[HA] Sound Release with the Knight

Punk Hazard

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1. It's dope as hell so I'm cheesing right now

2. It uses the vibration of airwaves to create frequencies of sound that can have various effects on a target, either through affecting their sense of hearing or directly interacting with their bodies like a shockwave. The latter is considered destructive sound waves, which are high in energy and low in frequency. The former is further divided into Hindering Sound Waves, which affect the target's bodily systems, and Sound Genjutsu, which use sound waves as a medium for instilling illusions. Both are low in energy and high in frequency.
 

Nathan

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Taking over this training on the request of Riker.

Reply was a bit lacklustre so here:

Real life:

sound is vibrations that travel through a specific medium, and can be heard when it finally reaches the ear. Sound waves are caused by vibrations of objects and such, and they travel from said source outwards. There are two types of waves: Longitudinal waves and transverse waves.

The definition for each:
Longitudinal Waves - waves in which the displacement of the medium is in the same direction, as the direction of travel of the wave. I.e looking something ideally like this.

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Transverse waves - Are at right angles as opposed to being in the same direction. Real life Sound also contain different pitches, notes and frequencies. I'll cover the remaining of this later on, but for now the normal hearing frequency of people is between 20 Hz and 20 000 Hz, so anything above or below this, it can't be heard by the human ear.

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Narutoverse:

Sound in the Narutoverse could almost be considered the same as real life but with the obvious different of the one within Naruto is create through the usage of combining two chakra natures, can you tell me which two? using this sound, allows the user to create or produce sound waves or vibrations. This means that these vibrations can be used in various ways, from disorienting the opponent to inducing Genjutsu.

So there are three types of sound that one can produce:

1. Destructive Sound Waves
2. Hindering Sound Waves
3. Genjutsu Inducing Sound Waves


Each of these have their own ways of causing damage. I'll put it like this, destructive sound waves can cause physical damage to the opponent, so it's more the offensive/defensive one. hindering sound waves can cause the opponent to be disoriented, and their effect is more mental, or supplementary in nature. Lastly, genjutsu inducing sound waves are used to induce a genjutsu on an opponent through the use of frequencies, which is can be described as Offensive/Defensive and Supplementary.

-

I also forgot, how do you plan to use sound within your fighting style, as well what do you think are strengths and weakness of sound? Like what is it weak against and what is it strong against?
 

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Ey, nice additions to the properties of Sound. The two elements are lightning and wind, more than likely using the vibration-properties of lightning to vibrate air, as sound waves are vibrating air.

I plan to use it more supplementary than offensively. While the destructive ways are cool, the Hindering Sound Waves are my favorite and the kind I see as having the most potential. Combos with clones to hinder the opponent as the real body delivers attacks during these windows of weakness would be the main focus of my usage of Sound.
 

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Ey, nice additions to the properties of Sound. The two elements are lightning and wind, more than likely using the vibration-properties of lightning to vibrate air, as sound waves are vibrating air.

I plan to use it more supplementary than offensively. While the destructive ways are cool, the Hindering Sound Waves are my favorite and the kind I see as having the most potential. Combos with clones to hinder the opponent as the real body delivers attacks during these windows of weakness would be the main focus of my usage of Sound.
Didn't read it all. :| You missed this part.

What do you think are strengths and weakness of sound? Like what is it weak against and what is it strong against?
 

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Oh my god, you dropped me after 12 hours?
I'll make it up to you, I promise
Didn't read it all. :| You missed this part.

What do you think are strengths and weakness of sound? Like what is it weak against and what is it strong against?
Oh right, I can't believe I forgot this xD

Sound is weak to Wind Release because it offers superior control over the surrounding air, causing the Sound waves to fail to propagate sufficiently. Destructive/Traveling Sound Waves can be blocked by placing a large enough medium between yourself and the approaching Sound wave, though water and crystal aren't ideal(Sound can shatter the Crystal, and Water can enhance the Sound Waves because Sound travels fastest through water).

The major strength of Sound Release is the sheer speed. Because no shinobi is faster than Sound, Hindering and Illusion Sound Waves travel fast enough for their effects to be virtually instant, making their application unavoidable, though not 100% absolute(can be broken and circumvented after being applied).
 

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Correct, perfectly.

The following bit is a bit of a read, but it's worth it. Things may be repeated slightly but that's okay. I didn't write this, Wesobi did I'm using it as it is very good and explains everything.

First of all, a frequency is measured in Hertz. A frequency in theory is how many waves pass a certain point in a certain amount of time. So, basically, the lower the interval, the higher the frequency.

Now, the cool thing is, adjusting the frequency. A higher frequency is a higher pitched tone, while a lower frequency is a lower pitched tone. If you listen to music and hear the bass, the frequency is lower. You can also feel it in your body a lot more than high frequency tones, because generally those are harder to perceive in the first place. The neat thing is, that this allows us to alter the effects of sound techniques by altering the frequency. That being said, you probably see how versatile sound actually can be, and how it can create different effects. Even if you can't hear something, the sound waves are still there and can still have effects on your body

humans can only hear certain frequencies, or a range in between 2 frequencies. Generally, this is about 20 - 20 000 Hertz. Now, as you grow older, your body gets older as well, and you start to have trouble hearing high frequency tones. This is why younger people generally hear a lot better than old people. I was wondering if you speak in a lower voice, if people with hearing problems would understand you better, but I'm unsure (though it makes sense).
This does not mean that higher/lower frequencies do not effect the body! Remember that!

About the ultrasonic: Ultrasonic are simply sounds above 20 kiloHertz (20 000 Hertz) and thus above what humans can actually perceive. Other animals, like dolphins and dogs can perceive these (think, the dog whistle). These range from 20 KiloHertz into several MegaHertz. This is also what they use for sonograms (you understand what this is?) and such. Infrasound is the opposite (below 20 hertz)


Oh, one more thing I'd like to add, and this is particularly useful against Mugi's Radio Frequency/Wave CE. Low frequency sound waves generally move easier through rocks/earth than higher frequency ones. Think about your cellphone, when you move through a tunnel, the reception sucks.


Now, realize that sound can move through any medium. Don't let anyone tell you otherwise! Though we needs some sort of limitations, and it's reasonable to say wind is a good counter to sound if it can be seen (doujutsu) or heard, but at that point it might be too late (depending on how a technique is used and how the effects are). Earth, however, depending on the situation (and the level of understanding of the usage by the opponent) can be a devastating counter as well.
Now, look below:

-Speed of sound:
solid > liquid > gas.

Sound moves fastes of all through solids. Generally, this is because the particles and atoms in earth are more tightly packed than they are in liquids or gas. So, the closer the atoms/molecules, the faster sound moves.

- Elastic properties
There is a catch in between different solids. Sound moves faster through rigid solids (i.e. steel, iron) than other things like jelly. This is because solids that are rigid generally mean that the atoms and molecules have a much stronger force of attraction towards each other than in other solids. This is because of the fact that, once moved, they move back to their original position/form more quickly (and thus resulting in a much higher vibration speed). jelly in this case has much weaker attraction between the molecules, that's why it's so "elastic" (not to be confused with elastic properties), and much more flexible.

- Density
Next to this, there is the density. Now, more dense substances = more mass. More mass=bigger molecules. Because sound is based on kinetic energy that travels from one point to another, moving through denser objects means it has to use more energy, seeing as it has to move (vibrate) larger molecules. This however is used for substances with the same elastic properties.

To explain this take two examples with nearly the same elastic properties. Gold and aluminum (Gold = 10.8 psi; aluminum = 10 psi). While they nearly have the same elastic properties, gold is much denser, so it will travel faster through aluminum than gold.

Another funny thing is, this effect does not quite work the same in gaseous media.

Let's say it's hot hot hot in one side of the room, and cold cold cold in the other side. The logic explanation is that sound would move faster in the cold air (since it's denser), but that isn't the case!

Heat, like sound is a source of kinetic energy. More heat = More kinetic energy = more energy for the sound. This leads up to the fact that they can vibrate faster in hot air.
 

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Correct, perfectly.

