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LordSmerf
04-22-2004, 07:45 PM
UPDATE (3.15.2005): This is a first draft of Tai Chi under the new Fight! rules. I know it needs some work and balancing, so commentary is welcome. The older versions of the post can be found below as well.

Basic Skills

Patient Stance
Practitioners of Tai Chi Quan may not use Aggressive Stance

Flowing Stance
You may script Change Stance: Defensive in Tandem with any Defensive
Maneuver (meaning that the Stance Change counts as that Maneuver
instead of as Block, as per standard rules the bonus dice from the
Stance do not apply until the next action).

Balanced Technique
A pracitioner of Tai Chi Quan uses their Skill for Push, Throw, Lock,
and for all Defensive Maneuvers.

Special Moves/Abilities

Ob 2 – Not Resisting
A practitioner of Tai Chi Quan learns to take advantage of his
enemie's momentum and to use it against him. Counter-Push(def),
Counter-Throw(def), and Counter-Lock(def) may be scripted. For any of
these you must decide how many dice you are defending with and how
many dice you are using to execute your counter.

Ob 3 Not Letting Go
A user of Tai Chi Quan learns not keep his enemy nearby. If you are
on the Inside you get +2D to any Maintain tests.

Ob 3 Intercepting Energy
Those who master Tai Chi Quan have learned to redirect projectiles in
the same way they redirect incoming strikes. You may now script
Redirect(def) against incoming projectiles. Any successes beyond
those required to defend yourself are treated as successes on a
Redirect attack. You may target whoever you want with the redirect
with these limits: Bows and Crossbows may be redirected up to 90
degrees (which generates a 180 degree arc), thrown weapons may be
redirected however you wish. Gunpowder weapons may be Redirected like
arrows, but at a Double Obstacle Penalty.

Ob 4 Know The Body
In order to better understand his opponents the practitioner of Tai
Chi Quan learns of weak points he may exploit: Joings, Pressure
Points, Arteries, Nerve Clusters, Accupoints, and Ki Meridians.
Anatomy now FoRKs with Tai Chi Quan and Tai Chi Quan now FoRKs with
Anatomy, Field Dressing, and Surgery.

Ob 4 Borrow His Strength
Tai Chi Quan teaches the practitioner to use his opponent's strength
instead of his own. You may use your opponent's Power to determine
your unarmed IMS for Defensive actions

Ob 5 Attract Into Emptiness
The practitioner of Tai Chi Quan is taught to draw his opponent into a
disadvantageous position. If you successfully take a Defensive action
you may add +1D to your next postitioning test if it is a Close.

Ob 5 Long Energy
The Tai Chi Quan practitioner learns how to push with all of their
power in a single explosive instant. You may now script a Great
Push(neu), each extra success pushes your opponent back two paces
instead of one.

Ob 6 Follow His Posture
The Tai Chi Quan practitioner has learned to feel the flow and
intention of his enemy. If you are on the Inside you get +2D to any
Maintain tests

Ob 6 Short Energy
The student of Tai Chi Quan learns to gather and direct all of their
power into a single, explostive strike. You may now Great Strike
unarmed. In addition both Strike and Great Strike are Neutral actions
for you unarmed.

Ob 7 Cold Energy
The practitioner of Tai Chi Quan has learned to Strike totally without
warning giving his opponent no chance to defend himself. You may now
script Lightning Strikeagg. A Lightning Strike must be Set before it
can be used.if it is the first scripted action in a Volley it follows
the standard Lightning Strike rules. If the Lightning Strike is
unsuccessful then you must spend two actions recovering (Hesitating).

Ob 8 Striking Accupoints
A true master of Tai Chi Quan has learned to utilize his knowledge
intimate knowledge of the body to strike the Arteries, Nerve Clusters,
Accupoints, and Ki Meridians. Any time an unarmed Strike deals damage
to an opponent, regardless of the amount, they also suffer a -1D
penalty as if they had been locked. This penalty is cumulative across
multiple strikes. The penalties from Accupoint Strikes heal as if they
were Superficial Wounds.



