Taijutsu (Strike)
Rank: 1 (D-Class);
Learn DC: 13, 1 success;
Perform requirements: 3 ranks (DC 12);
Time: 1 attack action;
Components: M;
Range: Melee attack;
Target: One prone creature;
Duration: Instantaneous;
Saving Throws: None;
Chakra Cost: 5.
This technique can only be used once per encounter on a prone opponent.
The user makes a single melee attack with his held weapon or unarmed and, if it hits, deals weapon damage as though one size category larger
and gains a +2 bonus to rolls made to confirm a critical hit.
Mastery
The second and fourth step of mastery allow the technique to be used an additional time per encounter.
Taijutsu (Stance)
Rank: 1 (D-Class);
Learn DC: 13, 1 success;
Perform requirements: 3 ranks (DC 12);
Time: 1 Immediate action;
Components: M;
Range: Personal;
Target: You;
Duration: Stance;
Saving Throws: None;
Chakra Cost: 6.
While in this stance, the user is always in total defense. The character cannot move, attack or otherwise perform any action or the stance will abruptly end, unless the ability states it can be used in total defense This stance does not stack with benefits given from other stances, but instead over-lapses them, it does however stack with the total defense action, when using Zettai Bougyo you are treated as having +8 defense.
This stance can only be entered once per encounter and is broken when the user leaves total defense.
Mastery
The second and fourth steps of mastery allow this stance to be used an extra time per encounter.
Normal: When total defense is used without Zettai Bougyo it only provides +4 to defense.
Special: if Zettai Bougyo is triggered on an opponents turn and you leave total defense on your next turn you take a -10 penalty to Attack/jutsu/force checks as you are still somewhat off-balance from the rapid stance change, this penalty is reduced by 2 for every tier of mastery.