THE INFINITE BROOD (Starcraft/Supreme Commander Crossover Quest!)

THE SWARM SHEET
The Brood of Blades
Cerebrate Prime: Samantha Clarke
LEVEL: 5
XP: 205/210
TRAITS
Strategic Genius: Once per structured encounter, Sam can create a piece of the environment that is in her favor as a sticky spark. Roll a d3 for its value.
Empathetic: upon meeting an NPC, learn their motivation!
Legendary Commander: Gain 4 Command sparks at the beginning of each mission/combat. Command sparks may be spent to give NPCs orders, which they may either obey or refuse to obey (doing nothing instead.) Command sparks may not be regained via skills or powers.
Hunted: Something wants her - but for what? +1 Danger to all scenes​
SKILLS
CLOSE COMBAT (2): Brawling, Edged Weapons
PERSONAL (2): Awareness, Resilience
SOCIAL (4): Charm, Empathy, Leadership, Taunt​
MASTERY
ACU Pilot (2): Nanofabrication [Mass], ObSat Operations [Range]
The Hilt (4): Biomorphic Spawning (People), Regeneration (Durability), Physical Perfection (Speed), Telepathic Dominion (Range)​

POWERS
The Living Swarm
Vent: 4-0
Effect: Gain 1 Living Swarm spark, +1 per vent reduction.​
The Living Swarm: While this swarm exists, move in three dimensions and through anything smaller than a keyhole, reforming at will. You may expend these sparks to cause 3 Hit Sparks in a Area 2 radius.​
Area Upgrade: +1 to Area Characteristic​

Biomorphic Reinforcement
Vent: 4-0
Effect: Create 1 Biomorphic Reinforcement spark, +1 per vent reduction, which can be given out to anyone within Range 2, or to yourself
Biomorphic Reinforcement: +1 to Damage or Mass characteristic for the purpose of raw physical strength/feats.

Back to Back
Vent: 4-0
Effect: Choose 1 ally (+1 per vent reduction), within Range 1. Each can take one action using one of your skills, any of them that you wish. Once they have done so, you may make a free attack with your melee weapon, getting +1 to your skill per ally that acted.​

Adaptation
Vent: 4-0
Effect: Create a number of sparks equal to the enemy's difficulty, narratively based on turning their abilities against them. Works on enemies of Diff 2>, +2 per vent reduction.​

Just as Planned…
Vent: 6-0
Effect: Vent 6 heat and create 1 Planning Spark for her or an ally, +1 Spark per vent reduction.​
Planning: The person holding this Spark can expend this to get +1 to a skill check as a free action. Using this Stack counts as you are helping for the purpose of relationships.​

GEAR
Zeratul's Psi-Blades
Adds: +0 (Edged Weapons) | Characteristics: Damage [Speed] (4)[1]​
Shadowstep (3): Can expend as a free action to move without crossing intervening space.
Guarded Space (3): Can expend to use Damage as a secondary characteristic for Durability, reducing incoming Damage characteristics.​

GALACTIC WAR
Victory Points: 5
RESOURCES
TERRAN DOMINION [Background] (1)​
The men and material of the Dominion - limited, but they're mustering as we speak.
ALLIANCE EXPEDITIONARY FORCES [Mastery] (1)​
While you have access to several ACUs of every faction, they lack economic and technological support to be fully effective.
ZERG HIVE [Mastery] (1)​
The scant few Zerg you control that are free of Amon's influence. Mostly Zerglings.
AEON FLEET [Background] (1)​
While half a dozen CZARs seem impressive, they're not actually well made for ship to ship combat.
ALLIED COHESION [Motivation] (1)​
The alliance is fragile and weak.

