller mouths on the palms, the creature’s real mouths have a much ‘bigger bite’ and aren't limited to just immobilizing the opponent, but can actually eat away at the opponent one big bite at a time. The saliva produced by each creature is highly acidic, therefore allowing them to effortlessly chew through flesh and bone along with melting away surrounding tissue. The worst thing to do would be to struggle. In such a case, the opponent’s limbs would be sooner torn off than anything else and the rest of their body devoured all the more faster. Though no longer than a few seconds, the illusion bends the senses to slightly manipulate the affected person’s perception of time; To the opponent it feels more along the lines of a several minutes - This is because of the ‘evolving’ nature of the genjutsu, as it takes time to progress through the stages to effectively deliver a thoroughly painfully terrifying experience. While the opponent endures this, the user will rush towards them and strike with an initial dual fist strike, driving their fists into the opponent’s chest. Because of the dramatic increase to strength that madness provides, the user’s fists come down like weights that crash into the enemy with cumbersome force, knocking them back and forcibly driving them into the ground. This attack is followed by a relentless assault - A barrage of a maximum of 7 attacks (punches and/or kicks, etc) coming from all sides and chained one after another with frightening speed. The opponent will be broken free of the illusion upon being impacted by the user’s initial dual attack. The effects of this Genjutsu are so powerful that they extend into reality in the sense that the imaginary smell alone is enough to physically bring the person to tears and leave them delirious. Compiling this with the 'fear factor' and the opponent’s perceived agony, the psychological toll induces disorganized thinking, disturbing the opponents cognitive function to a degree. To be more explicit, should the opponent still be standing, their thinking will be hampered and their movements will be sluggish in the sense that their body will have to rapidly “re-learn” how to perform the most mundane of actions – considering not moment ago they didn't have limbs - similar to someone who just woke up from a coma.

*This technique can be used twice per battle.
*The Taijutsu portion of this technique alone can be used up to five times per battle (Not included in the above count) in which case, the Genjutsu will not be used and the user will only physically attack the opponent.
*Regardless of how it is used this technique can only be used once every three turns.

*The resultant sluggishness experienced by the opponent lasts for one full turn.
*In the following turn, the user cannot use Genjutsu nor Hakkyou Taijutsu.


 Approved  Well written but even at S-Rank it was still too powerful so I edited.​

(Ototon: Noizu Kyanseringu) Sound Release: Noise Cancelling
Rank: S
Type: Offensive
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will begin by releasing relatively weak, omnidirectional sound waves from their body that propagate throughout the surrounding area. These sound waves are of a low frequency and are not initially physically harmful, even sounding like a melodious sonata. Instead the sound waves appeal to the opponent(s) sense of hearing and being laced with the user’s chakra, instigate a controlled synesthetic reaction. The opponent’s brain with automatically, involuntarily register the sound and associate it with relaxed feelings of happiness and euphoria. As a result, the sound will lull anyone who hears it into a peaceful, lethargic, trance like state. This is similar in principle to Genjutsu and the way chakra can be used to appeal to and manipulate an opponent’s senses, though this technique should by no means be confused with Genjutsu. As time goes on, the ubiquitous sound waves periodically change frequency, becoming increasingly powerful and more compressed as time goes on. As a result of the compression they undergo, the sound pressure becomes so great that it actually produces significant shock waves that strike while the opponent is without the energy to defend. The produced shockwaves eventually accumulate enough power to break down even the most resilient of solid barriers. Although the shockwaves break through solid obstacles, it should also be noted that the sound can propagate ‘through’ objects as well. For example, if an opponent was protected by an armor of some sort, the pressure waves would compress that very armor around their body and crush them to a pulp inside as opposed to physically breaking through said defense. Additionally, if the sound were to encounter a water source (specifically a large one) it would create massive waves as a result of the sound pressure. The process of effectively using this jutsu is relatively swift, contrary to the impression given off by the description. After five seconds, the released sound waves will undergo compression and become physically harmful.

*This technique can only be used twice per battle.
*The user cannot use any techniques above S Rank in the same turn.
* The user cannot utilize any other Ototon techniques in the same, or following two turns.

X-Declined-X Existing technique
Resubmitting:

(Ototon: Noizu Kyanseringu) Sound Release: Noise Cancelling
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will begin by releasing relatively weak, omnidirectional sound waves from their body that propagate throughout the surrounding area. These sound waves are of a low frequency and are laced with the user’s chakra but are not physically harmful, sounding more like a melodious sonata. As opposed to physically hurting an opponent, the sound waves appeal to the opponent’s sense of hearing and instigate a controlled synesthetic reaction. The opponent’s brain will automatically, involuntarily register the sound and associate it with relaxed feelings of happiness and euphoria. As a result, the sound will lull anyone who hears it into a peaceful, spiritual, lethargic, trance like state. The ecstasy causes an altered state of consciousness characterized by a total lack of awareness of surroundings; A mysticism that robs a person of their physical energy and sweeps the opponent off of their feet and to the land of milk and cookies. The physically experienced sensation is similar to the numbness that comes on after letting your foot “sleep for too long,” except that in this case it’s experienced all across the body. This technique is similar to Genjutsu in the sense that chakra can be used to appeal to and manipulate an opponent’s sense’s but is different in the sense that the user isn’t forcibly manipulating the opponent’s chakra. Because of this, the trance cannot be broken by a ‘chakra surge’ or Kai like Genjutsu, but instead requires pain to be inflicted as a catalyst to break free. The level of pain required is equivalent to level of pain required to break B-Ranked Genjutsu.

*This is not a Genjutsu.
*This technique can affect groups of people without distinction; It affects friend and foe alike.
*The user must wait three turns in between successful uses of this technique. So if the opponent avoids or protects themselves from this technique, it can be used successively in the following turn. However, if the opponent falls into the trance, the user must wait a full three turns before using this again.



 Declined  Sorry but there are members with sound based techniques which induce this already. DNR​
 
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Vroqrak

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Re: ±±Custom Jutsu Submission±±

(Fuuton: Sutoppu) Wind Release: Stop
Rank
: B
Type: Defensive
Range: Short
Chakra Cost: 20
Damage: N/A
Description: The user focuses on his fuuton chakra and creates a wall like structure in front of him by a dramatic swish of arm that is invisible to the naked eye. The wall "pushes" forwards incoming techniques by millimeters, but absorbs and cancels almost the entire energy of the technique leaving it useless. The physical elements like water and earth lay as a dump while lightning is dispersed.
Note: Can only be used once in every two turns.
Can only work for B-Rank techniques and lower.
Must have mastered Wind element to learn and perform


 Declined  Sorry but collides with exsting techniques. DNR.​
 
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Kuroh

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Re: ±±Custom Jutsu Submission±±

Light's permission to submit something similar to what he tried to submit a few months ago:

(Ninjutsu: Subarashī Tasuke Te) Ninja arts: Great helping hand
Type: Supplementary
Rank: S-rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user sends a lot of chakra to one of his hands and then performs four hand seals. This allows the user to manifest a wispy, lavender gel-like hand, made of chakra which the user can use to take hold of any part of the opponents body and various objects If it's less heavier than the user. For example if the user uses this technique to grab the opponent's arm, he should be able to pull the opponent onto to him or even pull him down to the ground. He can generate such an ability from the palm of his hand, very matching of its physical form. Using this ability's unique pull factor, the user can literally "grab" the matter within the area, "pulling" onto it. For example, if the opponent has summoned a flying animal the user can use this jutsu to grab the animal by the legs, or whatever area they wish thus pulling the user to the summon. The user can use this to escape any attack as long there is something in the area which the user could grab. Also since the user creates a gel-like hand made of chakra the user could use the hand to punch the opponent.
Images:
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[IM [/IMG]
Notes:
Can only be used two times per battle.
Can only be thought by Kuroh.
Cannot use Ninjutsu techniques on the same turn.


