12 April 2013

Flipping through FolkLore

F'olkLore appeared on my radar late last week and since it bills itself as a simple fantasy RPG with only a $1 price tag I knew that I would have to take a look.

What Is It?

FolkLore is an ultralight fantasy RPG from Seth Zaloudek. It weighs in at four half pages in total. I say half pages because the author's intent is for the game to be folded into brochures and handed to each player at the table. The game features a whimsical black and white art style which is sadly limited to only the cover panel. Still, the graceful cover design carries over into the rest of the product and places it a cut above most other ultralight RPGs.

How Does It Work?

Simplicity shines in FolkLore with an easy to use dice pool mechanic acting as the backbone of the game. Players designate points into the governing attributes Body, Mind and Social and these make up the basis of every character. Whenever a conflict/challenge/test/check occurs players roll a number of d6 equal to the relevant attribute, add additional dice for player-defined character traits and equipment and then count successes. It all reminds me of Marvel Heroic Role Playing, albeit on a much smaller scale.

There are a few other neat mechanics crammed into this little game and the one I found most interesting was the gamble feature. Instead of fumbles working the way we all know and love, in FolkLore anytime a player fails a check they have the option of gambling. If they lose the gamble roll they suffer a fumble, but if they win they succeed at a challenge they would have otherwise failed. Each time a player wins a gamble subsequent gambles become more difficult. I can't say I have ever seen fumbles handled like this before and I think it is nice, elegant take.

FolkLore also makes use of a simple relationship mechanic that ties player characters together. It isn't nearly as robust as Fate's starring aspects or Apocalypse World's Hx, but they get the job done.

Final Thoughts

FolkLore may just become my favourite ultralight RPG. I don't often use ultralight RPG systems, being content with merely light games such as Dungeon World or Technoir; however, FolkLore is a nice little package. It is attractive and easy to hand out to players. I could see myself using it with RPG beginners or at conventions. If you are in the market for a very light RPG then you could do far worse than FolkLore. Other ultralight games might be free, but FolkLore's layout alone is worth shelling out a dollar for.

FolkLore is available from DriveThruRPG for $1 and it already has an equally light adventure to go with it.

8 April 2013

Monday Monster: Deadwood Fungus

Anybody that has taken a look at Seedfall will know I have a thing for killer plants. Here's another one for you.



I used this monster during my last game and, to be honest, it wasn't as much fun as I had hoped. Once the players realized it was a plant and it couldn't chase them they just ran away.


2 April 2013

Halfling Name Generator

It has been a few weeks since my last name generator and today I am finishing off the short races with a halfling name generator. I used a mix of hobbit, middle english and paizo halfling names to seed the generator and added some things into the gaps that felt like they would fit. I am also trying something a little bit differently in how I handle the name generation, but I doubt many of you are interested in that.





25 March 2013

Monday Monster: Castoff Golem


The Dungeon World crew has launched an online tool for building monsters. It's very cool and also doubles as an ever-growing monster manual. I decided to take it for a spin and you can find what I came up with below.



This tool took all the pain out of monster creation for me. I like coming up with ideas for monsters, not figuring out the stats to make them work. All I had to do was come up with a cool idea, check some boxes and write a few Moves. My only complaint about the tool right now is that I can't do line breaks.

24 March 2013

The Sewer Solution

Sanitary Sewer
Sanitary Sewer (Photo credit: K e v i n)
Sometimes I GM myself into a corner, I can't help it.  I have never been the meticulous type that plans in detail or crafts elaborate set pieces; although, occasionally I wish I was.  I am the kind of game master that flies by the seat of his pants and relishes in batting the curveballs pitched by others at the table. Unfortunately, sometimes that means I GM myself into a corner.

In the ongoing Dungeon World campaign that I run my group of players traveled to a desert city, Lambatar, to seek out a forgotten treasure trove beneath the city. My mistake was giving the city an extensive sewer dungeon crawl. Nobody at the table said anything, but it wasn't long before I started thinking about it. How does it work? Where does the waste go? It isn't getting flushed out into an ocean or river. They can't be sending it into their drinking water supply. Is there some kind of gigantic, thousand year old septic tank?