The following bit is a bit of a read, but it's worth it. Things may be repeated slightly but that's okay. I didn't write this, Wesobi did I'm using it as it is very good and explains everything.

First of all, a frequency is measured in Hertz. A frequency in theory is how many waves pass a certain point in a certain amount of time. So, basically, the lower the interval, the higher the frequency.

Now, the cool thing is, adjusting the frequency. A higher frequency is a higher pitched tone, while a lower frequency is a lower pitched tone. If you listen to music and hear the bass, the frequency is lower. You can also feel it in your body a lot more than high frequency tones, because generally those are harder to perceive in the first place. The neat thing is, that this allows us to alter the effects of sound techniques by altering the frequency. That being said, you probably see how versatile sound actually can be, and how it can create different effects. Even if you can't hear something, the sound waves are still there and can still have effects on your body

humans can only hear certain frequencies, or a range in between 2 frequencies. Generally, this is about 20 - 20 000 Hertz. Now, as you grow older, your body gets older as well, and you start to have trouble hearing high frequency tones. This is why younger people generally hear a lot better than old people. I was wondering if you speak in a lower voice, if people with hearing problems would understand you better, but I'm unsure (though it makes sense).
This does not mean that higher/lower frequencies do not effect the body! Remember that!

About the ultrasonic: Ultrasonic are simply sounds above 20 kiloHertz (20 000 Hertz) and thus above what humans can actually perceive. Other animals, like dolphins and dogs can perceive these (think, the dog whistle). These range from 20 KiloHertz into several MegaHertz. This is also what they use for sonograms (you understand what this is?) and such. Infrasound is the opposite (below 20 hertz)


Oh, one more thing I'd like to add, and this is particularly useful against Mugi's Radio Frequency/Wave CE. Low frequency sound waves generally move easier through rocks/earth than higher frequency ones. Think about your cellphone, when you move through a tunnel, the reception sucks.


Now, realize that sound can move through any medium. Don't let anyone tell you otherwise! Though we needs some sort of limitations, and it's reasonable to say wind is a good counter to sound if it can be seen (doujutsu) or heard, but at that point it might be too late (depending on how a technique is used and how the effects are). Earth, however, depending on the situation (and the level of understanding of the usage by the opponent) can be a devastating counter as well.
Now, look below:

-Speed of sound:
solid > liquid > gas.

Sound moves fastes of all through solids. Generally, this is because the particles and atoms in earth are more tightly packed than they are in liquids or gas. So, the closer the atoms/molecules, the faster sound moves.

- Elastic properties
There is a catch in between different solids. Sound moves faster through rigid solids (i.e. steel, iron) than other things like jelly. This is because solids that are rigid generally mean that the atoms and molecules have a much stronger force of attraction towards each other than in other solids. This is because of the fact that, once moved, they move back to their original position/form more quickly (and thus resulting in a much higher vibration speed). jelly in this case has much weaker attraction between the molecules, that's why it's so "elastic" (not to be confused with elastic properties), and much more flexible.

- Density
Next to this, there is the density. Now, more dense substances = more mass. More mass=bigger molecules. Because sound is based on kinetic energy that travels from one point to another, moving through denser objects means it has to use more energy, seeing as it has to move (vibrate) larger molecules. This however is used for substances with the same elastic properties.

To explain this take two examples with nearly the same elastic properties. Gold and aluminum (Gold = 10.8 psi; aluminum = 10 psi). While they nearly have the same elastic properties, gold is much denser, so it will travel faster through aluminum than gold.

Another funny thing is, this effect does not quite work the same in gaseous media.

Let's say it's hot hot hot in one side of the room, and cold cold cold in the other side. The logic explanation is that sound would move faster in the cold air (since it's denser), but that isn't the case!

Heat, like sound is a source of kinetic energy. More heat = More kinetic energy = more energy for the sound. This leads up to the fact that they can vibrate faster in hot air.
Got it, bit of a long read yeah, but also interesting. Here I thought Sound traveled fastest through liquids xD Got it
 

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Got it, bit of a long read yeah, but also interesting. Here I thought Sound traveled fastest through liquids xD Got it
Let's begin.