 Declined  Sorry but this collides with many existing techniques. Chakra hands, elemental or not, have been done in countless ways. This would only be a copy of them in one way or another. DNR.​
 
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Never

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Re: ±±Custom Jutsu Submission±±

(Futon : Gara no sagi) - Wind Release : Hilt Deception
Type: Offence
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: 60
Description:
The user channels wind chakra into his sword, the then throws his sword so that it sticks into the ground and the bottom of the hilt points into the direction of the target. The Wind is released out of it in the form of a small, sharp twisting stream that drills straight through the opponent.

-Can only be used three times
-Can only be taught by LonelyAssassin


 Approved 
 
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neilson

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Re: ±±Custom Jutsu Submission±±

(Raiton: Sandādōmu) - Lightning Release: Thunderdome
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: The user will perform the hand seals: Snake → Dragon →
Rat and send out four compressed and pressurized bolts of lightning from their hands and to the sky,
positioning it to be shaped like a square, one bolt of lightning on each side. After
this technique is performed, it will stay in the sky for four whole turns until the
lightning chakra has been pressurized enough. After four turns, the lightning bolts
will send out one bolt of lightning each, resulting in four bolts of lightning. The
four bolts of lightning will combine together to create a large bolt of lightning
above the target, where it will strike down and cause severe damage. The 1st
lightning bolt will be positioned behind left side of the user, the 2nd will be
positioned on the right side of the user, the 3rd will be positioned in the left side
of the target, and the 4th will be positioned on the right side of the target. The
lightning bolts will be positioned in such a way that a simple "moving to long-range"
Will not be able to avoid it, because of how separated the lightning bolts are. The
first bolt will be aimed in the users left arm (if destroyed), the second bolt will be
aimed at the users right arm (if destroyed), the third bolt will be aimed at the users
right leg (if destroyed), and the 4th bold will be aimed at the users left leg (if
destroyed). So, once the target destroys the outer layer of the lightning bolts, the
actual lightning bolt stored inside will attack and aim for one of those areas
(depending on what lightning bolt is destroyed). It travels at a normal rate, giving
the opponent time to defend after they destroy it. However, if all four of these
bolts join together after four turns, even the toughest defenses will be destroyed.
Notes and Restrictions:
- The user will have four turns to destroy the lightning bolts. Each lightning bolt is
equivalent to B-rank lightning techniques, so they will be able to destroy the
lightning bolts with any offensive technique technique B-rank or higher (Fire,
Water, and Lightning), C-rank or higher in wind technique, and A-rank or
higher earth technique.
- Once one lightning bolt has been broken, they will send out the lightning chakra
stored inside to zap the user, resulting in 25 damage and paralysation on the body
part zapped.
- Can only be used once per battle
- Cannot use any lightning techniques for the next (2) turns.
- Only way for the target to defend against this technique is destroying the
lightning bolts
- If four lightning bolts are joined together, defenses including susano'o (not
PS), garaa's sand, and Hyuga's rotation will not be enough to protect the
opponent. If three lightning bolts join together, it will be equivalent to an S-rank
lightning technique. If two lightning bolts join together, it will be equivalent to an
A-rank lightning technique. If one lightning bolt is released, like said above, it
will be equivalent to a B-rank technique.
- One = 25 damage
Two = 50 damage
Three = 75 damage
All four = 90 damage.


 Declined  Sorry but not only is it badly written but its also similar to existing techniques. DNR​
 
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Hell Autarch

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Re: ±±Custom Jutsu Submission±±

Summoning Animal: Serval
Scroll Owner: Hell Autarch
Other Users who have signed contract: None
Summoning Boss if existing: Yes [Will Add Others Later]
Other Summoning Animals tied to contract: None [Will Add Later]
Description and Background: The serval /ˈsɜrvəl/ (Leptailurus serval) is a medium-sized African wild cat. DNA studies have shown that the serval is closely related to the African golden cat and the caracal.


 Approved  Good find!​

(Sābaru Mōdo) - Serval Mode
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (40 for activation, 10 per turn as long as this is active)
Damage Points: N/A
Description: The user takes on the characteristics of a serval. The user’s senses become 10X stronger. All taijutsu damage is increased by +20 and all ninjutsu damage is increased by +15. The user’s eyes become that of a cat and his speed becomes equivalent to double of Lee’s speed when lee took his weights off. The user’s nails grow longer. The user can move as they normally would or they can run on all fours.

Note: Only lasts for 4 turns
Note: Can only be used once per battle
Note: Can only be taught by Hell Autarch
Note: Must have signed the Contract with the Serval
Note: After the mode has ended, the user cannot move for 1 turn


 Declined  DNR. No modes "just because". If you want a mode, make sure its reasonable, logical and well explained.​


(Kuchiyose no Jutsu: Sābaru Patorōru Tai) - Summoning Technique: Serval Samurai Squad
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: There are 4 members of this Serval Squad and each Serval is the size of Akamaru during Part II. All of these servals can surprisingly move upright just like humans carry two katana. The serval are capable of performing upto B rank Kenjutsu Techniques. The squad consists of Miyamoto, Takeda, Oda and Honda who are famous Servals. These Servals can also be used for tracking or searching the opponent
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Note: All Servals can speak English
Note: Can only be taught by Hell Autarch
Note: Must have signed the Contract with the Serval
Note: Can only be summoned once and stay on the field 5 turns


 Approved 
 
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Shadou

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Re: ±±Custom Jutsu Submission±±

Summoning Animal: KodKod
Scroll Owner: Shadou
Other Users who have signed contract: None
Summoning Boss if existing: N/a
Other Summoning Animals tied to contract: N/a
Description and Background:
The kodkod has a small head, large feet, and a thick tail. It usually weighs around 2 to 2.5 kilograms (4.4 to 5.5 lb),[3] with a typical length of 37 to 51 centimetres (15 to 20 in), a short 20 to 25 centimetres (7.9 to 9.8 in) tail, and a shoulder height of about 25 centimetres (9.8 in).[4]

The coat has a base color ranging from brownish-yellow to grey-brown. The body is decorated with dark spots, with a pale underside and a ringed tail. The ears are black with a white spot, while the dark spots on the shoulders and neck almost merge to form a series of dotted streaks


 Approved  Good find!​
 
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Re: ±±Custom Jutsu Submission±±

(Seizetsu Yakubarai) - Ghastly Exorcism
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: By manipulating smoke, the user will create five human-sized creatures with disturbing faces that will hover around the battlefield, being able to reach every corner of it up to mid-range. The creatures are incredibly fast and due to the speed of their movement, they look like contours and are thus often perceived as ghosts. Their speed and the resulted transparency make it very hard for the opponent to stay concentrated on knowing where they are. The ghosts also have high agility and are able to avoid attacks and obstacles and move around in the woods or rocky terrain for example, without any difficulty. The purpose of the ghosts is that they can attack their targets from various directions and rush into them. When they come in contact with their target, they convert into a smaller smokescreen that blind the target and makes it cough. The rapidity of the impact also allows the ghosts to push their target backwards a bit and also make the smoke's noxiousness to be on a higher level.
Notes:
- Usable only twice per battle.
- The ghosts can be active up to three turns because after as much time, they dissolve on their own.
- The user cannot perform any techniques above S-Rank while the ghosts are active.
- Can only be used by a Smoke user.
- Can only be taught by Thoth.

