(Meiton: Kousei no Oni) – Dark Release: Rebirth of the Demon
Type: Defensive/Offensive
Rank: S
Range: Short (same range as the absorbed attack)
Chakra Cost: 40
Damage Points: N/A (same as the absorbed attack)
Description: After releasing an energy-based attack of their own, the user will immediately absorb it back into their dark mark before releasing a dark release replica of it. It will be the same size, shape, carry the same rank and possess the same properties as the absorbed technique. It will be emitted in the same form as the absorbed energy, though it will be violet in colour to signify the change into Dark Release (e.g. absorbing a raiton technique would result in purple lightning being released). While this is performed in the same timeframe as the technique which precedes it (the one absorbed), it will still count as a move and so it will effectively be as if the user used two moves. Alternatively, the user can use this as normal against an opponent's attack to send back an exact replica composed of purple flames. The user can only draw in techniques that are within short-range of their dark mark and can only absorb techniques following Dark's elemental S/W (A-Ranks for weaknesses, S-Ranks for neutrals and F-Ranks for elements weak to dark).
Note: Can only be used twice per battle
Note: No A-Rank or above Dark in the user's next turn or same turn
Note: Changes the S/W of the absorbed technique into Meiton's S/W
Read through these and if you have any questions, I'll answer.
(Meiton: Otakebi Nai Doragon) - Dark Release: Roar of the Undead Dragon
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A (Depends on the absorbed technique)
Description: The user will outstretch their hand and absorb an incoming attack with the dark mark on their palm once it gets within short-range of their position. This can be done against techniques following Meiton’s elemental S/W (works on the following ranks: A-Ranks for weaknesses, S-Ranks for neutrals and Forbidden Ranks for elements weak to Dark). The user will release the absorbed chakra from their dark mark in the form of purple flames in the direction of their opponent. Upon emergence the flames will swiftly morph into the shape of a winged skeletal dragon, lending it the capability to pursue airborne targets. The dragon will possess power equal to the damage of the attack absorbed.
Note: Can only be used three times per battle
Note: No other S-Rank or above Dark Release in the user's same turn
(Meiton: Izou no Gaki) – Dark Release: Legacy of the Ghoul
Type: Defensive/Offensive
Rank: S
Range: Short (Long-range when released as an attack)
Chakra Cost: 40
Damage Points: N/A (80)
Description: The user will focus their meiton chakra into the mark on their palm to release a single or several orbs of dark chakra. The violet sphere(s) will orbit their creator and follow his or her movements exactly, making them more useful than a simple static defense. The purple orbs can absorb any number of energy-based techniques (that are weak to dark) up to their rank but their real utility lies in their capability to be combined and/or reshaped. If multiple orbs are created, they can be merged to combine their collective power (combining two B-Rank orbs would make a single A-Rank one). They can be fused and separated at will, this being a passive maneuver. In the same way, they can be reshaped to take on any form or structure such as elongated lances or expanded into a hemispherical dome that surrounds the user. In terms of size they each can shrink to the proportions of a kunai or expand up to short-range in diameter. After absorbing at least a single technique, the dark spheres can be converted into purple flames and sent towards the opponent. For every absorption made by the orb(s), they gain +10 damage. For example, if a single orb was created and it managed to absorb two techniques before being converted into flames, it would gain an active damage boost of +20.
Note: Lasts four turns and can only be used twice per battle
Note: No S-Rank or above Dark techniques on the turn this is used
Note: While this is active, the user can only use two other moves per turn
(Meiton: Houkou no Konpaku) – Dark Release: Howl of the Wraith
Type: Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if it explodes)
Description: The user will perform a single handseal and focus their meiton chakra into the ground beneath the opponent. The dark chakra will emerge in the form of a violet-column that spans a short-range radius around the opponent and surrounds them from all sides. The column is completely opaque and will extend long-range into the sky, thereby making aerial escape impossible. To escape it, the opponent will have to destroy it or merely move through it. The latter method works due to the column's intangibility and anyone inside/outside the column can simply pass through it. However while not physically damaging to do so, anyone who comes into contact with the column barring the user will lose 100 chakra. As per dark's innate absorption capabilities, the column can absorb neutral techniques of the same rank (S-Ranks for elements weak to dark, B-Ranks for elements strong to it). Upon absorbing a technique, the column will explode into a maelstrom of purple flames and obliterate everything inside. To destroy the column through the use of a technique, the opponent merely has to use a jutsu which exceeds it's threshold for absorption. This will work even for matter-based elements as the column still leeches chakra from them as they pass through it. For example, an A-Rank Earth technique passing through the column will neutralize it completely as it attempts to absorb all of the chakra within the doton jutsu. It will not explode into flames or leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Must be created a minimum of five meters from the opponent.
(Meiton: Kumori no Bun'ya) – Dark Release: The Shadow Realm
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Long (same as the absorbed attack)
Chakra Cost: 30
Damage Points: N/A (same as the absorbed attack)
Description: The user will focus their chakra into one of their dark marks to absorb an energy-based technique within it's vicinity (within short-range). The jutsu will be drawn into dark mark but it will not be broken down into raw chakra, it will simply be absorbed in it's current state and be emitted from another dark mark (e.g. the one on the user's hand) in the same form. There is no delay between the absorption and the release, in fact, it happens virtually simultaneously for stream-type techniques. For example, the user would safely absorb Great Majestic Annihilation into the dark mark on their right hand and then release it from the mark on the left hand, in whatever direction their hand is pointing (e.g. upwards to release it towards the sky or towards the opponent to send their attack back towards them). This technique only serves to redirect and change the direction of attacks, it doesn't manipulate them, break them down or change them into Dark Release. It simply takes advantage of the fact that the user's dark marks are connected by portals and so attacks can pass through one and immediately emerge from the other. Since it does not manipulate techniques at all and simply redirects their travel, this can even be applied to elements and skills the user does not possess. As per Dark's elemental S/W, this technique can absorb and redirect neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). As mentioned this before, this can only be used on energy-based techniques and so of course, this will not work with Earth, Water or similar elements. Of course, logically, the damage of the released technique would be equivalent to that of the absorbed jutsu. Unfortunately, boosting techniques would be rendered ineffective on released techniques.
Note: Can only be used three times per battle
Note: Cool down time of two turns between uses
Note: Technique retain it's own elemental S/W
(Meiton: Daraku Oujou Majikku) – Dark Release: Corruption of Necromancy
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will place one or both of their dark marks in contact with the ground before focusing their meiton chakra into it to create a subterranean field of sentient tendrils constructed entirely of dark chakra. In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. They collectively make up one gargantuan creature which is sentient and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn (via their contact with the ground). The tendrils can freely transition between intangibility and solid-like tangibility so they can both seamlessly emerge from and merge back into the earth and interact with anything on the field. The purple tendrils are capable of absorbing techniques following Dark's S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). It will absorb chakra channeled into the ground (of the specified ranks) before they can manifest or they can emerge to absorb techniques directly. The tendrils also have the ability to absorb chakra from everyone on the field (barring the user) that's in contact with the ground and is within it's vicinity. The tendrils can leech 50 chakra from everyone on the field every turn but as long as it does this, it will be incapable of moving/acting. The tendrils can also be used to attack their opponent, with the effect depending on whether they choose to be tangible or intangible. If the tendrils are tangible they stab, impale or entangle the opponent but if they're intangible they will obviously be incapable of doing physical harm. If they're intangible, the tendrils will instead absorb copious amounts of chakra on contact (50 per strike), the chakra drain being exacerbated by the direct contact with the dark chakra. To destroy the tendrils, the opponent needs to target it with techniques such as Swamp of the Underworld that exceeds it's threshold for absorption. The tendril creature will be neutralized completely as it attempts to absorb all of the chakra within the doton jutsu. It will not leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Can only be used twice per battle
Note: Lasts until deactivated or destroyed
Note: No S-Rank or above Dark on the turn this is used or next turn
Note: Has a cool down time of three turns in between uses
Note: While this is active, the user can only use two other moves per turn
(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage Points : N/A (60 damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to techniques and will adapt to the target's size, shape and frame.
When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).
Restrictions
- Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique
- This technique in itself has no Fuuinjutsu component and does not create Dark Marks. It also cannot be used with the replica dark marks created through Mark of the Outsider.
(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.
Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses
(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: This is a passive technique designed to allow damage boosts to apply to absorption-type Dark Release techniques. Since absorption type techniques are often “N/A” in damage, through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become capable of absorbing techniques one rank higher than usual. Boosts which raise the rank or damage (effectively things which increase their scale) will instead be redirected into strengthening the 'pull' of absorptions. What this essentially means is absorption-type jutsu will have a greater level of suction power and will be capable of drawing in techniques more strongly than before. This will also increase the effective range of absorptions by one range, allowing them to draw in techniques that are mid-range away rather than the usual limit of short. This can apply to either passive or active boosts but can only be applied to one per usage. The damage boost in question must at least be +10 damage or higher for this technique to work.
Note: Can only be used four times per battle
Note: Cannot be used S Rank or above techs
Note: Cannot be used with: Dark Release: Downfall, Coven of Witches, or any Dark jutsu which mentions 'Lord of the Outer Night' in its description
(Meiton: Kuro Kagami) - Dark Release: The Black Mirror
Type: Supplementary
Rank: B
Range: Short - Long (Same as the chosen technique)
Chakra: 20
Damage: N/A (Same as the chosen technique)
Description: After performing an absorption, the user will employ this passive ability to emit a Dark Release version of a fire or lightning technique they know from one of their dark marks. However this will only be compatible with certain types of techniques, namely the flame-variant of Katon (does not work with ash or gas techniques) and the energy-form of lightning. Furthermore it will only work with techniques that are released from the body rather than the ground, the sky or portals. Fire and Lightning techniques which meet the above criteria will be released as Meiton jutsu from one of the user's dark marks in the form of purple flames or violet lightning to signify their change into Dark Release. This technique is most effective with projectiles but will even work with streams that are spewed, whereby the chosen dark mark takes on the role of "spewing" forth the jutsu in question. The user will still have to focus on such techniques in order to sustain them. However, not all techniques released from the body can be replicated through this method. Things like armours and wings will obviously fail as they have nothing to coat or attach to. Logic will need to be applied to determine what jutsu can or can't be used with this ability. Excluding the change in their colour and elemental S/W, converted techniques will retain all of their properties and still have to abide by all of their restrictions.