FRONTS
Trade Sector-34-51 [Pirate Activity]
Pirates Raiding 6 (Supply Lines in Disarray 1)
COMMAND: Jim Raynor | ARMY: Raynor's Raiders
RESULTS: Pending

Braxis [Zerg Invasion]
Borealis Siege 6 (Zerg Rampage1)
COMMAND: General Samantha Clarke | ARMY: Brood Clarke
RESULTS: Pending

Typhan II [Active Xel'Naga ACU]
Typhan II Occupied 6 (Xel'Naga ACU Spotted 1)
COMMAND: Lt. Colonel Mathew Horner | ARMY: UEF Armored Command Unit
RESULTS: Pending

Deep Space Sector 981 [Hive Fleet Identified]
Zerg Hive Fleet Spotted 6 (Kerrigan? 1)
COMMAND: Citizen-Commander Dostya | ARMY: CN Armored Command Unit
RESULTS: Pending
ENEMY ASSETS (Currently Known)
THE GOLDEN ARMADA
ACTIVITY: Unknown | Threat Level: 6​
 
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Hmm, I should not post when I'm so sleepy.

Also, wait, mech marines are the same size as COLOSSUS?

Hah.

Scale.

There is going to be scale fuckery cause both Supreme Commander and Starcraft make actual scale kinda...hard to judge. Like, Battlecruisers are not 5 marines long. I'm going to use what seems right to me and for the story and if that's wrong based on the wiki, just assume that it's my disdain for wiki and wiki writers*!

But in a bit, I will write up a quick tutorial on how HEAT works, since...I did not explain it very well, and I'm sorry about that. I can't just link the document I'm using since it's for development only, and the old document is full of kruft.


*it's entirely wookipedia and how they have destroyed the concept of understanding art in Star Wars

No idea of the validity of this chart of "real" StarCraft unit scale, but if it's right, a Colossus is closer to the size of an ACU.



Supreme commander has a fairly consistent scale to it's units. There are only a few that are of questionable size in-game, like the aircraft carriers which could not possibly hold 60 aircraft, huge though though they may be. The old Supcomdb website gives us the size of unit hitboxes, which are a little bit bigger than the units themselves: Supreme Commander Units Database









Of course, all of this is subject to the QM's discretion.
 
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No idea of the validity of this chart of "real" StarCraft unit scale, but if it's right, a Colossus is closer to the size of an ACU.



Supreme commander has a fairly consistent scale to it's units. There are only a few that are of questionable size in-game, like the aircraft carriers which could not possibly hold 60 aircraft, huge though though they may be. The old Supcomdb website gives us the size of unit hitboxes, which are a little bit bigger than the units themselves: Supreme Commander Units Database









Of course, all of this is subject to the QM's discretion.
The star craft scale is correct. I have the book they took the images from. Though in that book its seperate scales for each faction the pic here mixes them together.
 
Ideally I think we'd want to find some way to use Just As Planned - set up some kind of unsolvable dilemma for the enemy - but I'm sufficiently hazy on the mechanical aspect of how we'd get that to work.
The very short version, from my understanding:
  1. Take as many actions as you want. Difficulty is increased by one per normal action you've already taken, though. (There are free actions too, like talking if you're in combat.)
  2. Skill checks are normal actions.
    1. Skill plus equipment modifier plus environment modifier, compared to the Difficulty.
    2. Equal or more means success.
    3. If you want to use the ACU's main cannon to shoot down a Scout, you use General Clarke's Guns skill (2), add the ACU's equipment modifier for guns, and compare that to the Difficulty.
  3. You can take Heat to add to a skill check. Effectively, it increases the environment modifier.
    1. If you increase Heat to 7 or more, the situation gets worse somehow (plot agar, as I put it, because the plot thickens) and your turn ends. But your action still succeeds.
    2. When you get to Heat of 25, you die.
      1. You might die at Heat 13? I'm unclear about that.
      2. But if you were at Heat 6 at the start of the enemies' turn, they would have to add 19 more heat to kill you before your next turn.
    3. Your Heat resets to 0 when you fail a skill check or rest for an hour.
  4. When your skill check meets or exceeds the difficulty, you gain Sparks.
    1. One Spark plus one per point by which you exceed the difficulty.
    2. You can take extra Heat to make extra Sparks.
    3. Sparks do something thematically appropriate to how you gained them. They might change the environment or force someone to take particular actions to do something. Like covering someone in sticky slime so they can't move until they clear it off.
    4. Sparks last the narratively appropriate amount of time. Usually that's to the end of the scene (like ten minutes), but some might last longer (like if the Spark created pools of acid, it might take them a day to seep into the ground).
    5. You can use a skill check to
  5. Powers reduce Heat and end your turn.
Mechanically, crafted units seem to be Sparks.

There are also some neat relationship mechanics.

[jk] Create a flirting flowchart in your head. Open communications with the Tal'darim leader. Attempt to give them the Butterfly feeling, resulting in the opposing leader gaining the Tsundere relationship toward General Clarke. Take 6 Heat from this (skill check 2 (Social 2) + 6 (Heat) vs carrier Difficulty 7), gaining two Sparks. Use Just As Planned to vent 6 Heat, gaining another Spark representing the emotional disarray you've given the opposing leader and your insight into their character.
 
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HEAT - the Basics!
This quest is a playtest for the basic, core level rules of HEAT - High Excitement Action Tabletop, by me! Dragon Cobolt! (Also, my friend @StrigaRosa, who did an oustanding job editing it!)

CORE RESOLUTION

HEAT has a very simple core resolution system: You have a Skill rated between 1-5. This is modified up and down by environmental factors (range, better guns, assistance from friends) and forms your Total Value (TV). Your TV is compared to the Difficulty (Diff). If your TV is equal to or higher than the Diff, you make one or more Sparks. If your TV is less than the Diff, you need to gain Heat or choose to fail!

You can have up to 6 Heat without any problem. Past that, you begin to Overheat.

At 1-2 Overheat (7-8 Heat total), you succeed at a cost/complication.
At 3-4 overheat (9-10 heat total), you succeed at an extreme cost/complicatino
At 5 Overheat (11 heat total), you succeed and are injured.
At 6 Overheat (12 heat total), you succeed and are badly injured.
At 7 Overheat (13 heat total), you succeed and die irrevocably.

HOW TO LOSE HEAT

You lose heat in three ways in structured play: By ending your turn (this allows 1 enemy to act and reduces your heat by 1), venting to activate a power (this actives a power, reduces your heat by anywhere from 0 to 6 depending on the power, and allows 4+ enemies to act), or by overheating and surviving.

You can lose heat in two additional ways that are only availably during narrative play: If you spend an hour just kicking back and relaxing, your heat hits 0. Alternatively, if you choose to fail an action, your heat resets to 0. This is the normal way of resetting heat when just roleplaying.

SPARKS AND HOW TO USE THEM

A Spark is best understood as a narrative consequence for your action. Normally, they're not tracked since...like, for example, if you use your Athletics skill to create "I have climbed to the roof!" Sparks, then, uh, you don't really need to remember that, it happens automatically in the background.

Sparks decay naturally - either when narratively appropriate outside of combat, or at structured points during combat scenes (you reduce all sparks created by you by 1 at the end of your turn, and NPCs reduce all sparks created by them by 1 at the end of the round), or if someone takes an action to remove them.

There are three kinds of special sparks that act differently from others.

Nested Sparks: This is when you have a spark that is dependent on another spark. For example, you can pin someone (prevent them from moving), then suppress them (prevent them from acting.) You need to remove sparks in the opposite order they're created.

Hit Sparks: These represent incoming damage and is created by NPCs. Each type of Hit Spark that you have increases your heat minimum and when they decay, they create heat. So, if some Zealots are attacking and create "Psi Slash" 3, then your minimum heat is now 1 (since you have one type of hit spark), and once the "Psi Slash" 3 decays, you gain 3 heat! If a Hit Spark is removed before it decays, then it is negated. So, the time between a Hit Spark landing and a Hit Spark decaying is a kind of a quantum state - where you're under threat, but not damaged yet.

Sticky Sparks: If nested Sparks decay, then they cause a permanent alteration to the narrative, which are called Sticky Sparks. Usually this is in the form of Hit Sparks (if you have lots of plasma bombs going off, you're going to make craters), but can also apply to other nested sparks - for example, any factories you produce as part of your attempts to blast enemies with units? Those factories will stick around. Since they're sticky! Sticky sparks!
CHARACTERISTICS

Sometimes, interactions will involve levels of raw characteristic difference that makes simple difficulty an inaccurate or less than useful model. For this, we have characteristics! Characteristics are rated from 1 (normal!) to 10 (supergod!) and they cover things like range, speed, mass, intelligence, armor, size, and so on. But the way they work is very simple: if an enemy is higher level above you, then you need to get a stack of six sparks and it'll bump you up one characteristic level! Now, obviously, this means you can't get more than 1, maybe 2 characteristic levels this way.