I scratched my head over this for a while. I couldn't go back on this city I had created. I had told my players there was a sewer and they had already spent some time exploring it, I was stuck with it. Naturally, I started looking for a way to make it work. My solution? A link to the elemental plane of water. That's right, Lambatar was exporting their waste to another dimension. It was a good solution, one that explained how the sewers worked and where a city in the middle of the desert was getting their fresh water. It also allowed me to mix in some non-standard encounters into the sewer environment. I was riding high on my fix all week while gleefully imagining the fun I could have with unusual dungeon stock. Unfortunately, players always have a habit of throwing those curveballs.

The dungeon crawl began smoothly enough, the PCs battled their way through thieves, traps and collapsed tunnels. Everything was going my way until a chuul I had placed in the sewage managed to drag two characters into the water. They defeated it, but lacking any kind of swimming skills they were soon swept up in the increasingly strong current as they rushed towards the hole that lead to you know where. Before long they were swimming in much larger waters and I needed to do something unless I wanted to drown two player characters in order to justify my desert sewers.

Enter the tritons, roman inspired, militant and none too happy about the waste that has been pumping into their territory for centuries. They saved the drowning PCs in exchange for their aid breaking into Lambatar. This is where things started to go off the rails. The players were happy to aid the tritons, having no real attachment to the city or its inhabitants and even once they realized that the first wave of triton tidecallers were up to no good they made no effort to stop them. What is a GM to do, and how do aquatic monsters invade a city in the desert?

The tidecallers brought in the tide. They widened the rift between planes and let loose the waters of their home dimension. All said, something like 1000 cubic kilometers worth of water came pouring through and that was more than enough to allow the tritons to go about their grisly revenge. The players? They were fine, caught up in getting their own revenge on a drug lord and were lucky to be high enough above the city to avoid getting washed away.

And that's the story of how one simple decision on my part lead to a city in the middle of the desert being flooded and invaded by mermaids.
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11 March 2013

Campaign Pitch: NW Mounted Monster Hunters

In all of my years of playing, reading about and otherwise enjoying RPGs I have come across very few games or campaign settings that are set in Canada. There are definitely some out there, most notably as supplements for games such as RIFTS, oWoD and Deadlands; however none of them really have any kind of connection to the Canadian identity or history outside of superficial elements (cold weather and polar bears). Maybe there isn't much demand for games set in Canada, but as a Canadian I'd really enjoy a romp around our history with a good campaign. I have had an idea for just such a campaign percolating in my head for some time now and I'm going to hit you with my pitch.


NW Mounted Monster Hunters


It is 1880s Canada. The winters are harsh and the land is wild, dangerous and aware. The Northwest Mounted Police ride out to protect the land and its people. There are things out there in the dark forests and forgotten valleys, shadowy things spoken only of in the myths and tales of native peoples. There be monsters living out there in the wilds and they don't see any reason to hide from this latest wave of men trying to make homes in their hunting grounds.

The NWMP might act as a police force and they do police the land, but their real mandate is to hunt and kill the monsters that pray on men. The campaign would follow a group of new recruits as they hunt down monsters of all kinds and the campaign, should it last, would occasionally place the PCs at historical events which had been given a supernatural twist, such as the Klondike Gold Rush or North-West Rebellion. The game would also jump forward in time between hunts so that we could follow the characters as they get older and also so that we could hit more major events.

What Game Would I Use?


There are for potential games that I would use to run NWMMH. Whichever game I  ultimately picked would depend on the players I had sitting at my table. In no particular order the games are:

  • FATE
  • GURPS Monster Hunters 
  • Call of Cthulhu 
  • World of Darkness
  • Dogs in the Vineyard

All of the above would require some adapting to make work. FATE would be the easiest to get going. GURPS and CoC would be the more deadly options, but would require the most work to get going. nWoD sits in the middle somewhere. DitV is a weird one that I hadn't been considering until I started writing this; however, I think that the style of the game fits with what I have in mind for this campaign. It would be trivial to replace Mormons with NWMP and go from there.

I guess Deadlands might work as well, especially if I used that supplement I linked to way at the beginning of this post. I'm not really a fan of classic or D20 Deadlands, though.

How Would I Run It?


