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Battlelords of the 23rd Century Scenario
| This is our take on writing this martial art up for Rifts RPG, using Palladium's Ninjas and Superspies and Mystic China books. Gatka This is the martial art
of the Sikhs. Its origin is said to have been lost in the mist of time. It was
known as and still is known as Shastra Vidyaa. It is first mentioned in the
Indian epic the Mahabarat. Vidyaa can
mean living science or scientific discipline. Shastra Vidyaa is the Science of
combat, a living science practicd today as it was thousands of years ago. It was
taught to the Sikhs as a thank you by a group of Rajput princes who the Sikhs
freed from Mughal prisons. This became the Sikhs martial art when Guru Hargobind
established the concept of Saint/Soldier, and the Khalsa was founded. These
warriors were known as Nihangs, akin to the Knights that emerged in Europe and
other holy warriors that emerged elsewhere in the world. Over the years just as
in the order of the knights, miscreants enter their ranks who abused their
position for selfish gain, so to did people start abusing the good name of the
Nihang. These false Saint/Soldier became known as Nangs. These Saint/Soliders
taught this martial art to others who were persecuted, irrespective of their
religion or caste, and they protected their own people and of others faiths,
when they were persecuted. At the founding of the Khalsa, the people of other
minorities were being persecuted by the Muslim Mughal rulers. The Saint/Soldiers
even though outnumbered, managed to defend themselves and others and found their
own empire in northern India. Ranjit Singh is a well known leader of this Sikh
Empire. However just as they overcame the Mughals the British Raj arrived. They
banned martial practices in India and persecuted the Saint/Soldiers. Very nearly
wiping them out, Most of these warriors disbanded and lived as wanderers,
teaching their art to those who would learn it of them. When the British lifted
their ban, this martial emerged as Gatka, more of a sport in colleges than a way
of life. This martial art pretty much disappeared from the annals of history.
With the odd Nihang demonstrating
it in Melas (fairs) around the Punjab for food. This martial art was revived in
the late 20C and early 21C, but many dismissed it as not being the true art, but
more the false sporty version of Gatka. Then this version is said to have been
influenced by other martial arts from the east and west, which had come to the
attention of the practitioners of Gatka. Many claimed that Gatka lost most of
the intricacies of the older art, and it focused to heavily on sword and stick
weapons. It lost the knowledge of unarmed combat, grappling techniques,
targeting vital points and even lost some pentras. Whatever the case, it is
Gatka that survived the coming of Rifts to Earth. It has been taught to those
who need it and willing to learn it and use it to defend themselves and the weak
and innocent. Entrance
Requirements: NONE Skill
Cost: 7 (SEVEN) years Costume:
none usually, though a conical turban is worn with Chakra hidden on it.
Traditional Indian clothes (salwar/kameez) are worn. Yellow or Blue colours are
worn by Gatka practioners. Character
Bonuses: Add +1 ME Add +1 PP Add +1 PS Add +1 PE Add +1 Spd Add +10 SDC
Combat
Skills: Attacks Per Melee: 2
(TWO) Escape Moves: Roll with
punch/fall/impact, Maintain balance Basic Defensive Moves:
Dodge, Parry, Automatic Parry Advanced Defences:
Automatic Roll, Circular Parry, Multiple Dodge, Disarm Hand Attacks: Strike
(Punch), Backhand Basic Foot Attacks: Kick
Attack, Backward Sweep, Jumping Foot Attacks:
Jump Kick Special Attacks: Death
blow, Leap Attack, Combination Strike/Parry, Front Flick -an attack designed to make space for the warrior,
standard damage, but opponents must roll against maintain balance, or find
themselves upto 1D6 feet away from warrior after being hit by this attack. Maroaara
- attack/block move, the attack is always directed at the head or throat of
opponent. It does X4 normal damage if a roll of over 17 is rolled including
bonuses. Chungii Escape - an escaping leap, which allows warrior to protect
herself against numerous opponent while jumping to safety. During this action
the warrior can attempt to parry/dodge all incoming attacks, is able to Leap 6ft
+2ft at levels 3, 5, 7, 9, 11, 13, 15 high and long from standing or fighting
position. (do not include other jump bonuses to this ability or add this to
running leaping distance, this is a combat move ONLY). CHATKA
(beheading). Using a sword or bladed weapon, the warrior tries to behead
opponent in ONE Attack. Only warriors of 7th level or above can
attempt it. The warrior must prepare for a melee and declare death blow, can not
attack during this or lose concentration (parrying or dodging have chance of
breaking concentration). At level SEVEN each time character rolls to parry/dodge
while concentrating to do this attack he must roll under 40% +5% per level to
keep concentration. Obviously being knocked back/stunned will mean automatic
loss of concentration. If after melee concentration is kept, the warrior can
attempt Chatka strike, this will do double death blow attack damage, and use up
all attacks for that melee and warrior will be exhausted for the next melee of
fighting, HALF EVERYTHING. A roll of
Natural 20 will mean beheading, irrespective of how much damage left on opponent.
