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 Hand To Hand Skills

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Haro
Mascot Robot
Haro


Number of posts : 802
Race : Mascot Robot
Alignment : True Neutral
Registration date : 2008-05-11

Character sheet
PC Name: Pink-chan
Level: 100
Character Class: Mascot Robot

Hand To Hand Skills Empty
PostSubject: Hand To Hand Skills   Hand To Hand Skills EmptyTue 13 May 2008, 7:35 pm

HAND TO HAND SKILLS




Note:
Work on descriptions in progress, but the skill specs are complete.


Hand To Hand Basic
1. Two (2) actions per round; +2 to pull/roll with punch, roll or impact,.
2. +2 to parry or dodge.
3. +1 to strike.
4. One (1) additional action per round
5. Kick attack does 1d6 HP damage
6. Critical Strike on an unmodified roll of 18 to 20
7. +2 to HP damage.
8. Judo style body throw/flip, does 1d6 damage and loss of initiative and one action for that round
9. One (1) additional action per round
10. additional +1 to roll with impact, punch or fall
11. Additional +1 to strike
12. Additional +1 to parry and dodge
13. Critical strike or knockout via backstab (triple damage)
14. One additional action per round
15. Additional +2 to HP damage



Hand To Hand Expert

1. Two (2) actions per round; +2 to pull/roll with punch, roll or impact.
2. +3 to parry or dodge.
3. +2 to strike.
4. One (1) additional action per round
5. Kick attack does 1d6 HP damage
6. Critical Strike on an unmodified roll of 18 to 20
7. Paired Weapons use.
8. Judo style body throw/flip, does 1d6 damage and loss of initiative and one action for that round
9. One (1) additional action per round
10. +3 to HP damage.
11. Knockout/stun on unmodified roll of 18-20
12. Additional +1 to parry and dodge
13. Critical strike or knockout via backstab (triple damage)
14. One additional action per round.
15. Death blow on a unmodified roll of 19-20



Hand To Hand Zero Gravity

1. Two (2) actions per round; +2 to pull/roll with punch, roll or impact, additional +1 in EVA. Automatic additional skills: EVA. Zero Gravity Movement/Combat.
2. +3 to parry or dodge.
3. +2 to strike, additional +1 in EVA.
4. One (1) additional action per round
5. Kick attack does 1d6 HP damage
6. Critical Strike on an unmodified roll of 18 to 20
7. Paired Weapons use.
8. Judo style body throw/flip, does 1d6 damage and loss of initiative and one action for that round
9. One (1) additional action per round
10. +3 to HP damage, +2 in EVA
11. Knockout/stun on unmodified roll of 18-20
12. Additional +1 to parry and dodge
13. Critical strike or knockout via backstab (triple damage)
14. One additional action per round
15. Death blow on a unmodified roll of 19-20

To upgrade to HTH Zero Gravity, HTH Basic practitioners must use two (2) other skill slots and give them up for this HTH skill level. HTH Expert practitioners must use one (1) other skill slots and give them up for this HTH skill level.



Hand To Hand Martial Arts

HTH Martial Arts is a specialized level of hand to hand combat training. Based on the principles of ancient Oriental physical training and combat disciplines, they are very well rounded HTH skills, with bonuses of special training with melee weapons and meditation techniques. This is a general skill, encompassing techniques from the various mainstream martial arts disciplines (ie karate, taekwondo, jeetkundo, judo, wushu, etc.)

To upgrade to HTH Martial Arts, HTH Basic practitioners must use three (3) other skill slots and give them up for this HTH skill level. HTH Expert practitioners must use two (2) other skill slots and give them up for this HTH skill level. HTH Zero Gravity practitioners must use one (1) other skill slots and give them up for this HTH skill level. HTH Commando is at par with HTH Martial Arts, and thus can replace that skill without using other skill slots.


Hand To Hand Martial Arts

1. Four (4) actions per round; +3 to pull/roll with punch, roll or impact. Automatic available skills: Meditation, WP Knife, WP Sword, WP Quarterstaff. One time bonus of +2 to ME, and +1 PP, PS, and PE.
2. +3 to parry or dodge, +2 to strike.
3. Kick attack does 1d8 HP damage
4. One (1) additional action per round
5. Jump Kick does 1d10 HP damage
6. Critical Strike on an unmodified roll of 18 to 20
7. Paired Weapons use, Knockout/stun on unmodified roll of 18-20.
8. Judo style body throw/flip, does 1d6 damage and loss of initiative and one action for that round
9. One (1) additional action per round
10. Leap Attack does 1d12 HP damage
11. Additional +4 to HP damage
12. Additional +2 to parry and dodge
13. Critical strike or knockout via backstab (triple damage)
14. Two (2) additional actions per round
15. Death blow on an unmodified roll of 18-20



Hand To Hand Commando

HTH Commando is a highly specialized skill, usually received and trained by special operations troopers. With the advent of space warfare, special operations troopers are automatically trained in Zero G movement and combat tactics, plus extra-vehicular activity.

To upgrade to HTH Commando, HTH Basic practitioners must use three (3) other skill slots and give them up for this HTH skill level. HTH Expert practitioners must use two (2) other skill slots and give them up for this HTH skill level. HTH Zero Gravity practitioners must use one (1) other skill slots and give them up for this HTH skill level. HTH Martial Arts is at par with HTH Commando, and thus can replace that skill without using other skill slots.


Hand To Hand Commando

1. Three (3) actions per round; +3 to pull/roll with punch, roll or impact, additional +1 in EVA. Automatic skills: Prowl, WP Knife, WP Submachine Gun, Climbing, Zero Gravity Movement/Combat, EVA. One time bonus of +1 to PP, PS, and PE.
2. +3 to parry or dodge, +2 to strike, additional +1 to strike in EVA.
3. Kick attack does 1d6 HP damage
4. One (1) additional action per round
5. Jump Kick does 1d8 HP damage
6. Critical Strike on an unmodified roll of 18 to 20
7. Paired Weapons use, Knockout/stun on unmodified roll of 18-20.
8. Judo style body throw/flip, does 1d6 damage and loss of initiative and one action for that round
9. One (1) additional action per round
10. Leap Attack does 1d10 HP damage
11. Additional +4 to HP damage, additional +1 in EVA.
12. Additional +2 to parry and dodge
13. Critical strike or knockout via backstab (triple damage)
14. One (1) additional actions per round
15. Death blow on an unmodified roll of 18-20
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