Naruto D20

 

Taijitsu

Page history last edited by RicochetD20 2 yrs ago

Taijitsu

 

The art of hand to hand combat. Taijitsu uses energy and sometimes chakra, so their formatted a little differently then other techniques. When a Taijitsu is an attack, you don't have to make a control Chakra check unless it drains chakra too. This also means you don't have to get perform DCs unless it drains chakra too.

 

What the technique is called

Use Requirements: (P) is for a punch, (K) is for a kick, (W) is for a weapon, and (U) is for a unique setting.

Performance Time: How long it takes to perform the technique. Partial means it takes a partial action, Full round means it takes a full attack, and Multiple Rounds means the technique has multiple effects on different rounds.

Effect: What the technique does.

Chakra Cost: How much chakra the technique takes.

Energy Cost: How much energy the technique needs.

Special This is different depending on the technique. It is either the Weapon Requirement, Item Requirement, Item bonus, or Combo piece.

 

 


Basic

 

Block

Use Requirements: (U)

Performance Time: Special

Effect: When a person hits, before they roll for damage, you can raise your AC by 1 for every 3 energy you spend. If you manage to block the attack, you take half damage.

Energy Cost: 3/per AC

Repetition Cost: The energy cost goes up by 1 per ac every time you use this technique until the end of the encounter.

 

Counter

Use Requirements: (U)

Performance Time:: Special

Effect: If an enemy lays a successful hit on you, you can make an attack back.

Energy Cost: 8

 

Double Kick

Use Requirements: (U)

Performance Time:: Partial Action

Effect: You perform an additional attack at your highest attack bonus.

Energy Cost: 8

 

Dynamic Entry

Use Requirements: (U)

Performance Time:: Full Round

Effect: You move up to 30 feet and then make a charge attack, moving the distance you can normally move in a round with a flying kick (Which counts as a charge). If the enemy isn't expecting an attack you deal an additional D6 damage/2 levels of ninja.

Energy Cost: 10

 

Headbutt

Use Requirements: (U)

Performance Time:: Partial Action

Effect: You can perform a headbutt to perform an unarmed attack to the enemy. If you hit you take half the damage but it's nonlethal.

Energy Cost: 2

Item Bonus: If you wear a helmet, you take deal an additional +2 damage and take 1/4th nonlethal damage instead of halve.

 

Mega Kick

Use Requirements: (K)

Performance Time:: Full Round

Effect: You perform a kick with double your strength bonus to damage and knockback of 5 feet.

Energy Cost: 3

 

Mega Punch

Use Requirements: (P)

Performance Time: Partial

Effect: You make a punch with double your strength bonus to damage.

Energy Cost: 2

 

One Thousand Years of Pain

Use Requirements: (P)

Performance Time:: Partial

Effect: You can only use this attack outside of combat. If it hits and they are not suspecting it you send the enemy flying 30 feet. If they are suspecting it you deal 1 nonlethal damage.

Energy Cost: 1

Special: If you use a weapon, they go flying 10 feet and you deal the weapon's damage +1.

 

Safe Fall

Use Requirements: (U)

Performance Time:: Special

Effect: When you're falling, you can lower the falling damage by 3 dice.

Energy Cost: 8

 

Slam

Use Requirements: (U)

Performance Time:: Partial

Effect: When you have your enemy in a grapple, you can slam them against the ground for an instant critical hit. You lose the grapple the if you sucessfully make the attack or not.

Energy Cost: 5

Item Bonus: On really soft ground, nonlethal damage is delt when you use Slam.

 

Soften Blow

Use Requirements: (U)

Performance Time:: Special

Effect: When you get hit, you can lower the damage by moving with the blow. You get knocked back 5 feet at the end of the round and take 1 less damage for every point of energy you spend.

Chakra Cost:

Energy Cost: Variable.

Chakra Bonus: You can reduce the damage further by asorbing an additional point of damage for every three chakra you spend.

 

Spinning Kick

Use Requirements: (U)

Performance Time:: Partial Action

Effect: You perform a trip attack as well as doing normal attack damage.

Energy Cost: 6

 

Suckerpunch

Use Requirements: (P)

Performance Time:: Partial

Effect: You make an attack that an enemy doesn't get their dodge bonus to their AC. You can only use this once per battle. This does not work on an enemy with a higher Speed Rank then you.

Energy Cost: 4

 

Tacklecharge

Use Requirements: (U)

Performance Time:: Full Round

Effect: You make a charge attack (At least 10 feet) and slam yourself into the enemy. If you hit you deal your weight in damage and both you and your enemy are knocked on the ground unless he makes a balance check with a DC equal to the damage you did. If you miss your left prone infront of the enemy.

Energy Cost: 7

Item Bonus: If you have spiked shoulderplates, you deal their damage additionally.

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