Cloudnine Posted January 16, 2012 Posted January 16, 2012 (edited) Infrasound Description: Infrasound covers frequencies below 20 Hz, and rather than being heard by humans, it is 'felt' at high concentrations and undetected in other situations. Though often unheard, infrasound does have a strange capacity to stir feelings of sorrow, unease, and nausea in humans. Additionally, around 18-19 Hz can generate unshakeable illusions and 'ghost sightings,' the hypothesis being that the frequency of these waves resonates with the human eye. Shortness of breath, and even rupturing organs have been observed among other debilitating symptoms from extended infrasound exposure. Animals not only use variations of this frequency to stun prey, but also as long distance communication, since the strength of the waves can go for miles before even beginning to diminish. As easily as these waves can travel through the ground, the effectiveness of this element declines with exposure to less dense matter like gases. Effect: Treat 'Infrasound' as an extension of the Sound combinatorial element [such as for skills and resistances], where the only difference is the replacement of the Sound effects with Infasound. Each successful 'Infrasound' technique adds a bonus 2% critical chance against the target for a turn, and an additional 2% for consecutive applications. [Caps at 20%] If the target is not hit by an 'Infrasound' technique for a turn, set the bonus against that target back to 0%. Techniques of the 'Infrasound' element have a -25% chance to hit from each of the following conditions: 1. The caster is not in contact with a solid or liquid foundation, and 2. The target is not in contact with a solid or liquid foundation. Conditions are determined at the end of the player's last main phase. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Requirements: Combinatorial: Sound Cost: -2 Hagemasu Infrasonics Description: The Sound Eaters have a natural affinity to lower sound cycles, and can even stomach frequencies that are otherwise lethal to normal human beings. Members of the clan can train themselves to lace these low frequencies of their bodies into the chakra they manipulate, changing the properties of their techniques. However, it can't be applied to all elements, particularly the elements Hagemasu naturally find difficult to learn. Regurgitating infrasound in this manner can lead to the rare violent backfiring of these volatile waves however. Effect: The Hagemasu may choose to convert any Sound or Void element technique into 'Infrasound' with a 5% chance to deal 20% of the jutsu's chakra/stamina cost as health damage to themselves. (Cost is still paid for the technique in addition to the 20% self damage.) Requirements: Hagemasu bloodline skills, Infrasound. Cost: -1 NOTES: -Hoping the critical chance in Infrasound counts as activated crit chance. If it doesn't, can I get some suggestions for how to make it so? Edited February 10, 2012 by Cloudnine
Warr Posted February 9, 2012 Posted February 9, 2012 The way you have this written really confuses me, Jeannie. Infrasound is conceptually fine by me, but the last bit [the -25% to hit], that needs to be explained a bit more. Hagemasu Infrasonics: Question here is, is that additional, IE the cost is still payed but the user also has the chakra/stamina cost dealt to them in damage?
cntrstrk14 Posted February 9, 2012 Posted February 9, 2012 I think maybe phrasing "25% to-hit penalty" into "-25% chance to hit". I did that swap in my head as I read it and it made sense to me, though for the enemy you might want to clarify it a bit more, like saying if they are in contact with it at the end of their last main phase, otherwise they could role play jumping into the air in their response phase for a bonus to dodge which doesn't seem right.
Cloudnine Posted February 9, 2012 Author Posted February 9, 2012 Nice catch there Cntr! Replaced the to-hit wording with your suggestion and clarified when the conditions are determined. Warr: The cost is still paid and the chance to damage is extra on top of that. The hit penalties in Infrasound are there just to convey the flavor of infrasound a bit better, given my Google'd understanding of it.[added a little to the description too]
Warr Posted February 9, 2012 Posted February 9, 2012 One other question: Infrasonics; does the user still apply the bonuses of sound type techniques to this?
Cloudnine Posted February 10, 2012 Author Posted February 10, 2012 [Herp, dunno why it took me five tabs to edit/post on this page @___@] Nupe, Infrasound replaces the Sound bonus. I edited the first line of the effects to better express that! (If it doesn't bump the skill cost up at all, keeping the Sound bonus would be great too. 8D )
Warr Posted February 10, 2012 Posted February 10, 2012 I'd be okay with it keeping the bonus to sound, though I want a second opinion on if we let you have that bonus, if we'll still let you pick either the wind or lightning subtle elements bonus as well.
Cloudnine Posted February 10, 2012 Author Posted February 10, 2012 Bah- don't worry about it. I'll just leave it as-is. xD
cntrstrk14 Posted February 10, 2012 Posted February 10, 2012 I am also fine with how it is currently printed above without the sound bonus too. That would get super messy, way to many effects getting stacked up on those. #1 rule to design is to not over design. APPROVED.