You can also raise your characteristics by acquiring tools. A battlecruiser might have level 5 armor, but if you get a level 5 gun, you can blast them good!

Now, inversely, if you use higher characteristics against lower characteristics, you will get an overwhelming success - with the success getting bigger and bigger the higher over the other characteristic is. So, like...using a nuclear weapon on a house fly will kill the fly! It will also kill everything else in a big area!

Sometime, characteristics hinder you (or your enemies.) A battlecruiser has level 5 armor, yes! But it has level 5 bigness too! That gives you in your tiny ship a +5 bonus to escape it by flying into an asteroid belt since it's so big!

If characteristics are all roughly on par narratively, they can be ignored. That's why, for example, a Protoss Carrier might be a diff 8 enemy to you in your ACU, but a diff 1 enemy with tons of augmented Characteristics if you were a normal human on foot. It's easier to hide from, or to trick, or to sneak aboard (since the diff is 1), but if you try and actually contest it's deadly weapons or astounding force fields, you're literally going to do nothing at all!

ACTIONS & COMBAT

Combat has the same set routine!

Step 0) GM spends Danger to create enemies
Step 1) New Enemies Arrive (if this is the 2nd+ round, they also act)
Step 2) PC acts (+1 diff per action) until they end their turn or vent for a power.
Ste[ 3) PC sparks decay
Step 4) Enemies act! Go back to Step 2 until there are no more PCs!
Step 5) Enemy sparks decay
Step 6) GM spends Shock! Go to Step 1! If no new enemies arrive, go to Step 2.

And that's how HEAT works!
 
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If you want to have fun with unit scaling their is a real scale mod for starcraft 2 out their. Where marines build in units of 10, and do 1 damaadge to battleships that have some 12k hitpoints. The motherships take up half the screen, and zerg leviathans are so big they cover the entire map just killing everything.

Of course the big weakness of SC is it complete lack of spaceships, a single battleship could just yamto canon any ACU dead, with the ACU have zero things that could counter.
 
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[jk] Create a flirting flowchart in your head. Open communications with the Tal'darim leader. Attempt to give them the Butterfly feeling, resulting in the opposing leader gaining the Tsundere relationship toward General Clarke. Take 6 Heat from this (skill check 2 (Social 2) + 6 (Heat) vs carrier Difficulty 7), gaining two Sparks. Use Just As Planned to vent 6 Heat, gaining another Spark representing the emotional disarray you've given the opposing leader and your insight into their character.

While cunning, the relationship mechanics are only for multiple PCs and interparty relationships, not for use between NPCs 😔
 
Going just by what we know, it seems like we always want to be trying to get sticky sparks since they're just as efficient at dealing with opponents as using non-sticky sparks but that's all guesswork.

We increase our heat to create sparks and then vent the heat with our Powers, but going by the examples each power can only be used once per battle? Otherwise we'd just spam the 6-vent Just as Planned rather than using the other powers ever, since being able to spend 6 heat per turn infinitely rather than just 4 seems far more important in the system than anything else.

The intended balance, I think, is that the more powerful abilities vent less heat. e.g. marksman lets you make up to 4 low-difficulty attacks (because they're not subject to increasing difficulties), whereas we just saw that the "Just as Planned" spark wasn't really a big deal.

Another reason not to use the same powers each time is because that's boring for us and DragonCobolt (unless we commit to the bit, I suppose?)

Also! It is okay to overheat! This is good for the narrative (instead of succeeding all the time, we partially succeed and make mistakes; instead of doing about the same amount of stuff each turn, sometimes we have blowout turns where we do loads of stuff etc) and good mechanically (we can take more actions and use the more powerful variants of our skills (where we vent less) and sometimes fewer enemies get to act (one enemy if we get hit, 4 enemies if we use a power)).
 
Also, like, a HEAT character is supposed to be kinda on par with a Nathan Uncharted or a Commander Masseffect or a Sareth Darkmessiah!

They're pretty bonkers.
 
