MOO DUK KWAN TAE KWON DO
By SeonJin108
Entrance Requirements Must be of an good or honorable alignment.
Skill Cost 8 years

Moo Duk Kwan Tae Kwon Do was the result of the failed attempt to unite the Soo Bahk Do Association and the Korean Tae Kwon Do Association. After the union failed, members of the Soo Bahk Do Association left to join the KTA and formed Moo Duk Kwan Tae Kwon Do. The art evolved to reflect this, although the traditional Moo Duk Kwan still has much in common with Tang Soo Do. It has adopted the sporting aspect of the WTF, but in the traditional Moo Duk Kwan, sport has very little emphasis, and is merely one part of a much larger whole. Over the decades, several attempts were made to bring Moo Duk Kwan Tae Kwon Do back together with Moo Duk Kwan Tang Soo Do. Unfortunately, none have been successful, though a few instructors teach both arts. In combat, a Moo Duk Kwan Tae Kwan Do master will attack very quickly, most likely with a kick attack, aimed at a vital point for maximum damage. Though Moo Duk Kwan Tae Kwon Do shares the emphasis on speed of attack as other schools of Tae Kwon Do, efficiency is also included to quickly disable an attacker. Like all of the kwans, and Korean arts in general, kicking is the preferred method of attack in Moo Duk Kwan. The master will attack using his feet, moving closer to the opponent to quickly finish him off. If kicks at long range do not work, then he will move closer to disable with hand strikes. Finding a traditional Moo Duk Kwan school in America can be difficult, as most Tae Kwon Do schools in America are mainline sport schools. However, they can be found in most large cities, and in areas where there is a sizable ethnic Korean population. As with many other arts, for truly advanced teaching, you will have to go to South Korea.

Costume A white dobok, similar to a karate gi except that the top is a v-neck pullover style shirt. Black belts have a black trim along the edges and neckline of their uniform.
Stance A back stance, feet one step apart, with the front foot pointed forward and the back foot turned ninety degrees from the front. Most of the weight is on the back leg, and the knees are bent, though not crouching. Front arm is held out with the fist slightly below the chin, back arm is held low guarding the mid-section.
CHARACTER BONUSES
Add 1 to PS
Add 2 to PE
Add 1 to PP
Add 4 to Spd
Add 15 to S.D.C.
COMBAT SKILLS
Attacks per Melee 4
Escape moves Maintain Balance, Roll with Punch/Fall/Impact
Basic Defensive Moves Automatic Parry, Dodge, Parry
Advanced Defensives Automatic Roll, Breakfall, Disarm, Multiple Dodge, Power Block/Parry (does damage!)
Hand Attacks Backhand, Double Fist Punch, Knife Hand, Palm Strike, Power Punch, Punch, Roundhouse Punch, Uppercut
Basic Foot Attacks Axe Kick, Backward Sweep, Crescent Kick, Drop Kick (Combination Fall/Dodge/Kick), Reverse Turning Kick (Combination Dodge Kick), Roundhouse Kick, Side Kick, Snap Kick, Tripping/Leg Hook, Wheel Kick
Jumping Foot Attacks Flying Jump Kick, Jump Kick, Reverse Turning Kick
Special attacks Body Flip/Throw, Butjapgo-Chagi (Special! One opponent is grabbed and another is kicked simultaneously. Only takes one melee action, but requires two successful strike rolls. Does 1D6 damage to the opponent grabbed and 2D6 damage to the opponent kicked.), Combination Grab/Kick, Death Blow, Elbow, Forearm, Knee, Leap Attack
Holds/Locks Ankle Lock, Elbow Lock, Wrist Lock
Modifiers to Attacks Critical Strike, Critical Strike from Rear, Knock-Out/Stun, Pull Punch
SKILLS INCLUDED IN TRAINING
Martial Art Powers Select a total of two (2) Powers from among Body Hardening Exercises, Martial Art Techniques, or Specialty Hyung. Unlike Tang Soo Do, Moo Duk Kwan Tae Kwon Do does teach weapons. If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical). Recommended powers are Chagi, Iron Hand, Kiaijutsu, and Tamashiwara.
Code of Honor 10 Creeds of Moo Duk Kwan
Languages Korean
Philosophical Training Son
Physical Acrobatics
Temple Meditation
Weapons Taught Bong (WP Staff), Joong Bong (WP Blunt), WP Knife Note: I have added this category so that players have an idea of what weapon forms they can select if they choose the Weapon Kata option. These are not automatically taught.
If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time: Isshin-Ryu Karate (5 years), Kyokushinkai Karate (4 years), Moo Duk Kwan Tang Soo Do (2 years), and Te (4 years).
LEVEL ADVANCEMENT BONUSES
1st +2 to Maintain Balance, Critical Strike from Behind, Death Blow on roll of Natural Twenty.
2nd +2 to Roll with Punch/Fall/Impact, +1 to Damage
3rd +1 Attack per Melee
4th +2 to Parry/Dodge, Knock-Out/Stun on Natural 18 or better
5th +2 to Maintain Balance, +1 to Strike, , Select One (1) Additional Martial Art Power from Martial Art Techniques, Body Hardening Exercises, or Special Kata.
6th +2 to Roll with Punch/Fall/Impact, +1 to Damage
7th +1 Attack per Melee
8th +1 to Parry/Dodge, Critical Strike on Natural 18, 19, or 20.
9th +1 Attack per Melee, +2 to Maintain Balance
10th +2 to Roll with Punch/Fall/Impact, Select One (1) Additional Martial Art Power from Martial Art Techniques, Body Hardening Exercises, or Special Kata.
11th +1 to Strike, +2 to Damage
12th +1 to Parry/Dodge
13th +1 Attack per Melee, +1 to Maintain Balance
14th +1 to Roll with Punch/Fall/Impact, Death Blow on roll of Natural 19 or 20.
15th Select One (1) Shin Gong (Zenjorike).
Why Study MOO DUK KWAN TAE KWON DO?
In addition to being an effective form of unarmed combat, Moo Duk Kwan also offers something for those who wish to improve themselves mentally as well as physically.

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