Note: Can only be used four times per battle
Note: This ability is passively applied but the technique it's used alongside will still cost a move
(Meiton: Kuro Rengoku) - Dark Release: The Black Cauldron
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra per turn)
Damage: N/A (60)
Description: The user will focus their chakra into one of their dark marks to release a violet hemispherical dome. This orb of dark chakra can expand in a single direction or in every direction from the point of release. Either way, it can only span a mid-range radius at the very most. The chakra will exhibit the characteristic absorption traits of Meiton and thus will drain anyone (barring the user) of 100 chakra upon coming into contact with them. This chakra drain is exacerbated due to the dome's intangibility and so it will phase through the opponent upon passing through them. If the opponent is caught and trapped within the dome, they will constantly lose a smaller portion of chakra per turn (50 chakra). The dome will also absorb any techniques used within short-range of it or inside of it (excluding the user's own) by drawing them into itself through the use of vortexes similar to those used in Inhaling Maw. This will enable it to absorb neutral techniques of the same rank, one rank below for elements strong to Dark and one rank above for abilities weak to Dark. Upon fully expanding to encapsulate the opponent and/or the user, the dark chakra which composes the Cauldron will exhibit solid-like tangibility. This means it will keep solid techniques inside/outside of it after absorbing their chakra but more importantly, it can be destroyed by techniques which exceed it's threshold for absorption. At any point, the user can passively siphon any chakra absorbed from people or techniques by the Cauldron into their dark mark by placing it in contact with the dome. Alternatively, the user can have the dome explode into a maelstrom of purple flames once it has absorbed any chakra or a technique.
Note: Lasts for three turns
Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses
(Meiton: Kousei no Oni) – Dark Release: Rebirth of the Demon
Type: Defensive/Offensive
Rank: S
Range: Short (same range as the absorbed attack)
Chakra Cost: 40
Damage Points: N/A (same as the absorbed attack)
Description: After releasing an energy-based attack of their own, the user will immediately absorb it back into their dark mark before releasing a dark release replica of it. It will be the same size, shape, carry the same rank and possess the same properties as the absorbed technique. It will be emitted in the same form as the absorbed energy, though it will be violet in colour to signify the change into Dark Release (e.g. absorbing a raiton technique would result in purple lightning being released). While this is performed in the same timeframe as the technique which precedes it (the one absorbed), it will still count as a move and so it will effectively be as if the user used two moves. Alternatively, the user can use this as normal against an opponent's attack to send back an exact replica composed of purple flames. The user can only draw in techniques that are within short-range of their dark mark and can only absorb techniques following Dark's elemental S/W (A-Ranks for weaknesses, S-Ranks for neutrals and F-Ranks for elements weak to dark).
Note: Can only be used twice per battle
Note: No A-Rank or above Dark in the user's next turn or same turn
Note: Changes the S/W of the absorbed technique into Meiton's S/W
This technique takes advantage of Dark Release's strengths against other elements by allowing you to turn your own techniques or those of others into Dark, making it harder to counter. It's a good way to push out a stronger technique quickly.
Read through these and if you have any questions, I'll answer.
(Meiton: Otakebi Nai Doragon) - Dark Release: Roar of the Undead Dragon
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A (Depends on the absorbed technique)
Description: The user will outstretch their hand and absorb an incoming attack with the dark mark on their palm once it gets within short-range of their position. This can be done against techniques following Meiton’s elemental S/W (works on the following ranks: A-Ranks for weaknesses, S-Ranks for neutrals and Forbidden Ranks for elements weak to Dark). The user will release the absorbed chakra from their dark mark in the form of purple flames in the direction of their opponent. Upon emergence the flames will swiftly morph into the shape of a winged skeletal dragon, lending it the capability to pursue airborne targets. The dragon will possess power equal to the damage of the attack absorbed.
Note: Can only be used three times per battle
Note: No other S-Rank or above Dark Release in the user's same turn
(Meiton: Izou no Gaki) – Dark Release: Legacy of the Ghoul
Type: Defensive/Offensive
Rank: S
Range: Short (Long-range when released as an attack)
Chakra Cost: 40
Damage Points: N/A (80)
Description: The user will focus their meiton chakra into the mark on their palm to release a single or several orbs of dark chakra. The violet sphere(s) will orbit their creator and follow his or her movements exactly, making them more useful than a simple static defense. The purple orbs can absorb any number of energy-based techniques (that are weak to dark) up to their rank but their real utility lies in their capability to be combined and/or reshaped. If multiple orbs are created, they can be merged to combine their collective power (combining two B-Rank orbs would make a single A-Rank one). They can be fused and separated at will, this being a passive maneuver. In the same way, they can be reshaped to take on any form or structure such as elongated lances or expanded into a hemispherical dome that surrounds the user. In terms of size they each can shrink to the proportions of a kunai or expand up to short-range in diameter. After absorbing at least a single technique, the dark spheres can be converted into purple flames and sent towards the opponent. For every absorption made by the orb(s), they gain +10 damage. For example, if a single orb was created and it managed to absorb two techniques before being converted into flames, it would gain an active damage boost of +20.
Note: Lasts four turns and can only be used twice per battle
Note: No S-Rank or above Dark techniques on the turn this is used
Note: While this is active, the user can only use two other moves per turn
(Meiton: Houkou no Konpaku) – Dark Release: Howl of the Wraith
Type: Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if it explodes)
Description: The user will perform a single handseal and focus their meiton chakra into the ground beneath the opponent. The dark chakra will emerge in the form of a violet-column that spans a short-range radius around the opponent and surrounds them from all sides. The column is completely opaque and will extend long-range into the sky, thereby making aerial escape impossible. To escape it, the opponent will have to destroy it or merely move through it. The latter method works due to the column's intangibility and anyone inside/outside the column can simply pass through it. However while not physically damaging to do so, anyone who comes into contact with the column barring the user will lose 100 chakra. As per dark's innate absorption capabilities, the column can absorb neutral techniques of the same rank (S-Ranks for elements weak to dark, B-Ranks for elements strong to it). Upon absorbing a technique, the column will explode into a maelstrom of purple flames and obliterate everything inside. To destroy the column through the use of a technique, the opponent merely has to use a jutsu which exceeds it's threshold for absorption. This will work even for matter-based elements as the column still leeches chakra from them as they pass through it. For example, an A-Rank Earth technique passing through the column will neutralize it completely as it attempts to absorb all of the chakra within the doton jutsu. It will not explode into flames or leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Must be created a minimum of five meters from the opponent.
(Meiton: Kumori no Bun'ya) – Dark Release: The Shadow Realm
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Long (same as the absorbed attack)
Chakra Cost: 30
Damage Points: N/A (same as the absorbed attack)
Description: The user will focus their chakra into one of their dark marks to absorb an energy-based technique within it's vicinity (within short-range). The jutsu will be drawn into dark mark but it will not be broken down into raw chakra, it will simply be absorbed in it's current state and be emitted from another dark mark (e.g. the one on the user's hand) in the same form. There is no delay between the absorption and the release, in fact, it happens virtually simultaneously for stream-type techniques. For example, the user would safely absorb Great Majestic Annihilation into the dark mark on their right hand and then release it from the mark on the left hand, in whatever direction their hand is pointing (e.g. upwards to release it towards the sky or towards the opponent to send their attack back towards them). This technique only serves to redirect and change the direction of attacks, it doesn't manipulate them, break them down or change them into Dark Release. It simply takes advantage of the fact that the user's dark marks are connected by portals and so attacks can pass through one and immediately emerge from the other. Since it does not manipulate techniques at all and simply redirects their travel, this can even be applied to elements and skills the user does not possess. As per Dark's elemental S/W, this technique can absorb and redirect neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). As mentioned this before, this can only be used on energy-based techniques and so of course, this will not work with Earth, Water or similar elements. Of course, logically, the damage of the released technique would be equivalent to that of the absorbed jutsu. Unfortunately, boosting techniques would be rendered ineffective on released techniques.
Note: Can only be used three times per battle
Note: Cool down time of two turns between uses
Note: Technique retain it's own elemental S/W
(Meiton: Daraku Oujou Majikku) – Dark Release: Corruption of Necromancy
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will place one or both of their dark marks in contact with the ground before focusing their meiton chakra into it to create a subterranean field of sentient tendrils constructed entirely of dark chakra. In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. They collectively make up one gargantuan creature which is sentient and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn (via their contact with the ground). The tendrils can freely transition between intangibility and solid-like tangibility so they can both seamlessly emerge from and merge back into the earth and interact with anything on the field. The purple tendrils are capable of absorbing techniques following Dark's S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). It will absorb chakra channeled into the ground (of the specified ranks) before they can manifest or they can emerge to absorb techniques directly. The tendrils also have the ability to absorb chakra from everyone on the field (barring the user) that's in contact with the ground and is within it's vicinity. The tendrils can leech 50 chakra from everyone on the field every turn but as long as it does this, it will be incapable of moving/acting. The tendrils can also be used to attack their opponent, with the effect depending on whether they choose to be tangible or intangible. If the tendrils are tangible they stab, impale or entangle the opponent but if they're intangible they will obviously be incapable of doing physical harm. If they're intangible, the tendrils will instead absorb copious amounts of chakra on contact (50 per strike), the chakra drain being exacerbated by the direct contact with the dark chakra. To destroy the tendrils, the opponent needs to target it with techniques such as Swamp of the Underworld that exceeds it's threshold for absorption. The tendril creature will be neutralized completely as it attempts to absorb all of the chakra within the doton jutsu. It will not leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Can only be used twice per battle
Note: Lasts until deactivated or destroyed
Note: No S-Rank or above Dark on the turn this is used or next turn
Note: Has a cool down time of three turns in between uses
Note: While this is active, the user can only use two other moves per turn
(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage Points : N/A (60 damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to techniques and will adapt to the target's size, shape and frame.
When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).
Restrictions
- Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique
- This technique in itself has no Fuuinjutsu component and does not create Dark Marks. It also cannot be used with the replica dark marks created through Mark of the Outsider.
(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.
Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses
(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: This is a passive technique designed to allow damage boosts to apply to absorption-type Dark Release techniques. Since absorption type techniques are often “N/A” in damage, through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become capable of absorbing techniques one rank higher than usual. Boosts which raise the rank or damage (effectively things which increase their scale) will instead be redirected into strengthening the 'pull' of absorptions. What this essentially means is absorption-type jutsu will have a greater level of suction power and will be capable of drawing in techniques more strongly than before. This will also increase the effective range of absorptions by one range, allowing them to draw in techniques that are mid-range away rather than the usual limit of short. This can apply to either passive or active boosts but can only be applied to one per usage. The damage boost in question must at least be +10 damage or higher for this technique to work.
Note: Can only be used four times per battle
Note: Cannot be used S Rank or above techs
Note: Cannot be used with: Dark Release: Downfall, Coven of Witches, or any Dark jutsu which mentions 'Lord of the Outer Night' in its description
Black Mirror is fairly simple in principle and usage, just coating an attack in Dark Release in order to maximise its benefits of being strong to most of the basic 5. Given that it can also be used with CJ, it has great diversity and makes opening moves far more dangerous.
Cauldron is a territory control technique which makes CQC disadvantageous for an enemy. It forces the enemy to keep a distance and greatly limits their options of attack, due to the dome having the ability to neutralise various elements. At this point, the user can capitalise by attacking from a distance or in blind spots.
Hadō #92. Kaiten Burēdo / Way of Destruction #92. Revolving Blade
Type: Offensive / Defensive
Rank: S
Range: Short - Mid range
Chakra: 40 (-10 per turn)
Damage: 80
Description: Gathering Dark chakra from their reserves, or by manipulating pre-existing Dark chakra on the field, the user will summon a series of blades composed of solid Dark chakra around their being, which remain anywhere within short-range around the user. These blades will remain stationary around the user, but upon mental command, can be triggered to spin violently around the user at an extremely fast rate, allowing nothing to breach its circumference. The spinning swords will encompass a maximum range of 5 meters around the user whilst spinning constantly, to prevent enemies from getting close and attack from afar whilst limiting close quarters engagement, and will follow the user if they begin to move around the field. Each of these blades can be mentally manipulated freely by the user, allowing single swords to break off from the pattern in order to defend from smaller projectile attacks. Furthermore, the blades can be flung at the opponent at high speeds individually, in groups or as an entire collective. Unless the swords have been destroyed, the user is capable of manipulating them from anywhere on the field, either returning them to their state of surrounding the user, or swarming the enemy with them. Another usage of this technique is to, when a sword(s) is near the opponent, detonate the weapon, releasing a short-range explosion of Dark flames which are equivalent to B-Rank in strength, causing concussive and burn damage.
⇒ No Dark techniques above A-Rank can be used whilst this technique is active
⇒ Lasts 2 turns
⇒ Usable 2 times
Creates swords of dark chakra that rotate around the user to form an impenetrable defense, that can be later be fired off towards different targets. They can also be detonated into blue flames when they near the opponent
Hadō #95. Tenebris Aeterna / Way of Destruction #95. Darkness Forever
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: This technique revolves around utilising the powers of Dark for pure destructive purposes. The user will channel an extreme amount of Dark chakra in order to fuel the technique, and create a single portal of Dark chakra or a large scale amount of smaller ones. They will release the chakra from their dark mark and it will shape into the portal(s) upon release. From this portal(s), the user will summon various smaller masses of Dark chakra, using shape manipulations to give them the shape and basic physical features of weaponry, e.g. swords, shuriken, kunai, lances etc., but still retaining the signature blue hue of Dark chakra. Upon mental command from the user, the chakra weapons will surge forth from the portals extremely quickly, as if numerous arrows fired from bows. The dark chakra exhibits solid-like tangibility (similar to Fire Release: Dragon Flame Release Song Technique). Once the weapons strike the target, the natural properties of Dark chakra will begin to take effect, absorbing chakra from the target if there is any to be found, following the strengths and weaknesses of Dark Release. If the user so chooses, they can detonate an individual chakra weapon (costs a move), which will set off a chain reaction with the other chakra weapons, culminating in a large explosion.
⇒ The weapons will fire until the end of the turn used
⇒ Can only be used twice per battle
The user can create a single large portal or several smaller ones made of dark chakra. They can then call forth countless from within those portals, which exhibit solid-like tangibility (similar to certain Fire techniques). The weapons can be detonated into an explosion of blue flames that sets off a chain reaction.
Katon: Goryūtenmetsu | Fire Release: Five Swirling Dragons of Destruction
Type: Offensive/Defensive Rank: S Range: Mid-Long Chakra: 40 Damage: 80 Description: The user will pool their chakra into 5 separate spots around them. Then, the user will summon 5 pillars of fire hot enough to instantly incinerate objects it touches, which then all meet together above the user's position. Using shape manipulation, the user will form a large dragon head from the pillars of fire that can be controlled by the user at will. Upon the user's command, the dragon will lunge towards the target at incredible speed. The fire that composes the dragon is intangible, but by forming a single hand seal, the user can trigger a large explosion which will decimate anything caught within its range. Due to the size of the technique, the explosion should not be triggered within short range of the user, or they will be caught within the explosion as well.
Restrictions
- No A-Rank Fire techniques can be used in the same turn
- Can only be used once every 2 turns
- Usable twice per battle at maximum
- Can only be taught by Rᴜʀūsʜᴜ
Creates pillars of fire that coalesce into the form of a dragon
Farao no Hōrei #1. Uraeusu wa Kesshin ? Pharaoh’s Decree #1. Uraeus the Unwavering
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will concentrate their fire chakra (and make 4 quick handseals) within their body and form a fiery cobra that loosely coils around the user’s body. This fire cobra can be mentally manipulated, allowing the user to control it without any sign or warning for the opponent. Whilst wrapped around the user, the jutsu is considered in resting position, and possesses defensive ability in its greatest capacity. Whilst coiled around the target in resting state, the snake will have slight gaps in its body, enough to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. Due to the chakra being condensed, giving the fire tangibility, it is able to defend easily from attacks of both tangibility and intangibility. Weapons such as kunai, shuriken or swords will easily be deflected, whilst elemental attacks interact with the technique according to the S&W scheme. Upon command, the fire can be manipulated to attack a target in any manner, as a whip, a surging beam, or even as a coiling snake to constrict. This being said, the fire is capable of dealing physical damage characteristic of blunt force and sharp-edged objects, even piercing through objects, due to the tangibility of the fire. The fire is capable of splitting off into branches in order to attack multiple targets, but will not suffer from any rank or strength decreases, as the branches are still connected to a singular structure. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. When lashing out and pursuing targets, the snake moves at high speeds, making it dangerous for opponents in close quarters and escaping to far ranges alike.
⇒ Lasts 3 turns
⇒ Usable 2x per battle
Creates a cobra made of fire that can serve many functions
Farao no Hōrei #2. Horusu no Shinsei ? Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per duplication/merge, -10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, and spew forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon hitting a target, the user can trigger the falcon to violently explode, creating a blast that spans slightly above short-range (7 meters), incinerating anything within, at the cost of a move. What makes this technique special is not its sentient nature, but its ability to split into pieces. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. Obviously, the power of the explosion is scaled according to the rank of the falcon; weakening as the rank drops. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. During flight, the falcon(s) is/are able to rotate extremely quickly, generating a vortex of fire, which counts as a move. Anybody trapped inside the vortex will experience suffocation due to the lack of oxygen and smoke, whilst also suffering from severe burns from the heat of the flames. The high speeds of the rotation of the vortex will restrict movement, and being trapped inside for longer than 1 turn will lead to loss of consciousness and death.
⇒ Lasts 4 turns
⇒ Splitting and re-merging falcons count as moves
⇒ Usable 2x per battle
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A falcon of flame that performs many purposes
Farao no Hōrei #3. Ōshima no Oshirisu ? Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.
⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage
A technique that involves manipulating fire techniques, mostly to the end of combining or splitting them for greater or lesser power respectively.
Farao no Hōrei #5. Sōzō no Sugata ? Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.
⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn.
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A really cool technique that takes the shape/form of an atom and gradually closes in on a target to burn them alive.
(Raiton: Monshou no Tentou) – Lightning Release: Sorcery of Loki
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: The user will perform a handseal and focus on a solid entity containing their raiton chakra to harness it. This will allow them to take control of the said object by manifesting a coating of static lightning around it and levitating it (in a similar manner to Lightning Blades Levitation). The user will be able to govern it's movements through the air with hand gestures and upon contact with living beings, the static contact will be shocking to the touch. It will paralyze in the same way as Chidori Nagashi, with this paralysis persisting for long as contact is maintained.
Note: Can only be used four times per battle
Similar in nature to my Osiris technique, it allows for active manipulation of a lightning technique's physical composition.
(Raiton: Battou no Doragon) – Lightning Release: Felling of Siegfried
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing two handseals, the user will channel their raiton chakra into the ground to trigger a subterranean discharge of electricity. This surge will ravage the earth to compromise it's structural integrity, causing the next attempt at creating an earth-based technique (KG/CE included) from the ground to fail prematurely. Before it can even emerge, the jutsu will collapse and crumble, losing it's form and unable to progress any further. This will only apply to a mid-range radius around the user's position when this jutsu was first performed, meaning earth-based techniques can still be formed from the ground outside of this vicinity.
Note:
Can only be used three times per battle
Cooldown time of two turns in between uses
No S-Rank or above Lightning in the same turn
Neat technique that locks off earth from being used.
(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a dome of solid-like lightning to rise up short-range all around the target. Everything within the dome's confines will be imbued with the user's raiton chaka, paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. The dome will then form into a fully spherical orb once everything within it has been suspended off the ground and erupt into a massive explosion (similar to the canon technique Thunder Up), obliterating everything inside of it.
Notes:
-Can only be used thrice per battle
-Cooldown time of two turns in between uses.
A dome that is able to negate earth techniques of certain strengths, before it comes up and self-destructs with the target inside. The negation effect only applies in the short-range area the dome would manifest, or does it apply to the mid-range radial around the user as with the last technique?
Katon: Brahmastra Kundala - Fire Release: O' Brahma, Curse Me
Type: 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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Katon: Gladsheimr – Fire Release: The Fifth Universe
Type: 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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Farao no Hōrei #7. Ramusseumu no Sōko ? Pharaoh’s Decree #7. Vault of the Ramesseum
Type: 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
Meiton: Kurohitsugi – Dark Release: Black Coffin
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.
(Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10)
Damage: 80
Description: After having absorbed chakra beforehand, the user puts any of his dark marks in contact with the ground, sending the dark chakra beneath the target’s feet. With one simple hand seal the user manifests this technique in the form of a giant dark purple orb which traps the target in. The unique mechanism of this orb is that it can absorb the chakra of anything trapped inside. The orb will absorb 40 chakra from the target per turn. The orb follows Dark Release's S/W scheme (F-ranks for elements weak to dark; A-ranks for elements strong to Dark). The size of the orb is big enough to fit in a medium sized summoning animal and can be split into other orbs to trap several targets, each split equaling to S-rank collectively. If the user does this, each orb will be slightly smaller; though they have the ability to join themselves into one single big one passively and vice-versa. Upon absorbing chakra, the orb will start to take light blue color. Since the user has complete control over the orb, he can move it freely with simple hand swings. When the orb is forcefully slammed against any solid matter (ground, for example), the orb will dissolve into countless tiny orbs. Through the performance of one hand seal, the user can shape them into senbons which are made of light blue flames. They will rain down on the enemy and cause intense burns to areas that are hit. Upon creation the orb must be at least three meters in radius, with the target trapped in the center of it.
