Panzer Kunst
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Literally, "armour art". The ultimate cyborg combat technique. This ancient martian craft exploits the various abilities that characterize humanoid robots, such as faster reflexes and superhuman strength. In particular, it takes advantage of the fact that the brain controlling the mechanical body is capable of blocking pain. Self-mutilation is thus a viable option during a confrontation (although clearly as a last resort), and retaliation can take place even after severe body damage, such as loss of limbs.

The Panzer Kunst encompasses a series of sophisticated fighting maneuvers. Note that these skills do not necessarily depend on the cyborg's physical body, they are knowledge engraved within the cyborg's psyche. The Panzer Kunst also provides a definite tactical advantage, since it gives it's user the ability to analyze an opponent's fighting style and to retaliate accordingly. Gally will therefore rarely be defeated in a second combat with a given enemy. Panzer Kunst can only be learned by the Battle Angel O.C.C.

Panzer Kunst was developed on Mars over a three thousand years ago, before the collapse of civilization in the Battle Angel solar system. Panzer Kunst is a lost cyborg martial art now, the only ones that know it are the rare Battle Angels who have appeared in the Scrap Iron cities and the sky city of Zalem.

Techniques known at first level: Body flip/throw, disarm, holds, roll with punch/fall/impact, pull punch, maintain balance, kick attack (8d6 S.D.C), power punch/kick, break fall

Bonuses: +3 M. E., + 2d6 PPE, damage is increased by 6 times due to the much greater strength of the cyborg.

LEVEL ADVANCEMENT BONUSES
Level 1: 2 attacks at first level, snap kick (6d6 S.D.C.), knife hand (8d6 S.D.C.), +2 dodge and parry, +2 roll with punch/impact/fall, +1 disarm
Level 2: +1 strike, backflip (attack/escape/defense) (1d6x10+6 S.D.C.), axe kick (1d6x10+6 S.D.C.) , drop kick (special)
Level 3: +1 attack, jump kick (5d4x10 S.D.C), cartwheel (forward flip) attack (1d6x10+6 SDC)
Level 4: leap attack (special), roundhouse kick (3d4x10 S.D.C), elbow/forearm strike (6d6), +2 maintain balance
Level 5: Critical on 18-20, +3 damage, +2 strike when doing backflip/cartwheel attack
Level 6: +1 parry/dodge, +2 break fall, Hertza Haeon, wheel kick (1d6x10+6 S.D.C.)
Level 7: crescent kick (1d6x10 S.D.C.), remaining jump kicks (2d6x10 S.D.C.), +1 attack
Level 8: Death blow on natural 20, Critical from behind, Penetrating Strike
Level 9: Auto flip/throw, +2 initiative, +1 roll with punch, +1 pull punch
Level 10: +2 dodge, +1 strike, Einzug Rustungen
Level 11: +1 attack, leg hook, backward sweep
Level 12: Death blow on natural 18-20, double PPE
Level 13: +1 attack, +2 damage, +1 dodge/strike
Level 14: +1 pull punch, +2 break fall, +2 maintain balance
Level 15: +1 attack, Death blow!

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.

Einzug Rustungen:

The Einzug Rustungen is the most secret technique of the Panzer Kunst martial art. The technique is the matching of the opponent's rhythm and striking when they are off guard by studying the the opponent's fighting technique during battle and retaliating. The cyborg gets a cumulative +1 to strike/parry/dodge one opponent per level the character has in Einzug Rustungen per melee round fighting that opponent. If the character stops fighting that opponent, they lose the bonus at a -2 strike/parry/dodge per round until the bonus is gone.

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