Sightly different approach with this training. Lets just talk about the techniques. I don't want to use a template for this, I simply want to teach this field in the most chill way possible, but getting the same amount of information out and so on.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the opponent vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns

This technique is very handy, but also can backfire big time. What can you tell me about it?

P.S Mugi's stronger version of this, is off the hook. D: if you haven't seen it, it is this below:


Rank: S
Type: Supplementary
Range: Whole field
Chakra Cost: 40 (+5 per round)
Damage Points: N/A
Description: This jutsu is an advanced form of the original inner sonar skill, and can only be performed by people with full mastery of sound and incredible chakra control. Just like the original Inner sonar skill, the user concentrates chakra into his ear, just a larger amount, increasing his hearing to the limit. With this technique active, the user is able to hear everything that happens in the battlefield. That means that the user is able to hear the opponents heartbeat, breathing and the blood running through the opponents veins, everything. Because of the mastery of sound and incredible chakra control, the user is able to block out frequencies that aren't relevant, such as loud explosions, the user is able to hear past them.
~Can only be used once per battle
~Lasts until deactivated
~While this technique is active, the user cannot use any other sound jutsu.
~The user is able to hear both above and under ground.
~Must be Kage or higher, and have very high chakra control
~Must have mastered sound



--

(Ototon: Chūnyū no Jutsu) - Sound Release: Infusion Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Damage points: N/A
Description: A simple technique where the user touches an object and infuses it with sound chakra, enabling it to vibrate and produce a low frequency, high amplitude sound. The vibrations cause objects to bounce off of the targeted object which is highly useful when fighting with weapons or to make thrown basic weapons resist opposing thrown weapons.. It also resonates to the user if he were to be blind (because of a genjutsu for example), letting the the user know the objects position and what it deflects. It can also be applied to solid objects or structures the user may wish to destroy or, by applying it to the ground or similar, detect what is around him by making it resonate with the same low frequency. The object gets no added power, only the ability to deflect incoming objects that want to counter it.

Let's talk about this one, rather easy technique. But can be very useful in the long run.

(Ototon: Sumakku Te no Jutsu) - Sound Release: Clapping Hands

Rank: B
Type: Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The user charges Ototon chakra into the palms of their hands, and then smashes them together. The force creates high frequency sound waves which can be used to disperse incoming "solid" jutsu (only works on B-Rank or below jutsu) like those of Water Release or Earth Release.

Now this technique is very handy (pun intended) for incoming solids, B-rank and below though.
 

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The first technique employs the concept of echolocation, commonly found in bats, to create a sense of radar. In some ways, it's an advanced form of sensory, as you aren't limited to chakra and can pick up on pretty much everything in your surroundings, such as the opponent's location, the size of an object, or even movement underground. However, it also has several drawbacks. For example, you'd have to be intuitive about identifying objects; you wouldn't be able to just immediately know what it is, but would have to pay attention to its size and shape and other features to piece together what it is. For example, a fireball would require you take note of its spherical shape, the sound of crackling flames, the feel of its heat, and size to deduce its a fireball. Because it amplifies your hearing, it almost makes you very susceptible to Sound Jutsu, which use your sense of hearing as a medium. Techniques like Banshee and Midas can be devastating if it hits a person with this technique active.

This technique is much more defensive and supplementary than most jutsu in the Sound list. It essentially just applies intense vibrations to a weapon so when an object strikes it, the kinetic energy interacts with the vibrations rather than with the weapon first, allowing it to be "cushioned" and ultimately deflected to repel the object. It's extremely useful during bouts of Bukijutsu and Kenjutsu, allowing you to deflect your opponent's weapons away with less physical effort, creating a window to strike them down. It can also be used similar to the Inner Sonar Skill, allowing the sound waves to send a signal back to the user when an object strikes the sound-infused object to give them an idea of what was struck. When applied to the right structures, such as crystal and very dense ice, it can be used to destroy them due to these structures not being able to handle the vibrations.

