HAP KI DO
By TDRAGON
(a.k.a. Daniel Matthis)
(assisted and modified by Lee Casebolt)

Entrance Requirements: None
Skill Cost: 12 years (9 years as a secondary form)
Costume: Normal Karate (Usually a heavier weight), Colors are usually Black and Red, but may change from style to style
Stance: There is no set stance, usually done from a walking stance, or (simply) fighting stance.
Fighting Stance Description: Front foot is pointed forward at roughly at a 60 degree angle. The back foot is at 90 degrees from the opponent. Most of the weight is distributed on the back leg (typically about 60% of the weight is on the back leg). Defensive Hand placement varies. Usually the front hand is just below chin level and about 45 degrees from the body. The hand is either in a closed fist or open hand position. The back hand is guarding the solar plexsus and is in a fist.

CHARACTER BONUSES

Add 10 to CHI
Add 2 to M.E.
Add 1 to P.P.
Add 1 to P.E.
Add 10 S.D.C.

COMBAT SKILLS
Attacks Per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Breakfall, Maintain Balance
Basic Defensive Moves: Parry, Dodge, Automatic Parry
Advanced Defenses: Multiple Dodge, Circular Parry, Power Block/Parry, Disarm
Hand Attacks: Strike (punch), Knife Hand, Back Hand, Fingertip Attacks, Palm Strike,
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Hook Kick (SPECIAL! Looks like a side kick that misses. Instead the initial part of the kick misses but you bring the heel around (bending at the knee), hooking to go past the defense and hitting the target. It doesn't do extensive damage but it does get past blocks. Is aimed at the head, spine, or groin. Damage is 1d6, defender is -2 to Parry.)
Jumping Foot Attacks: Jump Kick, Flying Jump Kick
Special Attacks: Death Blow, Knee, Elbow, Body Flip/Throw
Holds/Locks: Arm, Leg, wrist, and elbow locks, Arm Holds, Body Holds (Note: Many of the Locks will do a break on that body part. After all if their leg is broken, they can't chase you ;)
Weapon Katas: None
Modifiers to Attack: Pull Punch, Knock out/stun, Critical Strike, Critical Strike from rear.

SKILLS INCLUDED IN TRAINING
Martial Arts Powers: Select a total of three powers from Atemi Abilities, Chi Mastery, or Body Hardening Exercises. If desired, these powers may be exchanged, one for one, for basic skill programs (excluding physical).
Language: Korean

If this is your primary martial arts form, the following arts can be learned in a shorter period of time: Tae Kwon Do (5 years), Jujitsu (5 years), Yu-Sool (6 years), and Isshin-Ryu (5 years)

LEVEL ADVANCEMENT BONUSES
Level 1::+2 to Maintain Balance, +2 to Roll with Punch/Fall/Impact
Level 2::+2 to Parry/Dodge, +1 to Strike
Level 3::+1 Attack per Melee, +2 to Damage
Level 4::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 5::Critical Strike on 18-20
Level 6::+1 Attack per Melee, +1 to Disarm
Level 7::Double existing CHI
Level 8::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 9::+1 Attack per Melee, +1 to Maintain Balance
Level 10::+1 to Strike and Parry/Dodge, +1 to Body Flip/Throw
Level 11::Death Blow on natural 20
Level 12::+1 Attack per Melee, +1 to Breakfall
Level 13::Select one additional martial arts power from Atemi Abilities, Chi Mastery, or Body Hardening Exercises
Level 14::Double existing CHI
Level 15::+1 Attack per Melee, +2 to Damage

WHY STUDY HAPKIDO?

An all around martial art that can handle a variety of situations. It also develops good spiritual harmony and is usually intended for Defense, but if the going gets tough then the tough can get really nasty. [Snap] "Oh, so sorry, was that your arm?"