[YY] Yang Release

Drackos

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(Yoton: Gudodama) Yang Release: Truth-Seeking Ball
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 70 (-20 per turn)
Damage: N/A
Description: This is a version of the Truth-Seeking Ball capable only to users within the Yang State. These orbs possess the five nature elements plus the user’s Yang Release chakra. The ratio of Yang chakra that exists within the orbs is greater than the parent technique and thus has more physical qualities to compensate for the lack of Yin and natural energy. These orbs are around the size of a fist and are bright, radiant, and white. These orbs are malleable like the parent technique due to the collection of nature chakra within them; however, they have a great deal more physical energy due to their high ratio of Yang chakra. The high concentration of Yang makes these orbs incredibly hot to the touch. No heat actually emanates from the orbs, but if anyone or anything else other than the user comes into contact with the orbs, they’ll scorch immediately. These orbs can effortlessly evaporate liquids and disintegrate solids. High energy elements like lightning and fire only feed its energy and thus these orbs can only be matched by chakra exceeding forbidden rank in strength. Like the parent technique the user can generate various shapes and entities with these orbs as well as command them up to a distance of mmid-range. With the use of a single hand seal, however, the user can use one of their orbs to heal themselves or others from damage that could have otherwise been fatal. The user can do this twice ( only once on themselves ), sacrificing up to two spheres, however, the user can only use the application once every three turns. Again, like the parent technique, the user can only command the orbs for two turns before they return to an idle position. After using one of the orbs to heal damage, the user will be unable to use the Truth Seeking Orbs for 3 turns.
Note: Can only be used while in Yang State.
Note: The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 20 meters they will remain until the user gets close enough to call them back.
Note: The user gains 4 orbs which surround them in any form they desire upon creation.


Slightly changed, and possibly changing slightly again in the future. Basically Yang TSB lost a lot of usability, being only practically able to heal now - although this isn't really terribly useful since while you're in Yang State you become nearly impervious to physical damage anyway. And these Orbs are not capable of healing spiritual damage.

Any questions on these? What do you think?
 

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"thus these orbs can only be matched by chakra exceeding forbidden rank "
So the orbs go off of chakra clash rather than damage if I'm understanding it correctly? Meaning it would take a technique with more than 50 chakra to overpower the cumulative TSBs? If I'm correct it makes them highly defensive in nature which goes hand in hand with the more healing based and defensive aspects of Yang we've seen so far. Though as you mentioned they do seem a bit less useful than they used to be when they had a damage value as the could be used offensively, now they're more supplementary/defensive than anything. I also assume that you can't use other techniques while you're commanding or moving the orbs so it would lock you into a predictable pattern of movement if you went in close while using them. I honestly see them as heavily situational, using them, feels almost like a detriment if you're trying to outspeed or outmaneuver your opponent in most scenarios. Though using them in tandem with taijutsu could be useful especially if you find a way to corner your opponent trapping them into using an elemental defense. I imagine you could use this to take down the energy-based defense your opponent puts up that would make the space warping aspects of Toyokumono ineffective. Meaning the orbs could help you continue to apply pressure in such a situation allowing you to plow through most defenses even those with damage boosted to high heavens since they seem to work off of chakra interaction. Obviously, you'd have to watch for chakra infusions or boosts. The healing aspect seems fairly good, as it can heal anything non-fatal, but with everything else you're bound to learn before it, Touch of the Sun, Medical Ninjutsu, etc, I don't see it getting as much use as it takes your usage of the orbs away for 3 turns, that's half of Yang mode with inert TSBs.​
 