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 Approved 
 
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Akasha

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Re: ±±Custom Jutsu Submission±±

Permission for paper ninjutsu



(Hasu Shussei) – Lotus Bloom
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Konan will stream a large mass of paper sheets into the ground below, before causing them to surface directly beneath the opponent. The sheets will surface around the opponent in the shape of a blooming flower, with their position being the center point of the formation. The source of paper will span out fifteen meters (mid-range) in every direction around the opponent, leaving them completely surrounded. This allows the user to manipulate the sheets of paper directly from the terrain itself to perform various jutsus. However this jutsu can't be used to attack the opponent directly.

Note: Can only be used once per battle
Note: Can only be used by Konan
Note: Can only be Taught by Akasha
Note: Takes one full turn to setup


 Approved 
 
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Scorps

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Re: ±±Custom Jutsu Submission±±

New Cycle


You know the drill. Its opened for a new cycle of 3 techniques per user for one week counting from today. One Cycle = one Week but one Week is not immediately one Cycle. Read the markers to be sure you're not bypassing the rules. Remember that you can only post between markers.

Also, I must remind members to read the rules (check the first post of this thread), read the thread and get familiar with what is approvable and is not, etc. Tons of techniques still are submitted without abiding to the template for example and that is auto decline. And its ridiculous to have a submission declined because of incorrect chakra or damage info. Be smart and make sure your submission abides the templates.

Members currently banned from this thread:

Aízen; Permanently; Offensive behavior
Gèckö; 3 cycles, Offensive behavior
Fusion Reborn; Not Following the rules
Délta; 4 cycles; Offensive behavior, not following the rules
Dionysos; Undefined Length; Not following the rules
 

Alyx

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Re: ±±Custom Jutsu Submission±±

(Fuuton: Sukai doragon to gurēsudansu) Wind Release: Grace Dancing with the Sky Dragon
Type: Supplementary
Rank: B-Rank
Range: Short(Self)
Chakra: 40
Damage: N/A
Description: This move is based on the movements of a floating flower petal dancing in the wind. The user will channel their wind chakra around the heels of their feet, and will begin to pirouette in the spot allowing the chakra to build up to the point it is covering their legs but the chakra is not visible to the targets eyes. The form of this technique creates a balance in the movement of the user which user agility evasiveness rises for a short amount of time , which will allow the user to counter faster moving targets.
-Effects last 3 turns
-Can be used 4 times per battle
-Can be used to avoid C-Rank and Lower Taijutsu, B-Rank Kenjutsu and when used in Freeform, the amount is limitless.


 Declined  Sorry but channelling wind chakra in his heels, spinning around and wishing for it won't make your evasiveness increase. >_> You need to explain how you achieve a given effect and not simply say it happens because you assume or want it to. Rewrite and explain how you achieve this.​

(Iaido: Kyūban sōdo) Art of the Quick Drawing and Resleathing : Sucker Sword
Type:Offensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: 60
Description: Using the basic application of the quick drawing method of Kendo, the user will draw there sword at blinding speeds equal to the ranking speed of the oringal Iaido Technqiue, and rather than slashing the target the user will turn the blade to the duller side where they will smash the blade along either the neck or the head which can serve to even knock the target out if the user manages to target the back of the neck or the back of the head. This is done by apply mass speed and brute force of the blunt side of the sword.
-Can only be used by Samurai Bios
-Can be used 4 times per battle


 Approved  edited​
 
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System001

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Re: ±±Custom Jutsu Submission±±

Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that surpasses that of the Silver-Tip Grizzly's, capable of easily distinguishing concentrations of parts per hundred millions from tens of meters away, a sense of hearing rivalling that of owls, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to C rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. It could even be argued that the mental pain is increased three or even four fold with the mental link working as more of a duplication rather than an addition. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of C rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

Note:

- Can only be used 1x
- Lasts up to 4 turns
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (Drastically in terms of senses), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky, more four legged forms will be faster and more instinctual, while two legged forms with adaptations will specialize in balance and agility.
- Can only be used by an Inuzuka, and requires at least one Ninken
- Can only be taught by Scaze


 Approved  Edited. It can't go further than this. Good technique btw.​


Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user swipes their thumb across their mouth, drawing blood from their thumb, the user then slides the blood across their summoning tatoo, calling forth dozens of stingray stinger barbs into their mouth at anyone time and spewing the stream of stingers that each contain a sac of intense toxin. The stingers ranging from the size of small needles to that of senbon. The volley of stingers being comprised of hundreds of stingray stingers that are harder than steel while being exceptionally aerodynamic, the stingers are also serrated, meaning once they are lodged in something, they are increasingly hard to pull out. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing them to "die". A few (ten or so) stingers are capable of incapacitating half a limb and any organs contained within the period of two turns. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the need for prior movements. If used by a Kodai boss, the stingers will be the size of a shortsword.

Note:
- Can only be used once ever two turns.
- Can only be used 3x by a Human, and 2x by a Boss. Can only be used maximum of 3x per battle regardless of who the user is.
- Can only be used by a Ray or signer/owner of the Batoidea contract.

______________
~ Approved ~
Edited.
Updating

Batoidea Jutsu : Ken Gyakujou | Batoidea Arts: Stinger Frenzy
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: By drawing blood, the user is capable of calling forth stingray barbs, ranging from dozens upon dozens of small needle to senbon sized barbs, to a few larger spear sized barbs, each containing their own sac of intense venom. The stingers being harder than steel and exceptionally areodynamic, allowing them to be launched at high speeds through propulsion spewing should they be released from the mouth, or similarly propelled/thrown if called forth into the sleeves, similar clothes folds, or even the crevices between fingers for exceptionally small ones; done in a similar manner to 'Hidden Snake Hands'. The protein toxins on the stingers force the muscles in the opponents body to tense, resulting in severe and painful cramping as the enzymes ravage the cells in the impacted area, causing them to "die". The potency of the venom follows a combinational size to effectiveness ratio, therefore a single four cm stinger, or four one cm stingers, would be capable of incapacitating a limb and any organs contained within the period of two turns via necrosis. This can alternatively be used by a Ray, however they simply spew the volley of stingers without the blood requirement.

Note:
- Can only be used once every two turns.
- Can only be used 3x by a Human/Ray.
- Can only be used by a member of the Batoidea contract.


 Declined  Necrosis? No. I cannot allow that. Paralyzation? Super painful effects? itch? ok, all within your contracts capabilities. Necrosis? No. And I want a note saying clearly that these needles are 100% visible and never impossible to note.​



Genkotsu Kamakiri: Kurushimeru | Mantis Fist: Torment

Rank: S
Type: Offensive
Range: Short
Chakra cost: 40
Damage points: N/A
Description: A technique in where the user, by striking the opponent with their palms, fingers or perhaps a single finger, is capable of releasing a discharge of chakra into the opponents body. This discharge serves to send an immense signal for pain, causing excruciating pain in the surrounding area. The area of effect, level of the pain, and the duration are all determined by where the user strikes, the surface area of the users strike, the amount of strikes dealt, and most importantly, the length in which the user managed to contact the enemy. A momentary contact with a single finger to an area such as the hand could induce pain similar to that of a finger bone breakage upon the entire region, perhaps even enveloping lower parts of the wrist, for a good few seconds. Thus the pain increases in proportionate increments, therefore making this a technique rather suitable for torture. As the user would be capable of inducing extreme amounts of pain onto an enemy without actually physically harming them, while the enemy would be stuck with the realization that the pain that they are experiencing is real, serving as an unsettling psychological aspect that an Illusion generally can't offer. Naturally hitting sensitive spots such as the temples, forehead, plexuses or the spine would amplify the amount of pain felt.

Note:

- Can only be used 3x
- Cannot be used on consecutive turns
- No Mantis fist techniques above A rank for the rest of the turn.
- No lightning jutsu above S rank for the rest of the turn.


 Declined  Sorry for the misread. Ok, first things first: your style link is missing. Please post it next time. Second: your style is about finger strikes, not palm strikes. Third: you spend so much effort into the pain part and how much control you have on it that you actually make it confusing, prone to be misinterpreted and forget to develop the real form of this nintaijutsu. Its taijutsu based so you need to explain the movement this uses. The way its worded is too general. Fourth: If it does pain, it does damage because its real, even if it may not do the full S-Rank damage. Finally, when you say you discharge chakra, say that its lightning chakra just to make it clear. Personal note: don't forget the taijutsu part of your CFS and making this S-Rank is a bit too much.​
 
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Re: ±±Custom Jutsu Submission±±

(Doton/Suiton: Yurasu Bakuhatsu) – Earth/Water Release: Seismic Explosion
Rank: S
Type: Offensive
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will focus their suiton chakra into the ground beneath the opponent doing 2 hand seals to saturate it with a large quantity of black flammable thick water, similar to that of the one produced in Water Style: Black Clouds, creating an underground reservoir of an intensely volatile fluid. In quick succession, they will string together two handseals whilst releasing their doton chakra into the floor below to cause the ground around their location to cause it to spiral inwards in a clockwise-like motion, generating a large amount of heat and frictional force in the process as the sink hole gathers momentum the longer it is allowed to proceed. This underground friction generates countless minute sparks which set the dark water source alight, resulting in an intense outward and upward slow explosion-like burst of molten rock, aflame dark water and sharp shards of debris. Whilst seemingly powerful, a vigilant opponent may detect the presence of the dark reservoir by noticing the small vibrations in the ground upon its formation which causes the ground to slightly "inflate" in response to the added volume. Furthermore, a moderate interval of time will need to transpire before the antilion-like formation gathers enough momentum to produce the necessary amount of frictional force required to ignite the water source. Conventional methods of offsetting the technique such as Chidori Nagashi and other electrical currents to negate the doton chakra in the ground will prove to be futile, as the electricity will simply serve the purpose of igniting the oil itself, resulting in an explosion regardless.

Note: Can only be used twice per battle
Note: Can only be Taught by Negative Knight
Note: Requires a cool down period of three turns before next use
Note: No other S-Rank or above Suiton user's same turn
Note: No S-Rank and above Doton in the user's next turn
Note: Counts as two moves


 Approved  A bit too powerful but ok. Just hope I'm not signing in on an avalanche of wateroily techniques... >_> Because that cannot collide with Oil Release, Toad Oil techniques, etc. Thus my small edit.​

-Resubmission-

Raizu| Vengeous
Type: Weapon
Rank: S-Rank
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Vengeous is a large sentient sword created by Kakuzu himself using his dark threads and the heart of a fallen foe. The sword itself is two meters in length (including the hilt) and is the same width as a compacted Samehada. The entirety of the sword is composed of spiky black threads, and the exterior is tightly weaved together into a dense structure, which is impossible to cut through by normal means. The hilt of the sword is constructed of pure jade and shape of the blade of itself looks much like a curved arrowhead with its tip resembling a crab’s pincer. The heart inside of the sword is located in the center of the blade and is fully functioning, resulting in Vengeous being considered both a living creature and a sentient ally to Kakuzu. As a result Vengeous is capable of acting of its own accord, rational thought and has a malicious personality inherited from Kakuzu. The sword itself can go weeks without nutrition and has a strict diet of blood which it ingests through its skin. The sword is usually carried around in a black and red scabbard, on the user’s back.

Abilities
-The sword is near impossible to break/cut through due to it’s tightly weaved exterior.

-The sword is capable of extending dark threads as tendrils to restrict and ensnare the opponent. These tendrils are capable of reaching up to five meters (short range) and can come from anywhere on the blade. The tendrils can pierce the bodies of other shinobi, can prevent the opponent's mobility by wrapping around them or even disarm a foe of their weapon. The amount of tendrils that can be released at any one time varies between 8 and 16. The tendrils themselves are each about the same width as a basic rope (ten centimeters) and all have sharp pointed ends. This is a B-Rank Ability

-The sword is capable of shooting out countless needles composed entirely of dark threads, which are about thirty centimeters in length and five times the width of a normal senbon. The needles can be shot from anywhere on the blade and have a mid-range reach (10 meters). This will count as one of the user’s jutsu per turn. This is an A-Rank ability

-The blade possess the ability to extend spikes from everywhere on the blade or hilt at any time, which are capable of skewering through the body of anyone they come into contact with. The spikes can reach up to two meters in length. Spikes which emerge from the blade resemble basic spears in both shape and width and the end result makes the sword look like its coated in an armour of spikes. Spikes which emerge from the hilt are much smaller, resembling needle-like thorns in shape and width. The spikes can be released at any time, adding a further element of surprise to the wielder's fighting style. Shortly after release the threaded spikes re-enter the sword, restoring the weapon's ordinary shape. This is an A-Rank ability

-The blade can use a limited amount of the elemental chakra present in its heart. It can use it to unleash blasts of pure elemental chakra (of the main elemental afinity of that heart) in various forms as both streams, blasts, projectiles, crescents, etc by swinging the sword. The sword can only use one element which is the main element of that heart. This ability is S-Rank.

-The sword is capable of crawling and acting independently

Restrictions
-Kakuzu is unable to use the heart of this sword for "Heart Reaper"
-The sword possess no mouth and isn't capable of talking but it does communicate with the wielder in an unknown form
-Must have a Kakuzu bio to wield the sword
-Vengeous is incapable of transferring chakra to the wielder
-The Sword can be killed by being burnt, melted or severely shocked. This makes the weapon extremely prone to death from Fire, Lightning and similar attacks, specially S-Rank and above.
-Negative Knight is the only person capable of wielding this weapon. In response to anyone else who attempts to wield the blade, the sword erupts in a violent outburst, extending 10 meter spikes from everywhere on its body (including the hilt), severely impaling the unsuspecting wielder.
-The 4 main abilities of the sword count as moves from the users move count and each can only be used 3 times.
-If the sword is severely damaged, the user can give it a heart and renew it.

