[YY] Jinbo and Scorpseh

Jinbei

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Inton: Gogyou Gen) - Yin Release: 5 Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent genjutsu. When the user casts a genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. The jutsu increases in strength by one rank and due to the massive amount of chakra used, the jutsu can penetrate through any deterrent against genjutsu. By using nature chakra rather than raw chakra, the properties of the genjutsu change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. As well, the technique would follow the rules of elemental genjutsu. The user is free to alter the effects of a genjutsu within reason as long as the primary effects remain the same.
Note: Can only be used 5 times per battle.
Note: Cannot be used on techniques above S-rank.
Note: Yin Release masters can use advanced elements and CE


This is fairly straightforward and easy to grasp: you infuse elemental chakra into Genjutsu to augment them and grant them elemental properties. Key point to make note of is that despite the +50 chakra added to this, you cannot utilize that added chakra to make it significantly harder to break. Basically, the +50 doesn't raise the chakra of the Gen to a point you need high chakra surges to break it. Questions? What can you tell me about it's usage? How would each elemental nature the Snake Constricting Genjutsu?
@The bolded part, what's the difference with regular gens? Also, is the rank increase only meant to justify breaking through gen deterrents ( and what do these deterrents entail, btw? Seals mostly? ) or does the pain needed to break it increase accordingly? I'll also assume it doesn't take extra time to apply this technique, right? It's performed at the same time as the gen tf-wise?

Basically, a gen empowering technique that is used in conjunction with the illusion for additional power and to possibly bait out a technique from the opponent. For example, whilst employing the Snake gen and Earth, the snake would look like it's a simple doton technique and not much different from a common restraining technique. The average RPer would use a lightning surge to free themselves but you could have followed with a water technique that is suddenly electrified, amplifying it's power.

On the other hand, Nagashi is a simple yet effective defense against illusions given it's an A-rank full body chakra surge. As such, if you were to imbue water to the snake gen, it would act as a deterrent to nagashi unless the opponent was looking for a quick death. Lightning/Wind snakes could be used in the same fashion, the only difference being what type of sensation the opponent experiences. I'd say lightning would give the feeling of numbness, whereas wind would make you feel as if the skin in contact with the snake was slashed away. Earth would feel heavy and solid whereas water should feel like most liquids do on the skin.
 

Lord of Kaos

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Elemental Genjutsus follow Elemental ninjutsu interaction rules in terms of chakra surges. I.e. an A rank Fire Gen can be broken by a B rank Water chakra surge but would require an S rank Wind surge. The deterrents part is related to abilities that seek to prevent Genjutsu from affecting them, such as Nekura Clan's immunity to Genjutsu or Bijuus. It means basically that these Gen will still effect them regardless of ability. The one rank increase means that forms of breaking said Gen need to match the new rank as well. Yes, both are done in the same timeframe.

You're right for the most part in relation to the effects gained by each Gen. A flaming snake would feel as if you're being bonded by fire, lightning would feel like you're being shocked, earth makes the binding likely more rigid and harder to fight and Water is probably the hardest one of the five to visualize, given its properties but one could apply the sticky glue variant of Water to it to make them feel stuck together but this does little to change said illusion either way.
 

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Elemental Genjutsus follow Elemental ninjutsu interaction rules in terms of chakra surges. I.e. an A rank Fire Gen can be broken by a B rank Water chakra surge but would require an S rank Wind surge. The deterrents part is related to abilities that seek to prevent Genjutsu from affecting them, such as Nekura Clan's immunity to Genjutsu or Bijuus. It means basically that these Gen will still effect them regardless of ability. The one rank increase means that forms of breaking said Gen need to match the new rank as well. Yes, both are done in the same timeframe.

You're right for the most part in relation to the effects gained by each Gen. A flaming snake would feel as if you're being bonded by fire, lightning would feel like you're being shocked, earth makes the binding likely more rigid and harder to fight and Water is probably the hardest one of the five to visualize, given its properties but one could apply the sticky glue variant of Water to it to make them feel stuck together but this does little to change said illusion either way.
Sticky would come in handy. Everything else dully noted!
 

