Chakra Control (Body)
Rank: 2 (D-Class);
Learn DC: 14, 1 success;
Perform requirements: 4 ranks (DC 13);
Time: 1 move-equivalent action;
Components: C;
Range: Personal;
Target: You;
Duration: 1 round;
Saving Throws: None;
Chakra Cost: 5.
By channeling Chakra to a part of his body, the user is able to burn off any offensive Chakra in devices such as exploding or sunburst tags. To do so simply requires the user to touch it after activating this technique, and the Chakra will burn away.
Defensive Maneuver: Once per day as an instant action, the user may perform this technique to aid himself or an adjacent ally to defend against an incoming attack. Skill threshold does not apply to defensive maneuvers.
To burn out the tag, the user must make a Perform check (as per Chakra no Kogasu, mastery counts) opposed to the opponent's attack roll. Success burns out the tag before it explodes.
This technique allows the user to defend against an attack or effect from an opponent with a Challenge Rating equal to his level or 1, whichever is lower. Defensive Maneuver does not count as Avoiding an Attack and is usable a separate
number of times a day. Using Chakra no Kogasu as a defensive maneuver counts towards the number of times per day techniques such as Chibounushi no Jutsu and Ryokujun no Jutsu can be used as such.
Mastery
Every step of mastery in this technique increases the number of times per day it can be used by 1.
The first step of mastery in this technique increases the Challenge Rating of attacks the user can defend against to his level or 5, whichever is lower. Every step of mastery after the first increases the Challenge Rating of attack he can
defend by 5 or up to his level, whichever is lower.
Chakra Control
Rank: 2 (D-Class);
Learn DC: 14, 1 success;
Perform requirements: 4 ranks (DC 13);
Time: 1 move-equivalent action;
Components: C;
Range: Touch;
Effect: Solidifies 3 sheet of paper/level (see text);
Duration: 1 minute/level (D);
Saving Throws: None;
Chakra Resistance: No;
Chakra Cost: 10.
Using this technique, the user is able to turn a Diminutive or Tiny object made of paper
into a solid, lethal weapon. The improvised weapon can be used as a melee or thrown
weapon with a range increment of 10 feet. The weapon deals 1d4 points of slashing
damage if it is diminutive (advanced seal, exploding tag, playing card), or 1d6 if it is tiny
(8"x11" sheet of paper). The objects remain that way for 1 minute per level, as long as the
user holds them. Otherwise, it returns to its original state one round after it leaves the
user's grasp. A single usage of this technique will only harden one item bearing Chakra
Symbols (such as an exploding tag or advanced seal) along with the other targeted
objects.
Furthermore, if the object thrown was an exploding tag or similar object, it can be set off
in two ways: if the attack hits, it counts as though it was placed on the target manually
and does not allow for a Reflex save. If the attack did not hit, follow standard rules.