How the Sword Looks
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Removed the sword's telepathic ability, its ability to repair itself and the ability to shed layers of its skin.

Changed the hilt's material from obsidian to jade, I prefer green xD

____________________________________________________________________________________________________
 Approved 
Edited. Added an ability i think you'll like. Seemed logical that it would have something like this.
Jutsu based on the above Custom Weapon

(Futon: Taizen Kaze) – Wind Release: Idyllic Winds
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra cost: N/A
Damage points: N/A
Description: This is a type of sensory ability specific to Raizu. Utilizing his fuuton chakra, the sword will attune himself to local air currents to the extent he can perceive and pinpoint even the most minute disturbances in the air around him. As a result, this ability allows the sword to detect invisible gases, the various types of electromagnetic radiation, microscopic spores, thrown projectiles, advancing opponent(s) and etc. This ability is akin to Karin's special variant of sensing, only its much more oriented around disturbances in the air. The sword developed this ability to allow it to perceive the world around it, since it lacks many of the senses we shinobi take for granted. Like Samehada, it is a sentient blade that doesn't possess the sensory biological organs we do e.g. eyes, ears, nose and etc, making the blade completely reliant on this technique to survive on its own. The range of this technique spans out into mid-range (10 meter radius around the sword). Even if the sword has moved or changed positions, it will continually attune itself to local air-currents.

Note: Can only be used by Raizu and is active at all times
Note: Can only be used if the elemental affinity of Raizu's heart remains as Fuuton


 Declined  Sorry but sensing via wind release has already been made in more than one form. DNR.​

(Kuchiyose No Jutsu:Batoidea: Artemis and Apollo)- Summoning: Batoidea: Artemis and Apollo
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Artemis and Apollo are two twin rays, who upon being summoned respectively transform into an elaborate and ornately decorated bow and arrow quiver. Apollo is a unique Ray, who is capable of spawning numerous other smaller Rays from his mouth, when transformed the spawned Rays are released into the center of the quiver, taking the form of arrows. These arrows can of course be shot by Artemis, an amazingly powerful bow capable of shooting several Arrows at once. The arrows being rays are capable of swimming through air and water due to their wing like protrusions. All in all, there are three types of arrows. Type Alpha, the first is the kind that can also phase and swim through non-chakra infused matter, allowing them to hone in on targets with frightening ease. They also utilise a wide ranged electerolocation to maximize their search and destroy skills. Type Beta, the second is a type which naturally exudes it’s elemental affinity as a coating, granting it the fundamental properties of said elements, while the coated rays also leave behind a streak or string like trail as they fly, allowing them to leave behind minorly dangerous chakra residue that may hurt an unsuspecting opponent who comes in contact with it. Multiple Beta types can be utilised to weave webs of trails to ensnare and damage the opponent. Trails cannot be made from tangible elements such as earth or water. Type Gamma, the last type is the type that multiples, these arrows being capable of diving and splitting, an advanced ability similar to the shadow clone technique. All of the rays are drenched in a replica of their own venom, making them that much more lethal. The phasers have the most lethal venom, a single arrow capable of inducing extreme pain and inhibition of an entire limb (Through pain and fast spreading necrosis), while systemic effects range from dizziness to cardiac arrhythmias, although generally at the more severe end of the scale. The elementals have the second most, potent venom, at least two stings for Ling inhibition and less systemic effects. The multipliers have the least potent venom, at least three stings for limb inhibition, and even fewer systemic effects. Lastly, when Artemis's string is strung, the opponent is also placed into a momentary Genjutsu that alters their depth perception; both visually and sound wise. Many have fallen prey to this illusion, their counter for the arrows being off key due to their falter perception. This however only affects the enemies perception of the arrows, leaving their overall perception intact.

Note:
- Artemis and Apollo can only be summoned once and stay on the field for four turns.
- Artemis' Genjutsu is passive, but can only be done once per turn and three times per battle, lasting for but a few moments. It can be broken through traditional means, and requires an A ranked chakra surge to be broken. Alternatively, it becomes less effective if the opponent knows they’re in an illusion, and becomes void if the user has a separate means of knowing the actual positioning of things (Eg sage sensing)
- The arrows shadow clone technique is passive, with the rays beginning their division process the moment they’re released. A single ray is capable of eventually creating a swarm of 15 more rays, however that’s the most that can be created, for any more the user would have to fire more arrows. Eg, 1 =16, 2 = 32 etc etc. To reach a maximum swarm, a distance of at very least Long ranged is required. At Mid range it’s 2/3rds of the maximum size, and at short ⅓, rounded up.
- The rays can use Ray Jutsu.




 Declined  Ok, not only do I find this a bit unrealistic even for narutoverse as its a bit too much...too many things cramped into a summon which is actually a very complex weapon...​
 
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Re: ±±Custom Jutsu Submission±±

(Doton: Sentan no togatta jimen) - Earth Release: spiky ground
Type: offensive/supplementary
Rank: A
Range: short-long
Chakra: 30 (-10 every turn)
Damage: 60
Description: The user performs the snake handseal and then slams the earth and sends their earth chakra into the ground and and changes its structure. The ground will turn into a countless amount of spikes, not the surface itself, but the ground, beneath the surface. With a naked normal eye, you can't see it and you might think that nothing happened to the ground, because they see a normal surface, but beneath the surface, the ground has a "spike-structure".This could prevent someone from going into the ground, because the spikes will pierce them.
~Can only be taught by -Khallil-
~can only be used twice per battle
~The ground will remain having that structure for a maximum of 3 turns
~every turn the technique is maintained, the user will lose 10 chakra points


 Declined  Sorry but this is simply illogical. DNR​

(Raiton: Ryū ken) - Lightning Release: Dragon fist
Type: attack
Rank: Forbidden rank
Range: short
Chakra: 50 (-10 every turn)
Damage: 90 (-20 to user)
Description: When the opponent is close to the user, the user will create a dragonhead around his fist made of lightning. The user will strike the opponent in his chest (or something else), and when the user punches the opponent, the dragonhead will be released from the fist and it's turning into a complete dragon made out of lightning, piercing the opponent's chest.
~Can only be taught by -Khallil-
~Can only be used once per battle
~This will deal 20 damage points to the user because of the huge chakra strain, and because the lightning is hurting the arm
~You can't perform a technique with more than one handseal the following turn, because of the damage the fist received, it's impossible to perform quickly 2 handseals after eachother.
~Performing a technique that requires one handseal the following turn is possible, but it will take as long as performing 2 handseals
~No raiton techniques the same turn
~No raiton techniques above A rank the following turn