@DragonCobolt
Do Power Cost Heat or they just Vent it? I.e. are we able to use Just as Planned… while having less than 6 Heat?
If we decide to End the Turn rather than Vent then only one enemy acts no matter how many of them are there?
 
[X] Operation: We Fight Different - use your Nanofabrication skill to build tier 1 AA guns nearby the engagement field (taking 1 heat to negate all 3 air cover), then use your Leadership skill and take 5 heat to convince the carrier to go back where it came from by demonstrating just how differently you fight - throw the fact no human has died in this fight, and you can just keep making things until they get the picture. Vent 4 heat to use Take Cover Men, and begin fabricating cover for the colonists as further demonstration of how the Protoss should just go.
 
I don't love either of the two vote options - exposing an ACU to danger against an unknown foe makes General Clarke out to much more reckless than I think she should be, and while I like the idea of building defenses to help the locals, I think the big heat spend shouldn't be on threatening the enemy into leaving, but on creating a superior tactical position - from which we can negotiate or threaten as need be.

Ideally I think we'd want to find some way to use Just As Planned - set up some kind of unsolvable dilemma for the enemy - but I'm sufficiently hazy on the mechanical aspect of how we'd get that to work.

I don't see how we set up a dilemma for the enemy when neither of us knows what the other can do. We can smoke their carrier, but that's a further escalation. If we want to try diplomacy then we have to persuade them to back down, because they're the ones on the offensive.

The only other plan I could come up with is that we build a bunch of high tier AA (static or mobile) and then bounce the cruiser around without killing it while clearly only using one of our many AA units. That message is pretty clear: we could kill you, but we're choosing not to.

[X] Plan: Piss off, please
- [x] Summary: Drive the protoss away without killing too many of them and leave us with a sticky spark of mobile AA. 2 heat net; imposing air cover deleted; carrier driven off without mass fatalities; scouts not touched, but refugees have one spark of Take Cover Men to hopefully keep them safe.
- [x] Nanofabricate a platoon of Sky Boxers (Tier 2 mobile anti-air ground units) and delete the opposing air cover (Nanofab 2 + 1 heat to remove the "imposing air cover" spark.
- [x] Smack the carrier around with the Sky Boxers to persuade them that we could kill them easily and they should piss off. (1 (second action) + 6 (carrier strength) - 2 (Leadership)) = 5 heat)
- [x] Fab up some defences for the refugees. (Vent 4 heat to place "Take Cover Men" on the refugees)





[ ] old (mistaken) version of Plan: Piss off, please
- [x] Summary: Drive the protoss away without killing too many of them and leave us with sticky sparks. 2 heat net; imposing air cover deleted; carrier driven off without mass fatalities; scouts not touched, but refugees have one spark of Take Cover Men to hopefully keep them safe.
- [x] Nanofabricate a platoon of Sky Boxers (Tier 2 mobile anti-air ground units). Heat 6 to manufacture 8 sparks of AA nastiness
- [x] Delete opposing air cover with a shitload of flak. 0 Heat? (1 (second action) + 3 (removing 3 opposing "Imposing air cover" sparks) - 2 (Leadership) - 2 (2 of the Sky Boxer sparks) = 0 => 0 heat?)
- [x] Smack the carrier around with the Sky Boxers to persuade them that we could kill them easily and they should piss off. (2 (third action) + 6 (carrier strength) - 2 (Leadership) - 6 (6 of the Sky Boxer sparks) = 0 => 0 heat?)
- [x] Fab up some defences for the refugees. (Vent 4 heat to place "Take Cover Men" on the refugees)

I don't know if I got the rules right, but here's an attempt at a write-in that tries to de-escalates while also leaving us with a healthful number of sticky sparks for the next round (if necessary).
 