Notes
Can be used only twice a battle with a two turn cooldown. The orb lasts in the field for two turns unless it gets destroyed. During this time, at least one dark mark should be in contact with the ground, however the user is free to use other moves. The user cannot use other S-rank Dark techniques in the same turn this is used.
Can only be taught by Klad
Members who have learnt this technique
1.Lonely Assassin
2. Albel
3. Nathan
(Meiton : Shugo tenshi) - Dark Release : Guardian Angel
Type: Supplementary/Offensive/Defensive
Rank: B-rank
Range: Short
Chakra Cost: 20 (-10)
Damage Points: N/A
Description: The usage of this technique lies with the user activating one of their Dark Marks, on either of his hands. Upon the activation, it will stay active for four turns. The functional Dark Mark will take the manifestation of dark purple chakra surrounding the user's arm, and will serve as an active Inhaling Maw which automatically absorbs elements and ranks according to the S&W scheme (A-rank for strengths and so on) without the user needing to. Simply put, the user won't bother directing his arm outwards to absorb, but the vivid dark chakra around his arm will do the job for him. This means that the user can carry on with other actions as Guardian Angel does its job. Should any absorbable technique come within the short range of the user, it will immediately get absorbed by the dark chakra. This ability can also extract the physical and spiritual energy from chakra infused weapons. The user, however, won't be able to use his releasing ability on the chosen Dark Mark, but the other Dark Mark can still be used.
With the sacrifice of chakra each turn, the user will only be able to absorb up to A rank techniques per turn. The technique will not stop once it has absorbed an A rank technique, but it will simply not be able to absorb anymore during that turn. Can be deactivated at will.
Restrictions
-Lasts for four turns
-Can only be taught by Klad
Members who have learnt this technique
1. Lonely Assassin
2. Albel
3. Nathan
Meiton : Dākusutējingu - Dark Release : Dark Staging
Type : Defensive/Offensive
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description : After having absorbed a technique/chakra before hands, the user activates one of his dark marks before touching the surface he's in. A conical shaped pitch black platform is raised from the ground, right in front of the user. This platform then surrounds the user omnidirectionally up to 5 meters if so he wishes.. Respecting the Strength and Weaknesses of Elements instructions, this platform can block attacks up to A rank by absorbing their spiritual and physical energies. Once something is absorbed, the dark platform rapidly scatters into countless pointy and sharp blue flame projectiles with a simple hand seal from the user. These projectiles are directed towards any direction if the user so wishes, by making hand gestures. If any of these miniature deadly bullets make contact with a target, they will receive a 2nd-degree burn and also many major cuts in their flesh.
Restrictions
- Must have absorbed something before using
- Cannot be used in a consecutive manner
- Must wait for 2 turns to use again and can be used only 3 times a battle
- Can only be taught by Klad
Members who have learnt this technique
1. Albel
2. LonelyAssassin
3. Nathan
Meiton: Muchi - Dark Release : Scourge
Type: Supplementary/Offensive/Defensive
Rank: B ( A )
Range: Short - Long
Chakra: 20 (30)
Damage Points : 40 (60)
Description: The user can apply this to themselves or thrust their arm towards a target and apply it to them, this can be applied to summons, clones or singular entities like Stone Golem. The user forms a dark shroud of chakra around the target, and this armor adapts to the target's own frame pattern. The Dark armor is B-Rank in strength and will absorb elements according to the Strength and Weaknesses of Dark Release Absorption.
When and if the armor absorbs a jutsu the dark properties naturally take away the physical and spiritual energies and expels it stronger, expelling it in the form of A-Rank blue flames which cover the target's frame. The armor will burn and cause internal damage if it comes into contact with an enemy. With the use of a single hand seal the user is able to have the flames shoot forward as a horizontal tornado of flames crash into the opponent or a separate target - setting it alight.
Restrictions
- Has a two turn cooldown
- Must have absorbed a jutsu beforehand
- Lasts four turns until absorbed. Adds another two turns to countdown when it absorbs a technique
- Can only be taught by Klad
Members who have learnt this technique
1. Albel
2. LonelyAssassin
3. Nathan
Meiton: Chijō burēka - Dark Release: Terrestrial Breaker
Type: Offensive/Supplementary
Rank: C - S Rank
Range: Mid - Long
Chakra: 15 (40)
Damage: 30 (80)
Description: Terrestrial Breaker is a prime example of how a simple Dark technique can become lethal. The user slams either palm on the ground and sends Dark chakra underground. Via using shape manipulation, he will manifest said chakra in the form of a basketball sized purple dark orb which will lie inches underneath the ground's surface. The lethality of this technique depends on how long the orb will stay active. Each turn, this orb will absorb the target's chakra (-30 per turn) and any absorbable technique they use (only underground related techniques; following Dark's elemental S/W). The longer this orb stays active, the more it will absorb and this will result in a more powerful release. Once this orb absorbs chakra it will turn into light blue color, associated with flames. The diameter of the orb increases by 2 meters every time it increases in rank, as the main point of it is to absorb chakra in order to make itself stronger and bigger. The surface of the earth will start to gain a light blue glow, once this orb absorbs chakra. The blue shade is faint at first, but it becomes vivid once the rank of the orb increases. At will, with a single hand seal by the user, he'll trigger the orb and make it explode in an extensive amount of blue flames which will cause internal and external burns to anything caught in it. The explosion leaves a crater behind, its size depending on how strong the release was. This orb increases by one rank every turn (it's C-Rank on the first turn, B-Rank on the next) up to a maximum of S-Rank and it can only be detonated once it's at least B-Rank in power.
Restrictions
-The orb lasts for four turns
-It has two turns cooldown before used again and can only be used twice per battle
-Can only be taught by Klad
Members who have learnt this technique
1. Albel
2. Nathan
3. Negative Knight
Meiton: Koritsu shita kou - Dark Release: Isolated Rainfall
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Isolated Rain is only accessible when the user has absorbed a technique first, and has used a technique which makes it rain. Performing a set of two handseals, the user will manipulate his dark chakra in a way that it is sent up and stored in the already formed clouds. The clouds will darken and from them, rain infused with dark chakra will start to fall. Since the raindrops are now associated with the dark release characteristics, they have access to absorbing chakra of anything they touch. Upon absorption, the chakra doesn't go back to the user. The main effect of this technique is, because the rain makes physical contact with the target, they will have a difficult time using techniques of elements that are weak to Dark Release. This would mean that the target will have to spend extended chakra reserves when performing a technqiue, specifically +10 chakra points. The target's techniques will also suffer -5 damage points. The rain has double effect on raw chakra based technqiues, forcing the target to use +20 chakra points to be able to perform them, and the techniques also suffer from -10 damage points decrease. If two turns pass after this technique is activated, the raindrops infused with dark chakra will also begin to affect the target themselves. The raindrops will begin to seep through their clothes and affect their skin/frame, and start sapping passively chakra points from the target(s) (collectively all of the rain drops sap 20 chakra per turn). As soon as a single raindrop absorbs chakra, it will glow in a light blue hue, and as such, the entire clothes of the target will also glow in that color. The user, by making a set of two handseals, will detonate every "stuck" raindrop in their clothes and trigger an explosion, which is equivalent to B rank. Another important note is that if the target has an elemental armour which is weak to dark release, (be it from any technique, for example Raikage's armour), the dark chakra infused raindrops will feed on the armor's chakra and the explosion overall will have an increase; it will be equivalent to A rank. The armour will also disappear as soon as the explosion happens. This technique doesn't affect the user as it's their own chakra but will will affect their allies (excluding clones).
Restrictions
-Can only be used thrice per battle
-Lasts four turns
-Can only be taught by Klad
Members who have learnt this technique.
1. Albel
2. 'Kurapika
Meiton: Mōtaru no naitomea - Dark Release: Nightmare of the Mortal
Type: Offensive
Rank: B-rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A technique which is controlled by the user and considered to be very fast in performance, the user activates either dark mark on his palm and sends a near invisible dark layer to reside on the ground. It is 2cm thick and the size of this layer is usually up to the user, but it cannot be larger than the short range radius from any target. The mechanism of this technique lies within any sudden movement done by a target with his feet. Be it a jerking movement in order to run, or simply a foot stomp, the dark layer will trigger and a total of two black, adult-sized and with elongated forearm arms will emerge from the layer and capture the target in mid-movement, restricting their movements. The way the hands emerge is dependant on how the user describes them in his move. These hands have the ability to absorb chakra, and as they start sapping, they gain a slight blue hue, and this will further increase their grip on whatever body part of the target. With the performance of one handseal, the user is able to set these hands aflame; creating a sea of full of blue flames which can cause 2nd degree burns to the target.
- The dark layer can stay only for three turns in the battlefield.
- Usable only thrice per event/conflict
- Can only be taught by Klad
Members who have learnt this technique
1. Albel
(Meiton: Genei Ryodan) - Dark Release: The Phantom Troupe
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: N/A (Depends on the absorbed technique)
Description: The user will outstretch their hand and absorb an incoming attack with the dark mark on their palm once it gets within short-range of their position. This can be done against techniques following Meiton’s elemental S/W (works on the following ranks: A-Ranks for weaknesses, S-Ranks for neutrals and Forbidden Ranks for elements weak to Dark). The user will release the absorbed chakra from their dark mark in the form of purple flames in the direction of their opponent. Upon emergence the flames will swiftly morph into the shape of a twelve legged spider, lending it the capability to pursue ground based targets. The spider will possess power equal to the damage of the attack absorbed.
Note: Can only be used three times per battle
Note: No other S-Rank or above Dark Release in the user's same turn
Members who have learnt this technique
1.Albel
2.Negative Knight
(Meiton: Izou no Gaki) – Dark Release: Legacy of the Ghoul
Type: Defensive/Offensive
Rank: S
Range: Short (Long-range when released as an attack)
Chakra Cost: 40
Damage Points: N/A (80)
Description: The user will focus their meiton chakra into the mark on their palm to release a single or several orbs of dark chakra. The violet sphere(s) will orbit their creator and follow his or her movements exactly, making them more useful than a simple static defense. The purple orbs can absorb any number of energy-based techniques (that are weak to dark) up to their rank but their real utility lies in their capability to be combined and/or reshaped. If multiple orbs are created, they can be merged to combine their collective power (combining two B-Rank orbs would make a single A-Rank one). They can be fused and separated at will, this being a passive maneuver. In the same way, they can be reshaped to take on any form or structure such as elongated lances or expanded into a hemispherical dome that surrounds the user. In terms of size they each can shrink to the proportions of a kunai or expand up to short-range in diameter. After absorbing at least a single technique, the dark spheres can be converted into purple flames and sent towards the opponent. For every absorption made by the orb(s), they gain +10 damage. For example, if a single orb was created and it managed to absorb two techniques before being converted into flames, it would gain an active damage boost of +20.