 Approved 


(Mokuton: Gurasu no kakuchō) - Wood Release: Extending Grass
Type: Supplementary
Rank: S
Range: short-long
Chakra: 40
Damage: N/A
Description: The user channels his moku chakra into the ground after performing the Monkey Handseal and manipulates blades of grass. The user causes blades of grass to erupt out of the ground, and extend and reach up to the opponent, or he/she manipulates existing grass. The grass will restrain the opponent movements. A countless amount of grass blades will extend and bind their feet, legs, chest, neck, arms, hands (basically the whole body), which makes it also impossible to perform handseals if you're restrained. The grass blades are strengthened by the user's mokuton chakra, what makes it harder to cut or tear them. After the opponent got restrained by the grass blades, the user can decide to shorten a bit again, what causes the opponent to be pulled towards the ground. The grass blades are sucking the opponent's chakra to weaken them a bit.
-Can only be taught by -Khallil-
-Can only be used once per battle
-No S rank water, wood or earth jutsus the next turn


 Declined  sorry, similar to existing techniques. DNR​
 
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Re: ±±Custom Jutsu Submission±±

Hyakuretsukyaku - Hundred Rending Legs
Type: Offensive/Attack
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Executed by having the user stand on one leg and kick rapidly, with their other leg extended out; dealing launching countless kicks at numerous ares of the body, augmented with chakra. The kicks come out with incredible speed and power, and can land several hits; the speed is so much the naked eye only sees them as blur movement. These several hits can add up to an impressive amount of damage when not blocked, and does a small amount of chip damage even when blocked. This technique is only for those who have mastered the arts of strong fist/taijutsu, as it requires great strength and balance on both the feet and the user's body. This technique works with a array of elements, three of them; although not together, but with each respectively, comes a great power for the user. Fire, Lightning, and wind, aside from using it with regular chakra as explained before. When used with regular focused chakra the kicks are so fast and release a blue-whiteish energy from the foot as it keeps kicking [ ]. When used with fire release, the edge of the foot is coated in fire and the damage dealt leaves 2nd degree burns and have heavy power behind them, however the user's foot is left a tad burned and can hardly stand on it, as such movement such as walking/running is hardly an option. When being used in conjuction with wind release, the kicks are even more faster than with regular chakra, and they can deal cuts to the target's body as well as blunt damage. And by being used with lightning, the kicks are sharp and heavy, they can stun and paralyze momentarily (matter of several seconds) the parts of the body hit by them. Despite the diferent effects, the kicks are the same base speed as with regular chakra, except wind, with wind they are much faster.
- The user can't use strong fist of A rank or higher in the same turn.
- Only useable x3 per battle; but not in consecutive turns.
- User cannot do heavy movement such as running or jumping for the following 2 turns.


 Declined  Sorry but done before. DNR​

(Shakudo Jinki) - Scales of Yggdrasil
Type: Offensive/Supplementary/Deffensive
Rank: A
Range: Short (self)
Chakra: 30
Damage: n/a
Description: By using shikotsumyaku ("Dead Bone Pulse") the user releases an outer layer of bone with the density of steel across their body (back, middle section, limbs, neck, etc..). Creating a sort of bone armor with sharp spiked scales all over its body including their knuckles. This form is more suitable against opponents that attack with their bare hands since it causes damage to the opponent for every blow they deal. It is a strong defensive form, as the user is able to withstand multiple powerful blows without taking any action (User takes little damage from B rank and below tai, as the scales avoid the target landing the full body blow due to being stabbed by the scales, and the steel density of the bones doesn't allow the full power to reach the user). These scales cover the user's entire body with the exception of their chest and their palms (inner hands only), these are the only body parts left without protection. Mainly used as a way to surpass the opponent in close combat as explained formerly, as the user's original attacks now deal more damage, thanks to the spiked scales in their limbs and the hard bone behind each blow.
- Only lasts 4 turns.
- Useable x2 per battle.
- Cannot use Shikotsumyaku techniques of S rank while this is active.
- Must be a Kaguya to use.


 Declined  Sorry but bone armors have been made in the past as well. DNR​

(Hitohone Shinten) - Hidden Bone Extension
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: By using shikotsumyaku ("Dead Bone Pulse") the user will first wave two swiftly performed hand seals [Tiger > Snake] and cause one or several bone spikes to rise from a pre existing bone source, such as a bone sword, bone whip, or even bone controlled via ground such as the famous "Dance of the Young Ferns" by creating several bone spikes to further increase the damage dealt or serve as a surprise attack. However to use this technique, the user must always have a medium, for example, holding the bone wanting to manipulate (bone sword, etc.) or using the earth itself as a medium for shikotsumyaku techniques that come from the ground. Thus, bone in mid air or uselessly lying on the ground (bone sword on ground for example) cannot be manipulated into growing spike bones from it.
Useable x4 per battle.
Only Loki can teach this.


 Declined  This is virtually the same as what Method submitted in post #3229... >_> DNR​
 
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Cursed Prince

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Re: ±±Custom Jutsu Submission±±

Kenjutsu: Jirai | Sword Technique: Mine
Type: Supplementary|Offensive
Rank: A
Range: Short-Mid
Chakra: 30 (+5 per extra weapon)
Damage: N/A
Description: This is a kenjutsu technique that allows the user to take away an opponents weapon from their sheaths, hands, or off of their backs. It can also be used on the user's weapons to return it to them if it is taken away from them. This is done by transmitting chakra into the weapon and sending it propelling towards the user. It can be finely controlled. This could also be used as an attack if used right. Even though it can only go towards the opponent, if this was to be used on a weapon behind the opponent, the weapon could stab the enemy in the back. This could also be used on ninja pouches though, and if weapons are strapped together, they can all be sent towards the user. Once a weapon is sent towards the user, he can either grab it or send it flying far behind him or way off to the side
~Only usable 4 times per battle
~Can be used on a max of 5 weapons at a time
~Must specialize in Kenjutsu


 Declined  Sorry but something like this collides with many existing techniques. DNR​

Kenjutsu/Katon: Zanka no Tachi, Higashi: Kyokujitsujin |Sword Arts/Fire Style: Longsword of the Remnant Flame, East: Rising Sun Edge
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50 (-50 per turn)
Damage: 90 (-30 per turn)
Description: This technique is a combination of the use of fire and kenjutsu. The user must speak the full name of the technique, Zanka no Tachi, Higashi: Kyokujitsujin, before activating it. Then, the user will not only release all of his katon chakra from his body, but draw in the heat from the air, no matter how miniscule. This will cause his blade to be enveloped in flames and ash. The flames on the blade will look rather small, but this is because the flames are super concentrated along the edge of the sword. The user uses all of their manipulation over the katon element and a large fraction of chakra to drastically increase the heat of the fire. The fire is so hot, that it can dry up all of the moisture in the air, even in places such as Amegakure. It leaves nearby enemys skin dry and can decrease power of Ice and Rain techniques by -10. The superfocused heat on the edge of the blade packs a large amount of destructive power. The heat is so focused that once it strikes an object, it exerts an unamaginably hot and destructive wave the will almost instantly burn most of the object into ash. The wave is exerted so fast that the time between the strike and the exertion of the wave is almost unseeable. The technique also comes with many risks, the heat from the blade wil slowly burn away at the user's skin, by the end of the second turn, the user's arms will be charred black and movement will bring excrutiating pain. The only thing saving the user and the blade from being melted by the is that it is composed of their own chakra, that they exert heat outwards, and that chakra is coating the user that is supercooled. This is not enough to stop the effects of the heat though, after use, the blade will shatter and the user will receive -10 damage per turn as a result of their charred skin for 4 turns, and recieve deep burn wounds on their hands. After the technique is over, the user will be left tired and it will require more effort to move.
-The power of Rain and Ice techniques decrease by -10 used by the opponent
-Can be Sustained for 3 turns
-Can be used twice per battle
-The user loses the ability to manipulate Katon or any katon related KG for 5 turns. If it is used a second time, the user will lose the ability to manipulate katon chakra for 10 turns.
-Must be used by a bio that specializes in kenjutsu
-The wave can not be shot from the sword, direct contact must be established with a solid. Earth, Water, or any other solid surface. Doesnt work on intangibles such as Wind and Fire. It also doesnt work on lightning, (Unless it is being used as an armor)
-User can only use Katon, Raiton, Kenjutsu, Genjutsu, and Taijutsu while this is active