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"thus these orbs can only be matched by chakra exceeding forbidden rank "
So the orbs go off of chakra clash rather than damage if I'm understanding it correctly? Meaning it would take a technique with more than 50 chakra to overpower the cumulative TSBs? If I'm correct it makes them highly defensive in nature which goes hand in hand with the more healing based and defensive aspects of Yang we've seen so far. Though as you mentioned they do seem a bit less useful than they used to be when they had a damage value as the could be used offensively, now they're more supplementary/defensive than anything. I also assume that you can't use other techniques while you're commanding or moving the orbs so it would lock you into a predictable pattern of movement if you went in close while using them. I honestly see them as heavily situational, using them, feels almost like a detriment if you're trying to outspeed or outmaneuver your opponent in most scenarios. Though using them in tandem with taijutsu could be useful especially if you find a way to corner your opponent trapping them into using an elemental defense. I imagine you could use this to take down the energy-based defense your opponent puts up that would make the space warping aspects of Toyokumono ineffective. Meaning the orbs could help you continue to apply pressure in such a situation allowing you to plow through most defenses even those with damage boosted to high heavens since they seem to work off of chakra interaction. Obviously, you'd have to watch for chakra infusions or boosts. The healing aspect seems fairly good, as it can heal anything non-fatal, but with everything else you're bound to learn before it, Touch of the Sun, Medical Ninjutsu, etc, I don't see it getting as much use as it takes your usage of the orbs away for 3 turns, that's half of Yang mode with inert TSBs.​
Overpower is probably not the best word to use for what happens here. That implies a clash. There really is never a normal clash with these orbs, since they don't have damage and they don't weaken regardless. But yes, basically if something has more than 50 chakra it can destroy a single orb. Not cumulative. And yes, their usefulness definitely tanked when they had their damage removed. They basically only can heal now, orb sorta kinda not really defend against other things. My issue with the defensive aspect is that your body in Yang State can already be immune to most techniques that couldn't destroy these orbs. So using them to defend is redundant. And things that can physically harm a Yang State user would vastly exceed, most likely, the chakra within these orbs. So they aren't very practical.

And yeah. 3 turns after losing this is some shitttttt. Well, next one:

( Toyokumono ) - Toyokumono
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-50 per turn)
Damage points: N/A
Description: This technique is the strongest non Eighth Gate Taijutsu in existence. Toyokumono gives the user's Taijutsu powerful space warping abilities and puts them on par with Night Guy in terms of capabilities. The effects of this technique are strongest the closer one is to the user, allowing the user to bend space towards him to let Taijutsu attacks "phase" through counters. When taijutsu is used, the user is able to cause the space around and near the attacks to bend either towards or away from the attack. When in short range, this allows the user go have a near 100% chance of landing attacks despite any physical counter presented. Should target be mid range away, the user is able to warp the space in between his attack, causing it to bend towards it, effectively pulling the target towards the attack and reducing the space between the attack and opponent to short range. With this technique, the only way to avoid taijutsu would be to combat them with energy attacks or stay out of mid range.
Note: The S/T warping of this technique allows attacks to effectively warp through defenses of equal rank and lower regardless of chakra input or damage should they be physical/corporeal.
Note: This ability remains active for as long as the user is using Yang State.
 

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Not much to say, it's an innate function of Yang Mode similar to what the Positive Zone used to be. The speed increase puts you on par with EIG allowing you to warp space phasing through solid defenses. This makes it possible to bypass various defenses and can even warp space enough to cause a taijutsu technique used in mid-range to hit as if it were used in short range. This is due to the x6 increase to speed. As I mentioned in my last post though elemental techniques are good at countering this as it makes the phasing ineffective, this might be where I'd use the TSB if their defensive nature were strong enough to take out the elemental defense. Though thinking about it, when you activate Yang Mode, Toyokumono and TSBs are just innately activated so you have to factor in their chakra drain on top of the chakra drain of Yang Mode, right?
 

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I'm alive and back from vacation.

And yes. All the chakra cost from these techniques is aggregated. It is a massive drain on your chakra. Thankfully you have an extra 1000 as a Yang specialist plus whatever else your bio may or may not come with, plus pills if needed. So you can compensate. But it's still pretty damn massive.