----------------------
NOTE (5.10.2004): Whenever i come out with an updated set of rules for Tai Chi Quan i will edit this spocific post in addition to placing a new opst. The basic idea here is to make reference easy for people who stumble upon this in a year or two... Anyway, what follows is the newest ruleset, i'll make a note where the original post begins:

Tai Chi Quan
Most unarmed martial arts are categorized as either "Hard" or as "Soft". The basic difference is the focus of training. Hard Styles (such as Tai Kwon Do and Karate) focus on the body of the practitioner: honing anatomical weapons (strenthening fists by breaking boards and such) and mastering attacks against targets. Soft styles focus very heavily on anticipation and redirection. Anatomical weapon training is almost non-existant, and training without a human partner is almost unheard of. (unless you are alone practicing basic forms). The two styles are very nicely illustrated in The Burning Wheel with Tae Poong Do (clearly Hard, very reminiscent of Tae Kwon Do) and Kimdo (clearly Soft, some weird love chiled of Akido and Tai Chi Quan). I thought that Tai Chi was cool enough to write up, so i did. Some moves are similar to (or even identical to - *cough* Great Push *cough*) to the Burning Wheel's Kimdo rules. Oh, and one final note: this ruleset was developed to roughly analog Yang-style Tai Chi. Though the Yang style is the most widely known and practiced version of Tai Chi it is by no means the only school...

Basic Skills
Practitioners of Tai Chi Quan may not use Aggressive Stance

You may script Change Stance: Defensive in Tandem with any Defensive Maneuver (meaning that the Stance Change counts as that Maneuver instead of as Block, as per standard rules the bonus dice from the Stance do not apply until the next action).

A pracitioner of Tai Chi Quan uses their Skill for Push, Throw, Lock, Get Inside, and for all Defensive Maneuvers.


SPecial Moves/Abilities
Ob 2 – Not Resisting
A practitioner of Tai Chi Quan learns to take advantage of his enemie's momentum and to use it against him. Counter-Pushdef, Counter-Throwdef , and Counter-Lockdef may be scripted. For any of these you must decide how many dice you are defending with and how many dice you are using to execute your counter.

Ob 3 Not Letting Go
A user of Tai Chi Quan learns not to release any advantage he may have over his enemy. Pushes and Throws may be circular using the practitioner as a fulcrum. If you are on the Inside and take an action that would normally push your opponent Outside (Push, Throw) you may choose instead to stay on the Inside. Damage is still calculated as if the opponent had been moved the number of paces dictated by the Push or Throw roll,.

Ob 4 Know The Body
In order to better understand his opponents the practitioner of Tai Chi Quan learns of weak points he may exploit: Joings, Pressure Points, Arteries, Nerve Clusters, Accupoints, and Ki Meridians. Anatomy now FoRKs with Tai Chi Quan and Tai Chi Quan now FoRKs with Anatomy, Field Dressing, and Surgery.

Ob 4 Borrow His Strength
Tai Chi Quan teaches the practitioner to use his opponent's strength instead of his own. You may use your opponent's Power to determine your unarmed IMS for Defensive actions

Ob 5 Attract Into Emptiness
The practitioner of Tai Chi Quan is taught to draw his opponent into a disadvantageous position. Any extra successes on any Defensive action (including Avoid) may be treated as successes on a Get Inside attempt. Your opponent may still roll his Natural Defenses.

Ob 5 Long Energy
The Tai Chi Quan practitioner learns how to push with all of their power in a single explosive instant. You may now script a Great Pushneu, each extra success pushes your opponent back two paces instead of one.

Ob 6 Follow Hhis Posture
The Tai Chi Quan practitioner has learned to feel the flow and intention of his enemy. If you are on the inside and your opponent tries to get outside you get to roll your Tai Chi Quan skill as a Natural Defense. The difference in the two rolls changes the amount that you are inside by.

Ob 6 Short Energy
The student of Tai Chi Quan learns to gather and direct all of their power into a single, explostive strike. You may now Great Strike unarmed. In addition both Strike and Great Strike are Neutral actions for you unarmed.

Ob 7 Cold Energy
The practitioner of Tai Chi Quan has learned to Strike totally without warning giving his opponent no chance to defend himself. You may now script Lightning Strikeagg. A Lightning Strike must be Set before it can be used.if it is the first scripted action in a Volley it follows the standard Lightning Strike rules. If the Lightning Strike is unsuccessful then you must spend two actions recovering (Hesitating).

