Taijutsu (Strike)
Rank: 7 (B-Class);
Learn DC: 21, 3 success;
Perform requirements: 9 ranks (DC 22);
Time: 1 full-round action;
Components: C;
Range: 10 feet;
Target: One creature;
Duration: Instantaneous (see text);
Saving Throws: None;
Chakra Cost: 35.
Through careful analysis of one's movement and actions, the user is able to determine the flaws in one's stance and exploit them to his benefits. To properly use this technique, the user must select an opponent using a stance taijutsu technique. For as long as the user's target maintains its present stance, the user gains a +2 insight to attack and damage rolls against it.
Taijutsu [Tsunade Hijutsu]
Rank: 7 (A-Class);
Learn DC: 22, 5 success;
Perform requirements: 10 ranks (DC 24);
Time: 1 full-attack action;
Components: M;
Range: Melee Attack;
Target: One creature;
Duration: Instantaneous;
Saving Throws: None;
Chakra Cost: 7.
This technique is based solely on the user's luck, and can be either a complete waste of time or a profitable gamble. The user rolls a d20 per level and, depending on the result, he may either be in luck or waste his time. If the user rolls a 20, he makes an attack with his held weapon at his maximum attack bonus against the targeted creature. If he rolls a 7, he gains a cumulative +1 luck bonus to hit for any attacks he may gain during this technique, while a 13 results in a cumulative -1 penalty to future attacks. Rolling two 1 in a row abruptly ends the technique, and the user may not roll any more dice even if he had not reached the maximum. Any other number appearing on the dice have no effect.