Note: Lasts four turns and can only be used twice per battle
Note: No S-Rank or above Dark techniques on the turn this is used
Note: While this is active, the user can only use two other moves per turn
Members who have learnt this technique
1.Albel
2.Negative Knight
(Meiton: Houkou no Konpaku) – Dark Release: Howl of the Wraith
Type: Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if it explodes)
Description: The user will perform a single handseal and focus their meiton chakra into the ground beneath the opponent. The dark chakra will emerge in the form of a violet-column that spans a short-range radius around the opponent and surrounds them from all sides. The column is completely opaque and will extend long-range into the sky, thereby making aerial escape impossible. To escape it, the opponent will have to destroy it or merely move through it. The latter method works due to the column's intangibility and anyone inside/outside the column can simply pass through it. However while not physically damaging to do so, anyone who comes into contact with the column barring the user will lose 100 chakra. As per dark's innate absorption capabilities, the column can absorb neutral techniques of the same rank (S-Ranks for elements weak to dark, B-Ranks for elements strong to it). Upon absorbing a technique, the column will explode into a maelstrom of purple flames and obliterate everything inside. To destroy the column through the use of a technique, the opponent merely has to use a jutsu which exceeds it's threshold for absorption. This will work even for matter-based elements as the column still leeches chakra from them as they pass through it. For example, an A-Rank Earth technique passing through the column will neutralize it completely as it attempts to absorb all of the chakra within the doton jutsu. It will not explode into flames or leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Must be created a minimum of five meters from the opponent.
Members who have learnt this technique
1.Albel
2.Negative Knight
Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.
- Can only be taught by Klad
Members who have learnt this technique
1.Albel
2.Negative Knight
(Meiton: Kumori no Bun'ya) – Dark Release: The Shadow Realm
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Long (same as the absorbed attack)
Chakra Cost: 30
Damage Points: N/A (same as the absorbed attack)
Description: The user will focus their chakra into one of their dark marks to absorb an energy-based technique within it's vicinity (within short-range). The jutsu will be drawn into dark mark but it will not be broken down into raw chakra, it will simply be absorbed in it's current state and be emitted from another dark mark (e.g. the one on the user's hand) in the same form. There is no delay between the absorption and the release, in fact, it happens virtually simultaneously for stream-type techniques. For example, the user would safely absorb Great Majestic Annihilation into the dark mark on their right hand and then release it from the mark on the left hand, in whatever direction their hand is pointing (e.g. upwards to release it towards the sky or towards the opponent to send their attack back towards them). This technique only serves to redirect and change the direction of attacks, it doesn't manipulate them, break them down or change them into Dark Release. It simply takes advantage of the fact that the user's dark marks are connected by portals and so attacks can pass through one and immediately emerge from the other. Since it does not manipulate techniques at all and simply redirects their travel, this can even be applied to elements and skills the user does not possess. As per Dark's elemental S/W, this technique can absorb and redirect neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). As mentioned this before, this can only be used on energy-based techniques and so of course, this will not work with Earth, Water or similar elements. Of course, logically, the damage of the released technique would be equivalent to that of the absorbed jutsu. Unfortunately, boosting techniques would be rendered ineffective on released techniques.
Note: Can only be used three times per battle
Note: Cool down time of two turns between uses
Note: Technique retain it's own elemental S/W
Members who have learnt this technique
1.Albel
2.Negative Knight
(Meiton: Daraku Oujou Majikku) – Dark Release: Corruption of Necromancy
Type: Defensive/Supplementary/Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will place one or both of their dark marks in contact with the ground before focusing their meiton chakra into it to create a subterranean field of sentient tendrils constructed entirely of dark chakra. In terms of magnitude, each tendril is fifteen meters in length (can reach up to the edge of mid-range from the user's position) but they rarely ever expose themselves entirely and instead prefer to reside mostly within the ground. The area this tentacled creature encompasses is a mid-range radial reach around the user and its epicenter resides directly below his or her feet on creation. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. They collectively make up one gargantuan creature which is sentient and as such it is capable of acting on the user's mental commands. The tendrils maintain themselves by passively leeching chakra from their creator every turn (via their contact with the ground). The tendrils can freely transition between intangibility and solid-like tangibility so they can both seamlessly emerge from and merge back into the earth and interact with anything on the field. The purple tendrils are capable of absorbing techniques following Dark's S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark; B-Ranks for elements strong to Dark). It will absorb chakra channeled into the ground (of the specified ranks) before they can manifest or they can emerge to absorb techniques directly. The tendrils also have the ability to absorb chakra from everyone on the field (barring the user) that's in contact with the ground and is within it's vicinity. The tendrils can leech 50 chakra from everyone on the field every turn but as long as it does this, it will be incapable of moving/acting. The tendrils can also be used to attack their opponent, with the effect depending on whether they choose to be tangible or intangible. If the tendrils are tangible they stab, impale or entangle the opponent but if they're intangible they will obviously be incapable of doing physical harm. If they're intangible, the tendrils will instead absorb copious amounts of chakra on contact (50 per strike), the chakra drain being exacerbated by the direct contact with the dark chakra. To destroy the tendrils, the opponent needs to target it with techniques such as Swamp of the Underworld that exceeds it's threshold for absorption. The tendril creature will be neutralized completely as it attempts to absorb all of the chakra within the doton jutsu. It will not leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Can only be used twice per battle
Note: Lasts until deactivated or destroyed
Note: No S-Rank or above Dark on the turn this is used or next turn
Note: Has a cool down time of three turns in between uses
Note: While this is active, the user can only use two other moves per turn
Members who have learnt this technique
1.Albel
2. Negative Knight
Meiton: Jigoku no Fukami - Dark Release: Depths of Hell
Type: Offensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: In order to make this technique work, the user needs to have his dark mark in contact with solid matter (ground, for example) and channel a considerable amount of dark chakra underground. This chakra will take the form of a five meter wide vertical dark circular tunnel (resembling a cylinder) which can extent up to 20m deep underground. The tip of this tunnel will slightly pool beneath the enemy's legs as a dark circular formation. This circle can be as big as the user wants but cannot transcend the distance beyond the short range of a target. The pattern this circle appears is that of an "inhaling" nature; the suction of the circle has enough force to abruptly pull an adult sized male down below the tunnel in a fast process. With the user's mental command, the tunnel will tighten its structure from five meters to a minimum of 50 centimeters. Anything caught in the tunnel will have no way of surviving such a tight environment and will eventually have their organs splashed out of their body, resulting in immediate death.
Note
-The circle has the passive ability to sap -60 chakra from a target once made contact with. If successful, this chakra will passively go to the user for other dark techniques as the whole tunnel is linked to the dark mark of the user. For this reason, the user needs to have his dark mark in contact with a solid matter the entire time. This technique is usable only thrice and has a two-turn cooldown.
-Can only be taught by Klad
Members who have learnt this technique
1.Albel
2.Negative Knight
(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage Points : N/A (60 damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to techniques and will adapt to the target's size, shape and frame.
When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).
Restrictions
- Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique
- This technique in itself has no Fuuinjutsu component and does not create Dark Marks. It also cannot be used with the replica dark marks created through Mark of the Outsider.
Members who have learnt this technique
1. Negative Knight
2. Albel
Meiton: Shinki Chūmon - Dark Release: New Order
Type: Supplementary/Offensive/Defensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: Invented by one of the most well known Dark users in the Ninja world, New Order deals in the user spreading his dark chakra throughout his whole body after having first absorbed an enemy's technique using the inhaling maw jutsu. This means that every tenketsu in his system will be occupied with the dark chakra, making each chakra point glow in a purple-like glow. With a mental command, this new accumulated chakra will come out from every part of the user's body in an unfocused Dark burst, in the form of an omni-directional 'blast' of dark. The sheer force of this burst will have enough force to knock an adult male over and do internal damage to their body should they be within the range of this attack. The main use of New Order is to actually "refresh" the user's system chakra and in order to do well in combat against heavy Genjutsu users. Once the user finds a logical reasoning as to why he's caught in the Genjutsu, the burst of Dark chakra will give a "new order" to his chakra system and thus effectively breaking out of the illusionary technique. This will only work on A-rank and below Genjutsu techniques and can only be used twice a battle, due to the exhaustion the technique provides.
Note:
-Cannot be used consecutively, as it has a two turn wait before using again.
-The technique can also be used even when there is no Genjutsu put on the user. The offensive capabilities of the technique are qualified enough to kill a human.
-Can only be taught by Klad
Members who have learnt this technique
1. Albel
(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.
Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses
Members who have learnt this technique
1. Negative Knight
2. Albel
(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: This is a passive technique designed to allow damage boosts to apply to absorption-type Dark Release techniques. Since absorption type techniques are often “N/A” in damage, through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become capable of absorbing techniques one rank higher than usual. Boosts which raise the rank or damage (effectively things which increase their scale) will instead be redirected into strengthening the 'pull' of absorptions. What this essentially means is absorption-type jutsu will have a greater level of suction power and will be capable of drawing in techniques more strongly than before. This will also increase the effective range of absorptions by one range, allowing them to draw in techniques that are mid-range away rather than the usual limit of short. This can apply to either passive or active boosts but can only be applied to one per usage. The damage boost in question must at least be +10 damage or higher for this technique to work.
Note: Can only be used four times per battle
Note: Cannot be used S Rank or above techs
Note: Cannot be used with: Dark Release: Downfall, Coven of Witches, or any Dark jutsu which mentions 'Lord of the Outer Night' in its description
Members who have learnt this technique
1. Negative Knight
2. Albel
(Meiton: Ureigoto no Kyuuketsuki) - Dark Release: Scourge of Vampires
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: The user will infuse additional chakra into an existing sentient Dark technique, either when it’s already on the field or upon it’s creation, to grant it autonomy and a superior form of ‘sentience’. The sentient Meiton technique will become capable of using Dark Release techniques up to and including it’s rank. This includes techniques such as Gluttony, the Voracious which can only be used in Lords of the Outer Night as the creation is already composed of dark chakra. Techniques which require absorptions will not use a mark but rather be absorbed directly into the familiar's body (following the S/W of what it can absorb). Each time it absorbs chakra or a technique, the familiar can use it to perform a single jutsu. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank familiar will enable it to use B-Rank and below Dark techniques. This technique does not make Dark jutsu sentient, it is applied to jutsu which are already sentient.
Note: Can only be used twice per battle
Note: Lasts two turns
Members who have learnt this technique
1. Negative Knight
2. Albel
Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand through any means, the user will perform two handseals and channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of purple flames will come out from the "Release" mark of any of user's dark marks which will fill the whole medium range very quickly. The flames adapt to the frame of a body if they're applied to something specific such as the body of the target or an opposing technique. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 5m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, in order to deal damage to individual targets or objects. The size and volume is up to the user as long as they are within the medium range reach.
Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
Can only be taught by Klad
Members who have learnt this technique
1. Negative Knight
2. Albel
Meiton: Sadisutikkuna Keikō - Dark Release: Sadistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: The user activates any of his dark marks which are in contact with his own body (the mark in his palms, clothes etc) and pours dark chakra from it. This leaked chakra will instantly adapt to the user's frame and imbues his entire body (skin/clothes) in an ethereal purple colour which is hardly visible by naked eye. The main and only purpose of this dark layer is to sap a certain amount of chakra from the target should they make contact against the user or vice-versa. This technique will be able to sap away specifically 20 chakra points per contact and this stolen amount will be stored in any of the user's dark marks, much alike Masochistic Tendency (referenced below). For this reason, the activation and abilities of this technique are passive and will cost the user 10 chakra per turn to maintain. The absorbed chakra can be used as dark fuels for other Dark Release tecniques. This technique does not defend the user in any way and he will suffer the damage of the physical contact he'll be dealing with. (For example, if the opponent hits the user with a B-rank Taijutsu technique, the user receives the damage however the opponent will also get his chakra drained). Sadistic Tendency simply takes advantage of the absorbing capabilities of dark chakra when put up against physical contacts.
Notes:
- Can be activated twice a battle and lasts for four turns with a turn break in between.
- Can only be taught by Klad
Type: Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user does one handseal and creates a violet barrier which spans across the battlefield with a mid-range radial reach. The unique characteristic of this barrier is that, along with Dark's ability to track chakra, will suspend any kind of matter/energy based element in mid air and bring it down abruptly to the ground, rendering it outside of control from the original user. Of course, operating in such a distinct manner would also mean that it follows the S&W scheme of the "Absorption" ability of Dark Release (S-ranks for elements weak to Dark, A-rank for neutral and B-rank for elements strong to Dark). Once the object in question hits the ground due to the abrupt drawing, the dark chakra will absorb the spiritual energy (physical too if the element is that of energy based) and store it to the barrier. The user needs to have physical contact with the barrier in order to draw the absorbed chakra in his dark mark as a Dark fuel for later purposes. The user can also adjust the position as he wishes as long as it is within the medium range area.
Note: Lasts for four turns and can only be used twice, with a one-turn cooldown
Note: The opponent is unable to re-gain control of any effected technique/object as long as the barrier is still intact.
Note: The barrier will only affect jutsu composed of foreign chakra and so it will have no effect on the user's own techniques.
Note: Can only be taught by Klad
Members who have learnt this technique
1. Negative Knight
Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60)
Description: The user takes advantage of the barriers' aspect from Fuuinjutsu and the Dark chakra from Meiton in order to generate a cylindrical opaque barrier, purple in colour which travels at the speed of a lightning technique. Hiruko has displayed such a technique when he fought against a multitude Naruto clones, where he used the barrier similar to this one, which upon contact completely erased the clones out of their existence. This nameless move also follows the same principles. Upon the formation of one handseal, the user flarres up in red chakra which will go up skyward while simultaneously generating a purple barrier all around himself (it won't travel underground) which reaches mid range both horizontally and vertically. The red chakra which surrounds user's body connects with the purple barrier, as it has the same reach vertically only. The barrier can absorb chakra from any construct and is very solid in nature, able to deal with any solid element, however it will still abide by Dark Release's S&W (S-ranks for elements weak to dark; A-rank for neutrals and B-rank for elements strong to Dark). Since the user basically has a connection to this barrier from the red chakra connection to it, anything the barrier absorbs is passively sent to the user's marks. Upon contact with an actual enemy, the barrier won't only deal fatal damage to them, but it will also absorb a total of 60 chakra. For every 20 chakra this barrier absorbs from anything, the user can use it to perform Dark techniques which require absorption. Barrier won't affect anything of user's own (such as clones, his own entities or anything his) as they're made of his own chakra, because it reacts to techniques composed of foreign chakra only. Example: Third one
-Cannot use other Fuuinjutsu or Dark in the same turn, and next turn can only use either of them.
-Can only be used three times a battle with a two turn cooldown.
-Does not enhance any of user's Dark techniques.
-Can only taught by Klad
Members who have learnt this technique
1.
(Meiton/Fuuin: Mato no Ibunshi) – Sealing/Dark Release: Mark of the Outsider
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on their palms and apply them to weapons, tools, objects, scrolls or even their clothes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption. Similar to Minato's FTG seals, the user can have any number of these seals applied before a battle and they will only cost chakra when the user activates them through the use of Dark Release techniques. These replica dark marks can be distinguished from the originals as they have a different design (see spoiler). The absorption mark is the black inner circle while the release mark is the white outer circle.
Note: Must be stated in the user's bio
(Meiton/Fuuin: Kishou no Nai) – Sealing/Dark Release: Insignia of the Fallen
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: Through his knowledge of Fuuinjutsu and Dark Release, the user will create replicas of the dark marks on anything they touch or are already in contact with (e.g. their clothes) without moving. For example, these marks could be applied to a handheld weapon in the user’s grasp or to the soles of the user’s shoes. The dark marks will work exactly the same way as the originals and the user will be capable of using all types of Dark Release techniques from them. The marks can be activated remotely and so the user could throw a kunai with a dark mark applied towards the opponent then activate a technique like 'Inhaling Maw' from a distance. The user will still have to abide by all of the restrictions and limitations of the technique when used in this way. For example, the mark will have to be within short-range of a technique/attack to perform certain absorption-type techniques. As dark marks are essentially "portals" to a separate space/dimension that can contain a virtually infinite amount of energy/chakra, techniques absorbed by these replica marks will enable the user's main body to use release-type techniques. Following this same logic, the user can use release-type technique from any of these replica dark marks after one of them or one of the originals performs an absorption.
Note: Can create up to two dark marks per use and have up to four dark marks active at a time
Note: Can only be used five times per battle and must be within mid range of these seals for them to work.
(Fuuin/Meiton: Furuato no Jashuu) - Sealing/Dark Release: Runes of Heresy
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After making at least a single absorption, the user will focus their chakra into one of their replica dark marks. They will do this in order to mold the chakra for any Meiton technique and have it pre-set within the chosen dark mark. The dark mark will effectively ‘contain’ the technique until the user wishes to release it. This is somewhat akin to the use of scrolls to seal elemental techniques within. Whenever the user wishes to, they can release the technique from the mark at the cost of a move. It's release and initiation will be as fast as a standard chakraless Taijutsu technique as the preparation component is voided and therefore will capable of intercepting of targets who are much faster than the user. If the mark is contact with the user, the chakra contained within can be leaked on to/into their body for the use of Dark techniques which work internally (e.g. to transform the body). The dark mark must be in contact with the floor for techniques which are released into or created underground. While a dark mark is ‘storing’ a technique, it cannot be used to perform other techniques, whether they are absorption or release-type. The jutsu utilized along this technique must be posted for reference alongside Runes of Heresy when it is first prepared, though collectively they will only take up a single move and slot in the timeframe. The user cannot use another technique at the same time as the Dark technique's release. It can only happen directly after if they're fast enough (e.g. jutsu used in the same timeframe, passive jutsu, chakraless Taijutsu.)
Note: Can only be used twice per battle
Note: Must be posted alongside another Dark Release technique
Note: No S rank Dark techniques in the same turn when this is initiated.
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short - Mid (Absorption is Short-ranged)
Chakra: 40 (-5 chakra per turn while active)
Damage: N/A
Description: The user will place one of their dark marks in contact with solid matter in order to create a replica of it on the said medium. The created mark will be unique in the sense that it will also possess a pre-set function and a trigger, enabling it to activate involuntarily and without the user's volition. When a technique containing foreign chakra gets within the vicinity of the mark, it will initiate an absorption automatically; effectively sealing the technique before it can travel any further. It will detect this through an invisible and intangible barrier that is erected around the mark upon it's creation and will span a three-meter radial distance in every direction (including underground). To maintain this barrier the user will lose 5 chakra every turn it is active. The barrier will not react to the user's own chakra and will only be triggered by foreign chakra that passes through and/or is spawned inside of it. When this criteria is fulfilled, an absorption vortex will surround the vessel the mark is applied to and anything attached to or in contact with it. As with all Dark Release absorptions, it will abide by the element's S/W. The absorption vortex will be capable of absorbing neutral techniques of the same rank (S-Rank), one rank above for elements weak to Dark and one rank below for elements strong to it. As the chakra for this technique has already been molded and prepared in advance, this absorption is triggered and occurs fast enough to intercept and counter jutsu that are spawned right next to the dark mark. The initial creation of the mark costs a move but when an absorption is triggered, it will not count towards one of the user's three jutsu per turn. Upon absorbing a technique, the user can release a Dark Release replica of it composed of purple flames, from any of their marks, but this will cost a move.
Note: Can only be used once per battle
Note: Lasts 2 turns
Note: Fuuinjutsu component of this technique is A-Rank
Note: No Dark above A-Rank in the turn after mark is triggered
Note: Only one mark can be created through each use of this technique
Note: Cannot be applied to the user's clothes
Note: Each mark created through this technique generates two absorptions
Note: The replica is the same shape, size, speed and damage as the absorbed jutsu
Type: Supplementary/Defensive
Rank: S
Range: Short-Mid (Long-range vertical reach)
Chakra: 40
Damage: N/A
Description: The user will form three handseals, place one of their dark marks in contact with the ground and release their chakra into it in order to create a large-sized seal across it. This enlarged dark mark will span a mid-range radial reach and will be created to encompass both the user and any opponents or allies within range. Upon creation, the seal will immediately begin to drain the chakra of anyone in contact with it (including the user) as well as restrict their ability to use or mold chakra entirely in the same manner as the Chakra Draining Seal. Simultaneously a transculent, purple barrier infused with dark chakra will be released from within the seal and extend towards the sky. The purpose of the barrier is to extend the seal's influence to airborne beings, meaning people and summons caught within the barrier cannot simply jump upwards in order to escape the chakra drain and regain the use of their chakra. The dark mark will drain 100 chakra per turn from everyone within the barrier or in contact with the seal, storing it in the mark for later use. Since the barrier itself is intangible, it can't interact with techniques and all the user or opponent has to do to escape this technique's effects is simply move out of the seal/barrier's range. Umbra Imperium possesses one final property, which is arguably the only one which confers any advantage to the user. When this technique is first used, the barrier will essentially have a pre-set function ingrained into it. Whenever anyone moves faster than the user's speed (the value when this technique was initially used), the barrier will exhibit an immediate and potent downwards pulling force similar to Multiple Infinite Embraces known as the 'Abyssal Zone'. This will instantly bring the offending person/parties to the ground before they can even travel a short-range distance or perform any physical attacks. This pulling force will not only ground them but effectively slam and pin them to the floor until this technique ends. The chakra drain in that specific area (spans one meter all around their body) will then intensify and increase threefold until this technique ends, this being a pre-set function that's triggered when the aforementioned conditions are met. If the user activates any speed boosts after this technique's initiation then they too will be subject to the effects of the Abyssal Zone.
