Maschine Klatch
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A similar technique to Panzer Kunst, is the Maschine Klatsch ("machine clash"). Maschine Klatsch is another cyborg fighting method, much more common than Panzer Kunst. Any cyborg OCC can learn the Maschine Klatsch

Techniques known at first level: Break fall, roll with punch/fall/impact, pull punch, kick attack (1d4x10), karate kick (1d6x10), karate strike (1d4x10), knee/elbow strikes (5d6), body flip/throw, disarm

Bonuses: +1d4 M.E., +2d4 PPE, damage is 5 times base due to greater cybernetic strength

Level 1: LEVEL ADVANCEMENT BONUSES
Level 1: 2 attacks to start, snap kick (5d6), knife hand (1d4x10), +1 initiative, +2 roll with punch/fall/impact, +2 parry, +1 dodge, +1 break fall, +2 disarm
Level 2: +2 strike, tripping/leg hooks, backward sweep kicks
Level 3: +2 damage, wheel kick (1d6x10)
Level 4: +1 attack, +1 initiative, +1 disarm, leap attack
Level 5: Power punch, power kick, critical flip on natural 19-20
Level 6: Critical on 18-20, critical from behind, +2 pull punch
Level 7: Roundhouse kick (2d4x10+10), axe kick (1d6x10), +2 roll with punch
Level 8: +1 attack, Hertza Haeon, crescent kick (1d4x10+10),
Level 9: Jump kick (3d6x10), Death blow on natural 20
Level 10: Double PPE and leap attacks, +1 parry
Level 11: +1 attack, +1 strike, +1 dodge
Level 12: Penetrating Strike, +1 initiative, +3 damage
Level 13: Death Blow!
Level 14: +1 attack, +2 punch attacks
Level 15: Final Blow, +2 disarm, +1 break fall

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.

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.

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.

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