This one is very straightforward. The user will channel their Sound Chakra to their hands and clap them together, producing a sound that is then enhanced and empowered by the Ototon chakra, which is in the form of low frequency and high energy. This amplified Sound Wave can be projected outwards towards a target, allowing it to be used to attack by hitting an opponent or to destroy solid structures so long as they B-rank are weaker by having the intense vibrations shatter it.
 

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Good next:

(Ototon: Oto no Ken) - Sound Release: Sonic Fist
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user gathers chakra either around their fist, arm, or leg and then charges towards their opponent. Upon utilizing an attack involving the aforementioned limb, it causes a release of sonic vibrations (of a low frequency but with a high amplitude) that act as a secondary strike, making the opponent unable to use the body part that has been hit for 1 turn. This happens because the sound vibrations damage soft tissue by resonating within the water molecules that reside within it. The effect is similar to a localized explosion upon contact that rips through the targeted area and creates a shockwave that blasts the target backwards. The skill is exceptionally useful if used against solid techniques such as those from Earth Release (or similar) which will shatter upon being hit.

This pretty much enhancing your taijutsu with sound chakra. Hitting your opponents limb, will cause them to not use it for a turn. This technique can also can be used against solid techniques.

(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Despite weakening as it travels, its faster than most wind or lightning techniques and can still be defended from. If used within a water source it receives +20 damage.

Any form of loud noise that you can produce with your voice, will do. Releases a shockwave of sound. It gets weaker the further it travels. Extra damage if used in water.

(Ototon Genjutsu: Funka to Botsuraku) - Sound Release Illusionary Art: Eruption and Downfall
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user charges Ototon chakra into his hands and snaps his fingers, triggering a genjutsu through the emission of high frequency sound waves. As he snaps, the sound is amplified, sounding as if it is directly by the enemy's ear. To them, it sounds as if something has just snapped in half. The user then manipulates the illusion to make it appear as if either a large branch has fallen from a tree or the ground under them has broken clean in half, causing the target to believe they are falling through the earth or have been struck with a large object, pushing them to the earth. The user has control over the illusion, being able to make it seem as if entire trees have been snapped in half, falling on the target or as if an earth structure has collapsed either above or beneath the opponent, etc. The illusion can be edited to fit the situation and even the sound can be slightly altered deepening on the object that is "snapped". Is more effective depending upon the terrain this is used in ( extremely effective in a forest, not effective in a desert ).

Now one of the few sound gens, you snap your fingers together. Which produce sound waves that will go directly into your targets ear. The gen will make them think something above or below them has snapped in half, causing panic. Above, a large tree branch or below the earth has broken clean under them, can be one of these two options, depending on how your explain it. Obviously this technique is only good depending on your terrain.
 

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Good next:

(Ototon: Oto no Ken) - Sound Release: Sonic Fist
Rank: B
Type: Attack
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user gathers chakra either around their fist, arm, or leg and then charges towards their opponent. Upon utilizing an attack involving the aforementioned limb, it causes a release of sonic vibrations (of a low frequency but with a high amplitude) that act as a secondary strike, making the opponent unable to use the body part that has been hit for 1 turn. This happens because the sound vibrations damage soft tissue by resonating within the water molecules that reside within it. The effect is similar to a localized explosion upon contact that rips through the targeted area and creates a shockwave that blasts the target backwards. The skill is exceptionally useful if used against solid techniques such as those from Earth Release (or similar) which will shatter upon being hit.

This pretty much enhancing your taijutsu with sound chakra. Hitting your opponents limb, will cause them to not use it for a turn. This technique can also can be used against solid techniques.

(Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill
Rank: B
Type: Offensive
Range: Short-Long
Chakra Cost: 20
Damage Points: 40
Description: The user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Despite weakening as it travels, its faster than most wind or lightning techniques and can still be defended from. If used within a water source it receives +20 damage.

Any form of loud noise that you can produce with your voice, will do. Releases a shockwave of sound. It gets weaker the further it travels. Extra damage if used in water.

