Hand to Hand: Primordial
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Hand to Hand: Primordial is a loosely bound group of skills learned by mutant animals, and groups of people that have completely abandoned technology of any kind and have let their inner instincts run wild.

Hand to Hand: Primordial is a damage heavy form of combat, with very little concern in protection. The creature is to hit hard, and try to kill it's enemy with as little difficulty and strain as possible.

Hand to Hand: Primordial is a strong skill to have in beginning levels, but the longer the creature lives, the slower and slower he advances in combat. In the later levels, the creature is virtually the same as he was when he was a lower level fighter. Weapons can be used, but rarely are, and all carnivorous, intelligent animals should be allowed into Hand to Hand: Primordial, along with certain others. Judgment must be used as to whether or not the creature seems the type that would fight this way. Exceptions include apes, bears, and humans.

Entrance Requirements: Either be an animal and pay 15 Bio-E, or a human with an IQ of 10 or less. Each step above 10 lowers the max level able to be reached by one.
Skill Cost: Animals are born with it at a cost of 15 BIO-E, humans must spend 6 years clearing their minds and letting their instinct flow.
Costume: None, literally. Most HtoH: Primordial fighters wear no clothing at all, since clothing restricts certain moves and just gets in the way.
Stance: Whatever works. Usually HtoH: Primordial fighters have their weapon of choice ready and bodies in constant motion.

LEVE ADVANCEMENT BONUSES
Level 1: +2 to damage. Special! Pain Immunization: The attacker is immune to pain in the heat of battle. The body still reacts, and the creature may be physically unable to use a body part, but the creature feels no pain until the battle is over.
Level 2: +2 to parry/dodge. Special! Good Fear Reaction: The creature fears as normal, but is calm and clearminded about it, and thus all effects of fear are halved.
Level 3: Special! Intimidate: Intimidate the enemy (20%+3). Two Intimidate moves cancel each other out. An intimidated person/creature loses 1 melee attack for the rest of the fights rounds. A creature/person thus intimidated must use another (Yes, in addition to the one already lost that round) melee attack to regain composure.
Level 4: Special! Lunge Attack: +3 to damage for any physical attack that doesn't use a weapon. Natural weapons such as claws, teeth, and fists can be used.
Level 5: +1 Roll with punch/fall, Special! Death Fight: The creature can fight even after they drop below 0 HP. The person's attacks have no thought behind them, and just hit with whatever is in hand. The creature fights this way until their HP drops to half of what the creature can take until they actually die (Remember that HP can drop to the negatives equal to the PE rating). Once this is reached, the creature falls in a coma as normal.
Level 6: +2 to damage
Level 7: +1 attack per melee
Level 8: +1 to damage
Level 9: +1 to Strike
Level 10: Critical strike on roll of 17-20
Level 11: +1 attack per melee
Level 12: +1 to pary/dodge
Level 13: +1 to damage
Level 14: Critical Strike from behind
Level 15: Death blow on roll of Natural 18-20

Why Study Hand to Hand Carnivore?

It is a fast and relatively easy way to kill something, if not inaccurate and weak in later levels. Also note that a creature that fights so dangerously rarely makes it to the higher levels.

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