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(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: When using an elemental technique the user will add their Yin Release chakra into the technique in order to give the technique absorption properties. When the user’s technique clashes with another technique, the latter will have a portion of its chakra absorbed during the clash, weakening the jutsu’s strength by one rank. Thus, whenever this technique is used, the opponent’s technique dips in power by one rank during the clash. For example if the user decides to use an A-ranked fire technique with Hungry Ghost, and the opponent uses an A-ranked lightning technique, the latter will become B-rank after its chakra has been absorbed. All rules for jutsu clash after the absorption take place accordingly. The absorption of chakra is independent of the user’s actual elemental chakra and thus all techniques are susceptible to it with the exception of other Yin/Yang and Yin-Yang Release and Fuinjutsu techniques.
Note: Can only be used 5 times.
Note: Can only be used on S rank and below jutsu.
Note: Yin Release masters can apply this technique to advanced elements and CE.

This one is pretty cool for the concepts and potential it opens up. Keep in mind it's considered a debuffing jutsu btw. You infuse Yin into one of your elemental jutsu and this allows it, when it clashes with enemy jutsu, to absorb a portion of the chakra to cause it to lower one rank in power, at which point normal clashing rules come into effect. This can be used with any elemental tech except boosted ones. One thing to point out is the chakra absorbed can NOT be absorbed into your own body with this. Yin drains chakra, not absorb ( the difference being one makes the chakra within techs dissipate while the other assimilates it into you ). Questions?
 

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(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: When using an elemental technique the user will add their Yin Release chakra into the technique in order to give the technique absorption properties. When the user’s technique clashes with another technique, the latter will have a portion of its chakra absorbed during the clash, weakening the jutsu’s strength by one rank. Thus, whenever this technique is used, the opponent’s technique dips in power by one rank during the clash. For example if the user decides to use an A-ranked fire technique with Hungry Ghost, and the opponent uses an A-ranked lightning technique, the latter will become B-rank after its chakra has been absorbed. All rules for jutsu clash after the absorption take place accordingly. The absorption of chakra is independent of the user’s actual elemental chakra and thus all techniques are susceptible to it with the exception of other Yin/Yang and Yin-Yang Release and Fuinjutsu techniques.
Note: Can only be used 5 times.
Note: Can only be used on S rank and below jutsu.
Note: Yin Release masters can apply this technique to advanced elements and CE.

This one is pretty cool for the concepts and potential it opens up. Keep in mind it's considered a debuffing jutsu btw. You infuse Yin into one of your elemental jutsu and this allows it, when it clashes with enemy jutsu, to absorb a portion of the chakra to cause it to lower one rank in power, at which point normal clashing rules come into effect. This can be used with any elemental tech except boosted ones. One thing to point out is the chakra absorbed can NOT be absorbed into your own body with this. Yin drains chakra, not absorb ( the difference being one makes the chakra within techs dissipate while the other assimilates it into you ). Questions?
Interesting. Does it matter that it's labeled as a debuffing technique instead of a buffing one? Or was it just a sidenote?
Was it meant to simply work on a clash of projectiles or could it be used on Familiars, for instance?
 

Lord of Kaos

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Next is the advanced version of this, explain it and what are it's benefits over the parent technique and in what scenario would either one be preferred. How would you use this?

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 80 (per dragon) | 100 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle
 

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Next is the advanced version of this, explain it and what are it's benefits over the parent technique and in what scenario would either one be preferred. How would you use this?

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 80 (per dragon) | 100 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle
I'm guessing the dragons are the same size as the water dragon technique?

Basically, you sacrifice an element in favour of creating a dragon out of said element with the Hungry Ghost technique already applied. I'm limited to controlling 2 at any given time, but I'm allowed to create up to 5. Also no Yang, although I'm guessing I am still allowed to use more Yin?

Tbh, I'm not a fan of sealing away elements. I suppose in this case it could be deadly given how it's a S-rank + Hungry Ghost but even then through S&Ws it can be countered with another S rank. If attacking with two, the user would probably be too overwhelmed to counter effectively as at least two different S rank or above techniques will be needed to defend. I'm guessing the magic number is 2 Serpents thus leaving 3 other elements to compliment them with.

This isn't a sustained technique, right? What happens if you lose the ability to use water, for example, right after you created a water serpent? Would you be unable to control them or are they now independent of your ability to mould that nature?
 

