The first technique is good for bios that possess many handheld weapons. The second one is good for flooding the field with familiars, which can later be manipulated through other katon CJ. The third is a Lightning Gates of Babylon with melee uses included. The fourth is a powerful entrapment type technique.Katon: Brahmastra Kundala - Fire Release: O' Brahma, Curse Me
Katon: Gladsheimr – Fire Release: The Fifth UniverseType: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique has two methods of being performed. The first involves the user simply coating a held weapon, such as a shuriken, kunai or sword, in ash. The second usage instead requires handseals, and is used in situations where the user doesn’t have a weapon on them to use, or cannot apply the jutsu to their present weaponry for any reason. By performing 3 handseals, the user will create a construct of ash, being a maximum of 3 meters in length and width. When the weapon is thrown or collides with another object, or any other event occurs which will produce friction, will cause the Fire Release chakra within the weapon to activate, setting it alight with the flames of Fire Release. When the coated weapon is thrown, the weapon will erupt in a short-range blast of highly intense flames upon collision with any object, target, or surface. This ignition allows it to play on par with other Ninjutsu, particularly large-scale techniques. Blasts are always angled away from the user so as to prevent them from being injured. When interacting with other techniques, the clash follows the S&W of Fire Release.
⇒ Coatings and constructs last for 3 turns
⇒ Usable 5x per battle
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Farao no Hōrei #7. Ramusseumu no Sōko ? Pharaoh’s Decree #7. Vault of the RamesseumType: Offensive / Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and release it as a mass of ash. The countless particles will tightly pack together and create a gargantuan form. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground. Resembling a large, demonic courtyard and gate, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the original technique e.g. 4 skeletons in a single wave each individually possess B-Rank strength. The final feature of the technique is the largest skeleton, which itself lies dormant when the technique is created. Upon mental command and at the cost of a move, the user may awaken the largest skeleton, allowing it to take part in the battle. Whilst it is active, this skeleton is able to traverse the entire field freely, and gains an extra 10 meters in height. This skeleton, as an A-Rank component of the technique, is able to utilise generic A-Rank blasts, beams, and streams of Fire Release once per turn. It possesses the same form of limited sentience as lesser skeletons, but is not capable of exploding by any means, and instead possesses six arms rather than two. Whilst the large skeleton is active, the main structure of the technique can only create up to a maximum of 2 skeletons per turn passively, as opposed to the original 4. Once the jutsu expires naturally, the ash will naturally lose its form and crumble harmlessly, and the user must wait a single turn before using this technique again.
⇒ Lasts 4 turns
⇒ Usable 2x
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Meiton: Kurohitsugi – Dark Release: Black CoffinType: Offensive / Defensive
Rank: A
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather chakra from their circulatory system. This chakra will manifest as a single or numerous shapes of solid lightning chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming jutsu which collide with it.
⇒ Usable 3x per battle
⇒ No A-Rank or above Lightning techniques upon deactivation
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will channel their Dark Release chakra through the seals on their palms into a concentrated orb, sending the chakra forth as several rippling bolts of condensed, solid dark chakra which will occupy four spots around the enemy in a quadrilateral formation. At which point, the user then manipulates the chakra so that it connects and forms a box around the opponent. The formation of the box is quite quick, only taking a moment to complete. Once the box has been created, with the target inside, it will begin to siphon chakra from anything caught inside with extreme power. The force of the suction will cause major physical harm to the opponent, as their body is being violently pulled along with the chakra due to the pressure of the suction. The chakra sapped will be absorbed by the user and immediately converted into Dark chakra. As the technique acts as a giant absorption seal, it is necessary that the target utilise a sufficiently powered technique to destroy it, following the S&W scheme of Dark Release. The box will remain active for the duration of the turn it is used in, and will continue to siphon chakra directly from the opponent, up to 100 points total. The tangibility of the box means that even if an enemy trapped within is capable of resisting the great amount of force acting on their body, it cannot simply be walked out of, making the use of a sufficiently powered technique necessary to break it.
Notes
⇒ No Dark Release above A-Rank while this technique is in use
⇒ Cannot be used in consecutive turns
⇒ Usable 2x per battle
Aight, so just give me a brief explanation of what you like about the techniques, any questions, and they're yours.
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(Meiton: Midgardr Völsunga Saga) – Dark Release: Mortal Realm’s End
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn to user)
Damage: 80
Description: After absorbing a technique(s) of equal strength, the user will concentrate their dark chakra towards their arms and chest, wrapping them in single coating of writhing flames, exhibiting colors ranging from purple to black. The flames will swirl around the rest of the body, giving off the appearance of a flaming aura, though this effect is merely cosmetic in nature. The coating of flames on each arm will form into enlarged, demonic hands possessing claws, compressed through shape manipulation to give them an aspect of tangibility. The most fundamental concept of Dark Release acts as the basis for this technique’s functions and abilities; in order to create it and sustain its usage, chakra must be absorbed and processed so that it can be converted into Dark chakra. Being truly in line with this concept, this technique indiscriminately feasts on chakra wherever it may be found, using that chakra as fuel to keep itself active. If the user absorbs a technique through this jutsu, its turn duration is extended by an additional turn (+1). Being composed entirely of the flames of Dark Release, the user is able to freely extend and contract their clawed appendages with mental command. They can reach up to a maximum length of 15 meters, and the user is able to control the direction and path they travel in whilst extending and contracting, in order to track distant targets. This technique clashes with other techniques according to the S&W scheme of Dark Release, absorbing weaker elements one rank higher, neutral elements of the same rank, and stronger elements of one rank lower (the entire technique is S-Rank, as the coating covers the chest and arms in their entirety and is not divided into separate parts). When a technique is successfully absorbed by this jutsu, its chakra is converted at a 1:1 ratio into Dark chakra and stored in the user’s reserves for their later use. When making contact with any surface, be it a technique, weapon, or a human, the flames of the arms will sap 50 points of chakra from the target in the moment of contact, drawing that chakra into the user at a 1:1 ratio and extending this technique’s duration by 1 turn. In cases of extended contact (lasting for a turn or longer), this drain will continue at 100 points per turn (after the initial 50 point drain) and deal burn damage at a rate of 30 points per turn. The flames will burn through clothes, and armors if possible. In the case of an arm being destroyed or weakened, the user is able to restore it to full strength or grow a new one in its place, costing a move slot to perform. This can be done once per turn, and no Dark Release above B-Rank can be used in the same turn.
⇒ The user cannot utilise Dark Release above B-Rank in the turn of deactivation
⇒ The user’s ability to perform handseals or any other action requiring use of their hands is unaffected by this technique
⇒ The user cannot absorb their own techniques or chakra in order to use the regenerative or duration-extending functions of this technique, only techniques/chakra from others can fuel these processes
⇒ Lasts 4 turns
⇒ Usable 2x per battle
Rank: S
Range: Self
Chakra: 40 (-10 per turn to user)
Damage: 80
Description: After absorbing a technique(s) of equal strength, the user will concentrate their dark chakra towards their arms and chest, wrapping them in single coating of writhing flames, exhibiting colors ranging from purple to black. The flames will swirl around the rest of the body, giving off the appearance of a flaming aura, though this effect is merely cosmetic in nature. The coating of flames on each arm will form into enlarged, demonic hands possessing claws, compressed through shape manipulation to give them an aspect of tangibility. The most fundamental concept of Dark Release acts as the basis for this technique’s functions and abilities; in order to create it and sustain its usage, chakra must be absorbed and processed so that it can be converted into Dark chakra. Being truly in line with this concept, this technique indiscriminately feasts on chakra wherever it may be found, using that chakra as fuel to keep itself active. If the user absorbs a technique through this jutsu, its turn duration is extended by an additional turn (+1). Being composed entirely of the flames of Dark Release, the user is able to freely extend and contract their clawed appendages with mental command. They can reach up to a maximum length of 15 meters, and the user is able to control the direction and path they travel in whilst extending and contracting, in order to track distant targets. This technique clashes with other techniques according to the S&W scheme of Dark Release, absorbing weaker elements one rank higher, neutral elements of the same rank, and stronger elements of one rank lower (the entire technique is S-Rank, as the coating covers the chest and arms in their entirety and is not divided into separate parts). When a technique is successfully absorbed by this jutsu, its chakra is converted at a 1:1 ratio into Dark chakra and stored in the user’s reserves for their later use. When making contact with any surface, be it a technique, weapon, or a human, the flames of the arms will sap 50 points of chakra from the target in the moment of contact, drawing that chakra into the user at a 1:1 ratio and extending this technique’s duration by 1 turn. In cases of extended contact (lasting for a turn or longer), this drain will continue at 100 points per turn (after the initial 50 point drain) and deal burn damage at a rate of 30 points per turn. The flames will burn through clothes, and armors if possible. In the case of an arm being destroyed or weakened, the user is able to restore it to full strength or grow a new one in its place, costing a move slot to perform. This can be done once per turn, and no Dark Release above B-Rank can be used in the same turn.
⇒ The user cannot utilise Dark Release above B-Rank in the turn of deactivation
⇒ The user’s ability to perform handseals or any other action requiring use of their hands is unaffected by this technique
⇒ The user cannot absorb their own techniques or chakra in order to use the regenerative or duration-extending functions of this technique, only techniques/chakra from others can fuel these processes
⇒ Lasts 4 turns
⇒ Usable 2x per battle
A shroud of dark that regenerates through absorptions