I would want a game where it costs the PC's dearly to win the day, but not one that is hopeless. I see this as a game where limb loss is much more common than outright PC death. The game would be equal parts sight-seeing through Canadian history and action-horror. Think CoC, only most of the game is outdoors and the party is made up of highly competent rifle and frontiersmen. It would be Monster Hunter Alpha set in the late 1800s and without all of the American south trappings. The campaign would be episodic in nature, with each session being a self contained adventure surrounding a specific monster.

In a perfect world the game would continue until the formation of the RCMP and at that point I would like to retire the characters and the game. From there I would like to like to fast forward to a monster hunting RCMP unit in another point in time (Could be any interesting period of the 1900s or even present day.) or move on to an entirely different game.

18 February 2013

Gnome Name Generator

I'm slowly working my way through the typical fantasy races and this time gnomes are getting the name generator treatment. I seeded this one with Golarion gnome name fragments, but there weren't a lot to work with and I had to expand into my own thematic interests. As per usual, resulting names will be on the cheesy side.





16 February 2013

Dwarven Stone Whisperers

My Dungeon World campaign keeps trucking along and recently two of the PCs uncovered a secret dwarven item. I don't have a name for the item and, since it was destroyed shortly after the PCs discovered it, I'll likely never have to give it a name. What I can tell you is that it was a small stone sphere covered in runes and other etchings, etchings that contained the secrets of the order of Dwarven Stone Whisperers. Let's call it a Memory Stone for clarity's sake.

A Memory Stone is a small spherical rock with ornate runes carved into the surface. The runes are complex and written in a ciphered dwarven script. The cipher key is known only to members of the Brotherhood of Stone Whisperers, although it is not impossible to crack should someone have the means to do so. If the stone is subjected to direct light, natural or otherwise, it will whither away to dust in seconds.

Memory Stones contain the secrets needed to understand the language of the earth and rock. Stone Whisperers use them to pass along the techniques and magics used to coax stone into shapes, pass through solid walls and even create servants of the earth. These stones are guarded jealously and the price for allowing one to fall into the hands of an outsider are dire. Dwarven Stoneshaping is prestigious and closely guarded secret even among the clans and no non-dwarves have ever been taught the art.

Stone Whisperer Compendium Class

Once you have studied the secrets etched upon a Memory Stone, you may take this move when you level up:

Earthen Memories
When you discern realities when touching stone you may ask: "What does the stone remember?"

Once you've taken "Earthen Memories," the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you level up.

Stoneshape
You wield the power to shape earth, stone and rock with your magic. With enough time you can even do so in the finest of detail.
10+ You are able to shape the stone into the desired shape.
7-9 You are able to shape the stone, but must choose one of these defects: fragile, misshapen, or incomplete/significant time investment required.
6- The stone does not react to your shaping.

Pass Through Stone
You have the power to walk through non-magical stone as if it were no more resistant than a curtain.
10+ You may pass through 1' of stone per level.
7-9 You may pass through the stone, but it either takes much longer than expected, you do not come out where intended or your equipment is lost along the way.
6- You are not able to pass through the stone.

Create Golem
With enough time you are able to craft a magical companion from the earth. This golem may be of small, medium or large size and can be altered with Stoneshape as desired. Follow the monster creation rules to create your golem. Golems can only understand simple commands and the larger the golem the dumber they are. Small golems can understand three word commands, medium golems two words and large golems only a single word. Golems will execute any order given to them by their master until commanded to stop. Small and medium golems may be given multiple commands so long as the total number of commands does not exceed two or three words (depending on size).

12 February 2013

F.A.T.A.L. Characters: Race, Gender and Body.

F.A.T.A.L. it has a reputation for being the worst tabletop RPG of all time, but how bad could it really be? To find out I have procured a copy of the rules and will make a character, with commentary.

The first thing I find when I set out to make a character in F.A.T.A.L. is that there is no character creation section. No, the author instead says that a player should read through all 977 pages of the book so that they don't miss any steps. In the next breath he goes on to say that some chapters are completely irrelevant to character creation. It looks like I'm going to have to do this chapter by chapter, just as the author suggests. Not a great start.

This is such a large undertaking that I am going to have to split it up into multiple blog posts. This first part covers the Race, Gender and Body of character creation.

