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"Open Call: Gigacrawler"

59 Comments -

1 – 59 of 59
Blogger thekelvingreen said...

I had a similar setting idea myself about a year ago, but since my group would never have gone for it, I didn't get very far with it. So definitely count me in!

January 10, 2011 at 12:32 AM

Blogger Snarls-at-Fleas said...

Great idea for a setting, but as in the case of @kelvingreen group, mine wouldn't play this. Too bad.

January 10, 2011 at 1:26 AM

Blogger Trey said...

Cool setting, and neat system, too.

January 10, 2011 at 3:14 AM

Blogger Jasper Gein said...

I'm in. Also, my group would go for this.

January 10, 2011 at 4:23 AM

Blogger Chris Lowrance said...

Sigh...

Hell yeah, I'm in. I think it's become pretty clear through GD I enjoy nothing more than thinking of the craziest thing I can, making it function in a logical way, then vomiting it at you folks.

January 10, 2011 at 5:34 AM

Blogger Adam Dickstein said...

My setting is very different but my D&D-for-those-who-don't-like-D&D shares many of these elements strangely enough.

The art is, as always, stunning.

January 10, 2011 at 5:45 AM

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January 10, 2011 at 5:56 AM

Blogger Chris said...

20th century projectile firearms
2oth century projectile firearms from France


¿Que? I assume this is a "Metal Hurlant" reference/gag.

January 10, 2011 at 6:32 AM

Blogger squidman said...

EPIC! i don't know if i'd ever dare to run a game of this, but i'd like to see it done!

January 10, 2011 at 6:33 AM

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January 10, 2011 at 6:59 AM

Blogger Worthstream said...

Nice idea!

I'm in, too!

I'll surely incorporate my current campaign's planet-sized AI in the Gigastructure.

January 10, 2011 at 7:04 AM

Blogger Unknown said...

Not in. Too busy hacking it over to FATE/Fudge so that I can pull in existing material for half of it... just sayin'

January 10, 2011 at 7:09 AM

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January 10, 2011 at 7:48 AM

Blogger Mobius Soul said...

Absolutely you should do this. hesitate not, nor fear.

January 10, 2011 at 7:50 AM

Blogger Jamie said...

Oh man, this looks awesome. Count me in for contribution.

January 10, 2011 at 8:19 AM

Blogger liza said...

I'm double in if you agree to change "Gigastructure" for "Gigaxtructure".

;)

January 10, 2011 at 8:24 AM

Blogger John Matthew Stater said...

Sounds fun (I hope Raggi doesn't see this comment)

January 10, 2011 at 8:25 AM

Blogger migellito said...

I'm already brimming with ideas.. too early to start sharing?

January 10, 2011 at 8:44 AM

Blogger Destrude said...

Absolutely in. Almost wish the gaming schedule weren't so busy so I could start running with this idea now.

Immediate ideas:

"Mega-rooms" that house large, volitile, or otherwise free-moving things. Perhaps some of those Class-12 entities previously mentioned. A lifetime of living in corridors and confined spaces would make such a large space terrifying and mysterious to the PCs. Maybe a save vs. vertigo would work.

Gravity could be interesting. A default of objective gravity would make it easier to understand and deal with on the tabletop, but no gravity or subjective would really spice up the normally boring aspect of moving and positioning in and out of combat. Malfunctioning gravity engines and/or spells would also make for some interesting obstacles.

Obviously, those with the ability to maintain/repair the world around them would be valuable in such a place. My brain immediately thinks "prestige class", but I wonder if there's a better way to do a specialist in environmental repair. Roughly equivalent to a rogue's lockpicking/trap avoiding, with a dash of battlefield control options via messing with gravity, lights, pressure, ect. Probably can be done with the current classes, but I'd like to see a few proofs of concept first.

Traits relating to the kind of zone the character originated from. Zero-gravity adaptation, neuro-interface devices (for opening doors, accessing computers, ect), extra limbs, special senses, the ability to read backwards flawlessly (a useful way to make signs that hinder invaders and help defenders), the ability to digest electrical wiring (hard to grow shit in a manufactured world), and much more.

Ok, this post is huge, but I'm already brimming with ideas and coffee so forgive my exuberance. And migellito, it's never too early to share. It IS caring, after all. :)

January 10, 2011 at 10:37 AM

Blogger migellito said...

