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Battlelords of the 23rd Century Scenario
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This is our take on writing this martial art up for Rifts RPG, using Palladium's Ninjas and Superspies and Mystic China books. Pammachon/Pankration This is an ancient martial
art thought to be invented by Herakles and Theseus, and it was nearly extinct by
the start of the 21C, with only a few practitioners around the world, and even
then you can say it had been altered from its original form. This is the martial
art used by the ancient Greeks and then the Romans. It is pronounced pan/cray/shun
or pan-crat-ee-on depending on the dialect and is thought to mean "all
encompassing" or "all powers". This martial art tries to use all
the fighters' resources, physical and mental, mind and spirit using hand and
feet strikes. In this combat form, more or less anything goes. This was the blue
ribbon event of the Ancient Olympics. Herakles returned to Earth at great
personal expense to enter the inaugural Pankration tournament of the ancient
Olympic games and he was the first laurel winner of Pankration in the ancient
Olympic games. Though this form is a free for all, it did have some rules, like
there was no biting or eye gauging. Even these rules were ignored in competition
or fights to the death. The Spartans refused to enter Pankration entrants in the
ancient Olympics, seeing it as flawed and too weak for their tastes due to the
official rules of no biting or eye gauging. The Spartans allowed such tactics in
their own festivals. This Martial art has returned
to Earth via the Wolfen. In Wolfen society this is the founding martial art for
all their other forms, and it remains the most popular combat form in their
societies. The Wolfen form allows the biting and eye gauging moves, as well as
the use of the deadly caestus. The Wolfen have found that this form is excellent
for toe to toe fighting but it lacks on the battlefield. Pammachon is the
Battlefield version of Pankration. In fact it is thought that the no holds
nature of Pankration is due to the fact that it is imitating battlefield
situation, where anything goes. Entrance Requirements: No
attribute or alignment restrictions, BUT CAN'T TAKE boxing, wrestling or Demon
wrestling demon hunter body exercise. Skill Cost: 5 years Costume: Any Stance: The opponents start
the fight in the classic boxer or wrestler stance. Either way the opponents
always keep their arms and legs moving, going from defence posture to attack
posture, opponents circle each other and change direction when the other does,
therefore both either move clockwise or anticlockwise, keeping an equal distance
between them while they size each other up. With each circling the opponents
move closer together, until eventually one of them makes the first move. Character Bonuses: Add +10 to Chi Add 1D6 to P.E Add 2D6 to P.S Add 1D6 to P.P Add 1D6 to Spd Add 1D4 to M.A Add 1D4 to M.E Add 1D4 to P.B Add 1D6 X10 S.D.C Add 3D4 Hit Points Add 1D4 to Initiative Combat
Skills: Attacks
Per Melee: 4 Escape
Moves: Roll with Punch/Fall/Impact, Maintain Balance, Handstand, Back Flip,
Somersault Attack
Moves: Leap Basic
Defensive Moves: Dodge, Parry, Automatic Parry Advanced
Defences: Automatic Dodge, Combination Parry/Dodge, Breakfall, Disarm, Power
Block/Parry, Automatic Roll, Hand
Attacks: Punch, Backhand, Palm Strikes, Claw Hand, Fore-Knuckle Fist,
Double-Knuckle Fist, Uppercut, Roundhouse Strikes, Hammerfists, Basic
Foot Attacks: Kick Attack, Tripping Leg/Hooks, Snap Kick, Drop Kick, Reverse
Turning Kick, Backward Sweep, Sweep, Special
Attacks: Bite, Eye Gauge, Body Block/Tackle, Crush/Squeeze,
Pin/Incapacitate, Choke, One hand Choke, Paralysis Attack (Vital Points), Elbow,
Forearm, Shin Kick, Combination Grab/kick or Grab/Knee, Body Flip/Throw,
Critical Body Flip/Throw, Auto Body Flip/Throw, Knee Snap, Head butt, Gore,
Shoulder Ram. CHANCERY (one hand grabs opponent by hair, pulling their head
downwards, while the other hand delivers an uppercut to the THROAT or face. If
grab part is successful, then the uppercut can be used at +2 strike and does
double damage of normal uppercut to the head, and opponent must roll against
being knocked out/stun). Grab/Trip (a lightening grab is made for the opponents
ankle/foot, and then the leg is quickly twisted upwards, causing opponent to
fall backwards to the floor. Opponent loses attack and initiative, -2 to combat
moves for rest of melee, leaving him vulnerable to ground based attacks) NB: a
fellow Pankratist would use handstand to escape from this attack. KLIMAKISMOS or
the "ladder trick" (this move can be used standing or on the floor.
The pankratists finds a way to get onto the opponent's back, and scissors his
abdomen with his thighs, as his legs encircle opponent. While at the same time
he is choking opponent, usually the forearm choke wrapped around opponent's
throat, which is locked in place by other hand for extra insurance). GRAB/THROW
(grab opponent and throw them to the floor as hard as possible or as far as
possible (a classic stomach throw is the norm). any throw like this makes
opponent lose an attack, initiative and makes them -2 to combat moves. POWER
ATTACKS (Every attack in Prakration can be done as a power attack, example power
punch, power kick, power choke, normally double damage and takes two attacks to
do) Holds/Locks:
Automatic Hold, Arm Hold, Leg Hold, Body Hold, Neck Hold, Automatic Lock, Finger
Lock, Wrist Lock, Elbow Lock Weapon Katas: None Special Katas: "War Dance"
Pyrrhic. This Pyrrhic allows this empty hand art to become a formidable
battlefield art. When this is being, the practitioner of this has Weapon Katas
in and W.P Paired Weapons in Spear, sword, shield, and/or Weapon Katas and
W.P Paired Weapons in any two of the following weapons: trident, net, lasso,
sword, spear, axe, hammer, knife, shield. He can use his weapons in any paired
combination as well. He is able to utilise
his moves in a battle situations, and gets multiple dodge, circular parry moves HTH: Basic, so you are able to use weapons. Modifiers
to Attacks: Pull Punch, Knock Out/Stun, Critical Strike, Critical Strike
From Rear Skills
Included In Training Martial
Art Powers: You may select two from among Body Hardening Techniques and/or
Demon Hunter Body Hunter Body Hardening Techniques. NOTE:
SKIAMACHI power is received automatically. This was a sort of shadow boxing
training, but when a pankratist performs this using pneuma (Greek for inner
energy), it creates a a shadow (animus) of him. Once activated it seems as his
shadow is fighting for him. This means where there was one fighter now you are
faced with two. In the world of Rifts you know have a mystic creature that can
hurt supernatural and MDC structures. This animus has as much SDC/HP as
pankratist and can do the same stuff as well.
In Rifts setting this shadow provides MDC Protection. Costs 10Chi points
and lasts for minute per level. Languages:
Wolfen (for our Rifts setting) Training
Skills: Gymnastics, Running, Climbing, and Swimming. (bonuses not added in
these stats) Philosophical
Training: Wolfen (for our Rifts setting) Level
Advancement Bonuses 1st:
+2 to Roll with Punch/Fall/Impact, +2 to all combat moves, Critical Strike on
Natural 20, Critical Strike from Behind, Death Blow on Natural 20, Knock
Out/Stun on Natural 20. Pin/Incapacitate 18-20 2nd:
+2 Damage, +1 P.S, P.E, P.P, PB, Initiative, +5 SDC, +1D4 Hit
points, +5Chi 3rd:
+1 attack per melee, Select One (1) additional Martial Art Power from
Martial Art Techniques or Demon Hunter/Body Hardening. Pin/Incapacitate 17-20 4th:
+2 to Roll with Punch/Fall/Impact, +2 to all combat moves, Critical Strike
on 18-20, Death Blow on 18-20, Knock Out/Stun on 18-20, Ambidextrous training
finished, +1 P.S, P.E, P.P, PB, Initiative, +5 SDC, +1D4 Hit points,
+5Chi 5th:
+1 attack per melee, Select One (1) additional Martial Art Power from
Martial Art Techniques or Demon Hunter/Body Hardening. Pin/Incapacitate 16-20, 6th:
+2 Damage, +1 P.S, P.E, P.P, PB, Initiative, +5 SDC, +1D4 Hit
points, +5Chi, 7th:
+1 attack per melee, Select One (1) additional Martial Art Power from ANY
category 8th:
+1 P.S, P.E, P.P, PB, Initiative, +5 SDC, +1D4 Hit points,
+5Chi, 9th:
+1 attack per melee, +2 Damage, +1 P.S, P.E, P.P, PB,
Initiative, +5 SDC, +1D4 Hit points, +5Chi, Pin/Incapacitate 15-20 10th:
+2 to Roll with Punch/Fall/Impact, +2 to all combat moves, Critical Strike
on 17-20, Death Blow on 17-20, Knock Out/Stun on 17-20, Double Chi, Double SDC
and Hit points 11th:
+1 attack per melee, Select One (1) additional Martial Art Power from ANY
category 12th:
Add +5 Chi, Add 1D4 to M.E and M.A 13th:
+2 Damage, +2 P.S, P.E, P.P, PB Initiative, +10SDC, +1D6 Hit points,
Pin/Incapacitate 14-20 14th:
Add +5 Chi, Add 1D4 to M.E and M.A 15th:
Select One (1) additional Martial Art Power from ANY category Why Study Pankration? This martial art may not be
for you if you looking for a flashy martial art, or if you looking for a weapon
based martial art. his martial
art isn't for you if you looking to handle multiple opponents. This martial art
is for you if you are looking for a simple but very effective martial art. This
is probably the best empty hand martial art, especially for going toe-to-toe
with an opponent, where anything goes, for this combat form allows you to throw
the kitchen sink and the bath tub at your opponent, so that you are the last man
standing. This is the quintessential gladiator martial art. NB: The Wolfen on Rifts
Earth, love using the caestus, a studded and spiked glove when fighting. The
Freebeing Nation has developed a caestus glove encased by a high powered energy
field. The energy field surrounding
the caestus, can be made to explode on impact, sending a highly concentrated
explosion forwards of the impact. In game terms this means the target of a punch made by this takes
4D6 damage tripled, there is a slight drawback to this, because the wearer of
this caestus, also takes 10% (TEN PERCENT) of the damage done by this attack. The
energy field also gets used up fairly quickly with only ten hits possible this
way before energy depleted, or if the users own armour is destroyed. FBN energy Field Caestus, 4d6 X3
dam on exploding field punch (10 hits before recharge and studded/spiked area of
Caestus needs replacing)
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