( Yoton: Byako ) - Yang Release: White Tiger
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-40 per turn)
Damage points: N/A
Description: The user gathers Yang energy into his arms and hands, creating pseudo sentient white tiger heads. Due to the Yang energy, the arms become incredibly hot, causing steam emanate from them. The tiger heads roar when the user attacks and releases the dense steam as a result. In spite of the menacing appearance of the tigers, the strikes do not cause bone crushing or outwardly physical harm. Each strike onto the target causes a massive release of yang chakra into the body, which causes an imbalance of Yang energy. The imbalance results in the target's inability to mold chakra sufficiently for techniques. A single strike from this technique is all that is required to imbalance one's chakra. Targets afflicted by this imbalance become incapable of using techniques unless they spend 3x the amount chakra ordinarily required. However, excessive amounts of chakra from this technique (one turn of contact or a total of 4 completed strikes) results in a more degrading consequence. The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive. This reduces the victim's chakra pool by 50% as well as cause their body such tremendous physical pain due to the excess physical energy in their body. Their muscles begin to tear resulting in their movement speed being reduced by 1/4th. Other Yang Release users and Yin-Yang users are capable of controlling the excess amounts of Yang release energy due to their training and thus, will not lose any speed and will only lose 25% of their chakra. Senjutsu surges of equivalent chakra or infusions of those ranks will negate the side effects of this Jutsu, allowing it to be ended prematurely. Should two or more strikes land, the amount of chakra needed to break it will increase likewise, requiring 20 more chakr.
Note: One strike prevents the use of techniques S-rank and above and requires 3x the normal cost for techniques A-rank and below. Yin-Yang Release users can use S-rank at 3x the cost due to their elevated control. The use of Yin Release and genjutsu above A-rank becomes impossible after 2 strikes. All matter of genjutsu becomes unusable after 4 strikes.
Note: The technique ends when the user calls for it or after they've made 4 successive strikes, whichever comes first. While the jutsu is active, the user cannot use Yin Release or non-elemental ninjutsu.
Note: Usable twice per battle and with a 4 turn cool down.
 

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I found this one interesting, well the aspects of it. I had mentioned it a bit earlier when you asked what I knew about Yang.
It can also poison people causing their vitality to degenerate for example 8 Branched Giant Snake or White Tiger both having effects that poison or pollute the opponent's body with Yang energy. This detrimental effect is because the opponent is flooded with Yang energy which is a very volatile and energized substance. They are also unable to control or temper it causing degenerating effects on their body and chakra system.
Expanding upon that I really vibe with this portion "The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive." Because it shows that Yang Energy can literally burn away, and attack Yin Energy as if the Yang Energy were a virus destroying it. Additionally, the Yang Energy due to its volatile nature it is able to create real, tangible pain as well as degeneration of the muscles. It sucks that it doesn't have a damage value though as that makes it a lot less usable. Personally, I think there's a chance for Yang to work really well with poison. At least several of its properties could be useful if compounded with it through customs.

What does "pseudo sentient" here mean?

How does it interact with other jutsu, for example, a clash with an elemental jutsu?
 

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I found this one interesting, well the aspects of it. I had mentioned it a bit earlier when you asked what I knew about Yang.Expanding upon that I really vibe with this portion "The incoming chakra becomes so great that it literally begins to burn away the victim's Yin Release chakra in order to make room until the ratio of Yin is at its minimum level required for the victim to remain alive." Because it shows that Yang Energy can literally burn away, and attack Yin Energy as if the Yang Energy were a virus destroying it. Additionally, the Yang Energy due to its volatile nature it is able to create real, tangible pain as well as degeneration of the muscles. It sucks that it doesn't have a damage value though as that makes it a lot less usable. Personally, I think there's a chance for Yang to work really well with poison. At least several of its properties could be useful if compounded with it through customs.

What does "pseudo sentient" here mean?

How does it interact with other jutsu, for example, a clash with an elemental jutsu?
Pseudo sentience in this context is just an automaton, basically. So it isn't actually alive, but it operates on its own like a robot.

At the moment this technique doesn't clash with elemental ninjutsu. It is just an enhancement to your taijutsu. So use with caution.

Final technique:

( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 for touch based version/100 for ranged version
Damage: N/A
Description: By channeling copious amounts of Yang energy, the user is able to infuse others with this, temporarily enhancing their physical attributes. This is achieved in two ways, either by direct touch or proximity. The first is more limited to a single person but has greater benefits; those channeled directly into will be able to reduce 35 damage from physical contact and gain physical alterations to their body that the Yang energy 'breathes' into life, such as twice the height or width of their body, additional arms or legs, etc as long as within reason and used solely for physical purposes. Should the user use the alternative release, then he is able to release Yang energy from his body up to Long range away, affecting all allies in the range. This variant allows the user to augment all allies with the same type of changes, ranging from all gaining wings to more. These changes only last a limited time, however; after 3 turns pass, the grown appendages or changes fall and revert back to normal. Depending on the alteration, one of a few benefits might be obtained.
Note: If additional arms, stronger arms or alterations related to the arm are made, then the target will gain an additional +20 to Taijutsu. If the changes target the head, the user is able to grant a 2x tracking. If leg based alterations are made, then the target will gain either +4 levels to his base speed or +20 damage to leg based tai. If changes target the torso, then an universal durability boost of B rank Ninjutsu immunity is obtained and if wings or similar is created, then the user is able to fly at thrice their speed.
Note: The damage and speed boosts are considered Passive and Base Speed increases. The values listed in the techniques are if the touch based variant is used. If the ranged variant is used, then these benefits are reduced by gained on a lesser scale ( +15 to Tai instead of +20, +2 Speed Levels, 1.5x Tracking, or -15 from all physical clashes).
Note: Touch based variant can only affect up to two people per event. Ranged variant creates a wave of Yang energy that affects up to 3 allies and lasts up to 4 turns.
Note: Can only be used three times in total.
 

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Pseudo sentience in this context is just an automaton, basically. So it isn't actually alive, but it operates on its own like a robot.

At the moment this technique doesn't clash with elemental ninjutsu. It is just an enhancement to your taijutsu. So use with caution.

Final technique:

( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 for touch based version/100 for ranged version
Damage: N/A
Description: By channeling copious amounts of Yang energy, the user is able to infuse others with this, temporarily enhancing their physical attributes. This is achieved in two ways, either by direct touch or proximity. The first is more limited to a single person but has greater benefits; those channeled directly into will be able to reduce 35 damage from physical contact and gain physical alterations to their body that the Yang energy 'breathes' into life, such as twice the height or width of their body, additional arms or legs, etc as long as within reason and used solely for physical purposes. Should the user use the alternative release, then he is able to release Yang energy from his body up to Long range away, affecting all allies in the range. This variant allows the user to augment all allies with the same type of changes, ranging from all gaining wings to more. These changes only last a limited time, however; after 3 turns pass, the grown appendages or changes fall and revert back to normal. Depending on the alteration, one of a few benefits might be obtained.
Note: If additional arms, stronger arms or alterations related to the arm are made, then the target will gain an additional +20 to Taijutsu. If the changes target the head, the user is able to grant a 2x tracking. If leg based alterations are made, then the target will gain either +4 levels to his base speed or +20 damage to leg based tai. If changes target the torso, then an universal durability boost of B rank Ninjutsu immunity is obtained and if wings or similar is created, then the user is able to fly at thrice their speed.
Note: The damage and speed boosts are considered Passive and Base Speed increases. The values listed in the techniques are if the touch based variant is used. If the ranged variant is used, then these benefits are reduced by gained on a lesser scale ( +15 to Tai instead of +20, +2 Speed Levels, 1.5x Tracking, or -15 from all physical clashes).
Note: Touch based variant can only affect up to two people per event. Ranged variant creates a wave of Yang energy that affects up to 3 allies and lasts up to 4 turns.
Note: Can only be used three times in total.
This one is pretty decent because it allows you to boost others so it's good mainly for NW imo. The touch variation is much better than the area-of-effect version and I don't see myself using the AoE version that much. In a way, it's basically like a tamer version of Power of the Sun giving others a similar boost to that but broken up between several different variations. For example, the wings give x3 speed for flight similar to the x3.5 boost to speed given by Power of the Sun or the torso augmentation gives immunity to B-ranks additionally the touch-based version has a durability and damage reduction of 35 similar to Power of the Sun's 60 damage reduction.

How long does the touch-based variations last?

Additionally I'm not sure if it's a contradiction but inside the technique it says.

"These changes only last a limited time, however; after 3 turns pass, the grown appendages or changes fall and revert back to normal."

Whereas in the notes it states

"Ranged variant creates a wave of Yang energy that affects up to 3 allies and lasts up to 4 turns."

Both seem to be talking about the ranged variant but I might be misundersatanding something.

Is it one effect per use? So if you use it on an ally you can only get for example wings or x2 tracking and not both?

Can it be used on shadow clones, CoATs or summoning creatures?​
 
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Drackos

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Touch version lasts for the entire arc that it is used in. Ranged version lasts for 4 turns.

Yes, you make single changes. And I'm fairly sure it works with Shadow Clones, and it most certainly works on Creations as well as summons as long as the summons are actually living.
 
