Hand to Hand: Advanced Zero Gravity
By Kuseru
NOTE: Does not get "two attacks for living"!

Virtually identical to Hand to Hand: Expert Self Defense. Two characters, both with Hand to Hand: Zero Gravity (any) skills, fighting in zero gravity, would resolve their combat as normal. However, a character with this skill fighting in any kind of gravity has a -3 modifier on all combat dice rolls, including damage rolls. In addition, if fighting in zero gravity against someone with no zero gravity movement/combat skills, the character gets a +2 on all combat rolls, excluding damage, and also gets one additional attack per melee.

In order to obtain these skills, the character must have spent at least six months in a weightless environment. It is possible for one character to take both Hand to Hand: Expert Self Defense or Expert Military and Hand to Hand: Advanced Zero Gravity skills, but bonuses are NOT cumulative.

Requirements: Two skill selections. Zero Gravity Movement Skill
Attacks Per Melee: 3
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Entangle, Punch, Knife Hand, Kick, Snap Kick, Pull Punch, Knock-Out/Stun, Critical Strike, Knock-Out/Stun from Behind, Critical Strike from Behind.
Level Advancement Bonuses
1st: +2 to roll with punch/fall/impact, +2 to pull punch.
2nd: +2 to parry and dodge.
3rd: Tripping Leg/Hook or Backward Sweep.
4th: One additional attack per melee round.
5th: +2 to strike and +1 on initiative.
6th: Knockout/stun on an unmodified roll of 18, 19 or 20.
7th: +2 to damage and +4 to disarm.
8th: One additional attack per melee round.
9th: Body Flip/Throw.
10th: +3 to roll with punch/fall/impact, +3 to pull punch.
11th: +2 to parry and dodge.
12th: Critical strike on an unmodified roll of 18, 19 or 20.
13th: +2 to strike and +1 on initiative.
14th: One additional attack per melee round.
15th: Death Blow on a Natural 20

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