PANKURATSU

This is a fighting technique related remotely to wrestling, brought back to Rokugan with the Unicorn. Deriving from a gaijin tradition, it shares few similarities with sumai or any true martial art.

Overall, it is highly brutal, with losing combatants typically ending up dead or maimed. It is thus useless for tournament, and sullies the spirits of those who would practice it -- if an opponent is to be killed, at least the honor of using your grandfather's sword is appropriate. Nevertheless, it is maintained by the Unicorn (and even then mostly among those descended from their "adopted" gaijin), and even the Crab have started to pick up some techniques from the style, especially the Hiruma scouts instructed by the Unicorn (although, to their credit, they apparently only use it on goblins and such.) The name is apparently the closest Rokugani mouths can come to pronouncing the original "culture's" name of the technique.

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Pankuratsu is a wrestling skill, but is distinct from sumai. Outside of the Crab and Unicorn clans, it is considered a low skill. It accumulates techniques in an identical fashion to mizu-do, and some techniques make use of the reactionary roll as in mizu-do. Practitioners with the Large advantage have the option of keeping an extra die of damage when using Pankuratsu techniques, due to their extreme brutality.

Techniques

Test of Might: This is a grappling attack, similar to that in Kaze-do, but using Wrestling(Pankuratsu) rather than jiujutsu.

Fury of the Earth: The practitioner focuses more on power than precision, gaining two extra dice to roll for damage on pankuratsu attacks.

Tides of Battle: This is a vital strike -- if successful, the target must make a Reflexes roll (TN attacker's Pankuratsu x 5) or lose their next turn's actions.

Crushing Attack: On a reactionary roll (Strength + Pankuratsu vs target'sattacking skill x 5) the practitioner may make a Strength vs TN target's Strength x 5. On a success, the target's limb is broken, unusable until all damage (which is applied normally) is healed. If using the Hit Location system, this technique instead gives a free raise for targeting limbs.

Solar Eclipse: The attacker attempts to rake or gouge the opponent's eyes. On a successful attack with three raises (ie enough for a called shot to the head) the target must make a Reflexes roll vs TN of attacker's Pankuratsu x 5 or be blinded (a rake may not be permanent, at the GM's option; gouges should be). If using the Hit Location system, this technique instead gives a free raise for such an attack.

Touching The Soul: On a successful attack roll with three raises, the target must make a Reflexes roll vs TN of the attacker's Pankuratsu x 5 or have their head brough down against the attacker's knee. If the roll is failed, the attacker gets an extra die to roll for damage.

The Rising Sun: This is a powerful kicking attack, which keeps two dice for damage rather than one. It is not usable with the other techniques, apart from Fury of the Earth (like many of the others) and Touching the Soul.

Final Charge: On a reactive roll, the attacker tackles the opponent, who is out of place due to their failed attack. This attack (Strenth + Pankuratsu vs target's Agility x 5) knocks the target over; they lose any remaining attacks this turn and next turn, as well as taking the practitioner's Strength + 2k1 damage. In addition, if the practitioner has Test of Might, they may grapple as per that ability (although doing no further damage this turn.)

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Thanks to Mary Sipho (SIPHOTWO@email.msn.com) for commentary influencing the final form this took, and to FRPG for not making up card names that fit the maneuvers I created very much at all. :-)

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Mark Kinney / alberich@iglou.com