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1. Which Water Dragon? There are a few of them
2. Yes, that is correct. You can continue using Yin jutsu.
3. No, you dont sustain it or spend chakra per turn to keep active. They'd continue to exist.

The key to using this, like other Yin techs, isn't to think of traditional straightforward clashes and instead unorthodox uses and combos. Like you said, it can be beaten by S rank jutsu depending on S/W
 

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1. Which Water Dragon? There are a few of them
2. Yes, that is correct. You can continue using Yin jutsu.
3. No, you dont sustain it or spend chakra per turn to keep active. They'd continue to exist.

The key to using this, like other Yin techs, isn't to think of traditional straightforward clashes and instead unorthodox uses and combos. Like you said, it can be beaten by S rank jutsu depending on S/W
1. Zabuza's
2/3. Super neat, actually.
 

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Inton: Gudodama) Yin Release: Truth Seeking Ball
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 70 (-140 to opponent on contact; -20 to user per turn)
Damage: N/A
Description: This is a version of the Truth Seeker Ball capable only to users within the Yin State of Yin-Yang Mode. These orbs possess the five nature elements plus the user’s Yin Release chakra. The ratio of Yin chakra that exists within these orbs is greater than that of the parent technique and thus has more spiritual qualities to compensate for the lack of Yang and natural energy. These orbs are around the size of a fist and are dim, translucent, and gray/black. These orbs are malleable like the parent jutsu due to the collection of nature chakra within them, however they interact less with matter because of their spiritual qualities. As a result these orbs have the ability to absorb chakra and energy (minus natural energy). These orbs can absorb the chakra from ninjutsu be it energy or physical matter based. As well, if anybody beside the user comes into contact with the orbs, their chakra will be absorbed into the orbs. Only techniques exceeding forbidden rank in strength can overwhelm the orbs enough to destroy them and continue onward. Like the parent technique the user can still generate various shapes and objects as well as command them up to mid-range. The user can also expand these orbs to create a mid-range level explosion that absorbs the chakra in the area. With a single hand seal, the user can take the chakra from one of the orbs and add the reserves to their own or others which will increase the rank of their techniques by one on jutsu up to S rank while adding +20 damage to Forbiddens. The use of these orbs will give the user 300 more chakra. This application can be used twice (only once on themselves), sacrificing up to two spheres which do not regenerate. The application can only be used once every three turns, however. Again, like the parent technique the user can only manipulate the jutsu for 2 turns at a time before they go on standby. After using one of the orbs to boost their chakra, they cannot use the orbs for 3 turns.
Note: The orbs are created when the user enters Yin State Yin-Yang Mode and remain on standby until destroyed or the user dies.
Note: The user can command the orbs up to mid-range, beyond that they cannot actively manipulate them other than to call them back. If the orbs go beyond 40 meters, they will remain stationary until the user gets close enough to call them back.
Note: The user gains 6 orbs which surround them in a fashion of their choosing upon creation.

Same thing, evaluate and ask questions and I'll answer them as I fill in what you miss.
 

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Inton: Gudodama) Yin Release: Truth Seeking Ball
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 70 (-140 to opponent on contact; -20 to user per turn)
Damage: N/A
Description: This is a version of the Truth Seeker Ball capable only to users within the Yin State of Yin-Yang Mode. These orbs possess the five nature elements plus the user’s Yin Release chakra. The ratio of Yin chakra that exists within these orbs is greater than that of the parent technique and thus has more spiritual qualities to compensate for the lack of Yang and natural energy. These orbs are around the size of a fist and are dim, translucent, and gray/black. These orbs are malleable like the parent jutsu due to the collection of nature chakra within them, however they interact less with matter because of their spiritual qualities. As a result these orbs have the ability to absorb chakra and energy (minus natural energy). These orbs can absorb the chakra from ninjutsu be it energy or physical matter based. As well, if anybody beside the user comes into contact with the orbs, their chakra will be absorbed into the orbs. Only techniques exceeding forbidden rank in strength can overwhelm the orbs enough to destroy them and continue onward. Like the parent technique the user can still generate various shapes and objects as well as command them up to mid-range. The user can also expand these orbs to create a mid-range level explosion that absorbs the chakra in the area. With a single hand seal, the user can take the chakra from one of the orbs and add the reserves to their own or others which will increase the rank of their techniques by one on jutsu up to S rank while adding +20 damage to Forbiddens. The use of these orbs will give the user 300 more chakra. This application can be used twice (only once on themselves), sacrificing up to two spheres which do not regenerate. The application can only be used once every three turns, however. Again, like the parent technique the user can only manipulate the jutsu for 2 turns at a time before they go on standby. After using one of the orbs to boost their chakra, they cannot use the orbs for 3 turns.
Note: The orbs are created when the user enters Yin State Yin-Yang Mode and remain on standby until destroyed or the user dies.
Note: The user can command the orbs up to mid-range, beyond that they cannot actively manipulate them other than to call them back. If the orbs go beyond 40 meters, they will remain stationary until the user gets close enough to call them back.
Note: The user gains 6 orbs which surround them in a fashion of their choosing upon creation.

Same thing, evaluate and ask questions and I'll answer them as I fill in what you miss.
Why you teaching that before you teach him YY mode?
 

Jinbei

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Inton: Gudodama) Yin Release: Truth Seeking Ball
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra Cost: 70 (-140 to opponent on contact; -20 to user per turn)
Damage: N/A
Description: This is a version of the Truth Seeker Ball capable only to users within the Yin State of Yin-Yang Mode. These orbs possess the five nature elements plus the user’s Yin Release chakra. The ratio of Yin chakra that exists within these orbs is greater than that of the parent technique and thus has more spiritual qualities to compensate for the lack of Yang and natural energy. These orbs are around the size of a fist and are dim, translucent, and gray/black. These orbs are malleable like the parent jutsu due to the collection of nature chakra within them, however they interact less with matter because of their spiritual qualities. As a result these orbs have the ability to absorb chakra and energy (minus natural energy). These orbs can absorb the chakra from ninjutsu be it energy or physical matter based. As well, if anybody beside the user comes into contact with the orbs, their chakra will be absorbed into the orbs. Only techniques exceeding forbidden rank in strength can overwhelm the orbs enough to destroy them and continue onward. Like the parent technique the user can still generate various shapes and objects as well as command them up to mid-range. The user can also expand these orbs to create a mid-range level explosion that absorbs the chakra in the area. With a single hand seal, the user can take the chakra from one of the orbs and add the reserves to their own or others which will increase the rank of their techniques by one on jutsu up to S rank while adding +20 damage to Forbiddens. The use of these orbs will give the user 300 more chakra. This application can be used twice (only once on themselves), sacrificing up to two spheres which do not regenerate. The application can only be used once every three turns, however. Again, like the parent technique the user can only manipulate the jutsu for 2 turns at a time before they go on standby. After using one of the orbs to boost their chakra, they cannot use the orbs for 3 turns.
Note: The orbs are created when the user enters Yin State Yin-Yang Mode and remain on standby until destroyed or the user dies.
Note: The user can command the orbs up to mid-range, beyond that they cannot actively manipulate them other than to call them back. If the orbs go beyond 40 meters, they will remain stationary until the user gets close enough to call them back.
Note: The user gains 6 orbs which surround them in a fashion of their choosing upon creation.

Same thing, evaluate and ask questions and I'll answer them as I fill in what you miss.
I've got a couple of questions for this one.

1. Once I use this technique, the movement of the orbs for the next 2 turns is considered freeform? Can I manipulate the 6 of them at the same time or is there an orb limit per usage?

2.
With a single hand seal, the user can take the chakra from one of the orbs and add the reserves to their own or others which will increase the rank of their techniques by one on jutsu up to S rank while adding +20 damage to Forbiddens. The use of these orbs will give the user 300 more chakra.
I don't think I understood the wording on this; when you call back the chakra gathered by the orbs, you get the increase in rank and 300 chakra back or you need to choose between getting the chakra or the additional power to jutsus? Also, is the 300 chakra in total or per person caught in the explosion when used in fights with multiple people?

3. When the orbs go on stand by and are within mid-range of myself, will they follow me around in the fashion they were created? Or will they be fixed on their last position on the battleground?
 
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