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Drackos

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Cool, if that's everything I'm ready to move onto Yin whenever you are.
Das my boy. Let's go.

(Inton: Ten ni henkō) - Yin Release: Change into Heaven
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50)
Damage points: N/A
Description: The user manipulates a technique of the basic 5 elements with Yin nature, allowing him to change its properties. Fire can become solid. Lightning can become tangible. The possibilities are as endless as is the user’s own imagination. The end resulting technique is neutral to all basic elemental natures. This doesn't consume time since it’s actually a skill applied to a technique used at the same time.
Note: Yin Release masters can apply this technique to advanced fields, CE and advanced elements.
Note: Usable 3 times per battle and 6 times per event.

Give me the practical limits on this technique that you think you know. And I don't mean "well it's only usable 3 times per battle." Nah I mean real limitations to this technique that prevent abuse and keep it real.
 

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Das my boy. Let's go.

(Inton: Ten ni henkō) - Yin Release: Change into Heaven
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50)
Damage points: N/A
Description: The user manipulates a technique of the basic 5 elements with Yin nature, allowing him to change its properties. Fire can become solid. Lightning can become tangible. The possibilities are as endless as is the user’s own imagination. The end resulting technique is neutral to all basic elemental natures. This doesn't consume time since it’s actually a skill applied to a technique used at the same time.
Note: Yin Release masters can apply this technique to advanced fields, CE and advanced elements.
Note: Usable 3 times per battle and 6 times per event.

Give me the practical limits on this technique that you think you know. And I don't mean "well it's only usable 3 times per battle." Nah I mean real limitations to this technique that prevent abuse and keep it real.
Things you can change or alter include color, visibility, sound, feeling, tangibility, density, as well as various other similar categories.

The limit, to this, however, is that you are unable to change the size of the technique from what I've seen.

You can't make the altered technique or the changes to it undetectable, so for example, if you turn fire into a solid state it will move and appear like a solid thus tipping off your opponent to the changes you've made in some way. Additionally, you can't use this to hide a technique completely, a good example of this would be changing a liquid technique or any technique for that matter, into a gaseous or vapor based appearance, in essence, changing its tangibility as mentioned above in what you can change. For fire, you could make it appear like a methanol fire, which is invisible to the naked eye in daylight. So it might not be visible to the naked eye, but the heat can still be felt, the flames can be heard burning, and the smoldering smell of fire could still be perceived.

For the gaseous vapor example I mentioned earlier you can effortlessly blend the augmented technique into the air similar to ambient water vapor but you can't remove it completely from being perceived with this technique. So your opponent could still hear it moving through the air while displacing the air around it. This is like superheated steam, which can be made invisible to the naked eye but still burns hot, displaces air and makes noise. Alternatively, they can still sense it via chakra sensing, as well as extrasensory abilities like the sharingan, byakugan, etc that can see, smell, taste, or feel the chakra or enhanced basic senses if not their original five senses.

You are also unable to change an element from one elemental nature to another. Delving into this as it states in the technique you can change the state of matter of fire, shifting it to a solid but that doesn't make it earth release it's just a solid form of the same fire with similar properties just in a solid form. This interaction doesn't empower or boost the technique and to a degree can even weaken it by changing its strengths and weaknesses to just neutral instead of strong or weak. So for example, that solid fire would now be neutral to wind, instead of strong to it, but on the opposite spectrum, it would be neutral to water instead of weak to it.​
 
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Drackos

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Yeah the strength of this technique is definitely correlated to the user's imagination. You are right that you can't change the elemental nature. But I'd also contend that you can change fire's physical characteristics to be something RADICALLY different. But be careful when you play with this idea. You don't want to end up with something so different you can't even call it fire anymore. But you can really do some crazy things with this technique when you push the limits of it.

(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 subversive method against genjutsu. By using nature chakra rather than raw chakra, the properties of the genjutsu can 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 6 times per battle.
Note: Cannot be used on techniques above S-rank.
Note: Yin Release masters can use advanced elements and CE

Next up is another one that can be difficult to digest for some people. 5 Elements Illusion is a very potent infusion for people who specialize in Genjutsu; especially when you look at the note that it triumphs over any subversive method against Genjutsu. What do you think this means?