Ob 8 Striking Accupoints
A true master of Tai Chi Quan has learned to utilize his knowledge intimate knowledge of the body to strike the Arteries, Nerve Clusters, Accupoints, and Ki Meridians. Any time an unarmed Strike deals damage to an opponent, regardless of the amount, they also suffer a -1D penalty as if they had been locked. This penalty is cumulative across multiple strikes. The penalties from Accupoint Strikes heal as if they were Superficial Wounds.

Ob 9 Intercepting Energy
Those who master Tai Chi Quan have learned to redirect projectiles in the same way they redirect incoming strikes. You may now script Redirectdef against incoming projectiles. Split dice between defending and redirecting, the redirect only works if you successfully defend yourself. You may target whoever you want with the redirect with these limits: Bows and Crossbows may be redirected up to 90 degrees (which generates a 180 degree arc), thrown weapons may be redirected however you wish, redirecting bullets from gunpowder weapons is done at Double Obstacle Penalty.


-----ORIGINAL POST FOLLOWS-----

I just finished writing up the moves list for Tai Chi Quan. I have yet to finalize Obstacles or even the moves themselves, i wanted to get some input into this so i would know if anything seems broken or if it could be restructured... Thanks in advance for the feedback.

Bu Ding (Not resisting) - A practitioner of Tai Chi Quan learns to take advantage of his enemie's momentum and to use it against him. Counter-Push and Counter-Lock may be used.

Bu Tiu (Not letting go) - A user of Tai Chi Quan learns not to release any advantage he may have over his enemy. Pushes and Throws are circular using the practitioner as a fulcrum. If you are on the inside and take an action that would normally push your opponent Outside (Push, Throw) you may choose instead to stay on the inside.

Sui Ren Zhi Shi (Follow his posture) - The Tai Chi Quan practitioner has learned to feel the flow and intention of his enemy. If you are on the inside you may rescript actions in the middle of a Volley in response to an attack made against you. All the standard penalties apply, the only differences is that you can rescript after information is revealed.

Jie Ren Zhi Li (Borrow his strength) - Tai Chi Quan teaches the practitioner to use his opponent's strength instead of his own. You may use your opponent's Power to determine your unarmed IMS for Defensive actions

Yin Jing Ru Kong (Attract into emptiness) - The practitioner of Tai Chi Quan is taught to draw his opponent into a disadvantageous position. Any successful Defensive action (Including Avoid) against an opponent gets you Inside with that opponent if you so choose

Chang Jing (Long Energy) - The Tai Chi Quan practitioner learns how to push with all of their power in a single explosive instant. Great Push, each extra success pushes your opponent back two paces instead of one.

Duan Jing (Short Energy) - The student of Tai Chi Quan learns to gather and direct all of their power into a single strike. You may now Great Strike unarmed

Leng Jing (Cold Energy) - The practitioner of Tai Chi Quan has learned to Strike from any position without warning. Strike and Great Strike are now Neutral actions for you

Jie Jing (Intercepting Energy) - Those who master Tai Chi Quan have learned to redirect projectiles in the same way they redirect incoming strikes. You may now script Block against incoming projectiles. If successful you may choose to catch the projectile or to redirect the attack. The number of extra successes on you Block are treated as successes on any attack you make. Bows and Crossbows may be redirected up to 60 degrees, thrown weapons may be redirected however you wish, you may not redirect bullets from gunpowder weapons.

Bi Xue (Striking Accupoints) - A true master or Tai Chi Quan has learned the weak points of the body: Arteries, Nerve Clusters, Accupoints, and Ki Meridians. Anatomy now Forks into Tai Chi Quan and Tai Chi Quan now forks into Anatomy and all Healing Skills. The practitioner of Tai Chi Quan may utilize this knowledge in his attacks. Any time you successfully Strike an opponent, regardless of the damage you deal they take a -1D penalty as if they had been locked. This penalty is cumulative accross multiple strikes and heals at the rate of a Superficial Wound.


I think the Obstacles will range from 1 to 9...

Thomas

luke
04-22-2004, 09:57 PM
i am crying, weeping, with joy.

I hope you see the similarities to TCQ and our Kimdo (which is our homebrew mix of Aikido and TCQ).

Anyway, I would reprioritize some of the moves. TCQ is notoriously difficult to master, so...