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[X] Plan: Piss off, please
- [x] Summary: Drive the protoss away without killing too many of them and leave us with sticky sparks. 2 heat net; imposing air cover deleted; carrier driven off without mass fatalities; scouts not touched, but refugees have one spark of Take Cover Men to hopefully keep them safe.
- [x] Nanofabricate a platoon of Sky Boxers (Tier 2 mobile anti-air ground units). Heat 6 to manufacture 8 sparks of AA nastiness
- [x] Delete opposing air cover with a shitload of flak. 0 Heat? (1 (second action) + 3 (removing 3 opposing "Imposing air cover" sparks) - 2 (Leadership) - 2 (2 of the Sky Boxer sparks) = 0 => 0 heat?)
- [x] Smack the carrier around with the Sky Boxers to persuade them that we could kill them easily and they should piss off. (2 (third action) + 6 (carrier strength) - 2 (Leadership) - 6 (6 of the Sky Boxer sparks) = 0 => 0 heat?)
- [x] Fab up some defences for the refugees. (Vent 4 heat to place "Take Cover Men" on the refugees)

So, your idea is good, but you're a bit confused mechanically and are adding extra steps that don't need to be there: Really, what you're doing is two actions - one to remove the air cover sparks, and one to deal with the carrier.

You use'd use your Nanofabrication skill to delete the air cover (costing you 1 heat, since it's 3 sparks you want to delete and your skill is 2.)

Then you'd have to take down the carrier, which would be diff 8+1 for it being the second action. Since you've already established the skyboxers with your prior action, you'd use leadership for that, but that's still 7 heat, which would put you from 1 heat to 8 in total. Which would work, but then you'd overheat and the scouts would have a chance to act.

Though, if you don't want to *definitively* take down the carrier, what you could do is use leadership to create a defensive spark like "imposing field of flack" - which would be diff 1+1, then you take as much heat as you want to make as many sparks as you want. Then you can vent and those sparks would combine!

Since, next round, if the carrier wants to blow up the refugees, it'd have to bash through all the sparks you made.

So, if you took 5 heat to make 5 "imposing field of flack" sparks, then vented 4 heat to make a Take Cover Men on the refugees, then the carrier would be facing 6 sparks to get through - which it could do, but not without leaving itself vulnerable to your next round of actions.
 
So why is it 8 difficulty for the carrier? The last update said it was diff 7 reduced to 6 by just as planned.

If it's only 6 diff then we could take it for leadership + 4 + 1 for second action, right? And then we wouldn't overheat either.

Edit: I think that this new plan would be mechanically identical to the "we fight different" plan, except that we get an unknown number of sticky mobile AA sparks rather than an unknown number of AA gun (turrets?) sparks?
 
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So why is it 8 difficulty for the carrier? The last update said it was diff 7 reduced to 6 by just as planned.

If it's only 6 diff then we could take it for leadership + 4 + 1 for second action, right? And then we wouldn't overheat either.

Edit: I think that this new plan would be mechanically identical to the "we fight different" plan, except that we get an unknown number of sticky mobile AA sparks rather than an unknown number of AA gun (turrets?) sparks?

Because my brain is full of holes!

It'd be diff 6, which would reduce the requisite heat commensurately.
 
DragonCobolt said:
So, yeah, hope that short sum up helps!
My eyes kind of glazed over, sorry -- but my group tends to play much more mechanics-light tabletop.

I hope the system development goes well, though! And maybe I'll pick up more as this quest goes on, for use in it and/or possible future quests of yours.
 
How?

It's just skill+roll from any other RPG, just you choose the value of the roll.
When I said "much more mechanics-light", I meant "Sometimes the GM will estimate a probability and roll 1d100". There was one campaign where we tried a bit of more concrete skill+roll stuff, but IIRC it kind of fell by the wayside even later in that campaign, and we've not tried it again. Our current campaign is in part a Pokemon deconstruction, which does have a more involved battle system, but a: the actual number crunching is mostly handled by a computer, b: it's primarily used for sport battles where in universe it's in large part a rules system being handled by computers, with non-sport parts of the game mostly as far as I know still using the "system" mentioned above, and c: I personally am still not very involved with the complexities of it because we've been mostly just letting the player who most enjoys that aspect having their character act as team tactician, and the rest of us in the ring just carry out their recommendations.

I mean, I expect I could understand it with more deliberate study than I've attempted of it so far, but it seems that, as in the battle sport example above, I don't actually need to. Since I am here for fun and that study isn't striking me as fun, and there happily appear to be other people here who are interested in it, why do it, instead of just focusing on the parts of the quest I enjoy?
 
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