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Message no. 1
From: Steve Menard <menars@***.UMONTREAL.CA>
Subject: Martial Arts Specialization
Date: Wed, 29 Mar 1995 09:08:16 -0500
I have a question for all the GM<s out there :

On page 70 of SRII rulebook(hardcover edition) they mention the possibilities of
martial arts
concentration and specialization. Does anybody use them? I'd like to, but not knowing
enough about the specific
styles, I am at a loss to find when they would apply and when not. I mean, take Karate
concentration with a spec.
with hand strikes. When will a character be unable to use his hands? Unless characters get
mangled a lot, almost
never, which to my understanding is contrary to spec. right?

Anyway, if someone uses Martial Arts in their game, I'd like to know how, as well
as some useful examples.

Steve
menars@***.umontreal.ca
Message no. 2
From: Insomnia <insomnia@*******.CORE.BINGHAMTON.EDU>
Subject: Re: Martial Arts Specialization
Date: Wed, 29 Mar 1995 11:22:44 -0500
On Wed, 29 Mar 1995, Steve Menard wrote:

> I have a question for all the GM<s out there :
>
> On page 70 of SRII rulebook(hardcover edition) they mention the possibilities
of martial arts
> concentration and specialization. Does anybody use them? I'd like to, but not knowing
enough about the specific
> styles, I am at a loss to find when they would apply and when not. I mean, take
Karate concentration with a spec.
> with hand strikes. When will a character be unable to use his hands? Unless
characters get mangled a lot, almost
> never, which to my understanding is contrary to spec. right?
>
> Anyway, if someone uses Martial Arts in their game, I'd like to know how, as
well as some useful examples.

I'm currently working on a system for this, and unarmed combat. I'm not
done yet. When I'm finished, I plan to post it to this list.

--Insomnia

--Sleep is for the weak!
Message no. 3
From: Tim Serpas <wretch@**.COM>
Subject: Re: Martial Arts Specialization
Date: Wed, 29 Mar 1995 13:59:10 -0600
On Wed, 29 Mar 1995, Steve Menard wrote:

> I have a question for all the GM<s out there :
>
> styles, I am at a loss to find when they would apply and when not. I mean,
take Karate concentration with a spec.
> with hand strikes. When will a character be unable to use his hands? Unless
characters get mangled a lot, almost
> never, which to my understanding is contrary to spec. right?
>

This one's easy, and it happened to me during NAN I. Hand cuffs.
We woke up hand cuffed in a hotel room, but my phys ad and the NPC phys ad
were still able to whup ass on most of the guards. Ned BOOM BOOM Buttafuoco
(our merc) did surprisingly well head butting the mage!

Anohter instance of losing the benifits of concentration/specializeation was
when our current phys ad was turned into a Lion last Saturday.

Hope this helps!
Tim Serpas, II Dan
wretch@**.com
Geek Code v.2: GS d- H++>+++ s:- !g p1 auVW a- w+ v+ C+(++++) U P? !L !3
E---- N++ K++ W M- !V -po+ Y+>++ t+ !5 j+>$ R+ G''
tv+>! b+>++ D+ B-- e++>-- u+ h- f+>* r n+ y+
Message no. 4
From: Andrew <wadycki@********.UIUC.EDU>
Subject: Re: Martial Arts Specialization
Date: Wed, 29 Mar 1995 14:30:43 -0600
On Wed, 29 Mar 1995, Steve Menard wrote:

> I have a question for all the GM<s out there :
>
> On page 70 of SRII rulebook(hardcover edition) they mention the possibil
> ities of martial arts
> concentration and specialization. Does anybody use them? I'd like to, but not kn
> owing enough about the specific
> styles, I am at a loss to find when they would apply and when not. I mean, take
> Karate concentration with a spec.
> with hand strikes. When will a character be unable to use his hands? Unless char
> acters get mangled a lot, almost
> never, which to my understanding is contrary to spec. right?
>
> Anyway, if someone uses Martial Arts in their game, I'd like to know how
> , as well as some useful examples.

In my games we use it all the time, but I, and many of my players, have
an exstensive knowledge of martial arts. Some of the reason why you
couldn't use a martial art at a point in time, are: space around you is
too small, your hands could have a gun (and therefore can't be used in
the karate way), if the range is wrong (seems odd, but perhaps the style
is close range or far range, and the attacker is the other), what you
want to do is against the styles teachings (many of the defensive arts
don't teach you really to attack, perhaps you want to jump down and hit a
guy the art doesn't teach you a strike that you can use in the way).
All in all, it really doesn't come up that much, but it is possible, it
is just a little bit more realistic brawl system, that FASA is trying to
keep from being abusable.

-Andrew
Message no. 5
From: Keith Johnson <jrsnyder@********.WISC.EDU>
Subject: Re: Martial Arts Specialization
Date: Wed, 29 Mar 1995 19:09:17 -0600
Steve writes:

[stuff about martial arts specialization]

It also say that you should only do this if you
and your players are familiar with the affects
of the different styles.

Since you're not, don't.

We allow specializations if the player knows
about the art. My character specializes in the
art that I know (Koppo-jitsu) and another
player has a Shotokan Karate specialist Sammie.

It runs well ONLY because we know BOTH the
art we each study and can describe it AND because
we know the rules well.

Sorry it's not the answer you wanted. Maybe the
gurus (unofficial) will have a better answer.

Keith
Message no. 6
From: Damion Milliken <adm82@***.EDU.AU>
Subject: Re: Martial Arts Specialization
Date: Fri, 31 Mar 1995 00:14:19 +1000
Steve Menard writes:

> I am at a loss to find when they would apply and when not. I mean, take
> Karate concentration with a spec. with hand strikes. When will a character
> be unable to use his hands? Unless characters get mangled a lot, almost
> never, which to my understanding is contrary to spec. right?

Well, howabout if the person with the skills: Unarmed Combat 1
Karate 3
Hand Chops 5
gets attacked by the troll with Unmarmed Combat 1
Brawling 3
Head Butts 5
then the troll would use his headbutting skill ('cause its' his highest and
by far his coolest), and since the PC would not be skilled in the
headbutting side of the brawling concentration, he'd have to use general
Unarmed Combat to resist. A big bummer with a skill of one. Same when he
attacks the troll. However, if he had a general Unarmed Combat of 5, then
when he attacked the troll he could use any type of atack he liked (such as
the Left-Handed Mohican's Bee-Keepers little pinky poke), except the
headbutt, and the troll would be forced to defeault to his general Unarmed
Combat. And when the troll attacked him with the headbutt, then he'd be able
to resist with full dice, since he has ability in that particular method
(represented by his general skill). That's the way I'd run it anyway -
specialisations have to have a drawback somewhere.

--
Damion Milliken Nominee for the title of _Shadowrun Guru_ adm82@***.edu.au

(GEEK CODE 2.1) GE -d+@ H s++:-- !g p0 !au a19 w+ v(?) C++ US++>+++ P+ L !3
E? N K- W M@ !V po@ Y+ t+ 5 !j R+(++) G(+)('''') !tv(--@)
b++ D B? e+$ u@ h* f+ !r n----(--)@ !y+
Message no. 7
From: Brother Equine <equine@********.NET>
Subject: Re: Martial Arts Specialization
Date: Thu, 30 Mar 1995 09:28:00 CST
> Anyway, if someone uses Martial Arts in their game, I'd like to
know how, as well as some useful examples.
>

I think someone on my BBS sent a text file on Martial Arts. I can try and=

find it and send it to you if you would like.