Race & Gender

The very first chapter of the book is Race & Gender. The game presents a list of 16 races and suggests that we select one for our character at random. I like random character generation so I'm going to do just that. I roll d100 and get a result of 36. That makes me a human, by far the most common option. I want to showcase F.A.T.A.L. in all its glory, so I'm going to roll again and hope for something a little less... pedestrian. My second roll is 62 and that means my character is going to be a Kobold.

I've always liked Kobolds in D&D. There's just something about their little lizard snouts and crude spears that speaks to me, so you can imagine I was pleased to get to play one in F.A.T.A.L. What a fool I am. Moving on to the Kobold section I get to learn a little bit more about Kobolds:

  • Kobolds are obsessed with silver. They like it because it is the same color as their skin and they compulsively mine and steal silver.
  • The only thing that Kobolds like as much as silver is slave trading.
  • Kobolds force other races to crawl on hand a knee so that they may be taller than them.
  • Kobolds are known for their ingenious and cruel traps.


Turns out that Kobolds in F.A.T.A.L. are nothing like what you find in D&D. They're just silver-mad little men with napoleon complexes and a penchant for slave trading.

In F.A.T.A.L. the races grant something called Sub-Ability Points. These haven't really been explained yet, but the Kobold gets:
  • -40 Strength
  • -15 Bodily Attractiveness
  • -15 Facial
  • -15 Vocal
  • +15 Kinetic
  • -10 Rhetorical
  • +15 Hand-Eye Coordination
  • +15 Agility
  • +15 Reaction Speed
  • +15 Enunciation
  • -10 Language
  • -10 Analytic
  • +15 Spatial
  • -15 Drive
Then there is a bunch of other stuff, also not yet explained:
  • Base Current Armor 10
  • Base Life Points 15
  • Morality -50
  • -25 Sanguine, +25 Choleric, +25 Phlegmatic
  • Direction Sense +3
  • Mining +3
  • Trickery +3
  • 1 Weapon Proficiency
Next we are supposed to randomly determine Gender. The rules don't actually say how to do this, so I just flipped a coin and ended up male. There are a list of modifiers that need to be applied to stats based on your character's gender, but the rules say that we aren't supposed to apply these modifiers until determining other factors later in the rules.

It's worth noting that the author attempts to justify this table by referencing a variety of papers and philosophers.
The gender section then carries on for another page or two discussing the worlds culture and society with gems like these:
Prior to marriage, maidens are expected to be chaste, though few fulfill this expectation. Once married, a wife is expected to be submissive to her husband, he owns her.
 ...belief regarding gender is that females are inferior to males physically, intellectually, morally, and emotionally. For example, menstruation may be understood as punishment by the gods.
It's interesting that the author regularly attempts to cite studies, philosophers and various historical sources. It is clear that they are aware of how sexist the writing is and they attempt to remove themselves as the arbitrator of these "facts" through citations and appeals to authority. It strikes me as a strange decision to focus so completely on the so-called reality of sexism for the purposes of historical accuracy and then throw in a dozen fictional races. With that note, let's head on to chapter 2.

Body

In this section it looks like we will be determining our Kobold's various physical characteristics. The first of which will be Age.

To determine a Kobold's starting age I roll 4d100, divide that by 4 and then subtract 30 from the result. I rolled 345 so that works out to 56 years old. According to the lifespan table a Kobold doesn't live beyond 80, so that makes my Kobold quite the old man. I get to apply some modifiers due to the character's advanced age, but not until I determine some other things first.

Next up is Height. A male Kobold's height is determined by rolling 6d6 and adding 33. I rolled 27, so that makes my Kobold 5' tall before modifiers. Accounting for old age, my Kobold is actually 4'9". My Kobold is pretty tall and statuesque for his race so the rules say I get +7 lbs weight, +7 strength, and +3 Bodily Attractiveness for each inch above average. In my case that is 3" above average so the Kobold has +21 lbs., +21 strength and +3 Bodily Attractiveness.

Weight is next, a 3d6 roll that we add 70 to. I got 11 which means my Kobold is 81 lbs before we factor in its age. Elderly Kobolds are 10% heavier, so that brings us to 89 lbs. That extra weight also gives our Kobold +9 Strength.

F.A.T.A.L. now starts to veer off into madness. The next step is to determine the characters Body Mass Index (BMI). To do this, well, let me quote the book:
...simply divide [the character's] weight by the square of their height, and multiply the result by 705.
Yeah, real simple. I'm lazy so I used a BMI calculator. The result was 19.3. That puts us in the ideal category for Kobolds so, thankfully, I won't need to apply more modifiers to the character.