Note: Lasts four turns
Note: Can only be used twice per battle
Note: No Dark or Fuuin above A-Rank on the turn this ends
Note: Fuuinjutsu component of this technique is A-Rank
Note: Cannot be used solely on opponents, the seal must be created in contact with the user. Additionally, due to the nature of the seal, if it any point either the opponent or user becomes able to utilize chakra, than the other party will also regain access to their own chakra pool
I lazily c/p'd all them here. I know I've taught you some I don't remember, so you just go ahead and break down those that are new to you.
Interesting technique, it allows for the user to sneakily trap a target and prevent them from making moves against you for a short period of time, sapping them of chakra. I like that it can have multiple targets and seamlessly split and re-merge itself. The in-built attack function is nice as well, forces the opponent to deal with the immediate threat while you're able to keep piling attacks on them or set up more defences. I'm assuming it absorbs S-Rank neutrals too?
Guardian Angel
I like this one a lot, its a nice defensive measure that doesn't require much input from the user. It states that the user can't use release-type jutsu from this mark, but what about other techniques which are generated and released through the hands? Such as certain Lightning or Wind canons.
Dark Staging
Neat defensive technique. I'm assuming from the wording that its intangible chakra? The passive transition into an offensive form is really nice as well. Since the jutsu's range is listed as short, do the needles only reach up to 5 meters away before dispersing, or is short-range only in relation to the erected barrier?
Scourge
This is pretty cool, I can see this being particularly useful if you have a familiar technique feed itself to the cloaking. I like the duration extension ability as well. In terms of applying it to other targets, I'm assuming it won't just absorb energy-based stuff its applied to, if they're valid targets for this technique as well?
Isolated Rainfall
This is a nice jutsu, since it passively weakens enemy jutsu and makes techniques more costly to perform for them. The direct chakra sap from an enemy is pretty cool as well, particularly the interactions with armors. Would this technique have a similar effect on elemental transformations, rather than armors?
Depths of Hell
This one is interesting, since it exerts physical force on the target. Got a couple of questions on this, the first is whether or not being on the ground itself is necessary, as the wording is a little iffy. Can this be used anytime you're on solid matter, like the stone golem, and simply channel chakra through the golem, into the ground and beneath an opponent? Also, with the new health system, this probably wouldn't insta-kill targets, but it would definitely put them in a difficult position, which can be taken of advantage of.
Inferno of the Dark Ones
A pretty nice area of effect jutsu, especially since it covers such a wide range and allows you to selectively attack certain targets, meaning that this can be safe to use with allies.
Sadistic Tendency
I can see this being useful in CQC, since its essentially a body-wide Draining Touch. The ability to use absorbed chakra as fuel for Dark techniques is a nice touch too.
Downfall
Fairly similar to Black Cauldron, but with a gravitational effect and the ability to shift its own position on the field. Is the user able to move across the field with this technique active?
Nameless Attack
A nice field-wide absorption ability, and is able to fuel multiple Dark techniques. I'm assuming that, by the wording of the restriction, in the turn after this jutsu's use the user can only use either Fuin or Dark Release and not both?
Runes of Heresy
This one's pretty interesting, I quite like the whole aspect of setting up traps on the field, as well as the ability to contend with CQC oriented opponents competently.
Unholy Oblivion
This is really nice, since it allows you to protect things like summons and allies, certain familiars too. The automated, passive absorption feature is quite useful, and having two absorptions available per mark makes it even better.
Umbra Imperium, Abyssal Domain
This is probably my favourite technique of the bunch. Its a great way to level the playing field, particularly when facing off against enemies stronger than yourself.
1. yeah it can absorb S rank neutrals just fine.
2. The only thing you cannot use during Guardian Angel is Release type dark techs from that mark. So yeah you can use Lightning or Wind canon
3. The needles reach up to 5 meters. I dont know why, but NK hoed this tech like that. #DownWithNK
4. Umm, I think it's hard to find energy based stuff to apply Scourge to. I'm inclined to believe it will just absorb them. So just play it safely by applying it on tangible bodies.
5. Yeah it weakens anything based on Dark's S/W
6. You need to have a dark mark on contact with the ground. It doesn't require you to be on ground. So, if you have replica dark marks on the ground and you're air borne, you can use this technique.
7. Yeah the user is able to move freely
8. Yep, only strictly Fuuin OR Dark.
(Meiton: Houshoku no Hanguri) – Dark Release: Gluttony, the Voracious
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will begin focusing their meiton chakra into the ground below to take advantage of dark's capability to absorb chakra. Any chakra released into the ground (within mid-range of the user's position) will be drawn into their body and consumed entirely. Consuming chakra from the ground in this manner will be treated as the absorption of a technique, allowing the user to perform Dark Release techniques which require a prior absorption. This technique can absorb neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark. This absorption can be maintained for up to three turns and so in that time, techniques that can be absorbed by this will be neutralized before they can emerge from the ground.
Note: Can only be used thrice per battle
Note: Lasts three turns and has a cool down time of two turns in between uses
Allows the user to absorb chakra techniques from the ground before they can completely form, whilst Lords of the Outer Night is active.
(Meiton: Doki no Takedakeshii) - Dark Release: Wrath, the Furious
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (same as absorbed technique)
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and convert the absorbed technique into Dark Release before releasing it in the form of an omnidirectional explosion of purple flames. This violet conflagration carries the same rank as the absorbed technique (if more than one was absorbed, this applies to the most recent absorption) and spans up to mid-range in every direction around the user. While this technique requires a minimum of one prior absorption to be used, it’s effects are more profound if multiple jutsu have been absorbed prior to it’s usage. For each additional technique absorbed before Wrath is used, it gains +10 damage per absorption. For example, if three techniques were absorbed before this, the explosion would gain an active damage boost of +20. This can be done up to a maximum of +30, which would require 3 absorptions to reach. This “counter” is reset after every use of this technique. Of course, this can't be stacked with other boosting techs.
Note: Can only be used twice per battle
Note: No S-Rank or above Dark in the user’s same and next turn
Note: Can only be used while Lords of the Outer Night is active
After performing an absorption, the user will release a mid-range omnidirectional explosion that gains strength proportionate to the amount of techniques absorbed prior to its usage.
(Meiton: Tanran no Yokufukai) - Dark Release: Greed, the Avaricious
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and take on any of the properties or attributes of the last absorbed technique without taking on it's form. This means they cannot physically transform into the absorbed element/energy, only steal the traits it possess. For example, if a Fire technique was absorbed, the user’s body could become superheated. Absorbing a lightning technique like Nagashi would make them capable of paralyzing on contact. Once a technique's trait(s) have been replicated through the use of Greed, it will last until Lords of the Outer Night ends or until the user overwrites it with another use of this jutsu (to adopt the traits of a different technique).
Note: Can only be used thrice per battle
Note: Has a cool down time of three turns between uses
Allows the user to give the Dark cloaking of Lords of the Outer Night specific characteristics based on the element of the technique last absorbed.
(Meiton: Shi no Kenpeidzuku) - Dark Release: Pride, the Imperious
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will focus their chakra throughout their body to release pulse-like waves of meiton chakra in every direction. These pulses will continually be emitted from the user’s transformed body and will span up to short-range in every direction (five meter radial reach) around the user. The purpose of these pulses is two-fold: to absorb chakra and slow down movement. Of course this will work differently on people and techniques. Anyone within range of the pulses will lose 50 chakra every turn they’re within the vicinity of the technique (fifty on the initial exposure and fifty every turn thereafter). Techniques will instead lose a portion of their chakra and drop by a single rank upon making contact with the waves. The reason these waves also slow down movement is due to their semi-tangible nature. While they do not exhibit the solidity of Outer Night, they’ve reached an equilibrium between solid-like matter and intangibility. If anything, they can be likened to liquids for their fluid-like nature and thus moving through the waves of chakra is akin to wading/walking through water. Moving through the pulses will slow down people, tangible objects and solid techniques to a half of their original speed due to this resistance.
Note: Pride abides by the debuffing rules
Note: Lasts for the duration of the turn it's used in, and can only be used three times per battle
Note: Cooldown time of two turns in between uses
Lets the user release waves of semi-tangible Dark chakra that slows down targets and techniques, absorbing chakra from them and weakening techniques by a single rank.
(Meiton: Kyuuden no Bachiatari) - Dark Release: Palace of the Damned
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: The user will perform two handseals and focus on a dark chakra technique present on the field to manipulate it. The jutsu will be reshaped to take on whatever form the user desires but it can never exceed it's original size (dimensions of the jutsu it was created from), will possess solid-like tangibility and will of course, possess dark's absorption capabilities. It will drain 60 chakra in contact with people barring the user and will be capable of absorbing neutral techniques of the same rank, one rank above for elements weak to Dark and one rank below for elements strong to it. The construct can be reshaped while it is active, though each change in configuration will require a single handseal and will cost a move. The construct can be sustained at a moderate cost per turn but the user will be restricted to Dark, the elements which compose it and non-elemental abilities until it is deactivated or destroyed.
Note: Can only be used twice per battle
Note: No Dark above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses
This allows the user to reshape one of their Dark techniques to suit their purposes.
(Meiton: Kenja no Ishi) – Dark Release: The Philosopher's Stone
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra to the infused technique)
Damage: N/A
Description: This passive jutsu is designed to allow use of the 'Seven Deadly Sins' set, a grouping of techniques normally bound to Dark Release: Lords of the Outer Night, outside of the said state. Through the Philosopher's Stone, the user can apply one of the sins to a compatible Meiton jutsu (those composed of dark chakra) either during it's creation or once it's on the field. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. The result will be the Dark technique exhibiting the traits and properties of the chosen 'Sin'. If Envy is infused into a technique, it will be capable of reshaping and growing additional parts or appendages. If Greed is infused into a technique, it will exhibit the properties of the last jutsu the user absorbed. If Wrath is infused, upon absorbing chakra or a technique, the dark jutsu will gain +20 damage and explode into a maelstrom of purple flames. If Lust is infused, the technique will exhibit intangibility and will deliver the 'infection' outlined in the description of Dark Release: Lust, the Lascivious upon contact with anyone barring the user. If Pride is infused, the technique will slow down any movement inside of it by a half and weaken foreign chakra techniques that pass through it by one rank via absorbing a portion of their chakra. This of course follows the debuffing rules and so Pride cannot be applied to techniques that have had their damage value boosted. If Sloth is infused, the opponent will lose 50 chakra for every turn they're in contact with the technique and will also be restricted to A-Ranks until they break that contact. If Gluttony is infused, the technique will absorb jutsus composed of foreign chakra on contact, following Gluttony's rank and Dark's elemental S/W. In the case of Gluttony and Sloth, if the user is in contact with the dark chakra technique while it is absorbing, the absorbed chakra will passively enter the user's dark marks. The duration of the chosen 'Sin' will instead last until the technique it's applied to ends. If an ability which lasts three turns is applied to a technique which lasts two, it will only last for two turns.
