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#1
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
I was wondering if anyone had any ideas for a martial arts system for 4th ed.
Personally I hated the maneuvers in 3rd ed. I would prefer a series of skills which would cover the general effect as opposed to each maneuver listed. I was thinking sort of an effects based game so that you would need rules for individual martial arts. (ie no Judo skill but maybe a Grappling skill) I wanted it to stay quick like the rest of the system but cover more then I punch/kick you for more damage. Any thoughts? |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 160 Joined: 14-November 03 From: MSP Metroplex Member No.: 5,822 ![]() |
Personally, as I don't have very detailed knowledge of martial arts, I'd keep it simple. I'd have the character specialize his/her unarmed combat skill, define a set of basic maneuvers (punches, kicks, blocks, throws, grappling, etc) and gain their +2 bonus to those maneuvers. It would be easy, of course, for them to simply just use their defined maneuvers all the time, but there should be times where it's not possible (like grappling vs. hand to hand combat, or only when blocking, not attacking, etc.).
Dread Polack |
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#3
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 ![]() |
It's going to have to be complicated to be useful, though. ;)
I'm horribly frustrated by Unarmed Combat (Martial Arts). I think that is the gimpiest excuse for a specialization I've ever seen. Because, seriously, when would "Martial Arts" not apply? Why not simply say "Unarmed combat is at +2 dice for 2 bp"? I tried to at least tone it down for my character, by selecting a specific art, and getting a general list of the techniques they use. However, since any decent martial art has provisions for punching, kicking, grappling and disarming, that's still effectively the same thing. I have a vague system in mind where you purchase Unarmed Combat as normal, and then each point can be used to buy two points of subsytems. Specialization would apply to one specific subsystem, like "grappling" "disarming" "close combat" "parrying" "non-lethal" "submission". That's still not great, but a bit of an improvement. In an ideal world, you would have a manuevers system in place. Honestly, unarmed combat gets the shaft in SR (which is really okay, otherwise you end up like d20 modern, where people forgo guns for fists), and it could use some punching up (ha!). The fact that it takes a complex action to make an unarmed attack suggests that they should be at least a bit more flexible than ranged, which has SA/BF/FA and the complexities therein.... |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 668 Joined: 4-September 06 Member No.: 9,304 ![]() |
Isn't Arsenal supposed to have updated rules for martial arts?
Thought I am impatient, I think I will wait for Arsenal, too laze to work on a set of rules that I may have to throw out in a month or two :) |
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#5
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Hopefully they'll clarify that the +2 specialization bonus only applies when using maneuvers specific to your chosen MA, require specialization to use MA, and all specializations in multiple MAs.
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#6
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Target ![]() Group: Members Posts: 39 Joined: 6-October 06 From: Chicago Member No.: 9,557 ![]() |
You don't really need a system. Any practical MA is going to be well rounded, maybe with a specialization in something. Just rename your unarmed skill to Muay Thai and take a specialization in kicks or elbows or whatever.
In our games we have and are continuing to add more melee options but they are not limited to any specific MA style. |
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#7
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 ![]() |
The specialisation of MA does not apply while trying to grapple an enemy or while parrying.
The first may be unimportant depending on your usage of the skill, the second is important. At least in our group, MA is used for offensive rolls and parry for defensive rolls. Might be wrong though. |
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#8
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 ![]() |
GWC: Good point. I'd feel better conceptually about having a Krav Maga skill, and a "Takedowns" specialization.
And post up your melee stuff. ;) Why wouldn't MA apply when grappling or parrying? If my martial art of choice is Krav Maga, and a large portion of Krav Maga is focused on grappling and parrying, why not? Or, say, Jeet Kun Do, which incorporates Judo (Grappling) and Kali sticks (parrying) among other things? That's the problem - a good choice of martial art will cover every aspect of unarmed except possibly "You are in a boxing match, so must box" |
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#9
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 ![]() |
In reality, it all depends. Brazilian ju-jitsu is pretty much all about grappeling. You can sort of divide martial arts styles into striking, throwing, grappeling and floor techniques. Very few (if any) styles do more than three, few do less than 1&1/2. The issue you run into is spending points on a zillion little combat skills that provide little combat utility. If people are supposed to spend real point on it it should be worth something major. I didn't think SR3s system was. It's a lot easier to learn to shoot someone than learn to fight them unarmed. Having to close to arms reach on someone is a major limitation, as, to quote Murphy's cops laws: "Bullets work on veteran cops too. They also work on weight lifters, martial arts experts, department marksmen, Narco Investigators, S.W.A.T. jocks, and others who consider themselves immortal. " |
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#10
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 ![]() |
One still can truly hope that the abomination of multiple named unarmed combat skills won't happen anymore with the way SR4 is designed.
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#11
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 ![]() |
Just because I feel like being pedantic, MA wont work while Parrying because Parying uses an armed combat skill (Blades, Clubs, Etc.). Unarmed(MA) is used for blocking.
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#12
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 ![]() |
No, Unarmed (Parrying) is a specialization that is used for blocking... Unarmed (Martial Arts) is the specialization used for attacking.
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#13
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Target ![]() Group: Members Posts: 39 Joined: 6-October 06 From: Chicago Member No.: 9,557 ![]() |
People seem to be getting confused between what the see or learn in modern MA schools and reality. If you are learning a MA with the purpose of using it on the street, you are going to learn strikes, takedowns, grappling, weapon defenses and any practical techniques available. I have studied, Judo, both Japanese and Brazillian Jiu-iutsu, Krav, Muay Thai, Aikido, Karate, Boxing, Kung Fu, Kali, Kyu-Do and a couple others. Most of these are fairly comprehensive. Fancy moves you want to do are simply the results of getting a good roll. Further more, plently of MA teach parrying and some (Aikido) specialize in it.
I would hesitate before giving any special moves or bonuses to particular styles. You might force all disciples of a style to take a specific specialization or set of skills. I will attempt to post some of our melee rules when I get home tonight. |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 10-September 06 Member No.: 9,349 ![]() |
gimme a bit and I'll post the basic Martial Arts rules from ClassicBattletech:RPG. Their skill systems are very similar, and it might be possible to adapt them across the games.
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#15
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 ![]() |
The problem is you are relying entirely on the description in the skills section. If you see p147 of the core rulebook you will see that you have three options when defending: If you have a melee weapon in hand you may Parry (React + Appropriate Weapon Skill) If you have unarmed combat skill you may Block (React + Unarmed Combat Skill) Or you may Dodge (Reaction + Dodge) So my advice is that you never take the parrying specialization of the unarmed combat skill as you can basically never use it. Because you man not use unarmed to parry. |
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#16
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
In English (i.e. not Rules speak) "Parry" and "Block" are synonyms. I think only the most anal of GMs would look at your specialization and say "you can't use your bonus parry unarmed dice to block... haha! i win!! u loose!! n00b!"
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#17
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 ![]() |
But parry and block are specifically defined in Shadowrun, and they mean different things. It is a clear example that there are more problems with the Unarmed skill than just the fact that the MA spec is too broad. The fact that the list of specializations includes something you cannot do with the skill should point to the specialization list as being a pretty useless and poorly thought out piece of fluff.
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#18
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Or it points to seperate authors using the same idea but a different word. In other words poor editing, not unuable rules. YMMV, but I'm firmly in the camp of the non-anal on this one.
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#19
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 ![]() |
You'll note that I gave fair warning that I chose to be pedantic in my first post in this thread. If you're going to bemoan the fact that I'm being pedantic you were warned:
The point is, I find it ironic that someone wants to complexify the rules of melee combat system when they don't fully understand the current rules. You want helpful advice? Okay, I'll be constructive here for a minute. Any specialty of a combat skill should relate somehow to an appropriate mechanic. I would propose a list of example specialties for unarmed as: BLOCKING (or Defending), Attacking, combat with multiple opponents, combat with a single opponent, opponets armed with blades, opponents armed with clubs, opponents with a reach advantage, opponents with a reach disadvantage. I could go on. |
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#20
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Target ![]() Group: Members Posts: 77 Joined: 5-December 04 Member No.: 6,869 ![]() |
Why would you even need a seperate system for Martial Arts? Have Unarmed Combat just simulate that. You decide what form the art takes. If it's a form that specializes in something particular take that as a specialty or as seperate skills. Jujitsu would have a specialty in Takedown, Judo in Subduing, Akido could represent a high Dodge skill.
No need for a convoluded Martial Arts system. |
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#21
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Moving Target ![]() ![]() Group: Members Posts: 174 Joined: 10-September 06 Member No.: 9,349 ![]() |
OK, below is the list of CBT:RPG Martial Arts and their subskills. I'll leave it to better SR4 Wizzards than I to determine if they can be adapted, and how so.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>> (from CBT:RPG p. 102) ...A character with the Martial Arts skill adds his skill bonus to the action check result in melee combat. For each skill bonus point in Martial Arts, the character may chose to learn one of the following maneuvers. Akido Akido Dodge Your opponen's Target Number (TN) to hit you is increased by 4, but your character cannot inflict damage this round of melee. Topple Your character's Target Number to hit is decreased by 2 and you cannot inflict damage this round. However, if you win the round of melee combat, the attacker is knocked prone. Throw A character must have a +2 Skill or better in Aikido to use this maneuver. Costs 1 Fatigue. If successful, you throw your opponent a number of meters equal to half your strength(round down) and he lands prone. Military Haymaker By taking 1 Fatigue, you may add 2d6 damage. Sweep Your TN to hit is increased by 2, but if successful your opponent is knocked prone in addidion to taking normal damage. Neck Jab Must have at least a +2 Skill bonus in Military to use this. Your TN is increased by target's Reflex attribute, plus highest Martial Arts skill bonus (if any), but if your attack succeeds, the target must make an immediate Knockout Test with a TN modifier equal tot he attack's margin of success. This attack cannot be used against a character in full-coverage armor. Tae Kwon Do Block Your opponent's damage is divided in half (round down), but you cannot inflict damage this round. Roundhouse Kick A character must have at least a +2 Skill bonus in Tae Kwon Do to use this maneuver. Costs 2 Fatigue. You may add 3d6 damage and the attack has an armor penetration value of 1. Flying Kick Costs 1 Fatigue. You can melee attack a target up to 2 meters away. If you win the round, the target must make a knockdown test. In addition, if the target was not in melee combat with you at the beginning of the round, he may not inflict damage on you even if he winds this round of combat. (From Classic Battletech: Companion p. 112-114 *cracks his knuckles*) Gung Fu Crane Crane Dodge Opponent's to-hit TN increased by 3, you cannot do damage this round Crane Wing Sweep TN increased by 2, successful attack knocks opponent prone and deals normal damage. Weapon Style Requires +2 Skill bonus, allows you to use weapons with your standard Martial Arts maneuvers from any school. Use the lower of the two for your bonus. Praying Mantis(requires +2 Skill bonus minimum) Tan Tui Kick Successful attack knocks opponent down and deals 2d6 fatigue. T'ai Chi Punch Designed to break bones, or joints if used in conjunction with Mantis Hook. Causes a serious wound to opponent if successful, but costs 2 Fatigue. Breaking Joints: After initiating Mantis Hook Grapple, attack with Punch, +2 TN for Elbow, +4TN for Shoulder, standard TN for wrist. Mantis Hook Requires a +4 skill bonus. Allows a free attack when target withdraws from the hold. Instead of attacking, player may opt to release suddenly, sending the target off-balance. Tiger(requires +2 Skill bonus minimum)(+4 penalty when fighting on slick or wet surfaces) Tiger Strikes Inflicts a serious wound, costs 2 Fatigue. Tiger Bares its Claws Fingertip strike, costs 6 Fatigue, inflicts a Critical Wound upon successful attack. Requires a +4 skill bonus. Tiger at Twilight 2 options: Block or Dodge Block - Attackers recieve +4 TN to hit, successful blockprovides free attack at +2 TN. Dodge - Player may not attack that round, recieves +5 TN to attacker's TN. Dragon (Requires Skill bonus +2) Swaying Dodge Attacker's TN to hit you is increased by 4, Player may only use Dragon Tail Sweep from this position. Dragon's Claw Same as Tiger Bares its Claws Dragon Tail Sweep Players' TN increased by 3, successful attack deals full damage and knocks target prone. Snake(+1 Skill bonus required) Viper's Tongue(requires +3 Skill Bonus) Attacks infict Grazing Wounds, but every 3 successful attacks increase the Wound Value until Critical, when target must make a Knockout Test. Cobra's Assault Successful attack forces Target to make a Stun Test or be stunned. Python's Grip (requires +2 skill bonus) Attacker makes skill check against HALF Opponent's Reflex. Succesful check places target in a hold until target can win an opposed Strength Test. Each attempt to break free increases the target's TN by 2. This attack CAN be used to make the target Black out (no rules are provided for this, however, heh) Leopard (requires +3 Skill bonus) Leopard at Dawn Same as Tiger at Twilight Leopard Bares its Claws Same as Tiger Bares its claws, but only inflics Serious Wound and only costs 4 Fatigue. Leopard Pounces on its Prey Player may run from standing position a distance of meters equalto skill bonus and make a leaping kick to knock down opponent. Successful skill check at +4 TN forces opponent to make a knockdown check and a stun check. Wing Chun (player may only choose 1 skill for every 2 levels of skill bonus) Little Imagination For every 3 skill bonus points, character gets 1 extra attack per round to a maximum of 3. Each attack will cause a minor wound to an opponent. Subsequent attacks in the same round raise damage to Critical. Each attack costs 3 Fatigue. Thrusting Fingers Same as Viper's Tongue Hands that Stick Attacker's TN to hit you increased by 3, you cannot attack this round. Wings of Dancing Same as Tiger at Twilight Weapon Style Same as Crane Weapon Style. Ninjitsu (Bujinkan) (Attribute Minimums: STR 5, DEX 5, RFL 6, INT 5, WIL 5) (Character may take 1 Maneuver per 3 Skill levels) Karma Punch Same as Viper's Tongue, but only requres 2 hits per wound level elevation. Snap Kick +4 TN, deals full damage, forces a knockdown test, and if opponent was not in melee combat, he must make a stun test. Restraint Successful attack forces target to make an immediate knockout check equal to the Character's skill bonus plus skill check to attack. Charge Move as if Sprinting and attack in same turn. +4 TN to hit, causes 1 Fatigue per turn. Grapple Successful test against half Opponent's Reflex Attribute forces target to make an opposed Strength test to break free. Failure to break free allows Character to throw target if he desires. Target then takes falling damage. Costs 1 Fatigue. Touch of Death Player may not make any attacks in the turn prior to this attack. Player may subtract skill bonus from Target Number to reflect focusing on the attack for a whole round. Successful attack to head inflicts Deadly Wound, Torso hit inflicts Serous Wound, all others inflict Minor wound. Costs 10 Fatigue. Weapons Same as Crane Weapon Style. Just for Clarification, CBT:RPG uses Wound Value instead of Physical Damage, and uses Fatigue instead of Stun Damage. So those would have to be converted over. If nothing else, this might give some ideas to how it could be handled in SR4. |
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#22
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 ![]() |
Booo, hissss, the list doesn't even cover some of the other chinese boxing styles like Taichi chuan, Bagua chuan, or Xing Yi Chuan... and just the shaolin kung fu styles? C'mon what about Lohan style? what about hapkido or... I'll quit now. I know you're just putting out a list from what btech released. I'm just being silly (and adding in arguments like in other martial arts threads). ;-)
This part is something I agree with, I like to keep it abstract and simple. One reason is many folks these days will incorporate other styles to keep it useful for fighting on the street. My karate class also incorporates Hapkido techniques for grappling, throws, and joint locks to supplement the strikes just in case the fight gets close in. The experienced fightes will incorporate different manuevers/techniques for different situations but in the end for me it's easiest to devolve it to just a skill check. |
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#23
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 ![]() |
That's an interesting point: They aren't capitalized, thus not game terms.
That is incorrect - take a closer look at the 'Full Parry' rules. |
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#24
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Lindsay has her own Martial Arts style now? :eek: |
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#25
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 ![]() |
Much like Magic in SR4, you'll have traditions that are for the most part, the same. For magic, it's the spirits you can call on to help you when the time comes. And much like to totem dice, I think MA will take a similar path. Maybe each style will choose a Style-Attribute to use for all actions. On the other hand, pehaps "Martial Arts Initiation" system with a "Rank" like magic/resonance would be another approach. MA Techniques could be learned (more or less slanted to the appropriate style) and would grant bonuses based on MA Rank. The analogy would make a Martial Artist function within a known system like Magic or Technomancers for skill/ability advancement. |
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