Here is another choice quote for you:
If a male character has a BMI of at least 30, then he will be unable to see his manhood while standing without using a mirror.
Thanks for the tip, F.A.T.A.L.. That's a piece of information that is both useful and relevant.

Next up is a section called Body Part Proportion. The idea behind this section is to determine how likely any part of the body is to be hit during combat. Lucky for us, we don't have to do this yet because it is yet another example of something that depends on some aspect of character creation we haven't done yet.

This next one is a fun one. We get to roll 2d100 to determine our Kobold's most and least attractive physical features. We rolled an 11 first which means my character's most attractive feature is his patchy gray hair. The Kobold gets +10 Facial Charisma. My next roll is a 30 which makes the least attractive feature a pair of Jagger-like lips. -10 Facial Charisma for a net of +/- 0.

Determining skin color would be next, but as a Kobold we must always have silvery white skin. (Remember, that's why they like silver so much.) We would also roll hair color, but because our Kobold is elderly it has to be gray. Don't worry, we do get to roll for our Hair Length. This is another d100 roll and I have the dubious luck of getting a 98. In the world of F.A.T.A.L. this means that my rich mane of glorious hair is between 31 and 38 inches long or, in the author's words, "ass-length". I'm not joking, that's really what is written in the book.

Ass-length hair.

Oh, I spoke too soon in describing the Kobold's hair. Silly me, assuming that we were finished after just three tables. I now need to determine the quality of the hair. Is it thick? Frizzy? Let's find out! This is yet another d100 roll and because I'm a Kobold I get +10.  Lower numbers on this table result in a penalty to Facial Charisma.  Apparently Kobolds are known for having better quality hair than most. It's also worth mentioning that the author gives the largest bonus to hair that is of "medium thickness and wavy". Good to know, I guess. Anyways, I rolled 32 which after the Kobold's racial modifier comes to 42; thick, curly and oily hair is my character's best feature. This results in -1d8 Facial Charisma. I rolled a 4, making my Kobold slightly uglier. Unless there are more tables on hair later on, I think we are finally finished.

Time to roll for eye color. 1d100 yields 89, blue-gray eyes. I'm surprised the author didn't assign any Facial Charisma modifiers to eye color. I guess something as trivial as eye color shouldn't factor into Facial Charisma, not like hair. We're also supposed to calculate Breadth or armspan at this point. This is just 50% of the characters height, so my character has a reach of 2'4".

Now I get to determine the quality of my character's vision. This is another d100 roll and I got 54. This means that my character has "Perfect natural vision". Interestingly the rules note that I will be determining the quality of my other 4 senses later on. I'm sure that will be... an experience.

Speaking of experiences, the next section has me rolling for facial features. The author seems to subscribe to Physiognomy, which is a pseudoscience that attempts to correlate personality traits to physical characteristics. It's certainly a weird choice since the author has been so scientifically rigorous so far.

Scientific Rigor.
The Facial Features table is a beastly table spread across two pages. The rules don't actually say how many times I'm supposed to roll on the thing, so I'm just going to do it once. I rolled a 62 and that means my character has a mole on his throat. According to the respectable and peer-reviewed science of Physiognomy it means that my poor Kobold is prone to intestinal problems.

This next one is a doozy, we get to roll 1d1000000 to find out if my kobold is a "Freak of Nature". Getting a result of 1 means the character is a freak. If the character is a freak then we get to randomly determine what kind of freak. Options range from having an extra finger to being a hermaphrodite. I rolled d1000000 and didn't get a 1, big surprise there.

If you thought Physiognomy and the Freak of Nature rolls were bad then I have bad news for you. The next section is Sexual Features. The rules actually label this section as optional, but I fear that if we are going to get an honest impression of this game we are going to have to go through this section. Okay, let's get this over with.

Step 1)
Determine areola diameter. d100 roll from which I got 97. That means my Kobold has 3" areolas and this obviously means he should have -1d6 Bodily Attractiveness (-5 in this case).

Step 2)
Determine areola hue. That's right, the color. I rolled a 98 (yes, really) which means they are dark and nets me -1d4 Bodily Attractiveness, or it would if my character was female. Apparently hue doesn't factor into male beauty.

