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

Virtually identical to Hand to Hand: Basic 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 + 1 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: Basic Self Defense or Basic Military and Hand to Hand: Basic Zero Gravity skills, but bonuses are NOT cumulative.

Requirements: One skill selection. Zero Gravity Movement Skill
Attacks Per Melee: 2
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Dodge, Parry, Auto Parry, Disarm, Punch, Kick, Pull Punch, Knock-Out/Stun, Critical Strike.
Level Advancement Bonuses
1st: +2 to roll with punch/fall/Impact, +2 to pull punch.
2nd: +2 to parry and dodge.
3rd: Kick attacks: Karate style kick does 2D4 damage or Snap Kick, 1D6 damage.
4th: One additional attack per melee.
5th: +1 to strike and +1 to disarm.
6th: Critical Strike on natural 19 or 20.
7th: +1 to damage and +1 to parry.
8th: One additional attack per melee.
9th: Body Flip/Throw.
10th: +2 to roll with punch/fall/Impact, +2 to pull punch.
11th: +1 to dodge and +1 to disarm.
12th: Knockout/Stun from Behind.
13th: One additional attack per melee.
14th: +1 to strike and +1 on initiative.
15th: Critical Strike from Behind.

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