Naruto D20

 

Sound Techniques

Page history last edited by RicochetD20 2 yrs ago

A lot of Sound based techniques require the perform skill with a musical intrument. 4 ranks are needed for basic techniques, 9 ranks for Intermediate Techniques, and 16 ranks for Advance Techniques.

 

 

What the technique is called

Use Requirements: (S) for seals, (T) for speech, (M) means the Technique requires the perform skill and it's related instrument, and (C) for components. (A) means you just have to be able to move to perform it.

Performance Time: How long it takes to perform the technique. Immediate means it can be used anytime, even during someone else's chance to react. Free action means you can do it freely on your round. Partial means it takes one of your two partial actions every round. Full Round means it takes the whole round to perform the technique. When it states multiple rounds the effect happens the countdown gets to zero. Continuous means you must concentrate to keep it going but it works the whole time.

Effect: What the technique does.

Chakra Cost: How much chakra the technique takes.

Special This is different depending on the technique. It is either a Focus (What you need to do the technique), Component (What you need to sacrifice for the technique), Repetition Cost (Extra chakra if you use the technique multiple times in one sitting), or Chakra Bonus (Additional Chakra you can spend to make the technique better)


 

Basic

 

Battlechant

Use Requirements: (T)

Performance Time: Continuous

Effect: As long as the Battle chant is being used, all allies who can hear it get a plus 1 bonus on attack rolls, AC, saves, and skill checks.

Chakra Cost: 2/round

Item Bonus: If using a musical instrument, you raise the bonus to +2 but dedicate a partial action every round to playing it.

 

March to the Beat

Use Requirements: (S) (T) (M)

Performance Time: 5 Rounds

Effect: Your entire party can hustle with no chance of exaustion when traveling.

In Battle, this can be used to give everyone the same initiative as the one using

the technique.

Chakra Cost: 3/hour.

 

Rejouvinating Melody

Use Requirements: (S) (T) (M)

Performance Time: Continous

Effect: You heal 1 hit point per round of use, and as long as it can be heard all effects of fatigue and exhaustion can be ignored.

Chakra Cost: 2/round

Special

 

Shower of Notes

Use Requirements: (S) (T) (M)

Performance Time: Full Round

Effect: You play your music, but with damage dealing effects. You make an attack that counts as 10 shurikens but with a 20 foot range. You don't waste these Shurikens.

foot range.

Chakra Cost: 6

 

Sight of Sound

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: For as long as it is active, you can see sound. You can make spot checks as well as listen checks to detect enemies, and you can pinpoint locations sounds come from. If you suffer a deafening technique when this is active, it also blinds you.

Chakra Cost: 2/round

 

Sonic Storm

Use Requirements: (S) (T)

Performance Time: Full Round.

Effect:Originating from the user,everyone within 10 feet takes 1D6 sonic damage per

level (Max 5D6).

Chakra Cost: 10

Chakra Bonus: Paying 5 additional chakra gets rid of the cap, though every additional D6 costs 2 extra chakra

 

Soothing Sound

Use Requirements: (S) (T) (M)

Performance Time: Continuous

Effect: Everyone who can hear the music must make a Will save of 10 + how much the Technique DC was exceeded or be under a Calming effect.

Chakra Cost: 6/round

 

Suspense

Use Requirements: (S)

Performance Time: Full Round

Effect: An erie noise haunts the minds of your enemies, giving them a plus 1 bonus on initiative but gives them a -2 penalty on Will saves against Fear effects and illusions.

Chakra Cost: 6

 

Voices

Use Requirements: (S)

Performance Time: Partial Action

Effect: You cause someone to start hearing voices. The target must make a Will Save DC 5 + How many you exceed the Technique DC. If they fail they get a -1 penalty to AC, attack rolls, and Reflex Saves. If resisted, this technique won't work on someone till 24 hours has passed. This also can be used to send messages to teammates.

Chakra Cost: 6

Chakra Bonus: You can spend 3 chakra points to raise the base DC from 5 to 10. 2 more chakra can be spent to make the penalty equal to -2 instead of -1.

 

 

Intermediate Techniques

 

Acoustic Torture

Use Requirements: (S) (T)

Performance Time: Continuous

Effect: You make horrendously awful sounds, dealing damage to all who can hear until they go deaf. As long as the enemy can hear they're dealt 1D6/nin level nonlethal damage and are forced to make a fortitude save or go deaf.

Chakra Cost: 10/round

 

Do-Rei-Me

Use Requirements: (T)

Performance Time: Special

Effect: You make multiple attacks. These attacks count as ranged touch attacks. Doe does damage equal to your fist. Rei doubles that damage, if used right after Doe. Me does the same damage as Rei and sends the enemy flying back 30 feet.

Chakra Cost:3 (Doe)/6 (Rei)/9 (Me)

 

Deafening Blast

Use Requirements: (S) (M)

Performance Time: Full Round

Effect: You deafen everyone but yourself within 30 feet for 1D4+1 rounds unless they make a fortitude save of 10+ How much the Technique DC was exceded.

Chakra Cost: 8

 

Echo

Use Requirements: (S)

Performance Time: Full Round

Effect: You can cause any Sound technique used within the past 2 rounds as long as it isn't above you (Like Advanced when you're Intermediate)

Chakra Cost: 6 + Original Ability Cost

 

Rhythm Assault

Use Requirements: (T)

Performance Time: Full Round

Effect: You double the amount of attacks you have, but they become extremely predictable. Every additional attack you make using this gives the enemy an additional dodge ac until the end of combat.

Chakra Cost: 16

 

Sonic Punch

Use Requirements: (S)

Performance Time: Partial Action

Effect: Your next punch does an additional 1 sonic damage per point you exceed the

Technique DC. If your attack misses their AC but would hit if it was a touch attack, it deals just the sonic damage. Dealing more then 10 sonic damage deafens them for 1 round.

Chakra Cost: 8

Item Bonus: If you have a Sonic Amplifier, you deal 2 damage per point you exceed the Technique DC.

 

Sonic Rupture

Use Requirements: (S) (T)

Performance Time: Full Round

Effect: You make a touch attack that damages their insides depending on where you hit them. A hit on an arm deals 1D4 strength damage. A hit on the leg deals 1D4 dex damage. A hit on the chest deals 1D4-1 Constitution Damage, and a hit to the head deals 1D4 Intelligence Damage. This ability damage can be undone with any healing effects.

Chakra Cost: 12

 

Sonic Wall

Use Requirements: (S)

Performance Time: Immediate

Effect: You force up a barrier made up of sound, making tremendous noise but protecting the user from ranged attacks, and dealing anyone trying to melee the user 2D12 sonic damage. A listening check of 5 is required to hear it.

Chakra Cost: 12

 

Twilight Sonata

Use Requirements: (M)

Performance Time: Continuous

Effect: You throw everything into darkness except for one ally and one enemy. They fight as the others watch. If someone interferes you get a free action attack on them. If you deal the damage, you knock them away. If you fail, the Sonata is broken and everyone can fight again.

Chakra Cost: 4/round

 

Vibrating Weapon

Use Requirements: (S) (T) (C)

Performance Time:

Effect: Your weapon becomes a +2 weapon that ignores hardness. This lasts until it is put away or 12 hours pass, whatever comes first. If two vibrating weapons strike, they each take 1D6 damage and the bonus is canceled out.

Chakra Cost:6/round

Special

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