Rodent said:Deft Movement - Rodent Contract Passive
The beasts of the Rodent contract lack the physical strength of the more larger contracts, and lack the protective scales or shielding shells of the more durable ones. What they lack in offense and defense however, they make up for with their evasiveness, with their agility being swift enough to even put even the most nimble shinobi to shame.
Effect:
- When being attacked, if the user rolls a 20 on their Dodge (Evasion) d20 roll they will be guaranteed to dodge the opposing attack, even if the opposing attack also rolls a 20 or has an effect that would cause the attack to be rerolled. This has priority over any auto-hit type effects.
- If the user rolls a 20, and would have dodged the opposing attack even without this skill anyways, then the user will instead add a bonus equivalent to the difference between their Dodge and the enemy's Accuracy to their next usage of Darting Blow made during that same round.
Eschewal - Rodent Contract Independent Special Move
It is, unfortunately, true that many of their lesser kin serve as prey for other beasts. But those of the Rodent contract do not allow themselves to share the same fate, and have honed their nimbleness to the point where no obstacle is unpassable, and no trap is inescapable. Their knack for getting into and out of tight situations is unmatched.
Effect: For 1.5 AP, the user may freely maneuver themselves to whichever side of a 'Barrier' or 'Arena' type of effect the wish to be on, bypassing any checks. For example; if a target casts a barrier on themselves, the user may perform this skill to place themselves inside the barrier with the target. May be used once per round.
Darting Blow - Rodent Contract Non-Elemental Senjutsu
The Rodent contract frequently is dismissed do to not being as physically imposing as other contracts. But this is a mistake. Anyone thinking that a Rodent contract would be an easy target will quickly find themselves subjected to the uncanny speed they have at their disposal, and find themselves overwhelmed by a target that they may not be able to even hit.
Effect: The user strikes once, dealing 2040 damage to a single target. After the attack is completed, the user's Dodge Secondary is considered 'High' and they may choose to use either their Accuracy -or- Genjutsu DC bonuses with Dodge rolls replacing their Dodge bonuses. This effect lasts 6 seconds.
Cost: 3 AP. 1720 CP
Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- May be used Once Per Round.
- The bonuses from Deft Movement's second effect do not get converted into a Dodge bonus.
- If the user chooses to add their Accuracy or Genjutsu DC bonuses to their Dodge rolls, they would replace any Dodge bonuses the user may have during this time (they do not stack).
Last edited by a moderator: