PANKRATION
By Kuseru
Entrance Requirements: None.
Skill Cost: 12 Years (10 Years as a Secondary Martial Art style).
Over 2000 years ago, the ancient Greeks had developed a savage martial art called Pankration First introduced at the Olympic Games in 648 B.C., Pankration became the most popular and demanding of all athletic events. Only biting and gouging were prohibited, anything else went, although the Spartans allowed these in their local athletic competitions.
Kicking is an essential part of Pankration, especially groin and stomach kicks, and powerful leg sweeps meant to knock an opponent off his feet. Kicks above the belt were used sparingly, with blows aimed to the head or face only when an opponent was on the ground and unable to block or catch the attacker's foot.
Pankration bouts were extremely brutal and life-threatening. Masters were skilled grapplers and who applied an effective number of knockdowns, chokes, and joint locks. Strangulation was most feared during combat, as it was the leading cause of death in matches.
Costume: No clothes or a simple loincloth and sandals.
Stance: None.
CHARACTER BONUSES
Add +2 to P.S.
Add +2 to P.E.
Add +10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Breakfall.
Hand Attacks: Punch
Basic Foot Attacks: Trip/Leg Hook.
Jumping Foot Attacks: None.
Special Attacks: Body Flip/Throw, Body Block/Tackle, Critical Flip/Throw, Choke, Pin/Incapacitate, Crush/Squeeze.
Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold, Automatic Hold, Finger Lock, Wrist Lock, Elbow Lock, Automatic Lock, Leg Lock.
Weapon Katas: None.
Modifiers to Attack: Critical Strike, Knockout/Stun.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of TWO (2) Martial Art Powers from among Atemi Abilities, Body Hardening or the Tamashiwara Martial Art Technique.
Language: Greek.
Physical Skills: Boxing and Wrestling.
LEVEL ADVANCEMENT BONUSES
1st: +2 to Roll with Punch/Fall/Impact, +1 to Strike, Critical Flip/Throw on a Natural 20.
2nd: +3 to Maintain Balance, +2 to Body Flip/Throw (2D6 Damage).
3rd: +1 to Parry, Select One (1) Additional Martial Art Power from Atemi Abilities or Body Hardening.
4th: +2 to Damage, +1 to Choke.
5th: +1 Attack per Melee, Knockout/Stun on a Natural 18, 19, or 20.
6th: +2 to Roll with Punch/Fall/Impact, Critical Strike on a Natural 19 or 20, Critical Flip/Throw on a Natural 19 or 20.
7th: +1 to Maintain Balance, +1 to Body Flip/Throw.
8th: +1 Attack per Melee, +1 to Choke.
9th: +1 to Parry, Select One (1) Additional Martial Art Power from Atemi Abilities or Body Hardening.
10th: +2 to Punch.
11th: +1 to Maintain Balance, +1 to Body Flip/Throw.
12th: +1 to Roll with Punch/Fall/Impact, +1 to Parry.
13th: +1 Attack per Melee, +1 to Choke.
14th: Select One (1) Additional Martial Art Power from Atemi Abilities or Body Hardening.
15th: +1 to Maintain Balance, +1 to Body Flip/Throw, Critical Body Flip/Throw on a Natural 18, 19, or 20.
WHY STUDY PANKRATION?
Powerful strikes and lethal grappling skills make Pankration a good martial art. While weak on mental skills, Atemi more than makes up these deficiencies. Not great against multiple attackers but whoever gets attacked is going to get hurt (or worse).

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