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Hwarang-do Karate
Moo Gi Gong



Hwarang-do Karate & Moo Gi Gong Combined (Exclusive)


Entrance Requirements: No Attribute or Alignment restrictions.



Hwarang-do Skill Cost: 6 Years


Moo Gi Gong Skill Cost: 10 Years (6 Years as Secondary Martial Art Form)



Moo Gi Gong Style Background: This is actually a sub form based on Hwarang-Do Karate and is often taught in the same monasteries and schools. In this art the student learns to use any object as a weapon. As a practical matter that means any ancient weapon described in the game. NOTE: This does not include guns or other modern weapons. An expert in Moo Gi Gong prefers to enter a combat totally unarmed, but in an area where there are plenty of potential weapons laying around. Once entered into combat she'll use whatever items come to hand. Just about any room or area contains suitable hand to hand and throwing weapons. Places like kitchens and tool rooms are veritable arsenals of death for a master of this art.


Special: Hwarang-Do and Moo Gi Gong are unique in that they are designed to work together. When a character has both, then all the attacks per melee, bonuses, abilities, and powers of Hwarang-Do are used in wielding weapons, weapon proficiencies, and weapon Katas of Moo Gi Gong. Any martial art powers and abilities from Moo Gi Gong are used with Hwarang-Do.


Hwarang-do Karate Style Background: Created almost 2,000 years ago, this is one of the most complex of all the martial arts, stressing a balance of Nae Gong "Internal Power," Wae Gong "External Power" and Shing Gong "Mental Power."


Hwarang-Do is really the Korean "Way of the Flower of Manhood," and is meant to be a combination of hard and soft, circular and linear techniques. Weapon practice is designed to be more practical than ornamental. A master will take the time to evaluate an opponent before charging into battle. The preferred method of combat is to wait for the enemy's attack and then to counter, with movements as different as possible. If the attack is linear (punches and straight kicks) then the response should be circular (parries and body flip/throws). If the attack is circular then the response should be linear. Once combat is joined then the idea is to continually keep on the move. Spinning and jumping kicks are preferred, with body flip/throws, hand strikes and chokes reserved for finishing off the victim. Weapon practice is not just ornamental; each W.P. is designed to be used with the bonuses and maneuvers of the form. Hwarang-Do is taught only in Korea. In South Korea there are several Buddhist monasteries that specialize in the art. In North (Communist) Korea two monasteries have been converted to full-time martial art schools and often train agents from Russia and Communist Vietnam along with other Eastern European communist agents.


Costume: Standard Karate outfit but with a colored silk sash in place of the belt. Optional cloth wrappings around the wrist-forearm and calve-ankle.


Hwarang-do Stance: A wide sideways stance with legs almost twice shoulder-width apart. The hands are held high, shoulder level, with one open in a knife-blade position and the other hand closed into a fist.


Moo Gi Gong Stance: A wide sideways stance with legs almost twice shoulder-width apart. Hand position varies according to weapon availability.



CHARACTER BONUSES:


Add 2 to M.E.


Add 1 to P.S.


Add 2 to P.E.


Add 1 to P.P.


Add 3 to Speed.


Add 20 to S.D.C.


COMBAT SKILLS:


Attacks per Melee: 5


Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance, Leap, Back flip


Attack Moves: Leap, Roll, Back flip


Basic Defensive Moves: Dodge, Parry, Automatic Parry


Advanced Defenses: Multiple Dodge, Circular Parry


Hand Attacks: Strike (Punch), Knife Hand, Backhand


Basic Foot Attacks: Kick Attack, Crescent Kick, Wheel Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick)


Jumping Foot Attacks: Jump Kick, Flying Jump Kick.


Special Attacks: Death Blow, Leap Attack, Body Flip/Throw, Critical Flip/Throw.


Holds/Locks: Neck Hold-Choke


Weapon Katas: W.P. For All Ancient Weapons, with a + 1 bonus to strike; W.P. For All Paired Weapons.


Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.



SKILLS INCLUDED IN TRAINING:


Martial Art Powers: Select a total of two (3) Powers from among Body Hardening Exercises, Martial Art Techniques, and Special Katas. If desired, any number of Powers can be traded one-for-one for any Basic Skill Programs (excluding physical).


Languages: Korean


Physical: Gymnastics, Archery


Philosophical Training: Buddhism, and Zen Buddhism


If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time. Taido (5 Years), Moo Gi Gong (2 Years), or Yu-Sool (6 Years), Jujutsu (3 Years), Te (3 Years),


Ch'in-Na (5 Years), or Shao-Lin (6 Years).


LEVEL ADVANCEMENT BONUSES:


1st: +2 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike on Natural 20, any small found objects not usually considered a weapon (anything from pencils, to bottles, to credit cards) becomes a 1D6 damage weapon when used in hand-to-hand. Throwing one of these found objects does 1D4 damage. Critical strike with any weapon on a natural 19 or 20


2nd: +1 Attack per Melee, +1 to Leap (Add 4ft to Leap Distance), +1 to Damage with any object..


3rd: +1 to strike with any object, +1 attack per melee, Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques or Special Katas.


4th: +1 to Strike. Found flexible objects (like coat hangers, t-shirts, and plastic bags) can be used for choke attacks (see Combat Section Choke) doing 1D4 damage per melee, Critical Strike or Knockout from Behind.


5th: +1 to parry, + 2 to entangle with any object.+1 to Rear Attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 18, 19 or 20.


6th: Select One (2) Additional Martial Art Power from Chi Mastery or Body Hardening or Martial Art Techniques or Special Katas.


7th: +1 to damage with any object. +1 attack per melee, +1 to Roll with Punch/Fall/Impact, +1 to Body Flip/Throw (Does 2D6 Damage).


8th: +1 Attack per Melee, +1 to strike with any object..


9th: Add One (1) Zenjorike Power. Critical Strike on Natural 18 or better.


10th: +1 Attack per Melee, +1 to Rear Attacks (Backward Sweep, Backhand Strike). Select one (1) additional martial art power from body hardening or martial art techniques.


11th: +1 to parry, + 1 to entangle, Select One (1) Additional Martial Art Power from Chi Mastery, or Body Hardening or Martial Art Techniques or Special Katas.


12th: +1 to damage with any object, +1 attack per melee,+1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge.


13th: +1 to strike with any object, Add One (1) Zenjorike Power.


14th: +1 Attack per Melee, +1 to Body Rip/Throw. Death Blow on roll of Natural 20.


15th: +1 to Rear Attacks (Backward Sweep, Backhand Strike). Select one (1) additional martial art power from body hardening or martial art techniques.



Why Study Hwarang-do Karate?


A well balanced martial art that is aggressive enough to handle multiple attackers but defensive as well. It's also flexible in combat distance, with leaps and jump kicks for long distance, a full range of combat distance strikes, and body flip/throws for grappling distance.


Why Study Moo Gi Gong?


By itself it offers a perfect espionage or martial art ability, that of using any object as an effective weapon. Combined with Hwarang-Do it becomes a composite martial art the equal of any other in offensive capabilities.



Advanced Military Arts:


Entrance Requirements: No Attribute or Alignment restrictions.


Skill Cost: 16 Years (8 Years as Secondary Martial Art Form)


This form is meant to be a combination of hard and soft, circular and linear techniques. Weapon practice is designed to be more practical than ornamental, because In this art the student learns to use any object as a weapon. As a practical matter that means any ancient weapon described in the game. NOTE: This does not include guns or other modern weapons. An expert in Advanced military Arts prefers to enter a combat totally unarmed, but in an area where there are plenty of potential weapons laying around. Once entered into combat she'll use whatever items come to hand. Just about any room or area contains suitable hand to hand and throwing weapons. Places like kitchens and tool rooms are veritable arsenals of death for a master of this art.


A master will take the time to evaluate an opponent before charging into battle. The preferred method of combat is to wait for the enemy's attack and then to counter, with movements as different as possible. If the attack is linear (punches and straight kicks) then the response should be circular (parries and body flip/throws). If the attack is circular then the response should be linear. Once combat is joined then the idea is to continually keep on the move. Spinning and jumping kicks are preferred, with body flip/throws, hand strikes and chokes reserved for finishing off the victim. Weapon practice is not just ornamental; each W.P. is designed to be used with the bonuses and maneuvers of the form. Hwarang-Do is taught only in Korea.


Costume: Standard Karate outfit but with a colored silk sash in place of the belt. Optional cloth wrappings around the wrist-forearm and calve-ankle.


Stance: A wide sideways stance with legs almost twice shoulder-width apart. The hands are held high, shoulder level, with one open in a knife-blade position and the other hand closed into a fist. Or hand position varies according to weapon availability.



CHARACTER BONUSES:


Add 2 to M.E.


Add 1 to P.S.


Add 1 to P.P.


Add 2 to P.E.


Add 3 to Spd.


Add 20 to S.D.C.



COMBAT SKILLS:


Attacks per Melee: 5


Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance, Leap, Back flip


Attack Moves: Leap, Roll, Back flip


Basic Defensive Moves: Dodge, Parry, Automatic Parry


Advanced Defenses: Multiple Dodge, Circular Parry


Hand Attacks: Strike (Punch), Knife Hand, Backhand


Basic Foot Attacks: Kick Attack, Crescent Kick, Wheel Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick)


Jumping Foot Attacks: Jump Kick, Flying Jump Kick.


Special Attacks: Death Blow, Leap Attack, Body Flip/Throw, Critical Flip/Throw.


Holds/Locks: Neck Hold-Choke


Weapon Katas (Pick One): W.P. for All Ancient Weapons, with a + 1 bonus to strike, W.P. For All Paired Weapons W.P. Blunt weapon mastery, W.P. Sword- weapon mastery, W.P. Knives — weapon mastery.


Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear.



SKILLS INCLUDED IN TRAINING:


Martial Art Powers: Select a total of three (3) Powers from among Body Hardening Exercises, Martial Art Techniques, and Special Katas. If desired, any number of Powers can be traded one-for-one for any Basic Skill Programs (excluding physical).


Languages: Korean


Physical: Gymnastics, Acrobatics, Tumbling, Archery


Philosophical Training: Buddhism and Zen Buddhism


If this is your Primary Martial Art Form then the following other forms can be learned in a shorter time. Taido (5 Years), or Yu-Sool (6 Years), Ch'in-Na (5 Years), or Shao-Lin (6 Years), Jujutsu (3 Years), Te (3 Years).



LEVEL ADVANCEMENT BONUSES


1st +2 to Roll with Punch/Fall/Impact, +2 to Damage, Critical Strike on Natural 20, Any small found objects not usually considered a weapon (anything from pencils, to bottles, to credit cards) becomes a 1D6 damage weapon when used in hand-to-hand. Throwing one of these found objects does 1D4 damage. Critical strike with any weapon on a natural 19 or 20.


2nd +1 Attack per Melee, +1 to Leap (Add 4ft to Leap Distance), +1 to Damage with any object.


3rd:+1 to strike with any object, +1 attack per melee. Select One (1) Additional Martial Art Power from Body Hardening or Martial Art Techniques or Special Katas.


4th +1 to Strike. Critical Strike or Knockout from Behind, Found flexible objects (like coat hangers, t-shirts, and plastic bags) can be used for choke attacks (see Combat Section Choke) doing 1D4 damage per melee.


5th +1 to parry, + 2 to entangle with any object.+1 to Rear Attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 18, 19 or 20.


6th Select One (2) Additional Martial Art Power from Chi Mastery, and body hardening and martial art techniques


or Body Hardening or Martial Art Techniques or Special Katas.


7th +1 to Roll with Punch/Fall/Impact, +1 to Body Flip/Throw (Does 2D6 Damage), +1 to damage with any object. +1 attack per melee..


8th +1 Attack per Melee, :+1 to strike with any object..


9th Add One (1) Zenjorike Power, Critical Strike on Natural 18 or better.


10th +1 Attack per Melee, +1 to Rear Attacks (Backward Sweep, Backhand Strike), Select one (1) additional martial art power from body hardening or martial art techniques.


11th :+1 to parry, + 1 to entangle. Select One (1) Additional Martial Art Power from Chi Mastery, and Body Hardening and Martial Art Techniques or Special Katas.


12th +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge, +1 to damage with any object, +1 attack per melee..


13th :+1 to strike with any object., Add One (1) Zenjorike Power.


14th +1 Attack per Melee, +1 to Body Rip/Throw, Death Blow on roll of Natural 20.


15th +1 to Rear Attacks (Backward Sweep, Backhand Strike), Select one (1) additional martial art power from body hardening and martial art techniques..



Why Study Advanced Military Arts?


A well balanced martial art that is aggressive enough to handle multiple attackers but defensive as well. It's also flexible in combat distance, with leaps and jump kicks for long distance, a full range of combat distance strikes, and body flip/throws for grappling distance. It also offers a perfect espionage or martial art ability, that of using any object as an effective weapon.

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