An opponent will not be beheaded if chatka roll is unsuccessful, he may be
killed from damage done by attack, but his head will not be removed from his
body in one clean attack, that only occurs on a successful chatka roll. At level 12 this roll goes to a natural 18-20. NB: this attack is open
to all the weapon based martial arts, especially Gui Long kung fu, Zanji
Shinjinken ryu and executioner occupations. Executioners get to add their W.P bonus to
this roll and have a combined strike roll of 20 or above for a successful
beheading attack. Hold/Locks: None Weapon Katas: W.P Sword and W.P Paired sword, W.P short stick (Soti), W.P Paired Short Sticks. W.P Knife, W.P Paired in any Combinations of these weapons. Modifiers to Attacks:
Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear Special Katas: Simple
Pentra-The word for kata in Punjabi is Pentra (Pantra) and The Simple Pentra
is the beating heart of the martial art known as Gatka, without the simple
pentra there is no Gatka. This four step movement is practiced daily, repeated
over and over again. Whether you are a novice or a Guru of Gatka, you perform
this pentra daily. The Simple Pentra aligns/balances the body and minds energy
meridians, making the mind and body act as one. This meditative state is known
as the neutral mind. How many times have you thought about something and found
that your body simply didn't respond, or responded too late. Even though you had
realised and planned a response to a situation almost immediately. The simple
pentra brings this discrepancy between the mind's reaction and the body reaction
more in line with each other. With practice the neutral mind becomes second
nature and the practitioner starts to master it, and it is never truly mastered,
it makes the body and mind more attune with each other, and the body therefore
responds much quicker to the mind. The practitioner will also find him/herself
using both hands and feet a lot more, for the neutral mind starts utilising the
full capacity of the mind and body, and this gives a certain amount of
ambidextrous ability. Gatka users practice endlessly using both hands equally
with their weapon training to further master this ability. This naturally
induces full ambidextrous and paired weapons skill. When in the neutral mind the
person's body reacts quicker, their awareness become more acute, and their sense
of balance is enhanced a lot. They are more conscious of time and space. Once
Mastered the Simple Pentra gives these abilities:
Receives 4(FOUR) additional skills from any category at +10%. Ambidextrous, (and
thereby Paired Weapons with all applicable weapons including in appropriate
firearms, like pistols). Knows where the magnetic poles are located in relation
to him (Land Navigation skill of 98% to a location visited previously anywhere
on a planets surface). +10% to ALL skills and + 20% to skills requiring
balance/Physical skills. On Rifts Earth there is a 25% chance of being major
psionic instead of 10%. When
performing the Neutral Mind character gets these abilities:
Summon Inner Strength, Advanced Zanshin (+4 initiative, +2 Strike, +3 Parry, +2
Dodge), +4 to Maintain Balance. PROWL skill gets +25%. In neutral Mind is able
to hide emotions and feelings and can fool interrogators and lie detector
machines. Is +3 to HF and is +2 magic/psionic/illusion and poison/drugs saving
throws, +1 to spell/psionic strength, Double isp/ppe base, Double normal healing
rates and can double duration of any spells/psionics cast. This kata allows full use of martial art as well as other katas, once it
has been activated. However while it is being activated only defensive
actions can be taken, and it won't be activated if concentration is broken.
Concentration can be broken by being knocked down/stunned or HF failed, or
drastic evasive action is taken, if the users concentration is broken, he will
need to start concentration all over again. Neutral Mind takes ONE melee to
engage and can last for a MELEE per characters level for combat purposes.
Neutral Mind can be maintained as long as character desires when meditating or
practicing simple pentra. NB:
The Simple Pentra must be practiced every single day, the longer the better,
usually an hour at dawn and an hour at dusk. The warrior will start of
practicing Simple Pentra, and then integrate Dance of the Sword, finished of
Nine Hit Pentra or the Chatka attack. The
Neutral Mind also gives the warrior the Advanced
Chi Sword technique with his swords. In Rifts this will allow warrior to do
MDC attacks with his swords and hurt supernatural, and his swords will do an
additional 1D6 damage at lvls 2,3,4,6,8,10, 12 and 15 Special Katas: Dance
of the Sword Pentra. The Sword has a special place in the heart of warriors,
it is seen as a manifestation of God's power, and as such comes with a heavy
responsibility to use it wisely, a warrior understands that even with the best
of intentions its use can be abused. Through the Simple Pentra a warrior
understands the flow of energies around him and through the Dance Of The Sword
Pentra, a warrior uses this awareness of energy and space around him to best
effect in a battlefield situation. Gatka is primarily a weapon based art, and it
is through Dance of the Sword Pentra that full use of weapons is made on the
battlefield. Dance
of the Sword Pentra gives these abilities:
Starts with THREE attacks instead of two and +1 to attacks at lvls 3 and 7.