Let's take an illusion for an example: Bringer of Darkness. This is an easy one to talk about. What would happen if you infuse Water Release into Bringer of Darkness?
 

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I believe subversive methods refers to things like the Sage Transformation clan's immunity to B-rank and below genjutsu. Or rinnegan's immunity to visual genjutsu. It means any method that would make genjutsu ineffective is superseded and the genjutsu takes place as it normally would. Though, I suck with genjutsu in general so I could be wrong.

Bringer of Darkness would increase in rank from A rank to S rank and the effects could be shifted slightly compounding them. For example, you could make the opponent feel as if they were trapped at the bottom of the ocean with the pressure of all the water around them crushing inward around them. It would feel, and sound like they were trapped underwater in a dark place. Since their sense of sight is removed you'd be manipulating the other senses to facilitate and reinforce this sensation giving them a reason for their blindness.​
 
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Yes, that's correct.

This is slightly incorrect. If you used this with Bringer of Darkness then they would see themselves submerged in water but would not feel anything like that. It's about keeping it within the same senses, not going beyond that. You can manipulate small things, though.
 

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Ah, alright. I assumed it would alter the other senses since it says "For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire." Since Bringer of Darkness removes the sense of sight, putting the affected person in a blinded state due to being in a "world of darkness" I assumed that the person in the genjutsu wouldn't be able to see the water thus the changes to the other senses like feeling the water or pressure. Similar to being trapped deep underwater where light couldn't reach, you'd feel the water but wouldn't be able to see anything, obviously as you mentioned this was incorrect xD. As I mentioned I'm no good at genjutsu. My bad. I don't see myself using this technique a lot, but if there's anything I need to know or that I've missed I'd like for you to break anything else down if you could just on the off chance I do use it.​
 

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Ah, alright. I assumed it would alter the other senses since it says "For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire." Since Bringer of Darkness removes the sense of sight, putting the affected person in a blinded state due to being in a "world of darkness" I assumed that the person in the genjutsu wouldn't be able to see the water thus the changes to the other senses like feeling the water or pressure. Similar to being trapped deep underwater where light couldn't reach, you'd feel the water but wouldn't be able to see anything, obviously as you mentioned this was incorrect xD. As I mentioned I'm no good at genjutsu. My bad. I don't see myself using this technique a lot, but if there's anything I need to know or that I've missed I'd like for you to break anything else down if you could just on the off chance I do use it.​
Personally i'd say just use it in a way to compliment the illusion and or your play style.

Bringer of darkness infused with water could be tweeked to be the bottom of the ocean
Temple of nirvana, infused with wind, could seem as those the falling feather cut and so on...

Doesn't change the illusion just enhances.... From what i read you seem to understand so...

(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: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.
 

Howard

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Can it be used alongside something like Change into Hell or other "in the same timeframe" buffs? For example with Change into Hell could you bring the elemental technique to life and store a Hungry Ghost in it? Asking because I have seen Drackos or ZK, can't remember which, use both Change into Heaven and Change into Hell on an elemental technique before, during the Cassander/Halloween NW event. If someone is in Sage Mode, does it automatically prevent the tethering? Or would they have to enter Sage Mode after the tethering to "break" it instead of just being able to prevent it? Could any Sage Transformation break the tether since it's a surge/infusion of Natural Energy?
 
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Pervyy

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Can it be used alongside something like Change into Hell or other "in the same timeframe" buffs? For example with Change into Hell could you bring the elemental technique to life and store a Hungry Ghost in it? Asking because I have seen Drackos or ZK, can't remember which, use both Change into Heaven and Change into Hell on an elemental technique before, during the Cassander/Halloween NW event. If someone is in Sage Mode, does it automatically prevent the tethering? Or would they have to enter Sage Mode after the tethering to "break" it instead of just being able to prevent it? Could any Sage Transformation break the tether since it's a surge/infusion of Natural Energy?
Personally i'd say no without yin yang mastery at this point. Though rules wise there is nothing to stop you using a yin and yang buff on a jutsu at the same time.

" its tether is immediate and cannot be blocked " - it can't be blocked. They would have to enter sage mode or create a mass of sage chakra surge thing.

As sage transformation uses natural energy, it should be able to break it, as long as it's strong enough.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (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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