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Tae Kwon Do Ranks<br />
Tae Kwon Do (see below) denotes rank using a<br />
series of colored belts, just like the Japanese arts from<br />
which it took its ranking system. It uses 10 gup ranks<br />
and 10 dan ranks. Belt colors are: white (10th gup),<br />
yellow (8th gup), green (6th gup), blue (4th gup), red<br />
(2nd gup), and black (1st through 10th dan). Oddnumbered<br />
gup ranks use a belt of the previous rank’s<br />
color with a stripe of the next rank’s color; e.g., a 7th<br />
gup wears a yellow belt with a green stripe.<br />
Not all schools use this traditional ranking system.<br />
Many have adopted a wide variety of belt colors<br />
to denote different ranks, adding solid colors such as<br />
purple and orange to denote odd-numbered gups.<br />
Some add more intermediate stripes between belts to<br />
allow for steady progress through small promotions.<br />
There are no tales of “cinematic” sword-and-shield fighters.<br />
The GM should certainly allow them, though, and a few<br />
techniques are very appropriate for the style.<br />
Modern reenactors – in particular the Society for Creative<br />
Anachronism (SCA) – have worked hard to recreate this style.<br />
Use the style as written, replacing combat skills with Combat<br />
Sport skills. For live-steel reenactors, even this change is<br />
unnecessary.<br />
Skills: Broadsword; Shield; Wrestling.<br />
Techniques: Counterattack (Broadsword); Feint<br />
(Broadsword or Shield).<br />
Cinematic Techniques: Dual-Weapon Attack (Broadsword<br />
or Shield); Dual-Weapon Defense (Broadsword or Shield);<br />
Flying Lunge (Broadsword).<br />
Perks: Shield-Wall Training; Sure-Footed (Uneven).<br />
Optional Traits<br />
Advantages: Combat Reflexes; Enhanced Block; Enhanced<br />
Dodge.<br />
Disadvantages: Duty.<br />
Skills: Acrobatics; Brawling; Knife.<br />
TAE KWON DO<br />
5 points<br />
Tae Kwon Do (Korean for “hand-foot way”) traces its lineage<br />
through several Korean martial arts back to 500 A.D. – or<br />
earlier, by some accounts. Its official founding was in 1955,<br />
however. While it’s descended from combative arts, it’s largely<br />
a sport form, like modern Karate. Indeed, it borrowed<br />
some kata (later removed and replaced with native forms)<br />
and the use of colored belts from that art. There are schools<br />
that teach Tae Kwon Do for self-defense rather than for competition,<br />
though; these feature full-contact matches (with<br />
padded armor) and intense training.<br />
Tae Kwon Do emphasizes striking, especially the power,<br />
speed, and utility of kicking. Stylists use all manners of kicks<br />
– particularly high kicks aimed at the head, since these score<br />
the most in competition. They even practice a kick thrown<br />
after a 540º spin; treat this as the All-Out Attack version of<br />
200 STYLES<br />
Spinning Kick (pp. 79-80). Tae Kwon Do also teaches<br />
punches – including spear-hand and ridge-hand strikes – but<br />
considers them secondary. Schools that teach self-defense<br />
versions of the art put punches on a more equal footing with<br />
kicks.<br />
In competitive Tae Kwon Do, punches score only if they<br />
strike the chest. Kicks must hit the opponent at waist level or<br />
higher. Spectacular high kicks rack up the most points and<br />
offer the possibility of a knockout victory. Stylists also show<br />
off breaking techniques to demonstrate strength. Instructors<br />
and judges expect advanced practitioners to be able to break<br />
boards or concrete with all punching and kicking techniques.<br />
Tae Kwon Do is widespread – particularly in the U.S.,<br />
where it was introduced a year after it was founded – and it’s<br />
easy to find a teacher. Many “karate” schools actually teach a<br />
form of Tae Kwon Do! Tae Kwon Do was a featured demonstration<br />
sport at the 1988 Olympic Games and became a fullfledged<br />
Olympic sport at the 2000 Games.<br />
Skills: Jumping; Karate; Karate Sport; Savoir-Faire (Dojo).<br />
Techniques: Axe Kick; Back Kick; Elbow Strike; Exotic<br />
Hand Strike; Jump Kick; Kicking; Spinning Kick; Spinning<br />
Punch; Sweep (Karate).<br />
Cinematic Skills: Breaking Blow; Flying Leap; Power Blow.<br />
Cinematic Techniques: Flying Jump Kick.<br />
Perks: Rapid Retraction (Kicks); Technique Mastery (Any<br />
kicking technique); Unusual Training (Breaking Blow, Only<br />
vs. well-braced objects out of combat).<br />
Optional Traits<br />
Advantages: Fit.<br />
Disadvantages: Overconfidence; Reputation (Aims kicks<br />
high).<br />
Skills: Acrobatics; Games (Tae Kwon Do).<br />
T’AI CHI CHUAN<br />
6 points<br />
T’ai Chi Chuan – literally “supreme ultimate fist,” but in<br />
fact named after the famous yin/yang diagram – is an art<br />
intended for combat and self-defense. It seems to have originated<br />
in 17th-century China, but it’s based on much older<br />
principles. The GM could reasonably include T’ai Chi Chuan<br />
in a historical game set centuries or even millennia before the<br />
17th century. Modern gamers should know that while this<br />
style is the ancestor of the T’ai Chi system practiced for health<br />
and spiritual reasons today, the two aren’t identical; see T’ai<br />
Chi (p. 201).<br />
T’ai Chi Chuan is an internal art based on qigong breathing<br />
techniques, chi flow, and balance. The practitioner creates<br />
a “root,” or point of balance, and uses this to launch and resist<br />
attacks. Punches often employ the palm or a loose fist; stylists<br />
use the Hammer Fist technique extensively. Kicks are generally<br />
low-line and regularly accompanied by a fake strike to<br />
distract – a Deceptive Attack.<br />
The primary basis of T’ai Chi Chuan practice is a single<br />
form that contains all of the art’s techniques, done slowly and<br />
with relaxation. In combat, the martial artist uses the same<br />
methods at full force. T’ai Chi Chuan includes “push-hands”<br />
practice. Practitioners stand face-to-face and try to push over<br />
their opponent or draw him into pushing against a sudden