Ninja-Bear Posted September 15, 2012 Report Share Posted September 15, 2012 Hello Herophiles, I was working on fleshing out a character who is supposed to be a Tae Kwon Do master. Now according to Ultimate Martial Artist 5th, TKD doesn't have any special abilities listed. So here is a list of a few abilities I thought would be appropriate for a TKD master. Please note that this are listed for a more 'realisitic' side of gaming. Flying Technique: +6" leaping, accurate, only for calculating half moves in combat, always direct Act 11 pts Real 5 END 1 This allows a master to leap across a room and attack with any of his manuevers. Feints: HA +2D6, IPE (source only), HA lim, side effects (-1 OCV if PER roll is made) ACT 15 pts Real 8 END 1 I never liked the way that feints were depicted in the book, so here is my attempt. Grabbing Punch: HA +2D6, indirect (same origin, always away) HA lim Here the master grabs (pushes) the guarding arm and punchs the exposed head. Combo Kick: HA + 2D6 AF x3 shots HA lim Act 12 pts Real 8 END 1 Multiple kicks-need I say more? Jumping Techniques: HA +2D6 HA lim gestures (jump) Act 10 Real 6 END 1 There must be a reason why TKD stylists jump with alot of their techniques. Note that I envision that the Jump and flying techniques are seperate. You can use both of them with your manuever or individually. As usual, thanks for any feed back or suggestions. Also feel free to use them if you like. Quote Link to comment Share on other sites More sharing options...
Enforcer84 Posted September 15, 2012 Report Share Posted September 15, 2012 Re: Tae Kwon Do special abilities I quite like them, may have to swipe edit: Alas must spread rep Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted September 16, 2012 Author Report Share Posted September 16, 2012 Re: Tae Kwon Do special abilities I quite like them, may have to swipe edit: Alas must spread rep Thanks! Quote Link to comment Share on other sites More sharing options...
RPMiller Posted September 16, 2012 Report Share Posted September 16, 2012 Re: Tae Kwon Do special abilities There must be a reason why TKD stylists jump with alot of their techniques. Note that I envision that the Jump and flying techniques are seperate. You can use both of them with your manuever or individually. Yup. According to my TKD teachers, TKD was initially focused on fighting off Mongol invaders who were on horseback most of the time and carried wooden shields. So TKD fighters, were taught two important aspects: being able to jump up to attack the rider on horseback, and breaking the wooden shields with kicks and punches. That is why there is so much focus on jumping, and board breaking in TKD. Quote Link to comment Share on other sites More sharing options...
Scott Baker Posted September 16, 2012 Report Share Posted September 16, 2012 Re: Tae Kwon Do special abilities I quite like them, may have to swipe edit: Alas must spread rep Got him for you. And I agree I'll probably swipe this too. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted September 16, 2012 Author Report Share Posted September 16, 2012 Re: Tae Kwon Do special abilities Yup. According to my TKD teachers' date=' TKD was initially focused on fighting off Mongol invaders who were on horseback most of the time and carried wooden shields. So TKD fighters, were taught two important aspects: being able to jump up to attack the rider on horseback, and breaking the wooden shields with kicks and punches. That is why there is so much focus on jumping, and board breaking in TKD.[/quote'] I too learned that the flying side kick was developed for knocking off warriors off the their horses. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted September 16, 2012 Author Report Share Posted September 16, 2012 Re: Tae Kwon Do special abilities Got him for you. And I agree I'll probably swipe this too. Thank you too! Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted September 16, 2012 Author Report Share Posted September 16, 2012 Re: Tae Kwon Do special abilities For the combo kick, I was thinking that you could add variable special effects to represent multiple kicks, punches, ridgehands, etcettera. I should mention that the grabbing punch can be also used to represent hook kicks or cresant kicks and remember though that a character who buys his block with hardened can stop this type of attack. Quote Link to comment Share on other sites More sharing options...
kahuna's bro Posted September 16, 2012 Report Share Posted September 16, 2012 Re: Tae Kwon Do special abilities Got him for you. And I agree I'll probably swipe this too. i too got him for you enforcer Quote Link to comment Share on other sites More sharing options...
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