"sharing is caring" ah yes, my old sig line from a.. uh.. old file-sharing site I used to frequent.

Star Chambers - Massive cavities in the gigastructure built around stars. In most cases the surrounding structure is dedicated to cyclopean power conversion infrastructure. These serve as the main source of energy within the whole of the GS. Most star chambers are strictly controlled by a group or organisation, with various levels of understanding regarding their operation/maintenance, and are often the nexus of power struggles and military operations.

January 10, 2011 at 11:09 AM

Blogger Zak Sabbath said...

@Destrude

The way I'd handle that is (as a GM) saying controlling local systems is a high-difficulty (target: 23 or more) task, then a PC would probably choose a "Crawler" as class (8 skills) and then, as s/he gains xp, build (ever narrower) skills toward getting bonuses to doing that.

January 10, 2011 at 11:28 AM

Blogger prfd said...

Don't know how much time I'll have to contribute, but I would love to.

January 10, 2011 at 11:32 AM

Blogger Zak Sabbath said...

@Chris

No, it's just an example of the way you can use the narrow/stacked skill system. somebody with firearms, 20th c firearms, and 20th c firearms form france would get a +3 with a french gun.

January 10, 2011 at 12:40 PM

Blogger Menace 3 Society said...

Nudist colonies are actual colonies: nudism is a neurofungal infection like Cordyceps, except that it reproduces without killing its host. People in nudist colonies are like normal people except they have an irresistible aversion to wearing clothes (will die rather than put on a shirt), and have a small fungal polyp on their bodies that periodically gives off tiny spores.

January 10, 2011 at 2:37 PM

Blogger Destrude said...

@Zak S -- Makes sense and is simple, although obviously I can see smaller effects available at a lower difficulty (giving the PC something to do before he starts getting extra skills).

Looking back at the classes: I really like the tendancy to give at least a few generic extras to each one, allowing for easy cross-classing of a sort in a system without obvious levels. Seeing as how I usually end up running groups of 2-4, it really helps for the players to cover more than one base.

Ooh, another idea. A rampant AI (thanks, Marathon!) is trying to move through the GS, but mechanical damage has severed key computer pathways. It could trade favors or information to the PCs in exchange for help, but do they really want to loose an insane computer mind into the rest of the GS? They do live there, after all. Plus, who knows what/who severed the connections and if they're still around?

Totally gonna use that as my opening adventure hook whenever I get around to firing up this setting at home.

January 10, 2011 at 3:48 PM

Blogger C'nor (Outermost_Toe) said...

I'm making a Hybrid class character with an Int of 18. Am I still limited by the max starting amount for magic level?

January 10, 2011 at 4:28 PM

Blogger Zak Sabbath said...

@C'nor
of course.

January 10, 2011 at 4:35 PM

Blogger Zak Sabbath said...

...and thanks for kicking the tires on that.

January 10, 2011 at 4:40 PM

Blogger C'nor (Outermost_Toe) said...

You're welcome.

January 10, 2011 at 4:46 PM

Blogger C'nor (Outermost_Toe) said...

How about adding something to biology and/or xenobiology: Subskills by quadrant.

January 10, 2011 at 6:51 PM

Blogger Zak Sabbath said...

@C'nor
Once there are quadrants (in someone's game or in the "official" rules) then that makes sense.

January 10, 2011 at 6:54 PM

Blogger C'nor (Outermost_Toe) said...

Well you said that quadrant Obscure 7 had something so I elaborated on that. Anyway, could you take a look at the character I made for this? (http://lunchingonlamias.blogspot.com/2011/01/gigacrawler-character-1.html)

January 10, 2011 at 7:00 PM

Blogger The Rubberduck said...

I'm not sure I really dig the tech/magic proportions. With the current division, a wizard (14 magic) with 14 int would not be able to use sticks.

I'm thinking it might be solved by lowering the magic requirements by 4. Then wizard (10 magic) with int 14 would be able to use medieval tech. Or an occultist (8 magic/14 int) would be able to use steam tech. And an int 10 character would be able to be a wizard (magic 10), if he has forsworn all technology.

Of course, I'd like if requirements was lower still, but that's just because I like gun mages.

January 11, 2011 at 5:17 AM

Blogger velaran said...

@Zak S:
The premise is awesome, especially the fact its Sci-Fi. I had an alternate dimension something like this(comprised of living crystal, and sans spaceships, others, etc...) appear once(ok, technically still there) in my homebrew world, but it never got much play, as the PCs simply wanted to smash'n'grab to get back to my Weird fantasy setting. Interesting to see how the design by fans will play out. As usual, a cut above, Zak! Now, I wanna play!

January 11, 2011 at 7:36 AM

Blogger Unknown said...

3 x Awesome.
I have several questions though [my guess in brackets]:
About experience rewards...
The standard/default rewards are re-rolls or new skills, correct? [yes] For new skills, these must be narrower versions of skills used during the adventure, right? [right] Do you have to have succeeded at a skill in order to buy it's narrower version? [yes] What about skills you used untrained (for example I shoot a gun but don't have a firearms skill) - do you get to buy those after using them in the adventure? [yes] What, then, is the special experience reward bonus for the crawler class?
And, to be 100% crystal clear, no skill goes above a +1, right? [yes]

About Skill Bases for Aliens
It seems to me to be too broad to base any skill category on alien/xeno, if human is its own category (human history / languages / etiquette / medicine / biology / etc.). It seems like alien should be replaced with a specific alien species. Perhaps, carbon based versus ammonia based versus silicon based versus chaos based lifeforms make a good split. Perhaps, this is something that each DM would have to decide for themselves.

January 11, 2011 at 9:18 AM

Blogger Zak Sabbath said...

@Rubberduck

Minimum PC tech level is 3, so a wizard (level 14) would be someone of int 17 or a Hybrid-class PC with int 14 and tech level 14.

Magic level isn't the level you can cast, it's the level you can cast without having to make a roll for it. This will be explained when i post the magic rules.

Also: keep in mind that you can buy skills that increase your chances with magic, no matter who you are.

January 11, 2011 at 10:51 AM

Blogger Zak Sabbath said...

@michael

-yes
-maybe, but they are decided by the DM and must be the same for all participants
-no
-n/a
-n/a
-yes

Skill bases for aliens:
"alien" simply means "originating from a species different than the PC". It's a way of narrowing down the skill a notch. Since skills are one of the only ways PCs advance, having extra "narrowing down" levels is good.

Since the skills are all samples and new, narrower skills can be created at will, there is no reason a PLAYER could not invent a "biology: silicon life forms" or "biology: Gargolorkians" skill.

January 11, 2011 at 10:59 AM

Blogger Unknown said...

@Zak
Re: Skill Sets
Sorry to be contrarian or beating what may be a dead horse, but I don't think it makes sense.
For example, under combat skills, there isn't "Firarm combat" and "Non-firarm combat". "Science" is too broad, and I'm guessing "Scienctific knowlege in all fields that aren't chemistry" would be too broad as well. "Alien Biology" would be, to me, the same as saying: "Biological knowledge of all the countless multitudes of species that aren't mine". It implies a finiteness or commonality that isn't there.

Re: Experience Rewards
I guess I'm still a little confused on how PCs get more skills. Would you mind going into it a little further?

Thanks
Michael

January 11, 2011 at 4:44 PM

Blogger Zak Sabbath said...

@michael

It's not a hard science distinction, it's a storyline distinction like someone with "alien biology" is someone who, you meet them and they go "I have some experience with treating aliens".

Do they know anything about Species X? Roll and see. The person who took the time and the slot to say "I know 10% more than the average person about alien biologies" gets a bonus when the time comes to see who understands the giant space squid.

it doesn't imply a specific skillset so much as it implies a background or history that might indicate a familiarity with that thing.

A character who has been a doctor in space might have "alien biology". this means they have a slightly better chance (+1) than other people to know what they're looking at, that's all. It doesn't imply a specific corpus of knowledge.

I have +1 in pre-modern non-western art techniques. These techniques are not necessarily related.

Australian sand painting has nothing to do with indonesian batik dying but I have the kinda background where someone might go: "Hey Zak, how did they do that?" and I might know more than someone else, despite the lack of formal connection between the two things.

If the skill system gave you huge bonuses--like 85%, I might see your point-How do you know 85% of alien biology? But it's not like that.

This does not mean the PC sat and looked at a book called "all biologies except yours". It just means the PC has an increased chance to say "I've seen this before!"

While the "alien ____" skills are definitely a broader skill than most, it makes sense in a context where the PCs do not know what kind of aliens are in the campaign yet. Remember: choosing "biology" gets you a +1, after that choosing "alien biology" means you chose that instead of "human (or whatever you yourself are) biology".

That is a balanced choice: knowing about your own biology and others of your species (who you -know- will be in every game you play) balanced against knowing about everybody else. It may represent uneven bodies of knowledge, but it's balanced by the fact that one of the 2 choices will definitely appear in every game.

How you get skills:
At the end of an adventure, the DM awards any kind of reward s/he wants. Default is a re-roll or a skill having to do with what happened that day. Crawler-class PCs can choose to receive any new skill they want rather than whatever the reward offered is.

January 11, 2011 at 5:39 PM

Blogger Zak Sabbath said...

@crowking:

moved it to the page where the setting material goes.

January 12, 2011 at 12:11 AM

Blogger Unknown said...

@Zak
I see now. Thank you very much.

January 12, 2011 at 3:12 AM

Blogger crowking said...

@ Zak,

Be ok to just email ideas or do you just want them posted only on the blog?

January 12, 2011 at 1:57 PM

Blogger Zak Sabbath said...

@crowking

Post them on the blog on the appropriate page.

If it's a PC option that doesn't have a page yet (mutation, martial art, etc.) just wait and post it when the page comes up in a day or two.

Setting ideas (monsters, organizations, etc.) go in "Known Features of the Gigastructure" Spells go in "Spells", equipment goes in "devices"

If you email them instead of posting them it better be for some fantastic amazing wonderful genius reason that justifies the extra work it's going to take me to cut your idea and paste it where it goes.

January 12, 2011 at 2:27 PM

Blogger Delta said...

My recommendation for food/water is 1d6/week with no food, 1d6/day for no water. More here.

January 12, 2011 at 2:44 PM

Blogger crowking said...

@ Zak,

You got it big shot.

January 12, 2011 at 3:10 PM

Blogger Zak Sabbath said...

@Delta

While I feel like d6 is better than a straight number, I feel like a week is too long for any effect in Gigacrawler that's supposed to be a regular feature of the game.

PCs would have to rest -7 times- before needing more food. Since Gigacrawler is all dungeon and no "town", it could be 3-4 sessions before the PCs have to think about food, which is too long.

January 12, 2011 at 3:10 PM

Blogger Chris Lowrance said...

Apologies if this has been asked - The min 3 points for Tech: Do we have to buy those, or are they in addition?

Like, does tech start at 3, or do we just immediately assign 3 of our points to Tech?

(rolling up as much as I can of a character now)

January 13, 2011 at 9:28 AM

Blogger Zak Sabbath said...

@Chris

You have to buy them.

I will be posting martial arts tomorrow or the next day and then the character options will all be up if you wanna wait.

January 13, 2011 at 1:02 PM

Blogger The Cramp said...

This video is a rich vein to mine for the general spooky tunnels and passages I imagine make up most of the terrain in Gigacrawler. This guy is a real life "crawler"...

http://www.youtube.com/watch?v=S_yYFU0BvyM

January 14, 2011 at 3:35 PM

Blogger baudot said...

Here's an offering to the Gigaplex.

Faction: The All

"We are The All, my child. Do not be troubled. Your dream of a time before is a trick. Your memories of a place outside this, a cruel deception. Let them go and know the peace of the monastery. You have been touched by The Deceiver, and soon his touch will wash away. Come back to us. This is where you have always been, and this is where you will ever be. Return to your place with us. There is so much work to be done."

The All is a self-brainwashing cooperative that spreads throughout the gigaplex, seeding pockets of itself by hops and leaps wherever it can gain a foothold. Its goals are virulent and expansionist, desiring to spread until its boast is true: That there is no thing outside itself and no time outside its time.

The All commonly targets isolated pockets of the gigaplex near areas of civilzation for seeding with new enclaves. It uses these corners of the 'plex to gather strength without discovery before overwhelming and converting the neighbors.

The All converts by a cult-like induction process, tuned and franchised to operate at city scales. Over a matter of weeks, the 'front' of All Reality washes over an enclave in a dreamlike wave. First nanobots, nanohexes, or nanomemes prepare the area, adding secret passageways and triggers for miracles to one corner of the city. Then the Brethren of The All move in, welcoming their converts as lost souls, and reminding them of the simple truths they had for a time forgotten: That there is only The All, and labor for The All by The All is the highest of goods. These new converts are ushered back to the Temple at the heart of The All tumor. Loyal brethren of The All roll forward, advancing the front.

"Of course I know Thomas. This is his shop. I only mind it for him while he is at Pilgrimage."

A visitor from another part of town would find all the buildings different than he remembered, and his friends replaced by quiet cultists. All the old residents are said to be "At Pilgrimage" and visitors are assured they will return soon. Visitors are treated civilly, and allowed to come and go freely, for a time.

January 16, 2011 at 11:12 AM

Blogger baudot said...

Conversion to The All happens first in The Maze: Before expanding into a city from their beachhead, the Allformers will build a maze of tunnels between the beachhead and the city. These tunnels are filled with scenes waiting to be acted out, leading the individual lost within through a series of lessons where they learn by repeated suffering that they are alone without The All, and that all comfort, warmth, and nourishment comes from working with their brothers. Time within The Maze is perceived to flow differently than time outside, with people inside The Maze believing weeks to have passed while in reality only hours have gone by. The potential convert experiences monthss of indoctrination in only a few days of real time, jumping from scene to scene with gaps in their memory as they slide in and out of consciousness from suffering hunger, thirst, and loneliness in their time outside The All.

The Maze grows as The All converts more and more of a city. As any time, hundreds, thousands, millions, or billions of people may be wandering its halls, stumbling ever closer to The Temple at the heart of The All infection, and their final conversion.

Opponents Presented by The All:

Adversary: Brother Peacekeeper (All Cultist)
Brother Peacekeepers are basic thugs for The All. They are armed with whatever weapons are abundant in the local region, and fight as such.
Brother Peacekeepers have four disconcerting tactical advantages:
a) They blend in with the peaceful members of All society near perfectly until activated. An entire battalion of Peacekeepers could move in among a crowd without giving outward sign that The All is preparing to defend itself. Indeed, Peacekeepers are peaceful members of The All who have been tapped for an extra duty, and go about their jobs as civilian cultists until they receive the signal to activate and defend The All.
b) They communicate silently, seemingly telepathically, striking from surprise in perfect unison.
c) As with all All cultists, they show a level of teamwork that armies envy to the highest degree. If two squad mates can achieve more by working in unison, they will. If a squad mate must be rescued, the other squad members will be absolutely selfless is doing so. If it is better to sacrifice a teammate, the entire team will do so without a moment's hesitation, including the one being sacrificed.
d) They are prepared for the miracles the Allformers have seeded for them to work with. If The All has time to prepare for a fight and steer the enemies to ground of its choosing, the Allformers will have seeded the area with one powerful miracle. This is in addition to the usual maze of secret passages present in All territory, and any All Cultist's ability to control illumination and weather in All Territory telepathically. The squad members fight with full knowledge of the miracle that is prepared and how to best take advantage of it.

Adversary: Sister Silencer (All Cultist)
The Sisters of Silence are assassins of The All. Their appointed labor for The All is "To Silence the darkest deceived before their deception can spread." Sisters of Silence may operate alone or in groups, as tasks demand and resources allow.
Sisters of Silence operate like Peacekeeper brethren, except that their preparation is specialized to the craft of killing first - they have the best equipment the local All can muster, and combat training built on tireless self sacrificing devotion and focus. They have few weaknesses and no mercy.

Adversary: Shaher (All Priest)
The Shaher are the priests of The All. Taken off their home turf, they are weak, and readily offer themselves as tactical sacrifices, when it serves the greater good. When fighting within an All Temple complex, Shaher are the masterminds directing the automated defenses of the Temple.

January 16, 2011 at 11:13 AM

Blogger baudot said...