Automatic dodge, +1 Strike, Dodge, Parry,(all combat moves with weapons) at lvls
2, 3, 5, 7. Critical Strike 18-20, Knock Out/Stun 18-20, Death Blow 18-20 at
level 2. Critical Strike 17-20, Knock Out/Stun 17-20, Death Blow 17-20 at level
11. All these are in addition to normal level advancement of hth (accumulative
where appropriate with the level advancement bonuses of the martial art). Nine
Hit Pentra: In attack Mode: it gives +3 strike, +1 attack, can fire of all
attacks in First attack if he so chooses or attack normally. CANNOT DODGE or
circular parry during this pentra. And can parry at +2 only, add P.P bonus,
simple pentra/neutral mind, do not add
bonuses from dance of sword or lvl advancement bonuses.
In defence mode, add +3
to parry, and it creates an automatic defensive shield around character with his
paired weapons moving all around warriors body. This gives an A.R of 4 +1 every
lvl. A roll under A.R means the attack hit the weapon and was deflected, the
character does not need to roll to parry. Can be used against arrows at lvl 7,
but A.R is halved (A.R starts at
5), and can be used against SINGLE GUN SHOTS not bursts at lvl 11 but A.R is
halved (A.R starts at 7)
GM's Option: These are
Pentra(kata) that are said by some to have been part of Shastra Vidyaa, Gatka
Practitioners do not associate them with Sikh gatka. A GM may allow a Player on
Rifts Earth to uncover this lost knowledge and let it be part of Gatka or make
it part of Shastra Vidyaa. The Pentra's
are in no particular order: 1: Cobra Pantra, 2:
Combination Peacock/Eagle, 3: Langoor Monkey, 4:Tiger, 5: Wild Boar. Bonus
Skills and Abilities: Martial
Art Powers: Select a total of 1
(ONE) powers from amongst Martial Art Techniques, Body Hardening and Demon
Hunter Body Hardening Exercises. Language Skills: Punjabi,
Urdu and Hindi Training Skills: Fencing,
Gymnastics, Horsemanship (equal to Cyberknight), W.P Blunt, W.P Shield, W.P Staff,
W.P Spear, W.P Axe. NB: W.P Paired Weapons in these and W.P Paired weapons in
any Combination of these weapons
means that the above weapons can be used in any combination,
such as sword and shield, sword and knife, mace and axe Philosophical Training:
Sikhism Level
Advanced Bonuses: 1st +1 to roll
with punch/fall/impact, +1 Strike, Parry, +1 Maintain Balance, Critical Strike
20, Knock Out/Stun 20, Death Blow 20 2nd +1 to
Maintain Balance, +1 dodge 3rd Select ONE
(1) Martial Art Power From Martial Art Techniques, Special Katas, Demon/Body
Hardening Exercises 4th +1 to roll
with punch/fall/impact, +1 Parry, +1 Maintain Balance, +1 Initiative 5th +1 Attack
Per Melee, +1 Initiative, 6th Select ONE
(1) Martial Art Power From Martial Art Techniques, Special Katas, Demon/Body
Hardening Exercises 7th + Maintain
Balance, Critical Strike 19-20, Knock Out/Stun 19-20, Death Blow 19-20 8th +1 Attack
Per Melee, 9th Select ONE
(1) Martial Art Power From Martial Art Techniques, Special Katas, Demon/Body
Hardening Exercises, All Chi Mastery not Chi katas, Zenzorike 10th +1
Initiative, +1 to roll with punch/fall/impact, +1 Strike, Dodge, Parry, +1
Maintain Balance 11th +1 Attack
Per Melee, Add +10 Chi 12th +1 to
roll with punch/fall/impact, +1 Strike, Dodge, Parry, +1 Maintain Balance 13th Double
Chi 14th +1 Attack
Per Melee 15th Select
ONE (1) Martial Art Power From Martial Art Techniques, Special Katas, Demon/Body
Hardening Exercises, All Chi Mastery not Chi katas, Zenzorike Why Study Gatka This is a proven
battlefield martial art, effective against multiple opponents in the heat of a
battle. Provides excellent weapon training, though it lacks in unarmed combat.
And most of its moves can only really be done with weapons. |
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