________________________________________________
 Declined 
Too powerful... Really too much.

Doton/Katon: Zanka no Tachi, Minami: Kaka Jūmanokushi Daisōjin | Earth Style/Fire Style: Longsword of the Remnant Flame, South: Great Burial Ranks of the Ten Trillion Fire Dead
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is hailed as the Azuma Geitsu Saikyō Tekunikku; the East Gates Strongest Technique. It requires a skilled swordsman to use, and incorporates fire and doton chakra. The user must speak the name of the technique, Longsword of the Remnant Flame, South: Great Burial Ranks of the Ten Trillion Fire Dead to activate it. This can also be said in japanese, if it is the user's preference. Once the sword strikes the ground, the technique can be used. The user will use doton chakra to create corpses to surround the opponent up to short range. They are ranging in size, but the tallest they can be up the user's torso, because they do not grow a lower body. They have enough strength to tear limbs from an opponents body. They can move, but not very fast, since they have no lower bdy and use their arms to move forward. At first, corpses hands will come directly underneath the opponentand grab his feet, making it so that the user cannot move. Immediately after they rise, the user sends an infinitely powerful and unimaginably fast wave of heat from his sword underground, heating up the corpses, making it so that they're composed of a very lavalike sub-stance lava and they will burn the opponent once they make contact. All of the corpses will surround the opponent, grabbing him and trapping him so that now he cannot get away. They can also jump into the air, a maximum of 10 meters using their upper body strength. This can be used to catch an opponent that try's to escape upwards, but this also will happen to completely surround the target with corpses from every angle. furthermore, because of the katon chakra infused into them, free-flowing lightning such as nagashi arent enough to cancel the chakra within them, or "nullify" them.Their goal is to rip the opponent to shreds
-Only usable once
-Lasts for 2 turns
-No Fire or Earth jutsu in the next turn
-No jutsu above A rank in the same turn
-Can only be taught by Cursed Prince
You must be registered for see images
That awesome moment when you're one of the first people to submit le cj's :hyper:

________________________________________________
 Declined 
Again, this is too much. And you can't mold 2 elemental chakras at the same time like that.
Kenjutsu/Katon: Zanka no Tachi, Higashi: Kyokujitsujin |Sword Arts/Fire Style: Longsword of the Remnant Flame, East: Rising Sun Edge
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50 (-50 per turn)
Damage: 90 (-30 per turn)
Description: This technique is a combination of the use of fire and kenjutsu. The user must speak the full name of the technique, Zanka no Tachi, Higashi: Kyokujitsujin, before activating it. Then, the user will not only release all of his katon chakra from his body, but draw in the heat from the air, no matter how miniscule. This will cause his blade to be enveloped in flames and ash. The flames on the blade will look rather small, but this is because the flames are super concentrated along the edge of the sword. The user uses all of their manipulation over the katon element and a large fraction of chakra to drastically increase the heat of the fire. The fire is so hot, that it can dry up moisture in the air It leaves nearby enemy's skin dry. The super focused heat on the edge of the blade packs a large amount of destructive power. The heat is so focused that once it strikes an object, it exerts an unimaginably hot and destructive wave the will almost instantly burn most of the object into ash. The wave is exerted so fast that the time between the strike and the exertion of the wave is unable to be seen by normal eyes. The technique also comes with many risks, the heat from the blade will slowly burn away at the user's skin, by the end of the second turn, the user's arms will be charred black and movement will bring excruciating pain. The only thing saving the user and the blade from being melted by the is that it is composed of their own chakra, that they exert heat outwards, and that chakra is coating the user that is supercooled. This is not enough to stop the effects of the heat though, after use, the blade will shatter and the user will receive -10 damage per turn as a result of their charred skin for 4 turns, and recieve deep burn wounds on their hands. After the technique is over, the user will be left tired and it will require more effort to move.
-Can be Sustained for 3 turns
-Can be used twice per battle
-The user loses the ability to manipulate Katon or any katon related KG for 5 turns. If it is used a second time, the user will lose the ability to manipulate katon chakra for 10 turns.
-Must be used by a bio that specializes in kenjutsu
-The wave can not be shot from the sword, direct contact must be established with a solid. Earth, Water, or any other solid surface. Doesn't work on intangibles such as Wind and Fire. It also doesnt work on lightning, (Unless it is being used as an armor)
-User can only use Katon, Raiton, Kenjutsu, Genjutsu, and Taijutsu while this is active

Tried to nerf a bit, removed the -10 to ice and rain. fixed spelling. Just minor stuff


 Declined  Indeed...so minor it didn't change the fact that its still oped. When something is oped it doesn't matter the restrictions or comestic stuff you put into it. It matters what it does exactly. You didn't change that. OPed means the effect it produces is too powerful, that only a handful of custom techs can counter it and there is virtually no normal cannon way to defend from it unless you have a special bio. So, DNR​

Doton/Katon: Zanka no Tachi, Minami: Kaka Jūmanokushi Daisōjin | Earth Style/Fire Style: Longsword of the Remnant Flame, South: Great Burial Ranks of the Ten Trillion Fire Dead
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is hailed as the Azuma Geitsu Saikyō Tekunikku; the East Gates Strongest Technique. It requires a skilled swordsman to use, and incorporates fire and doton chakra. The user must speak the name of the technique, Longsword of the Remnant Flame, South: Great Burial Ranks of the Ten Trillion Fire Dead to activate it. This can also be said in japanese, if it is the user's preference. Once the sword strikes the ground, the technique can be used. The user will use fire chakra to create an unimaginably hot wave of fire into the ground underneath the opponent, molting the rock. The user will then call on doton chakra, taking control of all the molten rock and creating up to 6 corpses made of the molten rock. They are not complete corpses, only having torso's. They are risen from the ground directly underneath or around an opponent. They are incredibly strong, able to rip limbs off of the opponent. But their main purpose it to grab onto the opponent and burn them, since they are made of molten rock this can be achieved quite easily. These corpses crawl on their hands, but move surprisingly fast, mostly because of their immense strength All of the corpses will surround the opponent, grabbing him and trapping him so that now he cannot get away. They can also jump into the air, a maximum of 10 meters using their upper body strength. This can be used to catch an opponent that try's to escape upwards, but this also will happen to completely surround the target with corpses from every angle. Furthermore, because of the katon chakra infused into them, free-flowing lightning such as nagashi arent enough to cancel the chakra within them, or "nullify" them. Their goal is to rip the opponent to shreds
-Only usable once
-Lasts for 2 turns
-No Fire or Earth jutsu in the next turn
-No jutsu above A rank in the same turn
-Can only be taught by Cursed Prince
You must be registered for see images
changed it so that it wouldnt be utilizing 2 elements at the same time. Attempted nerfing, dont think I really did though...


 Declined  Same comment as above. Sorry but DNR​
 
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Edward

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Re: ±±Custom Jutsu Submission±±

(Futon: Yasei Tatsumaki Dai abare) - Wind Style: Wild Tornado Rampage
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: The user will preform the Rat handseal and send their wind chakra in the ground in front of them. They will shape the wind they would create by means of Nature transformation into a mini vortex. This small tornado would be pressurized with winds, it will be packed compactly therefore, the mini tornado (about the size as half of your body) will be spinning at a fast rate. The user will then swipe their hands to direct the mini-tornado to move towards the opponent. Once it reaches mid-range, it will drastically grow, being 3x the size of the user. This tornado grows due to releasing the compressed wind chakra and letting it flow more freely, multiplying the size of the tornado. The larger tornado will have a one feet hole in the middle of it, which is used to suck the opponent it. As the tornado makes its way to the target, the target will move towards the tornado due to the "pulling" effect the tornado has when it sucks in the air and the opponent. (kind of like a vacuum.) The target will be sucked all the way inside the tornado, where they will continue to be slashed by sharp winds repeatedly.

Notes & Restrictions:
- Can only be used (3) times per battle
- Needs a two turn cooldown before you can use it again.
- Can only be taught by EdwardSama


 Declined  Sorry but this is very similar to existing cannon techniques and even customs. DNR​

(Kaze Ki Tatsumaki) - Wind Slashing Tornado
Type: Offensive, Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will send wind chakra in their lower body. They will use nature transformation to transform the nature of their chakra and turn the chakra into winds, and with shape manipulation, they will manipulate the wind to cover their entire lower body (starting from the hip.) The winds will be shaped like a tornado and the user will be standing inside of the mini-tornado. This will enable the user to travel faster, 2x the normal running (not sprinting) rate of a normal shinobi. They will use the tornado to ride towards their opponents and slash them with a weapon and go back to short range on the opposite direction, then they will immediately make a turn and go back and slash their opponent once more. Lastly, once they return to their original spot, they will travel and jump out of the tornado before impacting the target, having the tornado slash the target repeatedly.

Notes & Restrictions:
- Can only be used three times
- Needs a two turn cooldown to use again.
- Can only be taught by EdwardSama
- If the user can only slash their opponent once, it is 20 damage, twice is 40, and twice with the tornado is the full effect.


 Declined  Sorry, attempted before only recently and in the past. Not only is it illogical as it can't be approved because it also collides with already approved stuff. DNR.​

(Hadesu Sutaffu) - Hade's Staff
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra: 40 (-10 to keep activated)
Damage: N/A
Description: As we all know, the sage of the six paths carried a staff with him throughout his journeys around the Naruto World. Years and years after his death, an old clan, who in the present day remains unknown, attempted to recreate the staff of the Sage of the Six paths, hoping that it would bring about great power and luck. They tried creating a staff with a power that they imagined would match the Sage's staff, however, no one knew the extent of the Sage's prowess. They continued to experiment on the staff, adding this and that until they would eventually create a staff which they believe was powerful, but pale in comparison with the Sage's power. For years, they relied on the staff's power as military strength as well as the strength of their people. Years past and wars grew along with rebellion and power. The small clan was outnumbered and easily defeated by other clans. At that time, the few survivors of the battle knew they would soon die off along with their clan, and due to their extreme hate of the opposing clans, they hid away the weapon in a temple. It was later found by an old monk, who in turn, gave it to his disciple. The staff would go down many generations and in our current time, is now being held by EdwardSama. The staff itself is quite plain. It is about the size of the user and is treated like the same way the Sage held his staff, however, due to time differences, the clan could not exactly mimic the appearance of the staff.. It is made of durable petrified wood and is indestructible. The real power comes from the orb on the top of the staff. The user will channel their chakra on the staff and direct it on the orb, and based on the elemental chakra they decide on channeling into the orb, that is the type of abilities the staff would be able to perform. The staff's techniques are also quite simple, being able to send out offensive attacks of an element and break/defend against another element.

火遁Katon-
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If the user decides on channeling katon, or fire chakra into their staff, the orb will glow with a blood red, like the color of a Sharingan. The user will be able to expel a ball of fire, the size of the users upper body. This ball of fire is counted as a B-ranked fire technique, meaning the damage of the ball of fire is the same damage as a normal B-ranked fire technique. In addition with the offensive use of the fire chakra, the user will be able to completely block any C-rank or lower fire technique by facing their staff towards the technique and use their chakra to split it in half, going to the left and the right.

水遁Suiton-
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If the user decides to channel suiton, or water chakra into their staff, the orb will glow a bright blue. The user will use their chakra to expel a blast of pressurized water, about the size of the users upper body and attack their opponents with it. This counts as a B-ranked water technique as well. In addition with that, the user will be able to defend against any C-rank or lower water technique by simply facing the orb part of their staff towards the water technique and having it go to the left and side. (like the fire)

雷遁Raiton-
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If the user decides to channel lightning chakra into the orb, it will glow yellow. The user will be able to send out a small spear of lightning that has the same damage as a normal B-ranked lightning technique. The user will also be able to redirect any lightning technique C-rank or lower from the opponent by having the orb part of the staff face the lightning technique

風遁Fuuton-
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The user will channel their wind chakra into the staff and the orb of the staff will glow a very light green. With the wind chakra in the orb, the user will be able to expel a blade of wind about 2 feet and will count as a B-ranked wind technique based on damage. Furthermore, they will be able to block wind techniques C-rank or lower by using the orb of the staff to split the wind technique into two halves, one going to the left and one going to the right.

土遁Doton-
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The user, when channeling doton chakra into the staff, will have the orb of their staff glow brown. The offensive technique of the earth chakra will be the ability to form a fist made of earth that is as tall as the user by using the ground surrounding the user. The fist will attack the opponent, and of course, the technique is counted for a B-rank earth technique. They will also be able to split C-rank or lower earth techniques by using the doton chakra-filled orb and splitting the particles of the earth.

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Notes and Restrictions
◊ The user can only perform the offensive techniques up to (4) times with a (1) turn cooldown to use any of the staff's techniques again.
◊ The user can only perform the defensive techniques up to (3) times with a (1) turn cooldown to use any of the staff's techniques again.
◊ The offensive techniques are formed one inch in front of the orb.
◊ Can only be taught by EdwardSama
◊ Each technique can only extend/reach up to Mid-range
◊ Just because it is indestructible, does not mean it can be used as an excuse to defend against things. Say for example, X person uses Z earth technique, you cannot say "I take my staff and use it as a shield" However, you can use the staff itself for defense up to some extent, like weaponry that does not require any elements or smaller scaled and lower ranking elemental techniques. (Tai and kenjutsu included.)

Sorry if this one's too long... :/


 Approved  Its in the borderline of what a CW is or isn't because this is really simple an generic but I'll approve it since almost not staff CW exist apart from my own and a few others.​
 
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