Part 3 of 4:


Adversary: Maze Phantom
The Maze that The All uses to convert outsiders to itself is filled with lessons and phantasmal menaces. These menaces are designed to hunt and threaten, and only rarely to actually harm, when a convert must be crippled before they can be reborn as a member of The All. The trick with Maze Phantoms is that there are legions of them, each designed to ignore a certain type of attack. A person confronted with the Maze Phantom that The All has chosen to educate them will be powerless, while an outsider bursting into the scene may find the phantom as easy to pop as a balloon.

Adversary: Allformer (Nanobot, Nanohex, or Nanomeme)
The Allformers seed the way for The All. These are built on whatever power the local All cult uses - tech, magic, or psychic might.
Allformers have two major defenses: First, their nanoscale makes them prone to being overlooked, invisible as they operate.
Second, they have a reflexive counter-attack if anyone attempts to disable or control them. The counter attack does two things simultaneously. The first is that it attempts to deceive/charm/mind-control the attacker into believing that their attack is on the verge of succeeding, if they just stick with it longer. Second, the Allformer swarm Cuts Loose.
Cutting Loose: The Allformers normally move in careful, slow, controlled patterns as they convert terrain and people into The All. In times of crisis, the Allformers may move into a higher gear, converting anything nearby into rich elemental goop that holds no threat to The All and can be harvested as a resource later. Even priests of The All fear this reaction like a primitive priest fears the wrath of the gods, for the Allformers are none too intelligent in their targeting. They are prone to lash out and digest anything that seems energy rich, fast moving, or highly contagious. Anything that might possibly be a threat is digested. All priests and cultists know to walk away calmly and divest themselves of power should the Allformers cut loose, and to wait for the defense reaction to be complete.
Once per round of combat, the Allformers target the most threatening seeming person in the area. The typical way to defend against digestion is to first perceive the attack coming, then, if not taken by surprise, to make an agility check to flee the area the Allformers are swarming. Whatever region the Allformers strike is digested in a single round, occupant within it, if they did not successfully escape.
Exceptionally high-tech/high-magic/high-psy armors may keep the Allformers at bay if they are designed for environmental containment: Armor that is within 2 tech/magic levels of the Allformer swarm takes 2d6 rounds to be digested, while the Allformers figure out a way around its defenses. The final digestion is sudden, taking only a single round once the weakness in the defense is found. The armor's occupant is digested the round after. A character cannot escape by shedding armor being digested - the Allformer swarm senses the breach and rushes in, liquifying the victim within their suit.
Higher tech/magic armors can hold out an Allformer swarm indefinitely.
Defeating an Allformer swarm requires special approaches: EMP pulses, counter-nanobots, or the equivalent in magic or psychic attacks. Once such attacks are deployed, the surviving Allformers will fall back outside of attack range. They will continue to test their enemies defenses continuously on a microscopic scale so long as the enemies remain inside the cloud, attacking with instant ferocity whenever a new weakness is found. (GM's discretion, but every 3d6 hours by default.)

January 16, 2011 at 11:16 AM

Blogger Evlyn M said...

Super cool, just like the megastructure in Blame! from Tsutomu Nihei. :)

August 27, 2011 at 10:28 AM

Blogger TKimWrSvc said...

What a great setting concept. I am going to have to copy all this to a word doc and test it out. btw where did the art come from....Incredible, especially the first one.

February 26, 2012 at 4:27 PM

Blogger Zak Sabbath said...

@TKimWrSvc

I drew it

February 26, 2012 at 4:34 PM

Blogger TKimWrSvc said...

The art, as I wander this blog, now that I have figured your style out, is rocking. Getting Vornheim right now off Drive Thru.

March 3, 2012 at 6:16 PM

Blogger Unknown said...

I concur that the art (all the art I have seen from you, including the Pynchon work) is amazing. This blog, the GigaCrawler rules, and the Carcosa Wacky Races are pretty much all that I think about currently. My mom will soon be introduced to your take on "The Wire." And I'm buying Vornheim as soon as my new job kicks into high gear. Fantastic stuff.

July 28, 2012 at 12:11 PM

Blogger anarchist said...

Are people allowed to make commercial products using this system? If so, how does the licensing work?

September 8, 2016 at 10:38 PM

Blogger Zak Sabbath said...

maybe-- email me:
zakzsmith @ hawtmayle

September 8, 2016 at 10:41 PM

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