Note: Only one sin can be infused per usage of the Philosopher's Stone
Note: The jutsu used through this should be posted for reference whenever this is used
Note: Can only be used three times per battle and it cannot be used on consecutive turns
Note: Techniques infused with this technique must be created, at minimum, 5 meters from the opponent.
Note: Lust cannot be used on 'familiars' or techniques that last longer than the turn that they are first created on.
This technique allows the user to imbue Dark techniques other than Lords of the Outer Night with any of the Seven Deadly Sins techniques.
(Meiton: Kuro Tenmaku) – Dark Release: The Black Curtain
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Before using this technique, the user must first determine the seals in the opponent's possession. They must be capable of sensing or perceiving them in some capacity and distinguishing between them (e.g. they need to be able to tell these individual seals apart). The user will then perform one handseal before pointing their dark mark towards the opponent to initiate an absorption that targets the chosen seal(s). The absorption vortex will be capable of drawing in the chakra within those seals provided they're within short-range of the dark mark. The chakra infused into those seal(s) will be leeched and they will become useless/unusable. This technique will only target what's in front of the dark mark, meaning the user's seals will be left unaffected. This technique can only target one A-Rank seal or any combination which is equal to or less than an A-Rank (e.g. two B-Rank seals).
Note: Can only be used thrice per battle
Note: If the user has no way of perceiving body seals or those that are concealed, they can only use this on seals which produce visible markings.
The user can nullify opponent's seals, tags or on the body which they can perceive.
Katon: Brahmastra Kundala - Fire Release: O' Brahma, Curse Me
Type: 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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Katon: Gladsheimr – Fire Release: The Fifth Universe
Type: 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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Farao no Hōrei #7. Ramusseumu no Sōko ? Pharaoh’s Decree #7. Vault of the Ramesseum
Type: 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
Meiton: Kurohitsugi – Dark Release: Black Coffin
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.
(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
Just do the same for this extra one as specified in the last post, brief explanation and thoughts.
(Meiton: Houshoku no Hanguri) – Dark Release: Gluttony, the Voracious
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will begin focusing their meiton chakra into the ground below to take advantage of dark's capability to absorb chakra. Any chakra released into the ground (within mid-range of the user's position) will be drawn into their body and consumed entirely. Consuming chakra from the ground in this manner will be treated as the absorption of a technique, allowing the user to perform Dark Release techniques which require a prior absorption. This technique can absorb neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark. This absorption can be maintained for up to three turns and so in that time, techniques that can be absorbed by this will be neutralized before they can emerge from the ground.
Note: Can only be used thrice per battle
Note: Lasts three turns and has a cool down time of two turns in between uses
Allows the user to absorb chakra techniques from the ground before they can completely form, whilst Lords of the Outer Night is active.
(Meiton: Doki no Takedakeshii) - Dark Release: Wrath, the Furious
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (same as absorbed technique)
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and convert the absorbed technique into Dark Release before releasing it in the form of an omnidirectional explosion of purple flames. This violet conflagration carries the same rank as the absorbed technique (if more than one was absorbed, this applies to the most recent absorption) and spans up to mid-range in every direction around the user. While this technique requires a minimum of one prior absorption to be used, it’s effects are more profound if multiple jutsu have been absorbed prior to it’s usage. For each additional technique absorbed before Wrath is used, it gains +10 damage per absorption. For example, if three techniques were absorbed before this, the explosion would gain an active damage boost of +20. This can be done up to a maximum of +30, which would require 3 absorptions to reach. This “counter” is reset after every use of this technique. Of course, this can't be stacked with other boosting techs.
Note: Can only be used twice per battle
Note: No S-Rank or above Dark in the user’s same and next turn
Note: Can only be used while Lords of the Outer Night is active
After performing an absorption, the user will release a mid-range omnidirectional explosion that gains strength proportionate to the amount of techniques absorbed prior to its usage.
(Meiton: Tanran no Yokufukai) - Dark Release: Greed, the Avaricious
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This can only be used while Lords of the Outer Night is active and after absorbing at least one technique. The user will focus his meiton chakra throughout his body and take on any of the properties or attributes of the last absorbed technique without taking on it's form. This means they cannot physically transform into the absorbed element/energy, only steal the traits it possess. For example, if a Fire technique was absorbed, the user’s body could become superheated. Absorbing a lightning technique like Nagashi would make them capable of paralyzing on contact. Once a technique's trait(s) have been replicated through the use of Greed, it will last until Lords of the Outer Night ends or until the user overwrites it with another use of this jutsu (to adopt the traits of a different technique).
Note: Can only be used thrice per battle
Note: Has a cool down time of three turns between uses
Allows the user to give the Dark cloaking of Lords of the Outer Night specific characteristics based on the element of the technique last absorbed.
(Meiton: Shi no Kenpeidzuku) - Dark Release: Pride, the Imperious
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: While Lords of the Outer Night is active, the user will focus their chakra throughout their body to release pulse-like waves of meiton chakra in every direction. These pulses will continually be emitted from the user’s transformed body and will span up to short-range in every direction (five meter radial reach) around the user. The purpose of these pulses is two-fold: to absorb chakra and slow down movement. Of course this will work differently on people and techniques. Anyone within range of the pulses will lose 50 chakra every turn they’re within the vicinity of the technique (fifty on the initial exposure and fifty every turn thereafter). Techniques will instead lose a portion of their chakra and drop by a single rank upon making contact with the waves. The reason these waves also slow down movement is due to their semi-tangible nature. While they do not exhibit the solidity of Outer Night, they’ve reached an equilibrium between solid-like matter and intangibility. If anything, they can be likened to liquids for their fluid-like nature and thus moving through the waves of chakra is akin to wading/walking through water. Moving through the pulses will slow down people, tangible objects and solid techniques to a half of their original speed due to this resistance.
Note: Pride abides by the debuffing rules
Note: Lasts for the duration of the turn it's used in, and can only be used three times per battle
Note: Cooldown time of two turns in between uses
Lets the user release waves of semi-tangible Dark chakra that slows down targets and techniques, absorbing chakra from them and weakening techniques by a single rank.
(Meiton: Kyuuden no Bachiatari) - Dark Release: Palace of the Damned
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: The user will perform two handseals and focus on a dark chakra technique present on the field to manipulate it. The jutsu will be reshaped to take on whatever form the user desires but it can never exceed it's original size (dimensions of the jutsu it was created from), will possess solid-like tangibility and will of course, possess dark's absorption capabilities. It will drain 60 chakra in contact with people barring the user and will be capable of absorbing neutral techniques of the same rank, one rank above for elements weak to Dark and one rank below for elements strong to it. The construct can be reshaped while it is active, though each change in configuration will require a single handseal and will cost a move. The construct can be sustained at a moderate cost per turn but the user will be restricted to Dark, the elements which compose it and non-elemental abilities until it is deactivated or destroyed.
Note: Can only be used twice per battle
Note: No Dark above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses
This allows the user to reshape one of their Dark techniques to suit their purposes.
(Meiton: Kenja no Ishi) – Dark Release: The Philosopher's Stone
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra: N/A (+10 chakra to the infused technique)
Damage: N/A
Description: This passive jutsu is designed to allow use of the 'Seven Deadly Sins' set, a grouping of techniques normally bound to Dark Release: Lords of the Outer Night, outside of the said state. Through the Philosopher's Stone, the user can apply one of the sins to a compatible Meiton jutsu (those composed of dark chakra) either during it's creation or once it's on the field. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. The result will be the Dark technique exhibiting the traits and properties of the chosen 'Sin'. If Envy is infused into a technique, it will be capable of reshaping and growing additional parts or appendages. If Greed is infused into a technique, it will exhibit the properties of the last jutsu the user absorbed. If Wrath is infused, upon absorbing chakra or a technique, the dark jutsu will gain +20 damage and explode into a maelstrom of purple flames. If Lust is infused, the technique will exhibit intangibility and will deliver the 'infection' outlined in the description of Dark Release: Lust, the Lascivious upon contact with anyone barring the user. If Pride is infused, the technique will slow down any movement inside of it by a half and weaken foreign chakra techniques that pass through it by one rank via absorbing a portion of their chakra. This of course follows the debuffing rules and so Pride cannot be applied to techniques that have had their damage value boosted. If Sloth is infused, the opponent will lose 50 chakra for every turn they're in contact with the technique and will also be restricted to A-Ranks until they break that contact. If Gluttony is infused, the technique will absorb jutsus composed of foreign chakra on contact, following Gluttony's rank and Dark's elemental S/W. In the case of Gluttony and Sloth, if the user is in contact with the dark chakra technique while it is absorbing, the absorbed chakra will passively enter the user's dark marks. The duration of the chosen 'Sin' will instead last until the technique it's applied to ends. If an ability which lasts three turns is applied to a technique which lasts two, it will only last for two turns.
Note: Only one sin can be infused per usage of the Philosopher's Stone
Note: The jutsu used through this should be posted for reference whenever this is used
Note: Can only be used three times per battle and it cannot be used on consecutive turns
Note: Techniques infused with this technique must be created, at minimum, 5 meters from the opponent.
Note: Lust cannot be used on 'familiars' or techniques that last longer than the turn that they are first created on.
This technique allows the user to imbue Dark techniques other than Lords of the Outer Night with any of the Seven Deadly Sins techniques.
(Meiton: Kuro Tenmaku) – Dark Release: The Black Curtain
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Before using this technique, the user must first determine the seals in the opponent's possession. They must be capable of sensing or perceiving them in some capacity and distinguishing between them (e.g. they need to be able to tell these individual seals apart). The user will then perform one handseal before pointing their dark mark towards the opponent to initiate an absorption that targets the chosen seal(s). The absorption vortex will be capable of drawing in the chakra within those seals provided they're within short-range of the dark mark. The chakra infused into those seal(s) will be leeched and they will become useless/unusable. This technique will only target what's in front of the dark mark, meaning the user's seals will be left unaffected. This technique can only target one A-Rank seal or any combination which is equal to or less than an A-Rank (e.g. two B-Rank seals).
Note: Can only be used thrice per battle
Note: If the user has no way of perceiving body seals or those that are concealed, they can only use this on seals which produce visible markings.
The user can nullify opponent's seals, tags or on the body which they can perceive.