(Ototon Genjutsu: Funka to Botsuraku) - Sound Release Illusionary Art: Eruption and Downfall
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user charges Ototon chakra into his hands and snaps his fingers, triggering a genjutsu through the emission of high frequency sound waves. As he snaps, the sound is amplified, sounding as if it is directly by the enemy's ear. To them, it sounds as if something has just snapped in half. The user then manipulates the illusion to make it appear as if either a large branch has fallen from a tree or the ground under them has broken clean in half, causing the target to believe they are falling through the earth or have been struck with a large object, pushing them to the earth. The user has control over the illusion, being able to make it seem as if entire trees have been snapped in half, falling on the target or as if an earth structure has collapsed either above or beneath the opponent, etc. The illusion can be edited to fit the situation and even the sound can be slightly altered deepening on the object that is "snapped". Is more effective depending upon the terrain this is used in ( extremely effective in a forest, not effective in a desert ).

Now one of the few sound gens, you snap your fingers together. Which produce sound waves that will go directly into your targets ear. The gen will make them think something above or below them has snapped in half, causing panic. Above, a large tree branch or below the earth has broken clean under them, can be one of these two options, depending on how your explain it. Obviously this technique is only good depending on your terrain.
Sonic Fist reminds me a lot of a combination of Whitebeard's powers and Tai Lee's Chi-blocking xD You focus Destructive Sound waves into a limb and condense them to a form capable of physically interacting with a target. Upon impact, it resonates through them, as sound waves travel through a target, with the unraveling of the Sound waves and their high energy causing damage to the point of impact. The damage to the muscles causes them to become unusable due to the high pain for a short period of time, effectively acting as paralysis. It reads like a Hindering Sound wave, but due to having high energy and low frequency, it does so through physical interaction instead.

Pretty straight forward. You produce a sound from your mouth and simultaneously infuse it with Ototon chakra, weaponizing it by enhancing the Sound waves to be destructive. With high energy and low frequency, it can travel very fast, but weakens in effect the further it goes, aiming to damage objects like a shockwave upon impact.

The third is a pretty decent Genjutsu. Useful for tricking the opponent, it reminds me a lot of the False Surroundings technique. Pretty straightforward in usage, it can easily backfire if one isn't careful or clever enough to take notice of their surroundings. Question though, it reads like it prevents the target from moving by pinning them to the ground(in the case of the snapping tree). Does that mean that the freefall version also causes them to be unable to move due to their brain thinking they're stuck in an overwhelming freefall?
 

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You got it, remember to ask questions if you got any.

(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user gathers Ototon chakra in his vocal chords. He then whistles, releasing a high frequency sound wave, creating a sound similar to a faint buzzing in the target's ear, similar to Ringing Madness. However, instead of causing a foe to become disoriented, it impairs his hearing, making the buzzing the only thing that he can hear, seeming as if the target has bees swimming around his ear. The buzzing drowns any sound out, unless they are exceptionally loud (i.e. great explosions, one yelling directly into the target's ear, etc), making it very difficult for the target to hear incoming jutsus or attacks.
Note: Hearing impairment lasts 3 turns

This one pretty much impairs your targets hearing. How does it do that?

(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill
Rank: B
Type: Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: Similar to the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill, the user concentrates chakra into their vocal cords, amplifying his/her voice and lets out a scream, roar or a yell. The effect is a large emission of low frequency, high amplitude sound waves but instead of a forward attack, its manipulated into an omnidirectional sound blast that expands outwards all around the user, pushing attacks and enemies backwards with might.

Pretty much Echo Assault Skill just much shorter range, and an omnidirectional blast.

(Ototon: Ōkī Hibiki Rendan no Jutsu) - Sound Release: Greater Echo Assault Skill

Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is a much greater and focused version of the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill technique in which the user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Unlike its weaker technique, the massive power it carries makes it slightly slower, equal to an average equally ranked Raiton technique. Unlike the unfocused nature of its weaker version, its focused almost like a beam, affecting an area of 50º in front of the user. If used within a water source it receives +20 damage.

Same as the other one with a slight change, it's more like a beam and affecting 50 degrees in front of you. And it is slightly slower then a lighting technique. Compared to the other one where it is faster.
 

