The user creates a wave of vibrations around themselves, which, when passed through by other vibrations, builds up, and becomes stronger. Not only does this make sounds louder (And more dangerous), this creates a ping, which, if used correctly, is dangerous in itself.
Information
Prerequisites: Sound Affinity, B-rank, 2 Mastered Sound Jutsu
Rank 1: While active, every Sound Jutsu used in battle creates a 'Ping'. This effect alternates between a Soft and a High 'Ping'.
Rank 1 Cost: 730 Cp, 370 Cp/Rnd
Notes:
- This is considered a Terrain jutsu.
- Lasts up to three rounds.
- This effects all those in battle (Anyone may make use of the 'ping'), and cannot stack in anyway.
- The type of ping switches each time a sound Jutsu is used; The first would be Soft, then the next Jutsu would be High, and so on until the pattern repeats from the beginning.
- At all ranks, other combatants must pass a Ninjutsu Check against the user at -2 in order to cast an Arena jutsu, or their own Terrain jutsu. If the opponent successfully casts their own Terrain jutsu, this one is dispelled.
- Sound Jutsu used upon the 'Soft' ping deal +5% base damage and gain +7% chance of activating any secondary effects.
- Sound Jutsu used upon the 'High' ping have a 21% chance of activating the 'Disruption' effect. This randomly dispels a single random maintained jutsu active on the victim, and prevents it from being recast for a full round. If a Clone/Creation activates this effect, it is dispersed.
- Sound Jutsu used upon the 'Loud' ping have a 28% chance ignoring DR/Barriers. Additionally, there is a 28% chance that they will attempt to deal damage equal to 20% of their base damage to all other targets in battle.
The user creates several miniature bursts of sonic energy, no bigger than the size of a thumb, and fires each at a high velocity. It strike phases through the body of a target and causes harm through the sheer strength of vibrations.
Information
Prerequisites: Sound Affinity, B-rank, 2 Mastered Sound Jutsu
Rank 1: Fires 7 bursts of sound, though only 5 may hit. Each bullet deals 400 damage with a 5% chance of causing the 'Nausea' effect.
Special Action - Sonic Volley: By paying .5 Ap and the maintain cost, the user may maintain this technique by creating and releasing more sound bullets. This creates an additional 2/3/3 bursts of sound with -2% chance of inflicting 'Nausea'. This may target a different target if the user wishes, or the same one. This may be done up to three times per Jutsu use.
Rank 1 Cost: 730 Cp. 240 Cp per maintain use.
Notes:
- This jutsu may only cause Nausea twice per use; any other successful attempts instead become a stackable 3% chance of causing the victim's next action to auto-fail.
- The 'Nausea' effect lowers the victim's Accuracy cap by -1. This lasts a full round, and stacks twice with later effects resetting the timer. This debuff cannot be increased through any other method.
Ghost Dancers - Chakra Style (RANK 3)
While their eyes lacks the ability to perceive things other would normally do, they instead see sound as a being. Varying in shapes and sizes, and with practice - allows them to call upon these beings that they can onyl see to aid them in their living.
Rank 1/2/3: While in this stance, casting a Sound Jutsu calls upon a Ghost Dancer. In addition, whenever the user performs a Sound Jutsu, all Ghost Dancers currently active (excluding the one that was just recently summoned) will attempt to hit the same target, using the user's Ninjutsu Accuracy to deal illusionary damage equal to 1% of the target's maximum HP.
Note:
- They can only have a maximum of 2 / 3 / 4 Ghost Dancers active at a time.
- A target can only be hit successfully by a Ghost Dancer 6 times each round.
- If the Sound Jutsu can hit multiple target, you can assign your Ghost Dancers to which target they would attack.
- A Ghost Dancer does not have its own awareness (it uses the user's), but may target individuals in Stealth without requiring a Blindshot. A stealthed target hit by a Ghost Dancer in this way will not be removed from stealth, and the user will not gain awareness of the target.
- A Ghost Dancer has no secondary stats, is dispersed by any damage, and is dispersed by any action targeting them (they cannot dodge/resist, and even if it deals no damage).
- If the user is maintaining a Sound Jutsu(s), it summons a Ghost Dancer each time you pay for the maintenance cost for a Sound Jutsu.
Harmonious Rest - Passive (RANK 2)
A battlefield can be chaotic with the sound of death and pain filling the air. A Hashigaki however can easily suppress such noise with their own music, pushing out the terrible noise with a much more comforting tune to provide a momentary respite to their allies wherever they are.
Rank 1/2/3: Whenever the user performs a Sound Jutsu or Rests, the user's allies recovers 1% / 2% / 3% of their max HP. All Ghost Dancers gains HP equal to 3% of user's max CP.
Notes:
- Has a 10 second cooldown between activation.
- If activated by Resting, the user's allies regain 1% / 2% / 3% of their max HP per 1 AP the user spent resting.
- If an ally is Resting when this effect is activated, the amount of HP/CP they recover is multiplied by 1.1 / 1.3 / 1.5, scaling with the rank. In addition, it doubles the chance to remove a rank of Bleeding or Called Shot during Rest.
- A Ghost Dancer with HP does not automatically disperse when struck, but all hits automatically hits against them.