Koppo
By [email protected]

Koppo was developed by in reply to the rise of cyborgs in the Battle Angel universe. It was created in the early eighth period (~ 1200 years ago) by the Japanese general Yamato Shin to allow normal humans a chance when facing cyborgs in combat. The art drew much of its background from Aikido (to keep the cyborg away long enough to do something else), as well as several other martial arts.

Techniques known at first level: Body block/tackle, body flip/throw, break fall, disarm, holds, roll with punch/fall/impact, pull punch, kick attack (2d4), karate strike (2d4)

Bonuses: +4d6 SDC, +1d3 ME, +1d2 PS, +2 PP, +1 PE

LEVEL ADVANCEMENT BONUSES
Level 1: Two attacks per round; +3 break fall, +2 roll with punch/fall/impact, +2 parry, +1 strike, palm strike (2d4), knife hand (2d4)
Level 2: +2 body flip/throw, +1 initiative, +2 parry/dodge, snap kick (1d6)
Level 3:+1 attack, +2 damage, +2 pull punch, backward sweep, leg throw
Level 4: Autododge, +1 body flip/throw, roundhouse kick (3d6)
Level 5: Penetrating Strike, power punch, critical flip on 19-20
Level 6: +1 parry/dodge, +1 body flip/throw, +2 pull punch
Level 7: +1 attack, critical on 18-20, critical from behind, crescent kick (2d4+2)
Level 8: Hertza Haeon, auto flip/throw, death blow on natural 20
Level 9: Double PPE, leap attacks
Level 10: +1 attack, jump kick(6d6), wheel kick (2d6)
Level 11: +1 parry, +2 break fall, +2 dodge, +3 strike with knife hand
Level 12: Final Blow, +1 attack, +1 body flip/throw
Level 13: +1 initiative, +2 parry, +2 strike with punches
Level 14: Death Blow! +2 damage, +2 pull punch
Level 15: +1 attack

Hertza Haeon:

PPE: 3
The Hertza Haeon is a technique in which the cyborg focuses their internal power to a frequency that will disrupt electrical impulses within living beings, causing additional damage. The Hertza Haeon allows the cyborg to do double damage with the attack, but the cyborg themselves take 1 HP damage each time the attack is used. The Hertza Haeon will not work through armor, however, it does work through forcefields, doing 1/2 damage to the field, and 1/2 damage to the target. The Hertza Haeon is fully effective against partial conversion borgs, but only 50% as effective on full conversion borgs.

Penetrating Strike:

PPE: 4
Penetrating strike enables the character to penetrate armor, including power armor and the bodies of cyborgs! The character does normal damage to the armor and 1 point of SDC to the target in the armor or the organic portion of the cyborg for each 1d6 the attacker does in SDC damage (if the attack does 5d6 SDC, the target within the armor takes 5 points SDC, 1 MD point means 15 SDC to the target within the armor). Add 1/2 the normal SDC P.S. bonus to the damage done through the armor as well. If the damage gets through the SDC and starts affecting HP (in the case of cyborgs, it immediately affects HP), the target must save vs psionics or be knocked unconscious by the blow.

Final Blow:

PPE: 4 Base +1 per 1 PS
The Final Blow technique allows the character to do supernatural damage, but at a potential of killing the character! By spending the base 4 PPE, the character can do damage as though their PS is supernatural. For each additional PPE spent, the character's effective PS increases by 1. The downside of this attack is severe. For the base 4 PPE, the character takes 2d6 +4 damage directly to HP. For each additional point of PPE, the character takes an additional 1 HP damage. The Final Blow is active 1 melee round.

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