Bu Qing Ob 2

Bu Tiu Ob 3

Sui Ren Zhi Shi Ob 7 (at least, very powerful)

Jie Ren Zhi Li Ob Ob 4 (farking brilliant rules tweak, BTW)

Chang Jing Ob 6

Duan Jing Ob 4 (good mechanic, not so powerful)

Leng Jing Ob 5 (good mechanic, should require complete mastery)

Jie Jing Ob 9 Jet Li catches a bullet and redirects it in Once Upon a Time in China, so we should include it! There should be some penalty, say done at half dice? Or how about a +4 Ob penalty? that seems best. As for the basic Jie Jing, I would force players to divide successes between Block and Redirect. Otherwise it gets abusive.

Bi Xue I would divide into two moves. The first manifestation would allow the FoRKs at Ob 4. The second manifestation would allow the additional locking dice at Ob 8. I farking LOVE this mechanic.


This is going in the annual.
-Luke

LordSmerf
04-22-2004, 11:57 PM
I did notice a lot of similarities, i was trying to do something very different here... One thing that i wanted that i couldn't write a good mechanic for is something that makes it more difficult to get back Outside once a TCQer gets inside. I was messing with some sort of opposed Perception test. The big problem is that i want something that doesn't require any extra rolls. What i had, but decided was too cumbersome was: if you are Inside and your opponent Avoids, he must get a number of successes equal to your Perception to get back Outside. He may still Avoid an attack without beating your Perception, but he can not get outside.

Thomas

luke
04-23-2004, 12:23 AM
ech.

how about: extra successes from Get Inside count like "Lock dice" for the purposes of an opponent trying to get away from the TCQer. The Get Inside action may be reapplied on the Inside to further bolster those successes.

So if the TCQer wins by one success, his opponent needs to Avoid with one success to get away. If the TCQer performs another Get Inside while on the inside he can add his additional successes to the base "Inside dice" above. Inside dice never hinder an opponent, they simply prevent him from getting away -- if he sprints, for example, he either gets dragged in circles or simply takes the TCQer with him.

whaddya think?

LordSmerf
04-23-2004, 12:44 AM
I like that better than Perception, but i don't like having to track extra numbers...

Thomas

luke
04-23-2004, 01:04 AM
No different than having to keep track of a Lock.

Personally, I see why you want this, but such an ability is really just a sop for a novice BW player. Any BW scripter worth half a volley is going to be able to use these abilities to kick serious arse.


-L

LordSmerf
04-23-2004, 01:58 AM
Good point, it also seems to me that Leng Jing is pretty dang powerful to me since it allows you to Strike from Defensive Stance without taking a die penalty. I'm also not entirely sure about the current rules for Sui Ren Zhi Shi, it feels a little clunky... I'm still working up a list of starting abilities...

I also agree about Bi Xue, it really felt like two abilities as i posted it...

I've got a couple more Martial Arts kicking around in the back of my head, more on those as i get them written up, but i'll finish TCQ first...

Thomas

Mad Hatter
04-23-2004, 02:22 PM
Thomas,

This is totally sweet. I am really impressed. I can't wait to see more styles.

LordSmerf
04-24-2004, 04:59 PM
So i was thinking about your implementation of "Making it hard to Get Outside again" when i ran into the following question:

First, am i right in thinking that an Avoid is also a Get Outside, if you avoid on the inside and are successful you end up on the outside. If i'm wrong about this, my qyestion is moot.

Anyway, the question is: Assume that i have already gotten inside on you with a bonus of +3 dice (according to your suggestion). I script a strike with two successes, you script an Avoid with 4 successes do we count your 4 twice or reduce the four by 2 and then compare the 2 to the 3 die penalty? I think the latter is the case, but i'm curious to hear your reaction...

Thomas

luke
04-24-2004, 05:15 PM
Avoid should count against everything happening on that action equally.

If you're Inside by 3 successes and Strike me with 2 successes (two separate things), and I roll 4 successes on the Avoid I duck outside and dodge your blows.

-Luke

LordSmerf
04-27-2004, 04:06 PM
So, i was reading through the Burnig Wheel combat maneubers again in preperation for finalizing TCQ and doing up a couple more Martial Arts when i ran into the Get Outside maneuver. It appears that it already requires successes equal to the margin of the Get Inside maneuver to escape. Since i want the TCQer to be even harder to escape from and since i don't really like the current mechanic for Sui Ren Zhi Shi i'm thinking of changing it to the following:

On any successful Get Inside maneuver each extra successes counts as two successes for the purpose of determining the Obstacle to get back Outside.

