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Post by :[Admin]: on Oct 21, 2010 10:51:41 GMT -5
Hand Seals
A Character, as a swift action, may form hand seals. In this, they can form half of the number of seals that it would require a standard action to utilize. Even if they form hand seals during a standard action, they may also form hand seals as a swift action. However, many jutsu require a standard action to utilize.
An Academy Student may form 2 hand seals as a standard action, or 1 as a swift action. These numbers stack for each added rank. This would mean a Jounin could form 8 hand seals as a standard action and 4 as a swift action.
A Technique that requires no hand seals still needs a swift action to activate. In order to activate the jutsu, the user must still have the minimum level of chakra control available necessary to perform the skill.
Clone Replacement
When adjacent to one of his clones, the user may make a reflex save against an opponent's attack in order to have the clone take the brunt of the attack. This can only be used once in a combat. The DC of the check is equal to the opposed attack roll. If done correctly, the user takes no damage and switches places with the targeted clone. This can only be done a number of times per day equal to the user's character level.
Grapples, Holds and Throws
Beginning a grapple immediately institutes a check using a d20 roll and adding the CMB. This is opposed by the opponent's CMD with any bonuses received situationally. Upon a successful roll the user is then in control. They have a grip on the target and the target cannot get away by simple means. During a grapple, both persons are given the opportunity to perform melee attacks and maneuvers using natural weapons or tiny equipment. However, large weapons cannot be used correctly against them and the attacker receives a -2 penalty to any attacks they may attempt for each size category the weapon is above tiny.
The character who initiated the grapple also may succeed his grapple check by attempting to perform a hold. This is a swift action if done on the same turn that the grapple check was made, but otherwise acts as a standard action. When performed, the user makes a Grapple Check adding the CMB against the opponents CMD. This check is made adding any situational bonuses or penalties. When successful, the opponent is held and they may not attack or perform any other form of standard action until they have escaped the character's grasp.
Any attempt to escape the opponent's grasp requires the user to make a successful grapple check using a d20 roll adding the user's CMB. The user also takes a penalty of -2 toward this check and an additional -2 to the check if they are in a hold. This is opposed by the opponent's CMD with any bonuses received situationally.
After a successful grapple, either character may attempt to throw the opponent. A throw is made by a grapple check using the character's CMB. This is opposed by the opponent's CMD. The user has a penalty of -4 when performing this. At any successful throw, the grapple ends and the target is subject to 10 feet of falling damage adding 1/2 of the user's own strength score.
Passive Chakra Costs
Techniques labeled with the chakra cost of "Passive", mean that the technique itself exhausts 0 chakra points during activation and use. However, in order for it to work correctly the user must have at least 2 points of chakra. If their chakra score ever drops below 2 points, the technique ends that same round and they are unable to utilize the skill until they have replenished their energies. If the character is standing on water or horizontally on a vertical surface, they will realize their chakras are too low to continue standing on the surface and may make their way to a place where they may situate themselves from falling. However, in order to do so they must have the time required to make it to that location. Techniques other than Tree Climbing and Water-Walking will end immediately after the user's Chakra Supply drops below 2 points.
Shunjutsu Strike
Attacking after coming out of a Shunshin movement is difficult. Attacking during a fast movement is even more so. If you wish to attack another character during this point, you will take a -2 to attack rolls at any point following the movement in the rest of this round. This includes all attacks of opportunity. If you wish to attack another character in the midst of the Shunshin movement, you must succeed an attack roll with a -8 sight penalty and a balance check whose DC is equal the amount of damage dealt. If the balance check is failed, the attack does half damage, and your character is immediately prone next to the opponent. Your character also takes falling damage with die dependent on how far your character's movement was. 1d6 per 10 feet of movement. This is not rounded up.
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