Punk Hazard

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You got it, remember to ask questions if you got any.

(Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user gathers Ototon chakra in his vocal chords. He then whistles, releasing a high frequency sound wave, creating a sound similar to a faint buzzing in the target's ear, similar to Ringing Madness. However, instead of causing a foe to become disoriented, it impairs his hearing, making the buzzing the only thing that he can hear, seeming as if the target has bees swimming around his ear. The buzzing drowns any sound out, unless they are exceptionally loud (i.e. great explosions, one yelling directly into the target's ear, etc), making it very difficult for the target to hear incoming jutsus or attacks.
Note: Hearing impairment lasts 3 turns

This one pretty much impairs your targets hearing. How does it do that?

(Ototon: Himei Zetsubou no Jutsu) - Sound Release: Scream of Despair Skill
Rank: B
Type: Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: Similar to the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill, the user concentrates chakra into their vocal cords, amplifying his/her voice and lets out a scream, roar or a yell. The effect is a large emission of low frequency, high amplitude sound waves but instead of a forward attack, its manipulated into an omnidirectional sound blast that expands outwards all around the user, pushing attacks and enemies backwards with might.

Pretty much Echo Assault Skill just much shorter range, and an omnidirectional blast.

(Ototon: Ōkī Hibiki Rendan no Jutsu) - Sound Release: Greater Echo Assault Skill

Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is a much greater and focused version of the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill technique in which the user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Unlike its weaker technique, the massive power it carries makes it slightly slower, equal to an average equally ranked Raiton technique. Unlike the unfocused nature of its weaker version, its focused almost like a beam, affecting an area of 50º in front of the user. If used within a water source it receives +20 damage.

Same as the other one with a slight change, it's more like a beam and affecting 50 degrees in front of you. And it is slightly slower then a lighting technique. Compared to the other one where it is faster.
By inducing a high frequency, low energy Sound wave into the target's ear, the technique creates a constant buzzing. Because the Sound wave is high in frequency, meaning it consists of many individual waves, its effects are prolonged, with each of its many waves sustaining the buzzing effect. By taking root in the enemy's ear itself, the buzzing remains in immediate proximity, with the amplified nature of the Sound from the Ototon chakra increasing its intensity to the point that it drowns out the target's ability to hear most things that aren't the buzzing. Similar to if a loud sound, like a gunshot or explosive, goes off right near your ear and creates a sustained ringing noise, with the buzzing being kind of similar to the ringing that drowns out other sounds.

Yeah, not much else to add here. The omnidirectional nature of this Sound wave makes the impact less direct and focused than its prior counterpart, but it covers a greater area and makes for a very good defense against incoming attacks from all sides.

Not much to add to this either. In exchange for the higher amount of energy and power, it isn't as "light" as its B-ranked counterpart, and therefore travels a lot slower. In exchange, it carries a great deal of impact, being far more dangerous and focused. However, the narrower path and slower speed makes it easier to dodge/evade.
 

Nathan

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(Ototon: Kireme Yure) - Sound Release: Shattering Vibrations
Rank: A
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user gathers a large amount of sound chakra into both of his hands, creating a vibration field around them that resonates at different, yet low, frequencies. The user will then slam both hands together, forcing them to resonate with each other and explode. This creates a massive sound shockwave that pushes back anything in front of the user in a 160º radius.

Everything up to 160 degrees radius will be pushed back in front of you, by simply clapping your hands releasing a massive shockwave. Handy for those higher then B-rank techniques, so it can only push back A-rank and below. Again doesn't destroy them.

(Ototon: Jakkuhanma) - Sound Release: Jackhammer
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 if contact with the ground remains)
Description: The user charges Ototon chakra into their feet as they run, releasing it as each foot hits the earth and makes sound. As each steps sound off, low frequency waves are released, each wave causing an immense vibration to propagate through the ground and into any enemy, making their bodies lose balance as the waves collide with the target repeatedly. As the waves continue to hit the target, the vibrations increase and cause internal pain, almost as if each wave is drilling into the target's body, causing the target to also become nauseous from the continuous waves. Despite its danger, the technique can easily be defended by simply severing ones contact with the ground.