Once i get a feeling for everyone's opinion on this change i'll do one last once over to see if any maneuvers need to be added (suggestions are of course welcome) and then work up the final moves list with Obstacles...

Oh yeah, here's what i'm thinking for the basic Moves that all practitioners get:

No Aggressive Stance

You may script Change Stance: Defensive in Tandem with any Defensive Maneuver (meaning that the Stance Change counts as that Maneuver instead of as Block, as per standard rules the bonus dice from the Stance do not apply until the next action)

I'm looking for suggestions and comments... Thanks for all the input from Luke already, anyone else got anything to say?

Thomas

luke
04-27-2004, 10:30 PM
Ah yes, I forgot to mention that technically the Get Inside successes still apply. Unfortunately, I think that rule falls by the wayside in most games. I was hoping to give it new life by installing it as a feature of TCQ.

Double successes is powerful. That's something to be play tested.

How about a natural defenses test by the TCQer to stay Inside?

-L

LordSmerf
04-27-2004, 10:55 PM
Revitalizing it is something i definately approve of. The problem is, some people may use the rules so i don't want to duplicate that. However, you're right about double successes, it's incredibly powerful and probably too powerful... I really like the idea of having a Natural Defense roll, i generally try to avoid rolling twice in one Volley, it just seems kind of weird to roll a Strike, have your opponent roll an Avoid and then roll a Natural Defense to see if he gets outside...

Howerver, i'll probably playtest with the Natural Defenses since it seems the most elegant....

EDIT: Here's an idea, any time you try to Get Outside and the Natural Defenses win then the difference is added to the standing difficulty. Essentially, if you try to escape but fail you only make things worse on yourself. Does that seem too powerful?

Thomas

LordSmerf
04-28-2004, 11:16 AM
So i've thought about it some, and i want to play test the double success thing... Mainly because a simple Natural Defenses roll against Get Outside actions doesn't highlight the fact that there's already a penalty to Get Outside. Double successes seems to say "this is double because there's already a basic version..."

I'll go ahead and tentatively use Double Successes until it seems horribly broken...

Oh, and i'm pretty sure that the rescripting stuff is gone, it just seemed a little too clunky.

EDIT: Oh yeah, and do you really consider (and has it been your experience that) Great Push to be that powerful (Ob 6, Ob 5 for Kimdo)? The reason i ask is that in Tai Chi you learn Long Energy, Short Energy, (and if you are really good) Cold Energy in that order. Each technique builds on the other... I may just have to increase the power of Short and Cold since Long is definately a Great Push...

Thomas

LordSmerf
05-11-2004, 01:19 AM
Ok. There hasn't been extensive playtesting, but i have managed to get what i believe are a playtestable set of rules on the table for Tai Chi Quan. As always, feedback is appreciated.. Also note, i will be editing the first post whenever i revise the rules. Whatever the current rules are will be in post one of this thread for easy references... Anyway here's the new stuff:

Tai Chi Quan
Most unarmed martial arts are categorized as either "Hard" or as "Soft". The basic difference is the focus of training. Hard Styles (such as Tai Kwon Do and Karate) focus on the body of the practitioner: honing anatomical weapons (strenthening fists by breaking boards and such) and mastering attacks against targets. Soft styles focus very heavily on anticipation and redirection. Anatomical weapon training is almost non-existant, and training without a human partner is almost unheard of. (unless you are alone practicing basic forms). The two styles are very nicely illustrated in The Burning Wheel with Tae Poong Do (clearly Hard, very reminiscent of Tae Kwon Do) and Kimdo (clearly Soft, some weird love chiled of Akido and Tai Chi Quan). I thought that Tai Chi was cool enough to write up, so i did. Some moves are similar to (or even identical to - *cough* Great Push *cough*) to the Burning Wheel's Kimdo rules. Oh, and one final note: this ruleset was developed to roughly analog Yang-style Tai Chi. Though the Yang style is the most widely known and practiced version of Tai Chi it is by no means the only school...

Basic Skills
Practitioners of Tai Chi Quan may not use Aggressive Stance

You may script Change Stance: Defensive in Tandem with any Defensive Maneuver (meaning that the Stance Change counts as that Maneuver instead of as Block, as per standard rules the bonus dice from the Stance do not apply until the next action).

A pracitioner of Tai Chi Quan uses their Skill for Push, Throw, Lock, Get Inside, and for all Defensive Maneuvers.


SPecial Moves/Abilities
Ob 2 – Not Resisting
A practitioner of Tai Chi Quan learns to take advantage of his enemie's momentum and to use it against him. Counter-Pushdef, Counter-Throwdef , and Counter-Lockdef may be scripted. For any of these you must decide how many dice you are defending with and how many dice you are using to execute your counter.

Ob 3 Not Letting Go
A user of Tai Chi Quan learns not to release any advantage he may have over his enemy. Pushes and Throws may be circular using the practitioner as a fulcrum. If you are on the Inside and take an action that would normally push your opponent Outside (Push, Throw) you may choose instead to stay on the Inside. Damage is still calculated as if the opponent had been moved the number of paces dictated by the Push or Throw roll,.

Ob 4 Know The Body
In order to better understand his opponents the practitioner of Tai Chi Quan learns of weak points he may exploit: Joings, Pressure Points, Arteries, Nerve Clusters, Accupoints, and Ki Meridians. Anatomy now FoRKs with Tai Chi Quan and Tai Chi Quan now FoRKs with Anatomy, Field Dressing, and Surgery.

Ob 4 Borrow His Strength
Tai Chi Quan teaches the practitioner to use his opponent's strength instead of his own. You may use your opponent's Power to determine your unarmed IMS for Defensive actions

Ob 5 Attract Into Emptiness
The practitioner of Tai Chi Quan is taught to draw his opponent into a disadvantageous position. Any extra successes on any Defensive action (including Avoid) may be treated as successes on a Get Inside attempt. Your opponent may still roll his Natural Defenses.

Ob 5 Long Energy
The Tai Chi Quan practitioner learns how to push with all of their power in a single explosive instant. You may now script a Great Pushneu, each extra success pushes your opponent back two paces instead of one.

Ob 6 Follow Hhis Posture
The Tai Chi Quan practitioner has learned to feel the flow and intention of his enemy. If you are on the inside and your opponent tries to get outside you get to roll your Tai Chi Quan skill as a Natural Defense. The difference in the two rolls changes the amount that you are inside by.

Ob 6 Short Energy
The student of Tai Chi Quan learns to gather and direct all of their power into a single, explostive strike. You may now Great Strike unarmed. In addition both Strike and Great Strike are Neutral actions for you unarmed.

Ob 7 Cold Energy
The practitioner of Tai Chi Quan has learned to Strike totally without warning giving his opponent no chance to defend himself. You may now script Lightning Strikeagg. A Lightning Strike must be Set before it can be used.if it is the first scripted action in a Volley it follows the standard Lightning Strike rules. If the Lightning Strike is unsuccessful then you must spend two actions recovering (Hesitating).

Ob 8 Striking Accupoints
A true master of Tai Chi Quan has learned to utilize his knowledge intimate knowledge of the body to strike the Arteries, Nerve Clusters, Accupoints, and Ki Meridians. Any time an unarmed Strike deals damage to an opponent, regardless of the amount, they also suffer a -1D penalty as if they had been locked. This penalty is cumulative across multiple strikes. The penalties from Accupoint Strikes heal as if they were Superficial Wounds.

Ob 9 Intercepting Energy
Those who master Tai Chi Quan have learned to redirect projectiles in the same way they redirect incoming strikes. You may now script Redirectdef against incoming projectiles. Split dice between defending and redirecting, the redirect only works if you successfully defend yourself. You may target whoever you want with the redirect with these limits: Bows and Crossbows may be redirected up to 90 degrees (which generates a 180 degree arc), thrown weapons may be redirected however you wish, redirecting bullets from gunpowder weapons is done at Double Obstacle Penalty.


There it is...Quick designer's note: I made Lightning Strike and Aggressivbe move so that a Tai Chi Quan use may never get bonus dice on it, and will quite often roll only half dice for being out of stance.

Please, let me know what you think.

Thomas

LordSmerf
03-15-2005, 01:27 PM
I figured I might as well get all my Martial Arts updated for the new Fight! rules as much as I could. Tai Chi changed quite a bit since so much of it depended on the old Get Inside rules... I'm not sure if it's as good as it was and I would love some feedback on it.

Thomas