Taekwon-Do - A style for Street Fighter
A style for Street Fighter: The Storytelling Game
Taekwon-Do
by Jens-Arthur Leirbakk

History: 

Taekwon-Do's roots are, historically speaking, in ancient Korea. More specifically, Taekwon-Do comes from the three ancient Korean kingdoms of Paekche, Kogoryo and Silla. In all of these three kingdoms different martial art forms were practiced - Taek Kyon, which was a form of primitiv boxing and wrestling, and Hwarang-Do, which was a more comprehensive style of fighting. Taekwon-Do got its name after these two martial arts - freely translated Taekwon-Do literally means "the art of hand- and foot-fighting".

Ranking system: 

The more common ranking system used by Taekwon-Do practitioners, use the following progression: white, yellow, green, blue, red, black. Between each whole-colored belt there is a half-colored belt that also is a rank, i.e. white with yellow stripe, yellow, yellow with green stripe and so on.

Philosophy: 

Taekwon-Do is put together in order to cover the widest possible spectrum of techniques, so that a practitioner of the martial art ideally cannot be put in a situation where the practitioner does not have any relevant techniques. Even so, Taekwon-Do is nevertheless best known for its plentiful, diverse and sometimes areal, but always spectacular kicks. Taekwon-Do is almost as known for its powerful shouts in combat, made to stun and confuse the opponent.

This is not an attempt to make a deep simulation of Taekwon-Do or its many different forms - this is primarily a try to make a Street Fighter-compatible style useful to at least capture the flavor of Taekwon-Do.

Initial Willpower:4
Initial Chi: 3

Changes in maneuvers: 

Displacement: In place of a quick punch, a Taekwon-Do practitioner will use a quick kick. The damage of the maneuver will therefore be calculated from Kick technique instead of Punch technique. Otherwise, this Special Maneuver is not altered.

New maneuvers: 

Kiap:
Prerequisites: Punch ll, Kick ll, Focus ll
Power Points: Shotokan Karate, Tae Kwon Do 3; Wu Shu, Kung Fu 4; Any 5

The Taekwon-Do practitioner make a short, powerful cry as she is unleashing the technique to focus the chi in the technique better, thereby giving the technique more power. This maneuver can be used together with any kick or punch basic maneuver, in a manner akin to the flaming fist Special Maneuver (Player's Guide).

Flying Side Kick:
Prerequisites: Kick llll, Athletics llll, Jumping Side Kick
Power Points: Tae Kwon Do 4

The practitioner must be able to at least run two hexes in a given direction to gain speed, so that the practitioner can jump into the air, and attack the opponent with a powerful kick. This is an Aerial maneuver.

The opponent will, if the maneuver inflicts any damage, be subject to a Knockdown. The attack must be along a straight hex line, as per for instance the Cartwheel Kick. This technique, which is incredibly powerful, is more or less a certain mark that the martial artist is an accomplished Taekwon-Do practitioner.

Jumping Side Kick:
Prerequisites: Kick lll, Athletics ll, Jump
Power Points: Tae Kwon Do, Wu Shu 2; Kung Fu, Shotokan Karate 3; Any 4

A less destructive technique than the flying side kick, but still a powerful kick. This is also a relatively common kick among "classic" martial arts, but is not seen among newer or some of the more exotic styles (Capoeira, Special Forces, Kabaddi and so on). The practitioner jumps into the air, and delivers a powerful kick against the head or chest of the opponent. This is an Aerial maneuver.

Schools: 

It isn't very difficult to find a school in Taekwon-Do. Actually, this is a rather common form of martial arts, and few cities are without their own dojang. There is a certain amount of rivalry between the various schools, and even moreso between the various Taekwon-Do Federations, something which is rather typical between different styles of the same core martial art.

There are good dojangs (places where Taekwon-Do is taught, like a dojo but with a Korean word) in Korea, where the martial art originated, but there are excellent dojangs in places like Trondheim, Norway and Glasgow, Scotland. A good dojang in for instance Los Angeles is the dojang of Master Pak (fictional, detailed below), but this one is usually closed to novices.

Master Pak Sung Hee, a Tae Kwon Do Master 

As it is more or less tradition to introduce a new NPC of World Warrior quality with each new style, I have tried to make a sabumnim (sensei) for Taekwon-Do. His name is (Master) Pak, and though not qualifying for Master title as per the books, he's pretty darn tough.

Master Pak was born in Pyongjang (Korea) 56 years ago, and is still not dead according to himself. He is a small Korean which time hasn't been gracious with - he looks as if he is positively ancient. He is usually clad in a formal dobok (pajamas) with a black belt (of course). This uniform has seen a lot of wear and tear, and is threadbare at the edges, but Master Pak nevertheless insists to wear it.

Master Pak has trained Taekwon-Do in many years now, and is generally regarded as a true master of the style. He will only accept personal students now, as he feels he is getting too old to teach regular classes. He is a phlegmatic man, and is a great lover of the ancient Japanese art of haiku. He has been a great many times to Japan to study it.

In Japan he came in touch with other martial arts, and has taken some elements from those martial arts into the form of Taekwon-Do he is teaching. Unusual among these new elements are classes in Kendo (swordfighting) for his more advanced students.

Name Master Pak Sung HeeStyle Taekwon-Do Team None
Player NPCSchool Pak's Dojang in Los AngelesConcept Master
Chronicle N/AStableNoneSignature Sighs and shakes head
Attributes
 Strength lll Dexterity lllll  Stamina llll
 Charisma lll Manipulation  lll Appearance ll
 Perception lllll Intelligence  lll Wits lllll
AbilitiesBackgrounds
 Alertness lllll Allies llll
 Intimidation lll Arena ll
 Insight lllll Fame l
 Blind Fighting lll Resources lll
 Leadership llll
 Stealth lllTechniques
 Survival llll Punch llll
 Arena (Traditional) llll Kick lllll l
 Medicine llll Block llll
 Mysteries lllll Grab lll
 Style Lore lllll Athletics lllll
 Instruction lllll Focus llll
 Kendo lllll  
 Haiku lll
  Glory lll  Honor lllll ll
  Willpower  lllll lllll  Chi lllll lll
  Health  lllll lllll llll

Type Speed  Damage   Move Notes
 Jab765 
 Strong Punch58 5 
 Fierce Punch410 5 
 Short Kick69 5 
 Forward Kick511 5 
 Roundhouse Kick3134 
 Grab561 
 Block9-- +4 Soak
 Movement8- 8 
 Jump8- 5 Aerial
 Knife Hand Strike664 Unless blocking, only half Stamina
 Spinning Backfist5 96 
 Ax Kick413 4 Hits Crouching; must land in hex
 Double Dread Kick38/136 1 Willpower
 Double Hit Kick384 Two damage tests
 Flying Thrust Kick5154 1 Willpower
 Foot Sweep3123 Crouching; KD on opponent
 Lightning Leg310- Three damage tests
 Reverse Frontal Kick4124 
 Scissor Kick5129 1 Willpower, two damage tests
 Maka Wara--- 5 dice in damage test
 Disengage6-3 May break SH; Dex instead of Str
 Sleeper481 1 Willpower first turn
 Displacement786 1 Willpower
 Drunken Monkey Roll8-7 Crouching maneuver
 Flying Side Kick5159 2 Willpower
 Jumping Side Kick6115 
 Balance--- +1 move to all aerial attacks
 Kiap-+2- 1 Chi;
 Stunning Shout7-3 1 Chi; Willpower vs. Willpower

Combos
  Block to Jumping Side Kick
  Block to Spinning Back Fist
  Block to Forward Kick to Kiap Jumping Roundhouse Kick (dizzy)
  Block to Sleeper
  Crouching Block to Ax Kick
  Crouching Block to Flying Thrust Kick
  Disengage to Scissor Kick
  Disengage to Kiap Jab Punch to Kiap Strong Punch (dizzy)
  Drunken Monkey Roll to Flying Side Kick
  Jumping Kiap Short Kick to Reverse Frontal Kick
  Jumping Kiap Short Kick to Jumping Side Kick (dizzy)
  Jump to Jumping Side Kick
  Kiap Jab to Kiap Forward Kick (dizzy)
  Stunning Shout to Flying Side Kick