Pretty much releasing sound as you run, or run on the spot. Every time your feet leave the ground they release sound hitting your intended target causing internal damage, and they get worse and worse as time goes by and as long as you are running.

(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness

Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user, gathering their sound chakra into their throat and emitting a sound (anything from a simply whistle to speaking or screaming, etc), creates a high frequency wave that targets a foe's ear, causing this portion of sound to remain in their opponents' ears, manifesting as a building ringing sound. The ringing continues to grow as time progresses, originally disrupting how a person hears hampering their ability to think clearly. From that point, it starts to mess with their balance until they become incredibly disorientated, and unable to mold chakra properly due to this.
Note: Lasts 8 turns and reduces damage of the jutsu used against the user by -5 until this effect wears off while increasing the chakra cost of every technique the enemy uses by +10

Now this technique is badass. I will let you explain it, and I will pick up on any errors you may have explained.
 

Punk Hazard

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(Ototon: Kireme Yure) - Sound Release: Shattering Vibrations
Rank: A
Type: Offensive/Defensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user gathers a large amount of sound chakra into both of his hands, creating a vibration field around them that resonates at different, yet low, frequencies. The user will then slam both hands together, forcing them to resonate with each other and explode. This creates a massive sound shockwave that pushes back anything in front of the user in a 160º radius.

Everything up to 160 degrees radius will be pushed back in front of you, by simply clapping your hands releasing a massive shockwave. Handy for those higher then B-rank techniques, so it can only push back A-rank and below. Again doesn't destroy them.

(Ototon: Jakkuhanma) - Sound Release: Jackhammer
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 if contact with the ground remains)
Description: The user charges Ototon chakra into their feet as they run, releasing it as each foot hits the earth and makes sound. As each steps sound off, low frequency waves are released, each wave causing an immense vibration to propagate through the ground and into any enemy, making their bodies lose balance as the waves collide with the target repeatedly. As the waves continue to hit the target, the vibrations increase and cause internal pain, almost as if each wave is drilling into the target's body, causing the target to also become nauseous from the continuous waves. Despite its danger, the technique can easily be defended by simply severing ones contact with the ground.

Pretty much releasing sound as you run, or run on the spot. Every time your feet leave the ground they release sound hitting your intended target causing internal damage, and they get worse and worse as time goes by and as long as you are running.

(Ototon: Takanari Kichigai) - Sound Release: Ringing Madness

Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The user, gathering their sound chakra into their throat and emitting a sound (anything from a simply whistle to speaking or screaming, etc), creates a high frequency wave that targets a foe's ear, causing this portion of sound to remain in their opponents' ears, manifesting as a building ringing sound. The ringing continues to grow as time progresses, originally disrupting how a person hears hampering their ability to think clearly. From that point, it starts to mess with their balance until they become incredibly disorientated, and unable to mold chakra properly due to this.
Note: Lasts 8 turns and reduces damage of the jutsu used against the user by -5 until this effect wears off while increasing the chakra cost of every technique the enemy uses by +10

Now this technique is badass. I will let you explain it, and I will pick up on any errors you may have explained.
A rather simply explained, but intricately executed technique, you create multiple waves of Sound of different frequencies around your person that remain rather focused and stable in tandem with each other. When you clap your hands, it triggers the sound waves to collide, releasing them from their previous stability. This instability causes the sound waves to be propelled as a shockwave capable of pushing anything in front of the user within a certain radius, damaging them but not destroying them.

This technique is actually really cool. As you run, you release sound waves through the ground that resonate through people who are standing on the ground. The waves initially mess up their balance, with the constant build up of sound waves causing damage and pain with each wave. My question is, does it to 60 per sound wave? 60 per turn?

This technique is a great hindering technique. You create a sound wave that houses itself in the opponent's ear, and progressively gets louder and more powerful. The constant buzzing causes the opponent to become unable to concentrate fully. The inability to properly concentrate causes their ability to mold chakra to become hindered and decreased, causing them to need to mold more to complete their jutsu while weakening the capabilities of the damage they can do.
 
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