Damn! Those are some sexy areolae.
Step 3)
Determine cup size. This is a weird one because it isn't labeled female only. You might think that makes sense because there is such a thing as a pair of man-boobs, moobs if you will. Let me ask you just one thing, though. Are moobs attractive? F.A.T.A.L.'s author seems to think so since a pair of D-sized moobs will get you +2d10 Bodily Attractiveness, regardless of sex. I rolled a 29 here which gets me a set of B-sized chest ornaments. Sadly that is not enough for a bonus nor a penalty to Bodily Attractiveness.

Step 4)
Nipple length. I know nipple length is the single most important feature I look for in a mate, so I appreciate that the author has included it here. I rolled 90 which means my kobold's nipples are .75" long when erect. Naturally, this being the optimum length, I get a +1d4 bonus to Bodily Attractiveness. (4, in this case.)

Step 5)
We would do vaginal circumference and depth next, but our character is male. Curiously, the rules don't actually say that these tables are for females only (as they do with areola hue), but I think it's clear that males don't normally have a vagina.

Step 6)
Tongue size. The author is careful to note that this is only the length of tongue that can be extended outside of the mouth. F.A.T.A.L. mercifully doesn't care about the rest of it. I rolled 81, which means my character's tongue is 2.5" long. The rules say that this is long enough to touch the tip of my nose.

Step 7)
And we have reached the infamous Anal Circumference section. Before we determine how much room we actually have back there, we need to figure out if there are any modifiers to the roll. Since my character is elderly we get +5 to the roll. You knew your sphincter loosened up with age, right? I get another +5 just for being male. We could get up to another +50 if the Kobold is "accustomed to anal sex" or a nymphomaniac. Since we haven't had to roll for sexual orientation I think I'm just going to assume the character is a boring old heterosexual.

Now I roll on the table. I'm blessed with a roll of 13 which we modify to 23. This tells us that my Kobold character has an anal circumference potential of 6", enough to accommodate "normal manhood" according to the table. I should mention that this is anal circumference potential, if something larger than that potential ends up in there the "orifice will rip to accommodate the incoming object". Does this mean there will be rules for this later on? I sure hope not.

Not gonna fit.
My fears come true on the very next page. Rules for "ripped orifices", "hymen resistance", pregnancy likelihood, menstruation and infant mortality rates are all found on page 53 of F.A.T.A.L.

Step 8)
Manhood What could that possibly mean?
The Manhood of a male character is his penis.
Thanks for clearing that up, F.A.T.A.L.. The author has obviously put a lot of thought into this section, so I decided to share the whole page.

Click to enlarge. Har har.
Quadratic equations. Sheesh. The author spent waaayyy too much time thinking about dicks. After some calculations I was able to determine that my Kobold's penis is 4.2" long and has a circumference of 7.5". Yes, my kobold is a girthy motherfucker.

With that the Sexual Features section is finished. Now we get to move on to the Rare Features section. This is another optional section, so of course we are going to do it. How bad could it be?

The first rare feature that needs determining is foot size. I rolled a 58 and this give my character feet that are 9" long. After feet size we move on to fist circumference. I suppose this would be useful if I needed to find out if there would be any "orifice tearing". Apparently this is whatever the foot size is, so 9" fists for my Kobold.

Now I get to roll to find out if my character is left or right handed. It's just a 10% chance for left-handedness and I rolled a 75. My character is not a southpaw.

Next up: head circumference. I rolled a 91 and this means my character has a head circumference of 23.12".

After head circumference there is a section on pregnancy, which seems a little out of place. Following that is a section called Allergies, Intoxication, and Disease. There is actually a table in the Intoxication section that determines what happens if a character has a bad trip while eating magic mushrooms. Sadly, the only  relevant section here is Allergies, but we can't do that until we have determined the characters Health sub-ability value. With that we get to move on to chapter 3. Take a deep breath, because things are only going to get weirder.

 That's It For Now

I cry uncle. Figuring out character creation AND writing commentary is a lot of work. This took me about 6 hours to write. (Admittedly, I was also surfing the web and procrastinating like the awful Kobold that I am.) Eventually I'll get to the next section, but I don't have the mental fortitude to carry on at the moment.











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