Anime RPG Community Philippines
Would you like to react to this message? Create an account in a few clicks or log in to continue.
Anime RPG Community Philippines

An online play-by-post anime role-playing game community with a distinctly Pinoy flavor!
 
HomePortalLatest imagesSearchRegisterLog in

 

 GSR Hand To Hand Skills

Go down 
AuthorMessage
Guest
Guest




GSR Hand To Hand Skills Empty
PostSubject: GSR Hand To Hand Skills   GSR Hand To Hand Skills EmptyMon 12 May 2008, 2:16 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
Back to top Go down
 
GSR Hand To Hand Skills
Back to top 
Page 1 of 1
 Similar topics
-
» Mobile Suit Combat Level Skills
» RPG Master Skills List
» Master List of Character Skills
» Variable Fighter Leveled Training Skills
» Code GEASS RPG Master Skills List

Permissions in this forum:You cannot reply to topics in this forum
Anime RPG Community Philippines :: Gundam SEED Renaissance RPG :: GSR Field Manual-
Jump to: