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Martial Arts
Martial Arts Styles and Related Rules...
Martial Arts Style:  Tae Kwon Do/Tae Don Kwo
  This style was included in the AD&D oriental rules as a book rules version of Tae Kwon Do; however, in converting it to Multiverser, it has been treated as a fictitious style, to allow players and referees familiar with Tae Kwon Do to adapt that more precisely under the Multiverser rules.
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Tae Kwon Do
Tae Don Kwo 
The emphasis of this style is on powerful special maneuvers as attacks, so much so that adherents get fewer attacks than would be expected in a hard kick style with an increase in the damage per attack from this.  Note that this version of Tae Kwon Do is not the book version, but has damage enhanced to compensate for the reduced attack rate.
Form:
Hard
Method:
Kick
AC:
-2
Att:
x1
Dam:
d10
Body Part:
Foot
Weapons
None
 Special Maneuvers:  6
The emphasis of this style is on powerful special maneuvers as attacks, so much so that adherents attacks more slowly than might be expected in an aggressive kick style, with an increase in the damage per attack from this.
Type of Style:
Slow Aggressive Weapon-adverse
Basic Attack Form:
Kick
Defensive Modifiers:
-10SM
Attack Multiplier:
1 (One)
Offensive Modifiers:
+10SM, +20DM
Body Part:
Foot
Weapons Taught:
None
 Special Maneuvers:  6
1 Circle Kick Great Jump B5@6
1 Iron Fist Rear Kick B7@1
2 Flying Kick (M) Spinning Kick B7@3
3 Backward Kick (HM) Solid Punch B7@3
4 Great Throw Leaping Kick B7@3
5 Leap (MHM) Momentum Casting B7@3
Basic Style is single attack but a very powerful d10 damage, and AC is -2.  No weapons are used. Basic Style is single attack but a very powerful +10SM and +20DM on attacks, and Defense is a -10SM.  No weapons are used.
Untitled can have up to two maneuvers.  Circle Kick (1) does 2d10.  Iron Fist (1) does d10 on not more than one attack per round. The Untitled may have mastered up to two maneuvers.  This will usually begin with the Great Jump, followed by the tactical Rear Kick.
Master knows all of these plus Flying Kick (2), which does 3d10, the most damage done by any attack which does not negate all other attacks in a round or use a weapon, but requires a five-foot run. The Master will generally add one of the intensified damage attacks, Spinning Kick, Solid Punch, or Leaping Kick, or the leveraged attack Momentum Casting.
Honored Master adds one, possibly two, more.  Backward Kick (3) does d10 on an opponent directly behind.  One more maneuver may be known.  Great Throw does 3d10, again the most damage done by any attack which does not negate all other attacks in the round or use a weapon, and effective in limited field (ring competition) combat. The Honored Master adds one, and possibly two, of the other attacks.
Most Honored Master knows all of these plus Leap (5), which permits escape and change of position. The Most Honored Master has perfected all of these attacks.
Overall the style is slow and not well defended, but hits harder than other styles.  It has no maneuvers designed to disarm, stun, or disable.  It also lacks such defenses as Blind Fighting and All-around Sight. Overall the style is slow, but hits harder than most other styles.  It has no maneuvers designed to disarm, stun, or disable.  It also lacks such defenses as Fighting Blind B7@2 and Panoramic Awareness B7@2.
If in the course of examining this material, you want to know more about AD&D, there are at least hundreds of sites on the web which may help; I'll just recommend my own two:
M. J. Young's Dungeons & Dragons Materials as source material for many campaigns and situations;
and all you need to create a character, Character Creation for Advanced Dungeons & Dragons First Edition.
And if in the course of examining this material you want to know more about Multiverser, check it out at:
The Multiverser Information Center.

Index:  The introductory page to the material.


Introduction:  Gives an overview of the contents of the web site.

Creating a Martial Arts Style:  Describes the way styles are designed.

Attacks per Round/Attack Multipliers:  How frequently the martial artist may attack.

Learning Martial Arts:  Rules and training techniques.

Martial Arts Titles:  A MyWorld variant and Multiverser concept substituting for "belts".

Use of Multiple Styles:  How to change between styles within the game.

AC for Special Maneuvers/Modifiers for Special Maneuver Attacks:  Clarification of how to use special attacks.

Special Maneuvers Summary:  The available maneuvers are listed with all information.

Stun and Incapacitate:  AD&D rules incorporate this into standard attacks; for Multiverser, this would be a separate skill.

Translating a Player Style:  Multiverser allows a player to bring his actual martial arts skills into the game through these rules.

The Style Collection:  Our imaginary styles are offered for your use.


Other Links of Interest:  A collection of sites related to this material in one way or another.