Pankration (Exclusive)
By Lee Casebolt

Meaning "total victory" or "all-powers" (auth. note - from context, I would translate it to "complete style", but my area is martial arts, not languages), the Pankration was the third combat sport to be added to the original Olympics. The other two, boxing and wrestling, were brought back with the modern Games, but Pankration would not re-emerge as a major event until the mid 1990s.

As the name implies, Pankration is a complete fighting event, with biting and eye gouging the only fouls; all other tactics were legal, and even those rules were not enforced as strictly as they might have been. Victory was achieved by knocking an opponent unconcious or forcing his surrender. Death was by no means an impediment to victory - the most famous story of pankration tells how a fighter locked in a choke hold forced his opponent to surrender with an ankle lock, only to die from the choke as his victory was announced. Modern competitions are rugged affairs, but somewhat more closely regulated.

Technically, the Pankration encompassed kicking, punching, and throwing techniques while standing, and a variety of joint locks and chokes while prone. In form, it is not very different from Japanese jujutsu, or certain Chinese styles. Training consists of many of the same exercises used in Oriental arts - shadowboxing/forms practice, sparring, and body strengthening exercises. As primarily a sportive form, formal Pankration training is not particularly concerned with weapons work, multiple opponents, or "internal power" development.

Classical Pankration training is not available in modern times, but forms similar enough in function to be considered identical are becoming more and more available in the US (primarily the West Coast), Canada, and Japan.

Entrance Requirements: P.S. and P.E. of 12.
Skill Cost: 8 years
Costume: Classical Pankration was practiced in the nude, as were most Greek sports. Modern equivalents may wear any costume.
Stance: Generally similar to a boxer's stance. Like the costume, the stance will vary with the preference of the fighter.

CHARACTER BONUSES

Add 2 to P.S.
Add 1 to P.P.
Add 2 to P.E.
Add 15 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Automatic Roll, Breakfall, Combination Parry/Attack
Hand Attacks: Strike (Punch), Palm Strike, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hooks
Special Attacks: Body Flip/Throw, Critical Flip/Throw, Choke, Neck Hold/Choke, Crush/Squeeze, Knee, Elbow, Death Blow
Holds/Locks: Arm Hold, Body Hold, Leg Hold, Neck Hold, Elbow Lock, Ankle Lock (Special! Treat as Wrist Lock, applied to the ankle. Takes both hands), Knee Lock (Special! Treat as Elbow Lock, applied to the knee)
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Critical Strike, Knock-Out/Stun, Critical Strike from Rear.

SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select two (2) from Body Hardening Exercises or Special Katas (Chi Katas not allowed). If desired, any number of Powers may be traded, one for one, for Basic Skill Programs (excluding Physical program).
Languages: (Classical) Greek; (Modern) English or Japanese
Philosophical Training: (Classical) Stoicism (auth. note - Stoism?) or Hedonism; (Modern) None

If this is your primary form, then the following other forms can be learned in a shorter time: Jujutsu (3 years), Ch'in Na (3 years), or T'ang Su (4 years).

LEVEL ADVANCEMENT BONUSES
Level 1: +2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +1 to Parry/Dodge
Level 2: +1 to Strike, +1 to Body Flip/Throw
Level 3: +1 to Parry/Dodge, +1 to Damage, Critical Strike from behind
Level 4: +1 Attack per Melee, Critical Strike on Natural 18, 19, or 20
Level 5: +2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on Natural 20
Level 6: Select one (1) additional Martial Arts Power from Body Hardening Exercises or Special Katas
Level 7: +1 to Strike, +1 to Body Flip/Throw, +1d6 damage to Body Flip/Throw
Level 8: +1 Attack per Melee, +1 to Parry/Dodge
Level 9: +2 to Roll with Punch/Fall/Impact, +1 to Damage
Level 10: +2 to Maintain Balance
Level 11: +1 Attack per Melee, Select one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Special Katas
Level 12: +1 to Parry/Dodge, +1 to Strike
Level 13: +2 to Roll with Punch/Fall/Impact, +1 to Damage
Level 14: +1 Attack per Melee, Knock-Out/Stun on Natural 20
Level 15: Select one (1) additional Martial Arts Power from Body Hardening Exercises (including Demon Hunter) or Special Katas, Death Blow on Natural 20

Why Study PANKRATION?

Much like Jujutsu, it's designed to get the job done. A complete unarmed combat style comfortable at any range of combat. Weaknesses are a lack of weapons and internal training; an intense toughening program and variety of offenisve options are strengths.

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