Message no. 8
From: Scott Taylor Spencer <sts100z@********.CC.ODU.EDU>
Subject: Martial Arts specialization
Date: Thu, 30 Mar 1995 11:42:12 -0500
I have been watching this discussion on Martial Arts spec. in SRII and
would like to add my 2 sense worth. I for one do not get as particular
as you guys. The way I run things is you take the general skill Unarmed
Combat concentrate in Martial Arts and Specialize in A Form I.e. Aikido.
This seems to work. As far as actually describing what happens, I guess
it helps that I am training in Aikido. But in all seriousness use you
imagination. Basic moves include high and low punch, roundhouse kick,
cressent Kick, spinning kick, etc. if you are really desperete check out
the martial arts bulliten board.
Angus Blackwatch
sts100z@********.cc.odu.edu
Message no. 9
From: Marc A Renouf <jormung@*****.UMICH.EDU>
Subject: Re: Martial Arts Specialization
Date: Thu, 30 Mar 1995 13:51:44 -0500
On Wed, 29 Mar 1995, Steve Menard wrote:

> Anyway, if someone uses Martial Arts in their game, I'd like
> to know how, as well as some useful examples.

Style of Martial Art becomes the concentration, specific
technique becomes the specialization. Some examples...

1. Unarmed Combat/Jujutsu/Killing or Crippling Strikes. When trying to
inflict physical damage (a +4 modifier), the specialization is used.
When simply pummeling the foe, use the concentration.

2. Unarmed Combat/Aikido/Weapon Redirection. A called shot during a
counterattack allows the martial artist to do damage to the attacker
using his own weapon's damage code (nasty when attacked with a sword).
When executing this technique, use the specialization. All other combat
uses general/concentration as appropriate.

3. Unarmed Combat/Tai Chi Chuan/Dodging. When evading damage, the
martial artist can throw his entire combat pool in with his skill. If
the defender gets more successes in this manner, the blow is a clean miss
as per the full defense rules in SRII. Other combat applications use the
general/concentration as appropriate.

4. Unarmed Combat/Wrestling/Immobility Holds. Pretty straightforward.
When trying to hold someone (as per the restraint rules), use the
specialization. When executing that picture-perfect pile-driver or suplex,
use the concentration.

5. Unarmed Combat/Brawling/Sucker-Punching. When the character has
surprise, use the specialization. In all other instances, use the
general/concentration as appropriate.

6. Unarmed Combat/Brawling/Weapon Control. A called shot allows the
martial artist to gain control of the opponent's weapon. This includes
firearms. Note that once the weapon is controlled, its efficient use is
governed by a different skill. Note that this also allows only control,
not possession. To get posession, there must be a successful hit followed
by an opposed Strength test. This skill is good for the Steven
Seagal-type "grab-the-guy's-arm-spin-him-around-and-shoot-his-friend"
type of attack, however. Or even the
"grab-the-arm-put-the-gun-in-stomach-and-pull-the-trigger" method.

How about...

7. Armed Combat/Clubs/Improvised Weapons. Handy botles, chair legs,
broken pool cues, and tire irons use the specialization. All other
weapons use the general/concentration as appropriate.

8. Armed Combat/Edged Weapons/Improvised Weapons. Broken bottles, sharp
chunks of metal, handy bits of shrapnel, glass, or wire use the
specialization. All else as apropriate.

As you can see, the list goes on and on. Also note that there is
more than one way to get to a specific technique. It's really just a
matter of style. But then again, what else is there?

Marc
Message no. 10
From: Brent Fisher <tsmu@*****.LSA.UMICH.EDU>
Subject: Re: Martial Arts Specialization
Date: Sat, 1 Apr 1995 05:02:48 -0500
In response to Steve Menard:

I play a Phys-Ad that has a concentration in Martial Arts along with a
specialization in Choi Li Fut. The way my GM decided to run this is
that he pretty much made up his own rules for unarmed combat. I think
that he did borrow a little bit from NAGEE though. If you are interested
in the text you can e-mail me for a copy or if enough people are
interested I can post it if my GM doesn't mind.


Brent Fisher.
e-mail: tsmu@*****.lsa.umich.edu

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