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: