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lack of resistance, thereby throwing or tripping him. This<br />

helps train stylists at balance and at knocking over foes with<br />

a shove.<br />

In combat, the T’ai Chi Chuan fighter normally takes Wait<br />

maneuvers, lets his foe attack first, and makes good use of<br />

Stop Hit (p. 108) and Riposte (pp. 124-125). He wards off his<br />

assailant with parries, then grabs him and applies a lock.<br />

Typical follow-ups to locks are throws, takedowns, and<br />

strikes. The stylist might instead use a shove to take down an<br />

off-balance opponent or to set up an adversary for a low-line<br />

kick, punch, or throw. All-Out and Committed Attacks are<br />

rare.<br />

Cinematic T’ai Chi Chuan is especially powerful. This is<br />

mainly due to its emphasis on chi abilities. The GM should<br />

allow cinematic stylists to replace Sumo Wrestling with Push<br />

on the style’s skill list.<br />

Traditional T’ai Chi Chuan includes weapon forms for the<br />

dao, jian, spear, and staff. Some schools add the combat fan<br />

and slashing wheel. Like the art’s unarmed forms, its weapon<br />

techniques are smooth, flowing, and deceptively relaxed.<br />

Most modern schools teach Combat Art versions of weapon<br />

skills, when they offer them at all.<br />

Skills: Breath Control; Judo; Judo Art; Karate; Sumo<br />

Wrestling.<br />

Techniques: Arm Lock; Hammer Fist; Sweep (Judo,<br />

Karate, or Sumo Wrestling).<br />

Cinematic Skills: Immovable Stance; Mental Strength;<br />

Pressure Points; Pressure Secrets; Push.<br />

Cinematic Techniques: Pressure-Point Strike; Roll with<br />

Blow.<br />

Perks: Unusual Training (Push, May not step or move<br />

while doing so).<br />

Optional Traits<br />

Advantages: Forceful Chi; Inner Balance; Perfect Balance.<br />

Skills: Autohypnosis; Broadsword; Broadsword Art;<br />

Knife; Knife Art; Meditation; Savoir-Faire (Dojo); Spear;<br />

Spear Art; Staff; Staff Art.<br />

Techniques: Push Kick.<br />

T’ai Chi<br />

2 points<br />

T’ai Chi is a meditative version of T’ai Chi Chuan<br />

(pp. 200-201). T’ai Chi practitioners – unlike T’ai Chi<br />

Chuan stylists – throw all strikes completely without<br />

force and rarely if ever practice against an opponent.<br />

Such training imparts no effective striking ability.<br />

Few schools offer push-hands practice. Weapons<br />

training, if any, teaches Combat Art skills exclusively.<br />

Skills: Judo Art.<br />

Cinematic Skills: Immovable Stance; Push.<br />

Cinematic Techniques: Roll with Blow.<br />

Optional Traits<br />

Skills: Autohypnosis; Breath Control; Broadsword<br />

Art; Knife Art; Meditation; Savoir-Faire (Dojo); Spear<br />

Art; Staff Art.<br />

TAIHOJUTSU<br />

6 points<br />

Japan’s Tokugawa period was an era of growing state<br />

control. Police were called on to rein in unruly ronin and<br />

samurai, who were often armed and sometimes dangerous.<br />

In the capital, Edo, this led to a larger police force trained in<br />

refined tactics for capturing criminals. Foremost among<br />

their methods was Taihojutsu, a martial art aimed at quickly<br />

disarming a resisting adversary and rendering him helpless<br />

without causing permanent injury or death.<br />

Taihojutsu’s signature weapon was the jutte, which was<br />

capable of parrying swords, disarming, and striking without<br />

inflicting bloody cuts like a sword would. The jutte was so<br />

closely identified with Taihojutsu that it became as much a<br />

symbol of authority as a weapon. Other Taihojutsu weapons<br />

included the kusarijutte, sasumata, and sodegarami (“sleeve<br />

catcher”). Chain- and truncheon-type weapons were popular<br />

because they were difficult if not impossible for a sword<br />

to break, and could disarm a sword-wielding foe. For more<br />

on these weapons, see Chapter 6.<br />

The goal of Taihojutsu was to disable or capture the<br />

opponent without causing serious harm. Almost anything<br />

that accomplished this was acceptable. For instance,<br />

Taihojutsu-trained officers occasionally carried metsubushi<br />

(p. 220) and used them to blow blinding powder in the target’s<br />

face to make him easier to apprehend. Training also<br />

emphasized group tactics – officers worked in pairs or in<br />

small teams to surround a suspect, rapidly disarm him, and<br />

tie him up. Because of this emphasis on capture, Defensive<br />

Attacks and such techniques as Disarming and Targeted<br />

Attacks on limbs were common. Grapples tended to be a<br />

prelude to a takedown or an Arm Lock.<br />

Taihojutsu included Hojojutsu: the art of tying up suspects<br />

with rope (frequently using elaborate knots). This usually<br />

followed a pin or an Arm Lock that prevented the<br />

detainee from resisting effectively. Cinematic practitioners<br />

can use the Binding technique to truss opponents in combat<br />

without restraining them first!<br />

Taihojutsu was unique to Tokugawa-era Japan. The style<br />

is extinct today, although some of its component weapon<br />

skills remain. See Styles for Cops (p. 145) for notes on modern<br />

police styles.<br />

Skills: Jitte/Sai; Judo; Knot-Tying; Kusari; Staff.<br />

Techniques: Bind Weapon (Jitte/Sai); Disarming (Jitte/Sai<br />

or Kusari); Entangle (Kusari); Hook (Staff); Targeted Attack<br />

(Jitte/Sai Swing/Arm); Targeted Attack (Kusari Swing/Arm).<br />

Cinematic Skills: Mental Strength; Pressure Points.<br />

Cinematic Techniques: Binding; Pressure-Point Strike;<br />

Snap Weapon (Jitte/Sai).<br />

Perks: Form Mastery (Kusarijutte); Style Adaptation<br />

(Kusarijutsu); Teamwork (Taihojutsu); Technique<br />

Adaptation (Disarming).<br />

Optional Traits<br />

Advantages: Enhanced Parry (Jitte/Sai).<br />

Disadvantages: Duty; Sense of Duty (Innocent Civilians).<br />

Skills: Blowpipe; Polearm.<br />

Perks: Weapon Bond, usually to a jutte.<br />

STYLES 201

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