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.